Game Board and Method for Playing a Rummy-Type Card Game

Information

  • Patent Application
  • 20140035229
  • Publication Number
    20140035229
  • Date Filed
    August 01, 2013
    10 years ago
  • Date Published
    February 06, 2014
    10 years ago
Abstract
The method of playing a rummy-type game and/or tonk-type card game allows the players to play the game through a plurality of user profiles. Each of the user profiles places an initial wagers and a plurality of side wagers at the beginning of the card game so that a hand of cards can be dealt to each of the user profiles. All of the initial wagers are added into a communal pot which later goes to the winner of the card game. Each of the user profile is able to play the card game during their playing turn by implementing different winning strategies in order to win the communal pot. The user profiles also have the opportunity to win the plurality of side wagers throughout the card game.
Description
FIELD OF THE INVENTION

The present invention relates generally to a method and game apparatus for playing a rummy-type card game or tonk-type card game. This game is ideally played with 2-4 players either in person with an accompanying game board and pieces or through means of an electronic device.


BACKGROUND OF THE INVENTION

Tonkout is a rummy-type card game that uses a traditional 52 count deck of cards. Each player is dealt five cards, the object of the game being to be the first player to get rid of all their cards. This can be done in several different ways. One way is to be dealt an initial hand of cards whose face value totals 49 points or more. Face cards have a point value of 10 and aces have a point value of 1. Also, spreads can be formed and played by three or more cards that are either all the same face value with different suit or consecutive cards of the same suit. Once a spread is played, the other players may add to the spread on their turn.


Another popular card game is poker. This game can be played in casinos or among friends and family and generally involves some form of gambling. Generally, before each hand is played, all players must ante, or bet a designated amount. During each round within the dealt hand, players are able to raise their bet, increasing the total value of the pot. The gambling aspect is what has helped to attract many people to the game and can be considered the most thrilling part. Also popular in casinos, is the game of craps or roulette, which offers several different options of betting as opposed to only betting on the final outcome of the game as in poker.


The present invention uses the traditional game play of Tonk but adds several new rules to create a more fast paced and exciting game. There are additional ways to win, as well as additional ways to bet. These new ways to win allow for a more fast paced game so that multiple players can join or leave a game more easily. All players make the same initial bet, which goes into the pot and is claimed by the winner, but they also have the option of making several different side bets. These side bets add a new level of excitement to the present invention aside from the main game play.





BRIEF DESCRIPTION OF THE DRAWINGS


FIG. 1 is a basic flow chart illustrating the overall method of the present invention.



FIG. 2 is a flow chart illustrating the designated point value of the deck of cards in the present invention.



FIG. 3 is a flow chart illustrating a method of winning the card game with the selection (i) in the initial playing turn, wherein the total point value is 49 points.



FIG. 4 is a flow chart illustrating a method of winning the card game with the selection (i) in the initial playing turn, wherein the total point value is 50 points.



FIG. 5 is a flow chart illustrating a method of winning the card game with the selection (i) in the initial playing turn, wherein the total point value is 13 points and under.



FIG. 6 is a flow chart illustrating a method of winning the card game with the selection (ii) in the initial playing turn, wherein the winner has the lowest total point value.



FIG. 7 is a flow chart illustrating a method of winning the card game with the selection (ii) in the subsequent playing turns, wherein the winner has the lowest total point value.



FIG. 8 is a flow chart illustrating a method of winning the card game with the selection (iii) in the initial playing turn, wherein the winner has the run-of-cards.



FIG. 9 is a flow chart illustrating a method of winning the card game with the selection (iii) in the subsequent playing turns, wherein the winner has the run-of-cards.



FIG. 10 is a flow chart illustrating a method of winning the card game with the selection (iii) in the initial playing turn, wherein the winner has the first and second spread-of-cards.



FIG. 11 is a flow chart illustrating a method of winning the card game with the selection (iii) in the initial playing turn, wherein the winner has the first spread-of-cards, the first, second, and third hit-of-card.



FIG. 12 is a flow chart illustrating a method of winning the card game with the selection (iii) in the initial playing turn, wherein the winner has the first spread-of-cards, the first and second hit-of-card.



FIG. 13 is a flow chart illustrating a method of winning the card game with the selection (iii) in the initial playing turn, wherein the winner has the first, second, third, fourth, fifth, and sixth hit-of-card.



FIG. 14 is a flow chart illustrating a method of winning the card game with the selection (iii) in the initial playing turn, wherein the winner has the first spread-of-cards and the first hit-of-card.



FIG. 15 is a flow chart illustrating a method of winning the card game with the selection (iii) in the subsequent playing turns, wherein the winner has the first and second spread-of-cards.



FIG. 16 is a flow chart illustrating a method of winning the card game with the selection (iii) in the subsequent playing turns, wherein the winner has the first spread-of-cards, the first, second, and third hit-of-card.



FIG. 17 is a flow chart illustrating a method of winning the card game with the selection (iii) in the subsequent playing turns, wherein the winner has the first spread-of-cards, the first and second hit-of-card.



FIG. 18 is a flow chart illustrating a method of winning the card game with the selection (iii) in the subsequent playing turns, wherein the winner has the first, second, third, fourth, fifth, and sixth hit-of-card.



FIG. 19 is a flow chart illustrating a method of winning the card game with the selection (iii) in the subsequent playing turns, wherein the winner has the first spread-of-cards and the first hit-of-card.



FIG. 20 is a flow chart illustrating the end of the playing turn, wherein the winner is not determined.



FIG. 21 is a flow chart illustrating method of receiving the side wagers and determining the side bet winners.





DETAIL DESCRIPTIONS OF THE INVENTION

All illustrations of the drawings are for the purpose of describing selected versions of the present invention and are not intended to limit the scope of the present invention.


The present invention is a method of playing a rummy-type card game, where the present invention is played through a graphic user interface with at least one virtual deck of cards that includes numbered cards, face cards, and ace cards. In reference to FIG. 2, each of the virtual cards of the virtual deck of cards is designated with a point value. More specifically, the point value of each the numbered cards is designated with their numerical face value. For example, seven of hearts has the point value of 7 points. The point value of each of the face cards is designated with 10 points, and the point value of each of the ace cards is designated with 1 point. For example, king of hearts has the value of 10 points and ace of diamonds has the point value of 1 point respectively.


Control software of the present invention allows the present invention to be played within many different graphic user interfaces such as, smartphones, computers, game machines, and electronic tablets. In order to play the present invention, users of the present invention are required to create a plurality of user profiles, where each of the user profiles includes a user name and a user password so that the respective user can access a gaming platform of the present invention through the user name and the user password. The gaming platform allows the user profiles to interact with the present invention through the graphic user interface, where the control software functions as the dealer of the card game. The control software executes the input commands and the output commands of the present invention so that the user profiles can compete against each other on the gaming platform. Each of the user profiles is recognized from the user name as the user name of the each of the user profiles is displayed through the gaming platform. The present invention calls for a standard game to be played with 2-4 players, however, other cases may call for this number to be greater or less.


In reference to FIG. 1, once the user profiles are able to access the gaming platform of the present invention, the control software prompts each of the user profiles to place an initial wager. Then the initial wager from each of the user profiles is received by the control software and added to a communal pot of the present invention. The initial wager of each of the user profiles indicates that each of the user profiles is participated in the card game. The amount of the initial wager is preferably determined by the players of the user profiles or it can be determined by the control software. Then the control software prompts each of the user profiles to place a plurality of side wagers, where the side wagers allow the players to optionally bet against other players within the rules of the side wagers. Once the control software receives the initial wager and the side wagers from each of the user profiles, a hand of cards from the virtual deck of cards is dealt and respectively displayed to each of the user profiles, and remaining cards of the virtual deck of cards are displayed on the gaming platform face side down. Only the respective player is able to view their hand of cards during the game which includes five cards. The main objective of the present invention is to get rid of all their cards during the card game or start of the card game, where the first player to get rid of the hand of cards wins the card game. The players can reduce the hand of cards of the present invention at the beginning or during a playing turn. The playing turn allows each of the user profiles to play their hand of cards, where the playing turn moves in the clockwise direction between each of the user profiles. The control software executes the playing turn of the present invention, and each of the user profiles is only able to choose a winning strategy at the beginning of their playing turn in order to win the card game. The players of the present invention are able to win the game with three different winning strategies, where one winning strategy does not precede the other. The three different winning strategies of the present invention as followed:

    • (i) Play for an initial point value with the hand of cards in order to win the communal pot
    • (ii) Play for a lowest point value with the hand of cards in order to win the communal pot
    • (iii)Reduce the hand of cards in order to win the communal pot


Each of the user profiles of the present invention chooses a selection for (i), (ii), or (iii) at the beginning of an initial playing turn of the card game so any of the user profiles can win the card game either the beginning of or during the initial playing turn. Once the selection for (i), (ii), or (iii) is received by the control software, the control software determine at least one winner form the user profiles based on the selection during the initial playing turn. If the selection for (i), (ii), and (iii) do not determine the at least one winner at the beginning or during the initial playing turn, a selection for (ii) or (iii) at the beginning or during subsequent playing turns determines the at least one winner of the card game.


The players of the user profiles can automatically win the card game with the hand of card at the beginning of the initial turn, if the a total point value of the hand of card is equal to 49 points, 50 points, or 13 points and under. The players can calculate the total point value of the hand of card from the point value. The players can add the point value of each of the virtual card to make sure that the hand of cards is equal to 49 points, 50 points, or 13 points and under. At the beginning of the initial playing turn, if one of the players has a winning hand that is equal to 49 points, 50 points, or 13 points and under, respective player can choose the selection (i). When the control software receives the selection (i) at the beginning of the initial playing turn, the control software determines the at least one winner from the user profiles based upon the initial point value. More specifically, the control software calculates the total point value of the hand of cards, where the control software accounts for all of the handoff cards of each of the user profiles. Then the at least one winner is determined through a point system that requires the total point value for the hand of cards to be equal to 49 point, 50 points, or 13 points and under. The control software then display the total point value and the hand of cards for each of the user profiles because the selection (i) required all of the hand of cards to be displayed within the gaming platform.


In reference to FIG. 3, the present invention identifies at least one arbitrary profile from the plurality of user profiles if the at least one arbitrary profile has the total point value of 49 points. The control software then designates the at least one arbitrary profile as the at least one winner if the total point value for each of other profiles of the plurality of user profiles is not 49 points, 50 points, or 13 points and under. After the at least one winner is designated, the at least one winner is notified to each of the user profiles.


In reference to FIG. 4, the at least one arbitrary profile is also identified by the control software if the at least one arbitrary profile has the total point value of 50 points. The control software then designates the at least one arbitrary profile as the at least one winner if the total point value for each of the other profiles is not 50 points or 13 points and under. After the at least one winner is designated, the at least one winner is notified to each of the user profiles.


In reference to FIG. 5, the at least one arbitrary profile is also identified by the control software if the at least one arbitrary profile has the total point value of 13 points and under. The control software then designates the at least one arbitrary profile as the at least one winner if the total point value for each of the other profiles is not 50 points or 13 points and under. After the at least one winner is designated, the at least one winner is notified to each of the user profiles.


Even though the at least one arbitrary profile's with the 49 points, 50 points, or 13 points and under is individually considered as the at least one winner when the total point value of each of the other profiles is not 49 points, 50 points, or 13 points and under, the at least one arbitrary profile with the total point value of 50 points and 13 points and under trump the at least one arbitrary profile with the total point value of 49 points if the total point value of 50 points and/or 13 points and under exists with the 49 points within the same card game. The at least one arbitrary profile with the total point value of 50 points and 13 points and under considered to have equivalent value within the present invention as one does not win over the other, considered a tie or “push”.


In reference to FIG. 6 and FIG. 7, the players of the user profiles can win the card game with the hand of card at the beginning of the initial playing turn or the subsequent playing turns, if the total point value of the hand of card is the lowest point value. The players can calculate the total point value of the hand of card from the point value, and if they feel like they have the lowest point value compare to other players, they can go for the win of the card game. At the beginning of the initial playing turn or the subsequent playing turns, if one of the players thinks that he or she has the winning hand with the lowest point value, respective player can choose the selection (ii). When the control software receives the selection (ii) from an arbitrary profile at the beginning of the initial playing turn or the subsequent playing turns, the control software determines the at least one winner from the user profiles. More specifically, when the control software receives the selection (ii) from the arbitrary profile of the user profiles, the control software prompts the arbitrary profile to bet a catch payoff. The catch payoff is always double the communal pot and only the arbitrary profile that goes for the win of the card game with the lowest point value bets the catch payoff. Once the control software receives the catch payoff, the control software calculates the total point value of all of the hand of cards. Then the at least one winner is designated by the control software if the total point value of the at least one winner is lower than the total point value of each of the other profiles. If the arbitrary profile cannot afford the catch payoff, the arbitrary profile has to put down additional funding so that the catch payoff can be completed. Otherwise, the arbitrary profile is not able to choose the selection (ii). The control software then display the total point value and the hand of cards for each of the user profiles because the selection (ii) required all of the hand of cards to be displayed within the gaming platform. Then the at least one winner is notified to each of the user profiles. If the arbitrary profile is the at least one winner, the arbitrary profile wins the communal pot and gets to retain the catch payoff. If the arbitrary profile and at least one other user profiles have the lowest point value, the arbitrary profile and the at least one other user profiles split the communal pot and the catch payoff. If the arbitrary profile is not the at least one winner, the at least one winner wins the catch payoff but the communal pot get rollover for the next card game providing a free round of play or a “free ride” for the user profiles.


In reference to FIG. 8 and FIG. 9, the players of the user profiles can win the card game with the hand of card during the initial turn or the subsequent playing turns, if the players can reduce the hand of card through a run-of-card. The run-of-cards includes five virtual cards in sequential order, where the players are allow to put down the hand of cards and the first player to put down the hand of card is designated as the at least one winner. During the initial playing turn or subsequent playing turns, if one of the players thinks that he or she has the winning hand, respective player can choose the selection (iii). When the control software receives the selection (iii) from the arbitrary profile at the beginning of the initial playing turn the subsequent playing turns, the control software receives the run-of-cards from the arbitrary profile. For example, the run-of-cards can be eight of spade, nine of spade, ten of spade, Jack of spade, and queen of spade. Then the control software designates the arbitrary profile as the at least one winner since the arbitrary profile is able to discard the hand of cards through the run-of-cards. After the at least one winner is designated, the at least one winner is notified to each of the user profiles.


The players of the user profiles can win the card game with the hand of card during the initial turn or the subsequent playing turns, if the players can reduce the hand of card through a spread-of-cards, a hit-of-card, and a discard card. The maximum number of cards that the spread-of-cards can have is five virtual cards, where the spread-of-cards can be three, four, or five running order virtual cards in same suit or three or four similar virtual cards in different suit. For example, four of clubs, four of hearts, and four of spades are considered as same card in different suit while four of clubs, five of clubs, six of clubs, and seven of clubs are considered as same suit in running order. The hit-of-card is a single virtual card, where the players are allowed to play the single virtual card upon the running order cards or the similar cards of any existing spared-of-cards. For example, providing an existing spread-of-cards that is three of hearts, three of diamonds, and three of clubs, the arbitrary profile can play a hit-of-card to the existing spread-of-card with three of spades. First a playing card from the remaining cards of the virtual deck of cards is dealt to the player, and the players are then allowed to put down the hand of cards through the spread-of-cards, the hit-of-card, or the discard card, where the first player to get rid of the hand of card is designated as the at least one winner. If the players can't get rid of the hand of card through the spread-of-cards and the hit of card, the players have to get rid of the discard card from the hand of card. At the beginning of the initial playing turn or subsequent playing turns, if one of the players recognize that he or she may has the winning hand through the spread-of-cards and the hit of card, respective player can choose the selection (iii). When the control software receives the selection (iii) from the arbitrary profile at the beginning of the initial playing turn or the subsequent playing turns, the control software deals the playing card to the arbitrary profile from the remaining cards of the virtual deck of cards. Then the control software receives the spread-of-cards and/or the hit-of-card from the arbitrary profile in order to get rid of the hand of cards. Then the control software designates the arbitrary profile as the at least one winner if the arbitrary profile is able to discard the hand of cards through the spread-of-cards and/or the hit-of-card. The arbitrary profile can discard the hand of cards through many combinations of the spread-of-cards and/or the hit-of-card to win the card game, where each combination does not precede others.


In reference to FIG. 10 and FIG. 15, as for the first combination, the arbitrary profile can discard a first spread-of-cards and a second spread-of-cards to win the card game, where both the first spread-of-cards and the second spread-of-cards include three running order virtual cards in same suit or three similar virtual cards in different suit. Once the software control receives the first spread-of-cards and the second spread-of-cards from the arbitrary profile; the control software determines that the arbitrary profile got rid of their hand of card through the first and second spread-of-cards. Then each of the other profiles is notified by the control software that the arbitrary profile is the at least one winner of the card game. It is possible for the arbitrary profile to play the first spread-of-cards before the playing card is dealt, and then to play the second spread-of-cards if the dealt playing card completes the second spread-of-cards. The arbitrary profile must inform the possibility of the second spread-of-cards through the gaming platform before playing the first spread-of-cards.


In reference to FIG. 11 and FIG. 16, as for the second combination, the arbitrary profile can discard a first spread-of-cards, a first hit-of-card, a second hit-of-card, and a third hit-of-card to win the card game, where the first spread-of-cards includes three running order virtual cards in same suit or three similar virtual cards in different suit, and the first, second, and third hit-of-card play upon the running order cards or the similar cards of any existing spread-of-cards. Once the software control receives the first spread-of-cards, the first hit-of-card, the second hit-of-card, and the third hit-of-card from the arbitrary profile; the control software determines that the arbitrary profile got rid of their hand of card through the first spread-of-cards, the first hit-of-card, the second hit-of-card, and the third hit-of-card. Then each of the other profiles is notified by the control software that the arbitrary profile is the at least one winner of the card game.


In reference to FIG. 12 and FIG. 17, as for the third combination, the arbitrary profile can discard a first spread-of-cards, a first hit-of-card, and a second hit-of-card to win the card game, where the first spread-of-cards includes four running order virtual cards in same suit or four similar virtual cards in different suit, and the first and second hit-of-card play upon the running order cards or the similar cards of any existing spread-of-cards. Once the software control receives the first spread-of-cards, the first hit-of-card, and the second hit-of-card from the arbitrary profile; the control software determines that the arbitrary profile got rid of their hand of card through the first spread-of-cards, the first hit-of-card, and the second hit-of-card. Then each of the other profiles is notified by the control software that the arbitrary profile is the at least one winner of the card game.


In reference to FIG. 13 and FIG. 18, as for the fourth combination, the arbitrary profile can discard a first hit-of-card, a second hit-of-card, a third hit-of-card, a fourth hit-of-card, a fifth hit-of-card, and a sixth hit-of-card to win the card game, where the first, second, third, fourth, fifth, and sixth hit-of-card play upon the running order cards or the similar cards of any existing spread-of-cards. Once the software control receives the first, second, third, fourth, fifth, and sixth hit-of-card from the arbitrary profile; the control software determines that the arbitrary profile got rid of their hand of card through the first, second, third, fourth, fifth, and sixth hit-of-card. Then each of the other profiles is notified by the control software that the arbitrary profile is the at least one winner of the card game.


In reference to FIG. 14 and FIG. 19, as for the fifth combination, the arbitrary profile can discard a first spread-of-cards and a first hit-of-card to win the card game, where the first spread-of-cards includes five running order virtual cards in same suit, and the first and second hit-of-card play upon the running order cards or the similar cards of any existing spread-of-cards. Once the software control receives the first spread-of-cards and the first hit-of-card from the arbitrary profile; the control software determines that the arbitrary profile got rid of their hand of card through the first spread-of-cards and the first hit-of-card. Then each of the other profiles is notified by the control software that the arbitrary profile is the at least one winner of the card game.


In reference to FIG. 20, if the arbitrary profile can't perform the spread-of-cards and/or the hit of card with the hand of cards, the arbitrary profile has to get rid of the discard card from the hand of card. The discard card is placed face side up in a discard card pile that is separately displayed from the remaining cards of the virtual deck of cards. Once the arbitrary profile performs the discard card, the control software recognizes that the arbitrary profile is not the at least one winner. The control software then prompts another profile from the user profiles to initial the playing turn by selecting the winning strategy. The other profiles can choose to receive the top card of the discard card as the playing card if they desired. In the event that the entire remaining deck of cards is used, the player who has the lowest point value within their hand of cards wins the card game.


Once the at least one winner is selected by the control software, the communal pot is distributed among the at least one winner. For example, if the card game is finished with a single winner, the communal pot is distributed to the single winner. If the card game is finished with two winners, the communal pot is evenly distributed among the two winners. If the at least one winner of the present invention win the card game with either the initial point value of 50 points, 13 point and under, or the first and second spread-of-cards, the at least one winner wins a double pot that is twice the amount of the communal pot. In order to create the double pot, the user profiles must place secondary wagers, which have the similar value as the initial wagers, into the communal pot. The at least one winner of the present invention only wins the communal pot with reference to the all of the other winning combinations.


In reference to FIG. 21, then the control software determines side bet winners from the user profiles, where the side bet winners are based upon the side wagers. More specifically, when the side wagers are displayed to the user profiles, at least one side bet selection and a user defined bet for the side wagers receive from the at least one arbitrary profile. The side wagers include initial hand wagers and game outcome wagers, where the initial hand wagers include a highest card in each suit, a lowest card in each suit, a highest pair in same color suit, a highest pair in opposite color suit, a suicide king, and a one eyed jack. Ace is considered as the highest card and the two is considered as the lowest card within the side wagers of the present invention. King of hearts considered as the suicide king while the jack of spades and jack of hearts considered as the one eyed jack. The game outcome wagers include a first to play the spread-of-card, a first to play the first spread-of-card and the second spread-of-card, and a first to win game. At least one opposition profile from the other profiles is able to bet against the arbitrary profile with reference to the side wagers as the at least one opposition profile is allowed the opportunity to provide at least one opposition bet in order to completes the at least one side bet selection. When the at least one arbitrary profile and the at least one opposition profile have completed at least one initial hand wager, the side bet winner of the at least one initial hand wager is determined during the initial playing turn. When the at least one arbitrary profile and the at least one opposition profile have completed at least one game outcome wager, the side bet winner of the at least one game outcome wager is determined after the at least one winner is determined by the control software. The card played within the side wagers are considered as part of the hand of cards; therefore, those cards are not displayed to the user profiles until the at least one winner is determined by the control software. When the arbitrary profile or the opposition profile needs to reveal the cards of the side wagers, the arbitrary profile or the opposition profile should call and announce their side wager first.


Once the control software determine the side bet winners from the user profiles, the user defined bet with respective to the each of the side wagers is distributed among the side bet winners. If any of the user defined bets are not won during the card game, it is possible that the respective user defined bets can be rollover to the next card game with the option of adding to the respective user define bets.


It is also possible for the present invention to be played in tournament fashion. The concept of the present invention as described above remains the same with the addition of new rules. This type of play features a progressive pot, where the initial wagers are increased at set intervals of time. The amount that the initial wager is raised is determined by the dealer or players. Tournament play also introduces the use of a play clock in order to limit slow play. If a player is moving too slow, other players may call “clock”. Preferably the play clock is 30 seconds in which the player must make their playing turn. In the event that a player does not finish their playing turn within the designated play clock time, their hand of cards is mucked, or removed from that game, and the card game is continued among the remaining players. If a player's hand of cards is mucked, the player must wait until next card game to rejoin. During each playing turn, a player is allowed one play clock extension of 20 seconds. If they still cannot finish their playing turn with the clock extension, then it is mucked. Additionally, a player's hand of cards must never leave the top of the table or the dealer's sight; otherwise the player's hand is mucked.


The present invention can also be played in a casino setting. In this case, the concept of the present invention would remain the same as above. The difference would be the use of a house dealer. The house dealer would deal cards, mark side wagers, and set the initial wagers. Casino play could also incorporate the use of multiple decks of cards rather than just one deck of cards. The present invention can also be played as a standard board game among friends and family, where the dealer of the present invention is rotated between players after each hand of cards is played. A board of the standard board game comprises separate sections for each individual player, the side wagers, the discard card pile, the remaining cards of the virtual deck of cards, and the game to be played. Moreover, the game board also includes different betting chips so that the players can keep track of each player and their bets during the game. Additionally, a dealer chip may be used to signify which player is the dealer. If a card is accidentally flipped while being dealt, it is placed back in the deck, the deck is reshuffled and the player is dealt a new card.


Although the invention has been explained in relation to its preferred embodiment, it is to be understood that many other possible modifications and variations can be made without departing from the spirit and scope of the invention as hereinafter claimed.

Claims
  • 1. A method of playing a rummy-type card game and/or tonk-type card game by executing computer-executable instructions stored on a non-transitory computer-readable medium, the method comprises the steps of: (A) providing at least one virtual deck of cards, wherein each of the virtual card is designated a point value;(B) providing a plurality of user profiles, wherein each of the user profiles comprises a user name;(C) receiving an initial wager from each of the user profiles and adding the initial wager to a communal pot;(D) receiving a plurality of side wagers from each of the user profiles, wherein each of the side wagers includes at least one side bet selection and a user defined bet;(E) dealing a hand of cards from the virtual deck of cards to each of the user profiles;(F) respectively displaying the hand of cards to each of the user profiles;(G) executing a playing turn for each of the user profiles;(H) prompting each of the user profiles at the beginning of each playing turn to choose a winning strategy to either: (i) play for an initial point value with the hand of cards in order to win the communal pot;(ii) play for a lowest point value with the hand of cards in order to win the communal pot; or(iii) reduce the hand of cards in order to win the communal pot;(I) retrieving a selection for (i), (ii), or (iii) at the beginning of an initial playing turn for each of the user profiles;(J) retrieving a selection for (ii) or (iii) at the beginning of subsequent playing turns for each of the user profiles;(K) determining at least one winner from the user profiles based on the selection during the playing turn;(L) distributing the communal pot among the at least one winner;(M) determining side bet winners from the user profiles based on the side wagers; and(N) distributing the user defined bet among the side bet winners.
  • 2. The method of playing a rummy-type card game and/or tonk-type card game by executing computer-executable instructions stored on a non-transitory computer-readable medium, the method as claimed in claim 1 comprises the steps of: providing numbered cards, face cards, and ace cards within the virtual deck of cards;designating the point value of each of the numbered cards based on their numerical face value;designating the point value of each of the face cards as 10 points; anddesignating the point value of each of the ace cards as 1 point.
  • 3. The method of playing a rummy-type card game and/or tonk-type card game by executing computer-executable instructions stored on a non-transitory computer-readable medium, the method as claimed in claim 1 comprises the steps of: providing (i) is selected by any user profile at the beginning of the initial playing turn;calculating a total point value from the hand of cards for each of the user profiles;determining the at least one winner from the user profiles through a point system, wherein the point system requires the total point value for the hand of cards to be equal to 49 points, 50 points, or 13 points and under; anddisplaying the total point value and the hand of cards for each of the user profiles.
  • 4. The method of playing a rummy-type card game and/or tonk-type card game by executing computer-executable instructions stored on a non-transitory computer-readable medium, the method as claimed in claim 3 comprises the steps of: providing an least one arbitrary profile and other profiles for the plurality of user profiles;providing the total point value of the at least one arbitrary profile is 49 points;designating the at least one arbitrary profile as the at least one winner, if the total point value for each of the other profiles is not 49 points, 50 points, or 13 points and under; andnotifying the at least one winner to each of the user profiles.
  • 5. The method of playing a rummy-type card game and/or tonk-type card game by executing computer-executable instructions stored on a non-transitory computer-readable medium, the method as claimed in claim 3 comprises the steps of: providing an least one arbitrary profile and other profiles for the plurality of user profiles;providing the total point value of the at least one arbitrary profile is 50 points;designating the at least one arbitrary profile as the at least one winner, if the total point value for each of the other profiles is not 50 points or 13 points and under; andnotifying the at least one winner to each of the user profiles.
  • 6. The method of playing a rummy-type card game and/or tonk-type card game by executing computer-executable instructions stored on a non-transitory computer-readable medium, the method as claimed in claim 3 comprises the steps of: providing an least one arbitrary profile and other profiles for the plurality of user profiles;providing the total point value of the at least one arbitrary profile is 13 points and under;designating the at least one arbitrary profile as the at least one winner, if the total point value for each of the other profiles is not 50 points or 13 points and under; andnotifying the at least one winner to each of the user profiles.
  • 7. The method of playing a rummy-type card game and/or tonk-type card game by executing computer-executable instructions stored on a non-transitory computer-readable medium, the method as claimed in claim 1 comprises the steps of: providing an arbitrary profile from the plurality of user profiles;receiving a catch payoff from the arbitrary profile,if (ii) is selected by the arbitrary profile at the beginning of the initial playing turn or one of the subsequent playing turns,wherein the catch payoff is double the communal pot;calculating a total point value from the hand of cards for each of the user profiles;designating the at least one winner from the user profiles,if the total point value of the at least one winner is lower than the total point value of each of other profiles;displaying the total point value and the hand of cards to the user profiles; andnotifying the at least one winner to each of the user profiles.
  • 8. The method of playing a rummy-type card game and/or tonk-type card game by executing computer-executable instructions stored on a non-transitory computer-readable medium, the method as claimed in claim 1 comprises the steps of: providing (iii) is selected by an arbitrary profile at the beginning of the initial playing turn or one of the subsequent playing turns, wherein the arbitrary profile is one of the user profiles;receiving a run-of-cards from the arbitrary profile in order to discard the hand of cards, wherein the run-of-cards includes five virtual cards in sequential order;designating the arbitrary profile as the—at least one winner,if the arbitrary profile is able to discard the hand of cards through the run-of-cards; andnotifying the at least one winner to each of the user profiles.
  • 9. The method of playing a rummy-type card game and/or tonk-type card game by executing computer-executable instructions stored on a non-transitory computer-readable medium, the method as claimed in claim 1 comprises the steps of: providing (iii) is selected by an arbitrary profile at the beginning of the initial playing turn or one of the subsequent playing turns, wherein the arbitrary profile is one of the user profiles;dealing a playing card from the virtual deck of cards to the arbitrary profile;receiving a spread-of-cards, a hit-of-card, or a discard card from the arbitrary profile in order to discard the hand of cards; anddesignating the arbitrary profile as the at least one winner, if the arbitrary profile is able to discard the hand of cards through the spread-of-cards or the hit-of-card.
  • 10. The method of playing a rummy-type card game and/or tonk-type card game by executing computer-executable instructions stored on a non-transitory computer-readable medium, the method as claimed in claim 9 comprises the steps of: receiving a first spread-of-cards from the arbitrary profile, wherein the first spread-of-cards is three running order virtual cards in same suit or three similar virtual cards in different suit;receiving a second spread-of-cards from the arbitrary profile, wherein the second spread-of-cards is three running order virtual cards in same suit or three similar virtual cards in different suit; andnotifying the at least one winner to each of the user profiles.
  • 11. The method of playing a rummy-type card game and/or tonk-type card game by executing computer-executable instructions stored on a non-transitory computer-readable medium, the method as claimed in claim 9 comprises the steps of: receiving a first spread-of-cards from the arbitrary profile, wherein the spread-of-cards is three running order virtual cards in same suit or three similar virtual cards in different suit;receiving a first hit-of-card from the arbitrary profile, wherein the first hit-of-card is a single virtual card plays upon the running order cards or the similar cards of any existing spread-of-cards;receiving a second hit-of-card from the arbitrary profile, wherein the second hit-of-card is a single virtual card plays upon the running order cards or the similar cards of any existing spread-of-cards;receiving a third hit-of-card from the arbitrary profile, wherein the third hit-of-card is a single virtual card plays upon the running order cards or the similar cards of any existing spread-of-cards; andnotifying the at least one winner to each of the user profiles.
  • 12. The method of playing a rummy-type card game and/or tonk-type card game by executing computer-executable instructions stored on a non-transitory computer-readable medium, the method as claimed in claim 9 comprises the steps of: receiving a first spread-of-cards from the arbitrary profile, wherein the first spread-of-cards is four running order virtual cards in same suit or four similar virtual cards in different suit;receiving a first hit-of-card from the arbitrary profile, wherein the first hit-of-card is a single virtual card plays upon the running order cards or the similar cards of any existing spread-of-cards;receiving a second hit-of-card from the arbitrary profile, wherein the second hit-of-card is a single virtual card plays upon the running order cards or the similar cards of any existing spread-of-cards; andnotifying the at least one winner to each of the user profiles.
  • 13. The method of playing a rummy-type card game and/or tonk-type card game by executing computer-executable instructions stored on a non-transitory computer-readable medium, the method as claimed in claim 9 comprises the steps of: receiving a first hit-of-card from the arbitrary user profile, wherein the first hit-of-card is a single virtual card plays upon the running order cards or the similar cards of any existing spread-of-cards;receiving a second hit-of-card from the arbitrary user profile, wherein the second hit-of-card is a single virtual card plays upon the running order cards or the similar cards of any existing spread-of-cards;receiving a third hit-of-card from the arbitrary user profile, wherein the third hit-of-card is a single virtual card plays upon the running order cards or the similar cards of any existing spread-of-cards;receiving a fourth hit-of-card from the arbitrary user profile, wherein the fourth hit-of-card is a single virtual card upon the running order cards or the similar cards of any existing spread-of-cards;receiving a fifth hit-of-card from the arbitrary user profile, wherein the fifth hit-of-card is a single virtual card plays upon the running order cards or the similar cards of any existing spread-of-cards;receiving a sixth hit-of-card from the arbitrary user profile, wherein the sixth hit-of-card is a single virtual card plays upon the running order cards or the similar cards of any existing spread-of-cards; andnotifying the at least one winner to each of the user profiles.
  • 14. The method of playing a rummy-type card game and/or tonk-type card game by executing computer-executable instructions stored on a non-transitory computer-readable medium, the method as claimed in claim 9 comprises the steps of: receiving a first spread-of-cards from the arbitrary profile, wherein the first spread-of-cards is five running order virtual cards in same suit;receiving a first hit-of-card from the arbitrary user profile, wherein the first hit-of-card is a single virtual card plays upon the running order cards or the similar cards of any existing spread-of-cards; andnotifying the at least one winner to each of the user profiles.
  • 15. The method of playing a rummy-type card game and/or tonk-type card game by executing computer-executable instructions stored on a non-transitory computer-readable medium, the method as claimed in claim 9 comprises the steps of: receiving the discard card from the arbitrary profile,if the arbitrary profile is not able to perform the spread-of-cards or the hit-of-card with the hand of cards;wherein the arbitrary profile is not the at least one winner; andprompting another profile from the user profiles to initiate the playing turn by selecting the winning strategy.
  • 16. The method of playing a rummy-type card game and/or tonk-type card game by executing computer-executable instructions stored on a non-transitory computer-readable medium, the method as claimed in claim 1 comprises the steps of: providing at least one arbitrary profile and other profiles for the plurality of user profiles;displaying the side wagers to the user profiles, wherein the side wagers include initial hand wagers and game outcome wagers;receiving the at least one side bet selection and the user defined bet for the side wagers from the at least one arbitrary profile;notifying the at least one side bet selection to the other profiles;completing the at least one side bet selection with at least one opposition bet,if the at least one opposition bet is received from an opposition profile,wherein the opposition profile is one of the profile from the other profiles; anddetermining the side bet winners.
  • 17. The method of playing a rummy-type card game and/or tonk-type card game by executing computer-executable instructions stored on a non-transitory computer-readable medium, the method as claimed in claim 16 comprises the steps of: providing the initial hand wagers; anddetermining the side bet winners based on the hand of cards in the initial playing turn, wherein the initial hand wagers include a highest card in each suit, a lowest card in each suit, a highest pair in same color suit, a highest pair in opposite color suit, a suicide king, and a one eyed jack.
  • 18. The method of playing a rummy-type card game and/or tonk-type card game by executing computer-executable instructions stored on a non-transitory computer-readable medium, the method as claimed in claim 16 comprises the steps of: providing the game outcome wagers; anddetermining the side bet winners based on the hand of cards in the initial playing turn or one of the subsequent playing turns, wherein the game outcome wagers include a first to play a spread-of-card, a first to play a first spread-of-card and a second spread-of-card, and a first to win game.
Parent Case Info

The current application claims a priority to the U.S. Provisional Patent application Ser. No. 61/678,188 filed on Aug. 1, 2012.

Provisional Applications (1)
Number Date Country
61678188 Aug 2012 US