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Patent Searching and Data


Title:
BINGO VARIATION USING SPORTING EVENT RESULTS
Document Type and Number:
WIPO Patent Application WO/2020/256724
Kind Code:
A1
Abstract:
The bingo-style game process uses electronic game cards (21) with a 5x5 matrix of squares pre-populated with a defined result derived from the key element of a live sporting event (FIG.6). The key element supplies defined results one at a time from a set of defined results for comparison to the current single square, in play, designated the subject square(53). A match of the defined result supplied by the key element with the pre-populated defined result in the subject square creates a marked square (25). The next sequential square becomes the subject square (53) for comparison to the next defined result supplied by the key element. The sequential process is repeated, through the squares, an indefinite number of times. A group of marks creating a pre-determined winning pattern (29) is a winner of the game. The game continues until the event containing the key element concludes or a game winner is announced.

Inventors:
BUGH ROBERT (US)
Application Number:
PCT/US2019/038033
Publication Date:
December 24, 2020
Filing Date:
June 19, 2019
Export Citation:
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Assignee:
THISSPACE LLC (US)
BUGH ROBERT (US)
International Classes:
G06F17/00
Domestic Patent References:
WO2018143745A12018-08-09
Foreign References:
US20030224847A12003-12-04
US6176487B12001-01-23
US20070117608A12007-05-24
US20050208991A12005-09-22
Attorney, Agent or Firm:
ROBERT BUGH, Member (US)
Download PDF:
Claims:
CLAIMS

What is claimed is:

1. A bingo-style game method comprising:

forming a plurality of unique game cards each with a grid of squares, created from a plurality of columns and a plurality of rows, each square being pre populated with a defined result from a set of defined results; employing a characterizing feature of a repeating sequential movement, one square at a time through the grid of squares, designating the one square currently in play, as a subject square; comparing a randomly-generated defined result from the set of defined results to the pre-populated defined result of the subject square; marking the game cards when a match exists between the pre-populated defined result of the subject square and the randomly-generated defined result; continuing the characteristic repeating sequential movement and matching one square at a time until the randomly-generated defined results come to a pre-determined conclusion; designating game winning cards as one or more game cards exhibiting valid marks on the grid of squares in a pre-determined pattern.

2. A method of claim 1, in which the randomly-generated defined result comes from a reoccurring key element of an event comprised of baseball, American-style football, hockey, rugby, football or basketball.

3. A method of claim 2, wherein the reoccurring key element is comprised of a batter, turnover, seconds in a minute, series of downs, attempted passes, shot on goal or team possessions.

4. A method of claim 1, in which the pre-determined conclusion is the end of a live sporting event.

5. A method of claim 1, in which the randomly-generated defined result comes from a reoccurring key element at the end of each game, contest or match of a series of games, contests or matches.

6. A method of claim 1, in which the randomly-generated defined result comes from a reoccurring key element at the end of a segment of play comprised of turns, periods, hands, innings, rounds, quarters, halves or ends of games, contests or matches. 7. A method of claim 1, in which the pre-determined conclusion is the end of a tournament or series of games, events or contests.

8. A method of claim 1, in which the randomly-generated defined result comes from a reoccurring key element of a computer.

9. A method of claim 1, in which the pre-determined conclusion is comprised of a time on the clock, a period of regulated time, a certain number of selections or a certain number of instances.

10. A method of claim 1, in which the pre-determined conclusion is the first game card ehibiting valid marks on the grid of squares in the pre-determined pattern.

11. A method of claim 1, whereby the sequential movement starts from the upper left most square of the card grid and moves right one column at a time through all the columns before moving down to the first column of the next row and continuing across all the columns through all the rows before returning to the upper leftmost square and repeating the pattern.

12. A method of claim 1, in which each of the plurality of unique game cards created may be used for one or more concurrent games differentiated by the pre-determined winning pattern.

13. A method of claim 1, wherein the subject square is pre-populated with a defined result just prior to the key element delivering a randomly-generated defined result.

14. An electronic means for playing a bingo-style game comprising: a centrally-processed or multi- hub network generating unique game cards in a plurality of locations for one or more games differentiated by a plurality of criteria, one of several being an event and another being a pre-determined winning pattern, selected utilizing paper and electronic input methods on electronic devices, kiosks, customer service locations and hand-held customer service units; a secure control number incorporating the game criteria selected during generation, as part, uniquely identifying each game card, the network utilizing the control number for, among other things, the later identification of a paper game card to the network-maintained database equivalent; an electronic device receiving a broadcast game card of the network- maintained database equivalent, allowing the network to almost instantaneously update all electronically distributed game cards, the control number retrievable on the electronic device by menu selection; a characterization of the network programming into each game a sequential designation of each square from the grid of squares on the game card, one at a time, as a subject square; a key element of an event selected as one of the criteria delivers a randomly- generated defined result, the network compares the randomly-generated defined result to the pre-populated defined result in the subject square; a mark made by the network in the subject square as a result of a match during the comparison, the network designating the next sequential square as the subject square for comparison to the next randomly-generated defined result from the key element of the event; a network search of the game cards for a group of marks forming a pre determined pattern as selected in the criteria, the network setting the date and time when a game card exhibits the correct pre-determined pattern then including the game card in the winners database for notification and calculation of prizes; a broadcast update sent by the network to all the distributed electronic game cards, the network continuing the game characterized by a repeating sequential movement and matching one square at a time until the randomly- generated defined results come to a pre-determined conclusion; a conclusion to the game whereby the network notifies electronic game cards of any wins and accepts paper game cards at kiosks, electronic devices, customer service locations and hand-held customer service units for validation of their secure control number, delivering instructions for taking possession of any winnings.

15. A method of claim 14, wherein the game card must be filled out manually and

verified it was filled out correctly using the secure control number for comparison to the network-maintained database equivalent.

16. A method of claim 14, wherein a game card can be validated for a period of time after the conclusion of the game using the secure control number and instructions provided for taking possession of any winnings.

17. A method of claim 14, wherein the secure control number is an electronically- readable format comprised of bar codes, quick reference codes or the like.

AMENDED CLAIMS

received by the International Bureau on 07 November 2019 (07.11.2019)

1. A bingo-style game method, comprised of such common features as generating a

plurality of game cards with each game card containing an m xn matrix of squares with each square containing a pre-populated defined result to compare to randomly- generated defined results whereby matches create marks that may form pre

determined patterns designated as winning patterns, differentiated by - a characterizing feature of designating one and only one square from the said matrix of squares on each game card, a subject square, and its pre-populated defined result as the one and only possible match to a then current randomly- generated defined result;

restricting a mark to said subject square if the pre-populated result of said subject square matches the said then current randomly-generated defined result; designating then another square from said matrix of squares as next said subject square and its pre-populated defined result as the only said possible match to the next said then current randomly-generated defined result;

continuing the process of designating a single square from among said m x n matrix of squares as said subject square and creating a mark if the pre-populated defined result of said subject square matches said then current randomly-generated defined result until all randomly-generated defined results come to a pre-defined conclusion or the game method ends by another pre-determined conclusion.

2. A method of claim 1, in which the randomly-generated defined result comes from a single reoccurring key element within an event comprised of baseball, American-style football, hockey, rugby, football or basketball.

3. A method of claim 2, wherein the reoccurring key element is comprised of a batter, turnover, seconds in a minute, series of downs, attempted passes, shot on goal or team possessions.

4. A method of claim 1, in which the pre-determined conclusion is the end of a live sporting event.

5. A method of claim 1, in which the randomly-generated defined result comes from a reoccurring key element at the end of each game, contest or match of a series of games, contests or matches.

6. A method of claim 1, in which the randomly-generated defined result comes from a reoccurring key element at the end of a segment of play comprised of turns, periods, hands, innings, rounds, quarters, halves or ends of games, contests or matches.

7. A method of claim 1, in which the pre-determined conclusion is the end of a tournament or series of games, events or contests.

8. A method of claim 1, in which the randomly-generated defined result comes from a reoccurring key element of a computer delivering 6 or less defined results.

9. A method of claim 1, in which the pre-determined conclusion is comprised of a time on the clock, a period of regulated time, a certain number of selections or a certain number of instances.

10. A method of claim 1, in which the pre-determined conclusion is the first game card exhibiting valid marks on the grid of squares in the pre-determined pattern.

11. A method of claim 1, whereby the subject squares are designated in a sequence such that the pattern designates all the squares from the grid of squares, the subject square, before the pattern repeats itself.

12. A method of claim 11, whereby the sequence starts from the upper left most square of the card grid and moves right one column at a time through all the columns before moving down to the first column of the next row and continuing across all the columns through all the rows before returning to the upper leftmost square and repeating the pattern.

13. A method of claim 11, whereby the sequence goes from left to right and top to bottom through all the squares, then continuing by reversing the direction, thus making the last subject square before the reversal, the first subject square after the reversal, continuing through the squares from right to left and bottom to top returning to the upper leftmost square before repeating the pattern.

14. A method of claim 1, whereby the subject squares are designated in a non-sequential manner providing some squares from among the grid of squares may be designated the subject square more than other squares with no regard to order.

15. A method of claim 14, wherein no square from among the grid of squares shall be designated the subject square a given multiple x times more than any other square.

16. A method of claim 14, whereby the designated subject square may or may not be the same square from among the grid of squares on the plurality of game cards.

17. A method of claim 14, whereby the subject square is not allowed to be the same square as the previously designated subject square.

18. A method of claim 14, whereby the subject square cannot be the same square as or a square adjacent to the previously designated subject square.

19. A method of claim 1, in which each of the plurality of unique game cards created may be used for one or more concurrent games differentiated by the pre-determined winning pattern.

20. A method of claim 1, wherein the subject square is pre-populated with a defined result just prior to the key element delivering a randomly-generated defined result.

21. An electronic means for playing a bingo-style game comprising: a centrally-processed or multi- hub network generating unique game cards in a plurality of locations for one or more games differentiated by a plurality of criteria, one of several being an event and another being a pre-determined winning pattern, selected utilizing paper and electronic input methods on electronic devices, kiosks, customer service locations and hand-held customer service units; a secure control number incorporating the game criteria selected during generation, as part, uniquely identifying each game card, the network utilizing the control number for, among other things, the later identification of a paper game card to the network-maintained database equivalent; an electronic device receiving a broadcast game card of the network-maintained database equivalent, allowing the network to almost instantaneously update all

electronically distributed game cards, the control number retrievable on the electronic device by menu selection; a characterization of the network programming into each game a sequential designation of each square from the grid of squares on the game card, one at a time, as a subject square; a key element of an event selected as one of the criteria delivers a randomly- generated defined result, the network compares the randomly-generated defined result to the pre-populated defined result in the subject square; a mark made by the network in the subject square as a result of a match during the comparison, the network designating the next sequential square as the subject square for comparison to the next randomly-generated defined result from the key element of the event;

a network search of the game cards for a group of marks forming a pre-determined pattern as selected in the criteria, the network setting the date and time when a game card exhibits the correct pre-determined pattern then including the game card in the winners database for notification and calculation of prizes; a broadcast update sent by the network to all the distributed electronic game cards, the network continuing the game characterized by a repeating sequential movement and matching one square at a time until the randomly-generated defined results come to a pre determined conclusion; a conclusion to the game whereby the network notifies electronic game cards of any wins and accepts paper game cards at kiosks, electronic devices, customer service locations and hand-held customer service units for validation of their secure control number, delivering instructions for taking possession of any winnings.

22. A method of claim 21, wherein the game card must be filled out manually and verified it was filled out correctly using the secure control number for comparison to the network- maintained database equivalent.

23. A method of claim 21, wherein a game card can be validated for a period of time after the conclusion of the game using the secure control number and instructions provided for taking possession of any winnings.

24. A method of claim 21, wherein the secure control number is an electronically-readable format comprised of bar codes, quick reference codes or the like.

25. A method of claim 1, whereby a winning card is a card exhibiting marks in a winning pattern or winning patterns pre-selected by the player.

Description:
TITLE: Bingo variation using sporting event results.

TECHNICAL FIELD

The embodiments of the present invention use a key element of an event to deliver a single result from a limited set of defined results, one at a time, for a match comparison to a single square, in play at that time, on each game card, making the bingo-style game variation particularly useful for play in conjunction with a sporting event and pari-mutuel betting.

BACKGROUND ART

Sports have long been an attraction bringing people together for the enjoyment of the game, the great feats of the athletes, the lessons of winning and losing, bragging rights and betting purposes. Sports are big business and a regular past time for many around the world. They provide cause for a unity of nations, cities, regions and people.

People enjoy the sporting event when the score is close. However, their attention diverts elsewhere when the event is not competitive. Especially when their team is losing, the interest of the people wanes. For these moments and to bring more enjoyment and excitement to any sporting event, several bingo-type variations have been proposed.

One sports related bingo game asks the participants to watch the advertising in the zones of play, this actually averts their attention from the event. A couple similar bingo game variations use a plurality of results in the bingo cards that may match game occurrences.

This plurality of results used to populate the bingo cards creates results so complex, participants may not realize they occurred; so mundane, they pass without notice; or so rare, they discourage participants from even beginning their card.

One bingo-style game variation developed uses less results and works best for baseball forming a 3x3 grid where each player position is defined to one square in the grid. The player position is given a selection of defined results, both offensive and defensive.

However, baseball player positions are well-defined unlike other sports where the weaknesses of this variation become evident. For football, if each of the eleven offensive and defensive player positions is defined to one square, the result is a huge 11x11 matrix. If only the eleven offensive players or defensive players are used, the result is a matrix of three rows of three columns and one row of two columns or some similar irregular matrix. Also, football player positions are not as well defined as in baseball. There are eleven players on the field but it is common to have one, two or, in college, possibly three running backs.

Wide receivers come in single receiver sets all the way to a shotgun set using four wide receivers, one of the players most often playing as a tight end. Matching squares to player positions becomes unreliable and therefore likely unattractive in holding the participants attention. For basketball, player positions are even less identifiable than football. A single player may play a guard, forward and center position all in one game. Most participants would not know if a player is designated a small guard, shooting guard or a point guard. In a twin towers set, two players most often identified as centers are used, but one would actually be designated a power forward. Participants could not make sense and are likely to become frustrated, even irate, trying to understand their game card not matching the official scorer position.

DISCLOSURE OF THE INVENTION

The present invention is a process for playing a game using winning patterns common to the well-known bingo and the electronic means for centrally storing, updating and otherwise processing participant game cards played on paper and/or electronically. The variation of the game makes it particularly useful in play associated with a sporting event using pari mutuel betting or multiple winners. It solves the problems identified in the background of the invention. The game play continues throughout the event and is not dependent on innings, player positions or results that are too complex, too mundane or too rare.

Most participants will easily learn when a defined result is delivered. It is a simple and fun way to educate participants about a key element of the event. The key element and the occurrences it creates get classified into simpler defined results promoting understanding of the event. Participants have an incentive to pay attention throughout the event. Most game cards will remain in play throughout, or near to the end of, the event. The game can be modified for play with a random number generator or other method of generating results and/or made to pay in a winner-take-all format.

The variation is to take a randomly-generated defined result from the set of defined results, i.e. -drawing a ball 1-75, and compare it to only one square at a time of the pre-populated game card grid. The game card grid is typically the bingo-style matrix composed of 5 rows and 5 columns and pre-populated with a result in each square from the set of defined results. Since a defined result is compared to only one square-at-a-time, the set of defined results can be significantly less than the 75 or 90 of conventional bingo. The set of defined results likely comprised of six defined results or less.

The game uses a repetitive key element, i.e. a ball handler, within an event such as a sport, game, contest or series thereof to generate randomly-generated defined results one at a time from the set of defined results until the event concludes. Events contain the key elements delivering the randomly-generated defined results used to compare to the pre populated defined results, one square at a time, on the game cards.

Unlike traditional bingo where the single ball identified is compared to several squares on a participant game card, this game causes all the participant game cards to be focused on one square at a time. The defined result of the key element is compared to only the one square, in play, called the subject square. This randomly-generated defined result to pre-populated defined result in the subject square matching is done sequentially, usually beginning in the upper leftmost corner of the game card, proceeding horizontally across the row through all five columns before dropping down to the leftmost column in the next row. When all twenty-five squares have been compared to a defined result generated by the key element, play returns to the upper leftmost square for comparison to the next defined result from the key element of the event.

Variations of the above sequence may utilize any square as a starting point, then moving horizontally or vertically through the rows and columns giving each square a chance to match a defined result from the key element before starting the sequential pattern over from the initial square.

The key element of the event will deliver one, two, three or even more defined results to the same square over the course of the game. Different defined results creates a mark on multiple game cards in the same square having different pre-populated defined results, they are all equally enforceable for a winning pattern. No defined result takes precedent over another and there is usually no benefit for obtaining a winning pattern sooner in the event than later, except a blackout winning pattern. When the defined result duplicates a previous defined result in a square, there is no effect on the game cards. Once a square is marked subsequent defined results are irrelevant, the square remains marked.

Unlike traditional bingo where each game card is generally used for one winning pattern, the pari-mutuel betting style means participants may enter several games on one game card differentiated by the winning patterns only. A participant may choose to enter one or more from a line game, a four corners game, a diagonal line game, an 'X' game, a half blackout game and a blackout game. Several winners are expected in most of these games, with a pari-mutuel payout, the blackout game serving as a jackpot game with infrequent winners. The participant must choose for a given game card the winning patterns they will play prior to the start of the event.

The game cards remain in play as long as the key element of the event is delivering defined results. A couple situations can draw the interest of the participants out until the end of the event. The blackout pattern for a jackpot win intends to make most game cards appear playable until the end of the event. More importantly, with the pari-mutuel format, participants will find they have unmarked squares nearby useful to a winning pattern. They will watch eagerly, hoping the key element will continue delivering defined results to match these unmarked squares, giving them a share of the payout. Game winning cards designated as one or more game cards exhibiting valid marks on the grid of squares in a pre-determined pattern known as a winning pattern.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is a flowchart for the generation of paper or electronic game cards and the central processing of the game allowing validation of both paper and electronic game cards.

FIG. 2 is an electronic game card being played on a mobile device, not using the mark your own feature, showing features of the electronic format not available on a paper game card.

FIG. S is a paper game card for a local event. Since no marks on the card will matter, except disfiguring the control numbers, the game area may be marked up any way desired. FIG. 4 is a paper game card for a national event, selecting the Mark Your Own feature. It is also representative of an electronic game card selecting the Mark Your Own feature.

FIG. 5 is a computer screen showing multiple game cards.

FIG. 6 is a table of the defined results derived from the key element of a batter and baseball event occurrences.

BEST MODE FOR CARRYING OUT THE INVENTION

Possible detailed embodiments are described herein. However, it is to be

understood that the disclosed embodiments are merely exemplary of the invention which may be embodied in various other forms. Therefore, specific structural and functional details disclosed herein are not to be interpreted as limiting, but merely presented as a basis for the claim and a basis for teaching one skilled in the art to variously employ the present invention in any appropriately detailed structure.

A bingo-style game on a 11 centrally-processed network. Participants create game cards using a 12 paper betting slip or 13 a program of key-entered selections of the same criteria. The various criteria forms a plurality of unique game cards each with a grid of squares, created from a plurality of columns and a plurality of rows, each square having a 38 pre-populated defined result from a set of defined results. All game cards viewed by participants, paper or electronic, are representations of the 18 network-based equivalent game cards. All official game cards will be stored, operated on, delivered from and made payable via 11 the centrally-processed network. This means participants have no need to direct any energy toward their game card in order to win and can watch the event they came to enjoy. All the 31 paper game cards can be validated using the 32 unique secure control numbers. All the 21 electronic game cards are merely broadcast views of the centrally- processed equivalent.

Other advantages of this central processing, besides participants being available to watch the event, are the consistent results between all the games tied to the same event, faster updates of the game cards and less opportunity for mechanical or electrical failures to disrupt the results of the game. Central processing comprises, monitoring the 17 game specialist input of the randomly-generated defined result, marking game cards when a randomly-generated defined result matches the pre-populated defined result, identifying when pre-determined winning patterns are formed, recording the time a pre-determined winning pattern was formed, calculating payouts, notifying winners and crediting participant accounts.

The 14 creation of a 31 paper game card has the same interactive process for creating 21 electronic game cards. At a kiosk, using a 12 paper betting slip or 13 a program of key-entered selections, a participant selects among several criteria. A control question allows a participant to obtain a paper game card, electronic game card or both. If an electronic game card is desired, the participant must enter a mobile phone number, email address or customer account number identifying an electronic device. A participant may generate electronic game cards through the same selection of criteria on a mobile phone, computer, tablet or similar electronic device.

31 Paper game cards do not provide the details available to 21 electronic game cards, most notably the location of the subject square and the 23 randomly-generated defined results from each prior round. However, 31 paper game cards will still have the 32 unique secure control numbers imprinted on them for identification to central processing. Through central processing, without marking anything, a participant can go to a kiosk, online, customer service machine or hand-held customer service unit to 19 validate a paper game card. For a time specified in the game rules, the control numbers of any game card can be entered at a website or at the kiosks for validation and instructions for claiming any win or winnings.

However, if the Mark Your Own feature is enabled, 33 "Mark Own" will print on the game card. Using this feature, the participant must fill the card out appropriately to win. A Fail Safe mode allows the participant to mark their own card, but not lose, if they mark it wrong. Marking the game card appropriately requires the participant to darken, i.e. - mark, the 36 Defined Result match box inside a square when a randomly-generated defined result matches the 38 pre-populated defined result of the game card. Additionally the participant must mark the smaller 37 Winning Pattern notification box, labeled B, in the square completing a 29 pre-determined winning pattern.

The paper or electronic game card, in a Mark Your Own instance, will be compared to the network-maintained game card to validate both the proper squares for a Winning Pattern and the 37 Winning Pattern notification box are correct and marked by the participant. An incorrectly marked, but otherwise winning, game card will return a no win result when validated. A results ticket may be printed at the conclusion of a game by any participant. Using a Fail Safe mode enables central processing to validate the game card and notify the participant how the game card was incorrectly marked, giving instructions for claiming any win or winnings.

It is anticipated most game cards will be created and viewed in an electronic format on a 20 mobile device or 50 a computer. With tactile advances in electronic devices, it will become increasingly likely participants can use the Mark Your Own feature on an electronic device. These advancements will make it increasingly feasible to pre-populate the subject square immediately before the key element delivers a defined result. In such a case, a default pick will be made by the participant to pre-populate any subject square missed or distracted from populating. Most participants will not choose this method, opting for the centrally-processed network to mark and update their game cards.

For 21 electronic game cards, not electing the Mark Your Own feature, central processing does all the work for the participant, shading a 25 marked square designating a mark when a match exists, identifying a game card when it wins and providing additional information about the game card. The central processor notes the time of a win and places a 26 symbolic representation of the pre-determined winning pattern at the bottom of the square. At the top of the square, a 27 randomly-generated defined result is underlined and set in bold-faced type when it completes a 29 pre-determined winning pattern. An additional notation shows when a 24 special result was the final mark completing a pre determined winning pattern.

The 50 computer shows several game cards given the larger dimensions of the computer viewing area. Here a 51 game card is waiting for its event to start. This is most definitively noted by the lack of any defined results posting in the top of the first square.

The event for the game card immediately to its right is finished. A 52 finished game card has no square blinking or showing alternate shading to highlight the subject square. A game card with a 53 subject square previously marked will blink or an alternately shade using the color of a mark. A 54 subject square not previously marked will blink or alternately shade in an unrelated color to the marks. Further, the 50 computer representation shows the FIG. 7 notations for the limited set of defined results from the key element identified in American- style football. The events are represented as being from the National Football League (NFL), but the same key element and defined results can be used for college football and the Canadian Football League (CFL).

The centrally-processed network uses a variety of criteria and calculates the monies received in payment for the game cards with the same selected criteria, subtracting the operating fee to establish several Betting Pools. The Payout Schedule holds all criteria constant except the Winning Patterns, then defining only six Betting Pools. The Payout Schedule takes the Betting Pool for each Winning Pattern and divides it by the current number of winning game cards plus any special results providing a bonus payout. The central processor can determine, at any time, an estimate of the amount a winner would collect on the price of a Base Ticket. Further, it can display to the current winners an estimate of the amount they presently would collect. When the event concludes and the game has ended, the central processor would calculate the winner payouts.

Online account holders would be credited for winnings. Participants with paper game cards and non-account holders with electronic game cards could utilize kiosks, customer service machines and hand-held customer service units to validate their game cards, receiving instructions for claiming winnings and obtaining a results ticket, if they choose. For a period of time after the event concludes, game cards may be validated at an online website or the kiosks using the unique secure control numbers.

Betting Pools are established using select criteria to differentiate the participants invested. Paper and electronic game cards will exhibit criteria slightly different. The first criteria are location and date of event. A second set of criteria identifies the 55 locality of the participant - National, Local or Organized; Base Ticket Price - $2, $20, $200 or $2000 per game; the 28 event type and teams - National Football League (NFL), Canadian Football League (CFL), Major League Baseball (MLB), National Hockey League (NHL), National Basketball Association (NBA) and such. The final general criteria for creating the Betting Pools is the 29 pre-determined winning patterns - Line(L), Four Corners/Postage Stamp(C), Diagonal (D), 'X' (X), half blackout (HB) and blackout (BO).

Provided the rest of the criteria are the same, a participant playing a half blackout (HB) game card is in a different Betting Pool than a participant playing a Line (L) game card. Similarly, a participant with a Local half blackout (HB) game card is in a different Betting Pool than a participant with a National half blackout (HB) game card. A participant can be in both a local and national pool, if the participant is at the event and also chooses to play in the national Betting Pool. Organized pools are created online allowing the organizer to limit the participants who may enter. For example, organized pools may be created for a charity, a company, an eating establishment or a group of friends.

A given game card, holding all other criteria the same, if entered in all six pre determined winning patterns would be entering six different Betting Pools playing the same pre-populated defined results of that one game card. If a participant wanted multiple game cards each having different pre-populated defined results in the same Betting Pools, for example the line (L) pool and Blackout (BO) pool, the 12 paper betting slip or 13 a program of key-entered selections allows a participant to create different game cards. All other criteria can be held the same and the several game cards obtained each with different pre populated defined results.

For the preferred embodiment, the 28 event-type of Major League Baseball (MLB) was the event chosen for exhibiting the game, since most similar patents are presented using baseball. While baseball was chosen, key elements and the limited set of defined results they produce for several other sports, such as FIG. 7 American Football, have been identified.

FIG. 6 Baseball's limited set of defined results, given the batter is the key element, are O, F, K, X, C and H. A Called Strikeout (C) and a Home Run (H) are special results of the limited set of defined results. If a 24 special result is the final mark creating a 29 pre determined winning pattern the participant is paid a bonus. In this instance, the participant game card had a pre-populated defined result for a strikeout (K) and the randomly- generated defined result was a called strike strikeout (C) as the final mark in a pre determined winning pattern. The participant would receive a bonus increment from the Betting Pool, paying 1.25 times to 2 times the standard payout. The 21 electronic game card exhibits a pre-determined winning pattern of a line, as demonstrated by the 26 symbolic representation of the pre-determined winning pattern.

The game starts when the event it is derived from begins. With the blinking or alternate shading beginning in the upper leftmost square, row one and column one, now designated the subject square, the participants wait. In the baseball monitoring room for the centrally-processed network, a 17 game specialist watches the event and determines that the key element has delivered a thus randomly-generated defined result, keying it into the central processor for comparison to the subject square on all game cards. Matches create a 25 marked square, shaded to identify it is marked, and the central processor checks the game cards for marks forming a 29 pre-defined winning patterns.

The central processor then causes the subject square to move one column to the right, making the square located at row one and column two, the subject square. The 17 game specialist keys in the next randomly-generated defined result the event delivers for processing. The randomly-generated defined result is compared to the pre-populated defined result in the subject square of every game card and matches marked. The game cards are examined for winning patterns, winners recorded, and the central processor moves to the next sequential square.

A 53 subject square previously marked is identified on electronic cards by a blinking or undulating shading in the same color as a 25 marked square. A 54 subject square not previously marked will blink or undulated in a color unrelated to a 25 marked square. The game proceeds designating each square, one-at-a-time, as the subject square. The sequential pattern starts in the upper leftmost square of the card grid and moves right one column at a time through all the columns before moving down to the first column of the next row and continuing across all the columns through all the rows before returning to the upper leftmost square and repeating the pattern.

When the final square of the grid of squares, the square located in the fifth row and fifth column has been processed, the central processor returns to the upper leftmost square, row one and column one, to wait for the 17 game specialist entry of the next randomly- generated defined result derived from the key element of the event. As such squares may have one, two, three or more opportunities to match a randomly-generated defined result delivered from the key element of the event. Any square once marked remains marked throughout the game. All marked squares are of the same equivalence. It does not matter if the square was marked in the first round or any other subsequent round.

For electronic game cards, the 23 randomly-generated defined results from each prior round are noted at the top of the square for participant reference. Comparing the previous round notations also identifies the subject square, since the subject square will follow after the last square exhibiting the most randomly-generated defined results. In this square, 22 the key element of the event last delivered a randomly-generated defined result of a batter getting to first base, noted F. The central processor has moved the subject square showing two previous randomly-generated defined results - both of those randomly- generated defined results were a batter making it to first base, each noted F.

Winning game cards are one or more game cards exhibiting valid marks on the grid of squares in a pre-determined pattern called a winning pattern. Winning Patterns are noted at the bottom of a square using a 26 symbolic representation of the pre-determined winning pattern. Here the participant entered the line Betting Pool and the game card made a line. Furthermore, the line was made from a 24 special result giving the participant a bonus share of the Betting Pool. When a 27 randomly-generated defined result makes a pre-determined winning pattern, it is underlined and set in bold-faced type in the top of the square. Since this 21 electronic game card is playing for multiple 29 pre-determined winning patterns, its games continue and the subject square is blinking or otherwise undulating in a unique pattern and waiting for a randomly-generated defined result from the key element of the event. Participants using a 20 mobile device, such as a mobile phone, computer or tablet can obtain additional information unavailable on 31 paper game cards. A board or list view shows a participant his multiple game cards in process. Notations identify several of the criteria of the entered Betting Pool, the marks needed to win a game, games that are finished or waiting to start. The list view is similar to the views available to participants for sorting and viewing events starting or available for entry, the number of entries and prize pool sizes of current entries, and entering desired Betting Pools. From these condensed game card views, the participant can select an individual 21 electronic game card for viewing, change the view or view the unique secure control number.

With the electronic game card formats, the central processor can show a payout schedule for an individual game card. These schedules hold all other criteria equal, showing information on the Betting Pools for each of the six pre-determined winning patterns. This additional information shows how many game cards are in play, the total Betting Pool, the number of winning claims to the Betting Pool, and the current payout per the base winning share. Also, the participant's share for each Betting Pool can be shown.

Games end and winning game cards become redeemable when the event concludes. For baseball, this conclusion is when no more batters will bat, otherwise identified as the end of the baseball game. The central processor automatically updates member accounts. Electronic formats allow participants to see the payout schedule and any win or winnings. If the participant has a 31 paper game card, the participant must go to a kiosk, customer service machine or hand-held customer service unit to 19 validate a paper game card with the 32 unique secure control numbers. This validation can be done by inserting the card, scanning a bar code or entering the code with a key pad. Certain smaller cash amounts or non-cash prize vouchers can be redeemed from the kiosks. However, larger wins will have to be paid by cash or check at customer service locations. Certainly government regulation will make other various procedures necessary for larger wins. Instructions can be provided online or at kiosks for redeeming prizes. After the event concludes, participants will have a published amount of time to validate game cards online or at the kiosks, using the 32 unique secure control numbers to match the 18 network-based equivalent game cards.