Patentable/Patents/US-20260233084-A1
US-20260233084-A1

Combination Cards and Dice - Game and Wagering Methods

PublishedAugust 13, 2026
Assigneenot available in USPTO data we have
InventorsRyan Hayes
Technical Abstract

The present invention is directed to a wagering game called “Combination Cards and Dice,” which integrates the use of standard playing cards and dice to create a unique and engaging gaming experience. The game allows players to make predictions on the outcomes of dice rolls in relation to face-up community cards. Players can wager in various formats, including “One Roll” and “Three Roll,” each with distinct mechanics for determining wins and losses based on player predictions of whether the rolled dice will be “Higher,” “Lower,” or “Same” compared to the card values. The game also features a progressive jackpot that can be won under specific conditions involving side bets and matching card and/or dice values. Additionally, the invention encompasses both physical and digital versions of the game, which facilitate multiplayer participation and include features such as a shooter's index for calculating favorable outcomes. The disclosed methods provide a cohesive framework for players to enjoy combined card and dice gameplay in various environments, including home settings and wagering establishments.

Patent Claims

Legal claims defining the scope of protection, as filed with the USPTO.

1

a. utilizing a standard deck of playing cards and two standard dice as integral components of the game; b. allowing players to make predictions on the outcome of the dice rolls in relation to the value of face-up cards drawn from the deck; c. determining the success of players'predictions by comparing the rolled dice values to the drawn card values. . A wagering game method called “Combination Cards and Dice,” comprising:

2

claim 1 . The method of, wherein players place wagers in an ante area before the dealing of community cards, wherein the outcome of the game is influenced by the predictions made by the players.

3

claim 1 a. a guess indicator area where players can indicate their predictions of “Higher, Same, or Lower” relative to the value of the drawn cards; b. a center pot where losing players'wagers are collected. . The method of, further comprising:

4

claim 1 . The method of, wherein the game is played in multiple formats including a physical box/board version, a table version and digital versions, each with distinct rules for winning and wagering.

5

a. requiring players to place side bets for both cards and dice; b. conditions under which all three community cards dealt are of the same value; c. the player selecting “same” for all three cards in the guess indicator area; d. the outcome of the rolled dice matching the value of the community cards; e. awarding the progressive jackpot to the player if all conditions are met. . A progressive jackpot feature in the game, comprising:

6

claim 5 . The method of, wherein the amount of the progressive jackpot increases based on the total side bets placed by players during the game.

7

a. software that facilitates gameplay across various interfaces, including web browsers and application devices; b. a process for players to select wagering amounts, place bets, roll dice, and receive payouts based on game outcomes. . A digital version of the game, comprising:

8

claim 4 . The methods of, wherein the game allows for multiplayer wagering, with each player having an individual wagering station to make independent predictions and wagers.

9

a. a display for community cards; b. a touchscreen interface for players to make selections in the guess indicator area; c. a mechanism for rolling dice and awarding payouts based on the outcomes compared to player selections. . A physical gaming machine embodiment of “Combination Cards and Dice,” comprising:

10

claim 1 . The method of, wherein the game includes a shooter's index that provides players with the probabilities of favorable outcomes based on their predictions.

11

a. a gameplay format referred to as “One Roll,” wherein players place preflop antes into three designated columns aligned with three community cards; b. dealing all three community cards face-up for player visibility; c. allowing players to place wagers on each community card by predicting whether the outcome of a single roll of two standard dice will be “Higher, Lower, or Same” compared to the value of each community card; d. executing a single dice roll and comparing the total result to the player's predictions for all three community cards, with the requirement that all predictions must be correct for the player to win their wagers; e. establishing that if any prediction is incorrect, the player loses all wagers placed. . Methods for playing a wagering game called “Combination Cards and Dice,” comprising:

12

claim 11 . The method of, wherein players may choose to view each wager on an individual basis in “One Roll” and “Three-Roll”, receiving payouts for each correct selection and losing wagers for each incorrect selection.

13

a. place preflop antes into three designated columns aligned with three community cards; b. deal only the first community card face-up and allow players to place wagers predicting whether the outcome of a roll of two standard dice will be “Higher, Same, or Lower” compared to the value of the first community card; c. rolling the dice and, upon successful prediction, allowing the player to move to the second card and repeat the wagering process; d. requiring that the player must successfully predict all three community cards to win their wagers and associated odds; e. automatically awarding all wagers plus boosted odds if the player selects “same” and rolls a value matching any community card. . A gameplay format referred to as “Three Roll,” wherein players:

14

claim 13 . The method of, wherein if a player does not correctly predict all three outcomes in “Three Roll”, they lose all wagers placed for that round.

15

claim 13 . The method of, wherein if a player does not correctly predict all three outcomes in “Three-Roll”, they can still win wages placed for that round, based on correct selections.

Detailed Description

Complete technical specification and implementation details from the patent document.

The contents of this present application relate to methodologies and processes of wagering with standard cards and dice simultaneously to create both a distinct, uniform game experience and wagering process.

Non-applicable

Wagering methodologies are systems of games that are enjoyed in the household setting and celebrated in wagering establishments. In many cases, cards and dice are used independently to foster different game experiences, but it is not a common practice for them to be used as main, structural components that are integral to the game itself. The various methods within this document solidify a concrete base for individuals to combine the desire of playing cards with the desire of playing dice simultaneously into a synchronous and uniform process.

In the following detailed description, the methods according to the teaching of this application in the form of game and wagering methods will be described by the embodiments. It should be noted that only physical, digital and online versions of the game/wagering methods are presented, yet the described teachings of this application can be used—but are not limited to—other mediums, such as physical, digital, augmented and virtual devices.

“Combination Cards and Dice—Game and Wagering Methods” is played in different formats. Each format differs in the methodology for players to win the game. There is a main structure throughout different formats of play: a card from a standard playing deck is flipped over face-up, and the player decides if the combination of two (standard) dice thrown will be “Higher, Same or Lower” than the value of the card. The player then throws the dice, and the outcome of the dice is compared to their prediction, determining if the player has made the correct wager.

The values derived from a standard deck of playing cards are: 2's=2, 3's=3, 4's=4, 5s=5, 6's=6, 7's=7, 8's=8, 9's=9, l0's=l0, Jacks=l0, Queens=10, Kings=l0, Aces=l 1 (Dealer Option: Jokers=12). In other versions, face cards can represent the value of 7.

1 1 2 3 4 5 6 7 8 9 10 11 12 13 1 FIG. The first embodiment of “Combination Cards and Dice—Game and Wagering Methods” is a family-friendly game that utilizes a physical box/board, as seen inThe physical box/board gameprovides an (enclosed) area for multiplayer wagering that includes player positions, wagering chips, wagering stations, an ante area, a center pot, a standard deck of placing cards, an area for community cards, a guess indicator area, space for the first table card, space for the second table card, space for the third table cardand a pair of two standard playing dice.

The goal of the box/board game for “Combination Cards and Dice” is for one player to collect the entirety of wagering chips. The player does so by correctly predicting the value of two dice thrown in comparison to the value of one or more community cards.

3 7 13 3 5 5 8 5 9 10 13 10 10 10 11 12 6 4 3 2 FIG. 3 FIG. 4 FIG. 4 FIG. 6 FIG. 7 FIG. 8 FIG. To begin the box/board version of “Combination Cards and Dice—Game and Wagering Methods”, all players start with three wagering chips(with one additional wagering chip placed into the center pot). One card from a standard deck of playing cardsis dealt to each player, and the player with the lowest card will receive a pair of two standard playing diceto begin the game. The first player will place one of their wagering chipsinto the ante area, as seen in. After the ante areahas been filled with a singular wagering chip, the first of three community cardsare dealt (face-up) for the player to see, as seen in. The player will then move their wagering chip from the ante areainto the guess indicator area, where the player makes a selection (as seen in). The decision is reliant upon the value of the first table card, and the player marks if their prediction of two standard playing dice rolledwill be higher, same or lower than the value of the first table card.depicts a player wagering that they will roll higher than the first table card(a two of clubs). The player rolled a seven, which means they have successfully moved past the first table card, onto the second table cardwith the same principle applied: the player guessed correctly infor the second roll. Once the third table cardhas been correctly guessed (), the player wins one wagering chip from the center potand places it into their individual wagering station, as depicted in. After the first player's turn, the rest of the players will continue throwing (one-player-at a-time) in clockwise rotation until the entirety of the wagering chipsare in one player's wagering station. This is when the game ends.

9 FIG. 10 FIG. During a turn, if the player incorrectly predicts any of their selections (), they lose one wagering chip into the center pot (). If there are no wagering chips in the center pot and the player wins, they do not gain any wagering chips (but they don't lose any wagering chips either). The tum moves onto the next player.

9 22 FIG. 23 FIG. 24 FIG. 25 FIG. If the player selects ‘same’ in the guess indicator area() and throws the same value with the dice, the roller immediately collects the center pot (), no longer has to throw and passes the dice to the next roller. If the player incorrectly predicts ‘same’ and the dice do not match the cards (), the player loses one wagering chip from the guess indicator into the center pot (). The tum is forfeited to the next player. When a Joker appears as a community card, the player will automatically receive 3 chances to roll a twelve and collect the entirety of the pot.

An additional novelty for the board/box version of “Combination Cards and Dice—Game and Wagering Methods” is that a player without wagering chips is given one roll in attempt as receiving the ‘same’ value of one community card. The player is never out of the game until it concludes in its entirety.

In conclusion for the box/board version of “Combination Cards and Dice”, a player has two ways of receiving wagering chips in an attempt to win the game: 1.) they make three correct selections in a row for one chip from the center pot or 2.) a player takes one chance to throw the same value as a community card for the entirety of the center pot. Once a player captures all of the wagering chips from all the other players, the game has been won.

1 8 FIGS.- 3 FIG. 5 FIG. 6 FIG. 7 FIG. 8 FIG. 11 6 4 demonstrate how a player would win one wagering chip in the box/board game. In, one card is dealt to player one (i.e. two of clubs). The player makes their selection for the first card, announcing that they will roll ‘higher’ than a 2. The player rolls the dice and the combination lands on a 7 (). The player has successfully played the first card. In, the player is dealt the 5 of clubs, predicts they will roll higher than a five and rolls a dice combination value of seven. The player has successfully played the second table card. In, the player is dealt a three of spades, predicts they will roll higher than a three and rolls a seven. They have successfully made all of their predictions and thrown correctly three times in a row, so their original wager plus one wagering chip from the center potis awarded into their wagering stationin.

10 FIG. 9 FIG. 10 FIG. . illustrates how a player would lose one wagering chip in the box/board game. The 2 of clubs is dealt to the player. The player wagers/predicts that they will roll lower than a two; the dice lands on a seven (). Since the player did not successfully predict the outcome of the dice, they did not successfully complete a set of 3 cards and lose a wagering chip to the center pot (.)

14 5 15 16 9 3 4 7 8 10 11 12 13 17 8 11 FIG. The second embodiment of “Combination Cards and Dice—Game and Wagering Methods” is the table gamefeatured in, which includes the following for each individual player: an ante area, side bets for cards, side bets for dice, a guess indicator area, wagering chips, players' wagering stations, a standard deck of placing cards, an area for community cards, area for the first table card, area for the second table card, area for the third table card, a pair of two standard playing diceand a dealer. The embodiment of the table game of “Combination Cards and Dice” is primarily played in two ways 1.) “One Roll”, which reveals all three community cardsat once with one chance to roll the dice and/or 2.) “Three-Roll”, which allows a player a separate dice roll for each community card.

18 18 8 13 10 12 FIG. 13 FIG. 14 FIG. 15 FIG. 16 FIG. For “One Roll”, players place their preflop antesinto three columns aligned with each community card, as shown in. After antesare placed into the correct positions, all three community cardsare dealt face-up () and the players place their wagers for each card, deciding for each individual card—if the value of two standard playing dicewill be higher, lower or the same. The player throws the dice one time, and the total combination of the dice is compared to the player's three selections to see if they have won or lost their wagers. Typically in “One Roll”, the player must get all three selections correct to win, and if the player has any incorrect selections, the player loses all three of their wagers. In, the player moves their wagers off of the antesto make a selection that the roll of the dice will be higher than all three cards. The player rolls the dice once for a value of eleven (), so the player has correctly predicted the outcome and therefore, will be paid their wagers, plus odds. In, the player wagers that the combination of dice thrown will be lower than all three numbers. The roll landed on an 11, which means that the player has made incorrect selections and loses their wagers. Another form of “One-Roll” is viewing each wager on an individual basis, awarding wages per correct selection and losing wagers per incorrect selection.

10 10 11 9 19 FIG. For “Three Roll”, players place their preflop antesinto three columns aligned with each card. After antesare placed, only the first community cardis turned face-up. The player will place their wagers (higher, same or lower) in the guess indicator areaand roll the dice. If the player correctly selects, they move onto the second card/roll. If they are successful on the second card/roll, they move onto the third card/roll. Once a player has successfully completed 3 out of 3 cards, they have won their wagers plus odds. If a player does not complete all three attempts, the player loses their wages. If at any time during Three-Roll a player chooses “same” and rolls the dice the same as the card, they automatically win all of their wagers, plus boosted odds. In, the player predicts they will roll higher than a five on their first roll and rolls a seven. For the second roll, the player predicts that they will roll higher than a seven and rolls an eleven. For the third roll, the player predicts higher than a two and rolls a seven. The player is awarded winnings for getting three rolls in a row correct.

29 FIG. Payouts are not limited to “all or nothing”. In various formats, payouts can also be paid for each individual selection that is correct. Payout odds are higher for “One Roll” than “Three Roll”. During either, when players choose ‘same’, the player will receive higher odds.demonstrates an alternative payout system that awards payouts based on individual selections. A player who chooses ‘same’ for all three cards and throws the same value with the dice will receive the maximum payout available, especially if they have placed a preflop side bet on both cards and dice.

15 16 15 16 15 16 3 18 FIG. In the table game and other embodiments, side bets for cardsand side bets for diceare also available to enhance the wagering experience for “Combination Cards and Dice—Game and Wagering Methods”. Both forms of side bets must be placed by the player prior to the community cards being dealt for the side bets to qualify as payouts. The following are examples of side bets for cardsfound in Combination Cards and Dice—Game and Wagering Methods: Mini Royal Flush—3 face cards of the same suit dealt in sequential order; Straight Flush—3 cards of the same suit dealt in sequential order; Suited 3 of a kind—3 cards of the same suit and value; 3 of a kind—3 cards of the same value; Flush—3 cards of the same suit; Pair—2 cards of the same value (Ace, Ace). The following are examples of side bets for dicethat can be found in “Combination Cards and Dice—Game and Wagering Methods”: Straight—Three cards plus 2 dice combine to equal 5 sequential numbers in a row; Pair—Two dice of the same value; Three of a Kind—2 dice of same value paired with one community card of same value; Four of a Kind—2 dice of same value paired with two community cards of same value; Five of a Kind—2 dice of same value paired with three community cards of same value. The highest payout for a side bet is featured in, which depicts the progressive jackpot that is available when the player has placed a side bet for cardsand a side bet for cards. If the player has enabled all side bets—when the community cards are dealt, all three cards are the same value, the player places their wagering chipson ‘same’ and the player rolls the same value of all three cards—the player will be entitled to a progressive jackpot. The progressive jackpot, singular to “Combination Cards and Dice—Game and Wagering Methods” relies on 1.) having side bets for both cards and dice 2.) All three cards dealt of the same value 3.) the player selecting “same” for all three cards in the guess indicator area and 4.) rolling the same value of the cards with the dice. If the player hits the same value while meeting all criteria, they will be entitled to a progressive jackpot.

21 FIG. 14 5 15 16 24 24 8 6 8 22 27 8 25 26 The third embodiment of “Combination Cards and Dice—Game and Wagering Methods” is interactive, digital softwarethat utilizes code to facilitate the processes of the digital game. The code of the game delivers a system which enables users to play the table game on various interfaces, such as web browsers, application devices and physical machines. When the game begins, the software notifies the player to place wagers in the ante area. Once antes are placed and wager amounts are determined, the player is given a chance to side bet cardsand/or side bet dice. Once a wager is placed onto a side bet, the bet is applicable to all side bets within that category. After all the pre-flop action has concluded, the player will start game. Activating the start gamebutton deals three community cardsface-up. Once cards are dealt, the players are enabled to move their wagers from the ante areainto the guess indicator area. The choices are in column order, meaning that the card above the ante is what the player will be making a choice for. The choices for each card are “High, Same or Low”. After making all three choices, the player is enabled to roll dice. When the player hits the button, it generates a roll of the dice, producing an outcome of the dice. The outcomes displayshows the player if their selections were correct or not above the guess indicator areato determine the tum result. The tum result is added to the player balance. Once the payouts are finalized, the tum is over. This process continues until the player is out of wagers or decides to take their wagers with them.

17 FIG. 2 4 10 11 11 3 5 28 28 29 29 30 30 5 15 16 2 3 8 17 For most versions of “Combination Cards and Dice—Game and Wagering Methods”, multiplayer wagering () is available. Each playerat the table game is given an individual wagering stationthat is divided into 3 columns and four rows. The left column aligns to the first table card, the middle column aligns to the second table cardand the third column aligns to the third table card. The rows are representative of how players move their wagersfrom the ante areainto the guess indicator area. The top row (nearest cards) of all guess indicators represents ‘high’. The row beneath the ‘high’ rowis the ‘same’ row. The row beneath the ‘same’ rowrow is the ‘low’row. Beneath the ‘low’ rowis the ante area. Above the guess indicator area are side bets cardsand side bets dice. All playersindependently make selections by moving wagering chipsinto a row within each column for how they think the dice-roller will throw in accordance with the community cardspresented on the table. After a player's tum, bets are awarded or cleared by the dealer. Once all bets are settled, the dice will move onto the next player in clockwise rotation, allowing players to receive the dice quickly and often. Players are allowed to pass the dice to the next shooter if they don't want to roll.

19 2 20 8 20 2 3 5 9 22 19 18 FIG. The fourth embodiment of “Combination Cards and Dice—Game and Wagering Methods” is the cards and dice slot machine, as pictured in. After all pre-flop action has been completed, the playeractivates a spin wheel(like a slot machine) that delivers three community cards. The paylinesregister winning dealt combinations for the side bets, if applicable. Afterwards, playersare given a touchscreen or software options to move their wagering chipsfrom the ante areainto the guess indicator area. Once the selections are made, the roll dice buttonis pressed by the player, which shakes physical dice (or random rolls virtual dice) for an outcome, which is compared to the selections made by a player. Wages are awarded and gameplay continues until the player decides to leave the game or runs out of wagers. The progressive jackpot is also available on the cards and dice slot machine.

20 FIG. All embodiments should provide a player with a shooter's index (), which lets the player know the probability of favorable outcomes.

Classification Codes (CPC)

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Patent Metadata

Filing Date

September 12, 2024

Publication Date

August 13, 2026

Inventors

Ryan Hayes

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