# US 2017/0287265 A1 · System and method to provide user-configurable preferences and/or options for team play on a single gaming machine

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- Number: US 2017/0287265 A1
- Document ID: US20170287265A1
- Status: Published application
- Kind: A1
- Application number: 15/625,316
- Filed: 2017-06-16
- Published: 2017-10-05
- Earliest claimed: 2013-04-10
- Assignees: Bally Gaming, Inc.
- Applicants: Bally Gaming, Inc.
- Inventors: Martin LYONS; Brett JACKSON; Ian ARROWSMITH; William WADLEIGH
- Web page: https://patentgrep.com/patent/US20170287265A1

## CPC

- G07F 17/3223: {Architectural aspects of a gaming system, e.g. internal configuration, leader-follower, wireless communication}
- G07F 17/3227: {Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters}
- G07F 17/3274: {wherein the players cooperate, e.g. team-play}
- G07F: COIN-FREED OR LIKE APPARATUS (coin sorting G07D3/00; coin testing G07D5/00; {handling coins or paper currencies apart from payment activated apparatus G07D; payment architectures, schemes or protocols G06Q20/00})

## Abstract

A method and system to provide user-configurable preferences and/or options for team play on a single gaming machine is disclosed. According to one embodiment, a computer-implemented gaming system comprises a memory device having stored thereon a gaming application that enables multiplayer, turn-based gameplay among one or more players. A computer-processing unit is operatively connected to the memory device and processes the gaming application to enable the one or more players to specify a condition for determining when a player's turn at gameplay ends. Processing the gaming application further includes determining that the condition is satisfied for a current player and generating a message to indicate that the current player's turn at gameplay is terminated. A display presents the generated message to the one or more players.

## Claims

### Claim 1

A computer-implemented gaming system, comprising:
a gaming machine memory device having stored thereon a gaming application that enables multiplayer, turn-based gameplay of a primary game among two or more players;
a plurality of input devices including:
(a) an acceptor of a first physical item associated with a first monetary value; and
(b) a cashout button actuatable to cause an initiation of a payout associated with a credit balance;
a gaming machine computer-processing unit that is operatively connected to the gaming machine memory device and processes the gaming application to:
enable the two or more players to specify a condition for determining when a player's turn at primary gameplay ends, wherein the condition for determining when a player's turn at primary gameplay ends is player-selectable prior to beginning primary gameplay;
determine that the condition is satisfied for a current player; and
generate a message to indicate that the current player's turn at primary gameplay is terminated; and
a gaming machine display that displays the generated message to the one or more players.

### Claim 2 (depends on 1)

The computer-implemented gaming system of claim 1, wherein the computer-processing unit further processes the gaming application to enable the one or more players to specify whether accumulated game points are shared among multiple player gaming accounts.

### Claim 3 (depends on 1)

The computer-implemented gaming system of claim 1, wherein the computer-processing unit further processes the gaming application to track and assign individual accumulation of game points by each player to respective player gaming accounts.

### Claim 4 (depends on 1)

The computer-implemented gaming system of claim 1, wherein to enable the one or more players to specify a condition comprises to provide a plurality of preset conditions from which the one or more players select.

### Claim 5 (depends on 4)

The computer-implemented gaming system of claim 4, wherein the plurality of preset conditions includes at least two of:
a condition in which a player plays one game each turn;
a condition in which a player plays a user-specified number of games each turn;
a condition in which a player keeps playing until the player wins a game; and
a condition in which a player keeps playing until the player accumulates a user-specified number of game points.

### Claim 6 (depends on 1)

The computer-implemented gaming system of claim 1, wherein the computer-processing unit further processes the gaming application to enable the one or more players to be added to a team.

### Claim 7 (depends on 6)

The computer-implemented gaming system of claim 6, wherein the computer-processing unit further processes the gaming application to identify and add a player to the team based on the player's login credentials for a third-party, social-networking account.

### Claim 8 (depends on 1)

The computer-implemented gaming system of claim 1, wherein the computer-processing unit further processes the gaming application to determine an order of gameplay among the one or more players based on at least one of a user-preset order and a random order.

### Claim 9 (depends on 8)

The computer-implemented gaming system of claim 8, wherein the computer-processing unit further processes the gaming application to enable the one or more players to change the order of gameplay during a player's turn.

### Claim 10 (depends on 1)

The computer-implemented gaming system of claim 1, further comprising a single user-input interface for receiving user input from the one or more players.

### Claim 11

A computer-implemented gaming system, comprising:
a plurality of input devices including: (a) an acceptor of a first physical item associated with a first monetary value; and (b) a cashout button actuatable to cause an initiation of a payout associated with a credit balance;
a non-transitory, computer-readable gaming machine medium having stored thereon computer-executable instructions that, when executed by a gaming machine computer processor, cause the gaming machine computer processor to:
provide a multiplayer, turn-based primary game among one or more players;
enable the one or more players to specify a condition for determining when a player's turn at primary gameplay ends;
determine that the condition is satisfied for a current player, wherein the condition for determining when a player's turn at primary gameplay ends is player-selectable prior to beginning primary gameplay;
generate a message to indicate that the current player's turn at primary gameplay is terminated; and
display, via a gaming machine display, the generated message to the one or more players.

### Claim 12 (depends on 11)

The non-transitory, computer-readable medium of claim 11, further comprising computer-executable instructions, that when executed by the computer processor, cause the computer processor to enable the one or more players to specify whether accumulated game points are shared among multiple player gaming accounts.

### Claim 13 (depends on 11)

The non-transitory, computer-readable medium of claim 11, further comprising computer-executable instructions, that when executed by the computer processor, cause the computer processor to track and assign the individual accumulation of game points by each player to his respective gaming account.

### Claim 14 (depends on 11)

The non-transitory, computer-readable medium of claim 11, wherein to enable the one or more players to specify a condition comprises to provide a plurality of preset conditions from which the one or more players select.

### Claim 15 (depends on 14)

The non-transitory, computer-readable medium of claim 14, wherein the plurality of preset conditions includes at least two of:
a condition in which a player plays one game each turn;
a condition in which a player plays a user-specified number of games each turn;
a condition in which a player keeps playing until the player wins a game; and
a condition in which a player keeps playing until the player accumulates a user-specified number of game points are accumulated.

### Claim 16 (depends on 11)

The non-transitory, computer-readable medium of claim 11, further comprising computer-executable instructions that, when executed by the computer processor, cause the computer processor to enable the one or more players to be added to a team.

### Claim 17 (depends on 16)

The non-transitory, computer-readable medium of claim 16, further comprising computer-executable instructions that, when executed by the computer processor, cause the computer processor to identify and add a player to the team based on the player's login credentials for a third-party, social-networking account.

### Claim 18 (depends on 11)

The non-transitory, computer-readable medium of claim 11, further comprising computer-executable instructions that, when executed by the computer processor, cause the computer processor to determine an order of gameplay among the one or more players based on at least one of a user-preset order and a random order.

### Claim 19 (depends on 18)

The non-transitory, computer-readable medium of claim 18, further comprising computer-executable instructions that, when executed by the computer processor, cause the computer processor to enable the one or more players to change the order of gameplay during a player's turn.

### Claim 20

A computer-implemented method, comprising:
providing a gaming machine memory device having stored thereon a gaming application that enables multiplayer, turn-based gameplay of a primary game among two or more players;
providing a plurality of input devices including: (a) an acceptor of a first physical item associated with a first monetary value; and (b) a cashout button actuatable to cause an initiation of a payout associated with a credit balance;
providing a gaming machine computer-processing unit that is operatively connected to the memory device;
displaying a multiplayer, turn-based primary game to one or more players on a gaming machine computer-driven display;
receiving, via a gaming machine user-input device, user input from the one or more players, the user input includes specifying a condition for determining when a player's turn at primary gameplay ends;
performing calculations based on the primary game's instructions and user-specified parameters to determine that the condition is satisfied for a current player, wherein the condition for determining when a player's turn at primary gameplay ends is player-selectable prior to beginning primary gameplay;
generating a message to indicate that the current player's turn at primary gameplay is terminated; and
displaying, via the gaming machine display, the generated message to the current player on the computer-driven display.
