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If the player received enough hits to have a winning ticket, the machine then pays off according to an established payoff schedule. The above example demonstrates keno as played on a video machine. Keno can also be played using paper tickets similar to Bingo and a common board used by multiple players but each with their own paper tickets.
In this version of the game, a player marks his ticket with a crayon to indicate his number selections and then registers the ticket with an employee at the keno desk of the casino. This ticket is then played against the next game displayed on the common board, with each player playing independent tickets. The common board merely lights up the twenty random numbers which are selected using numbered ping pong balls similar to the lottery. The player then reviews his ticket and circles the numbers that both he selected and the ones that were selected at random as displayed on the common keno board.
If he received enough hits, as determined by the payout schedule, he would take his winning ticket to the employee at the keno desk for his payoff.
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Keno played with paper tickets and a common board differs from video keno in that video keno is played by a single player using his own machine and own number selection process while the former is played by multiple independent players. Also, video keno indicates on a single medium the eighty number grid both the spots selected by the player and the spots subsequently selected by the machine, which easily shows the hits and whether or not the ticket is a winner.
Video keno is also much faster, with the capability of playing each game in a matter of seconds as opposed to several minutes for a game using paper tickets and a common board. Another form of keno is way-keno. In way-keno, the player plays multiple games of keno on a single ticket. In playing way-keno, groups of numbers are separated by lines or circles. The groups are then combined together to make individual tickets for all the ways that a player wishes to play see FIG. The player, in the example shown in FIG.
One group contains four numbers, one group contains three numbers and the other two groups contain two numbers each. In this example, the groups are then combined in every possible way to establish each of the games that are played. For instance, the group of four numbers is combined with the group of three numbers to establish a seven-spot game. In FIG. Four of the ways played are the individual groups themselves. All of the combinations games or "ways" being played are listed below in Table I. In this example, there are a total of fifteen games of keno that are being played on one ticket.
Of the fifteen games, there is one eleven-spot, two nine-spots, one eight-spot, two seven-spots, two six-spots, two five-spots, two four-spots, one three-spot and two two-spots. Game No. The player uses the payout schedules for each game independently and adds the winnings for each game independently. Way-keno tickets can have more than one winning game. Way-keno often involves complicated math just to calculate how many games are being played and how much money is being wagered.
In fact, because of its complexity, casinos often offer "suggested" or "fixed" way-keno games with the cost of the game and the payout schedule pre-printed so that the player may just play the games published by the casino and doesn't need to make any calculations. For the same reasons, it is often difficult for the player to figure out if any money is won and how much. Because way-keno is so complex, most players avoid it and simply play regular keno. US-A-5,, describes a keno type device that includes a separate "super spot" that may be chosen by the player. If the "super spot" is chosen by the computer, the payout is increased by a randomly chosen amount.
It is desirable to provide a game of chance which provides more excitement than keno and way-keno, but which is simple enough to be played by the average gambler. The present invention will be described with reference to the accompanying drawings, wherein like reference numerals identify corresponding like components. In the drawings: FIG. At this position, there is a seven out of nine match, which is a winner for this pattern; FIG. At this position, there is another seven out of nine match, which is another winner; FIG. At this position, there is a six out of nine match, which is also a winner for this pattern, which is the third winner for this game; FIG.
The present invention is a game of chance which is similar to keno which is called, for convenience, "Pattern Keno. However, unlike keno, the squares may be unnumbered since the numbers have no relevance in this game. Instead of playing specific numbers as shown in keno and way-keno, "patterns" of squares are used.
Like way-keno, Pattern Keno involves playing multiple games simultaneously on a single playing board grid. The payout schedule for Pattern Keno is based on the number of spots the player picks and the number of games to be played.
The number of games to be played is based on how many ways the selected pattern will be included in the playing board grid. Pattern Keno is preferably played on a video device to automate the calculations required to determine the number of wins received by the player. These components and their programming are well known to those skilled in the art. The Pattern Keno device comprises a video display screen 10 for displaying the progress of the game and a means, such as a light pen, a mouse, touch screen or other similar device 12 for selecting the desired pattern 28 see FIG.
The Pattern Keno device includes a coin slot and coin counter 14 for inserting coins. There may also be a similar device which accepts paper money for credits. Once the player is satisfied with the pattern chosen, start button 16 is pressed to initiate the game. At the end of the game, if the player has won, coins are returned to the player through coin return 18 or, alternatively, credited to the player.
The components of the device, the video display screen, the means for selecting the player's desired pattern on the video display screen, the coin slot, the start button and the coin return are connected to a central processing unit cpu The cpu is connected to a random number generator 22 for generating numbers to select squares within a playing board displayed on the video display screen. The playing board, in the embodiment of the invention shown in FIG. To play a game, the player deposits coins into the video gaming device or plays credits which have already been established by the player.
The player may play any number of coins or credits to a determined maximum. The payout odds for the game are multiplied by the number of coins or credits played. In the example of a ten-by-eight grid, a player can play a single credit and play up to sixty-three possible games when a two-by-two square pattern is played, as an example on that one credit, depending on the pattern played and the number of ways that pattern is included into the playing grid.
If a player plays multiple coins or credits, the payout odds are enhanced.
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In one embodiment of the present invention, the player may use multiple coins to play multiple patterns simultaneously, with independent wagers on each pattern. In this version, the player picks multiple patterns and after the machine selects the squares at random, the machine scans each pattern across the grid, one after the next and adds winnings for each pattern independently.
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The player selects squares to form a pattern from the playing board grid of eighty squares. When the player selects a square, it changes color so as to be distinguished from the unselected squares. If the player selects a square in error, the player may "unselect" the square, changing the square back to its original color.
The player may select any squares from a minimum of four to a maximum of ten the minimum and maximum limits are arbitrarily set for the purposes of explanation.
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In one embodiment of the present invention, the payout odds are displayed below the playing board grid. The payout odds are updated as each square is selected or "unselected" by the player in sequence, until the player has determined enough squares have been selected for the game. In addition, the number of games the player is playing is also updated with each square selected or "unselected". The number of games played is the number of different positions in which the selected pattern will be included onto the playing board grid without overlapping the edges of the grid the pattern must be fully contained within the grid.
In one embodiment of the present invention, the pattern may overlap the edges of the playing grid to accommodate more positions for the selected pattern. In another embodiment of the present invention, the template "wraps" around the edges of the playing grid such that the template emerges on the opposite edge of the playing grid to accommodate a greater chance of winning.
In one embodiment of the present invention, patterns are selected from a menu of pattern choices which are displayed on the video display screen.
The player may modify the pattern until the player is content with the pattern created. The pattern chosen does not need to be contiguous and a non-contiguous pattern is played with its separate parts always having the same relative spacial arrangement see FIG. When the player is content with the pattern created, the player selects the start button. The pattern is then stored in the memory of the device and a template 30 see FIG.
The video device then selects, for example, twenty squares in the playing board grid at random and displays the results by "coloring" or "lighting" the selected squares After the twenty squares are selected by the video device, the template of the selected pattern scans the playing board grid, covering each of the positions in which the template is included onto the playing board grid, searching for winning games. The template is an outline of the pattern selected and is used to show the player if the pattern selected matches any of the twenty randomly selected squares closely enough to be a winner as established by the payout odds that correspond to that game.
Once the template has "scanned" the entire playing board grid, the credits reflecting the winnings from the game are paid to the player and the player may go on to play additional games. The player may retain the pattern from the prior game played and play it again or may start afresh with a different pattern. A pattern of squares is chosen by the player on the playing board as shown in FIG. In this example, nine contiguous squares are chosen.
The player had ten credits but deposited one in order to play the game.
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The number of credits remaining after depositing the one credit is nine. The player then designs or selects a pattern to be played.
When the player is content with the selected pattern FIG. A template is made from the pattern selected by the player and placed to the side of the playing grid FIG. Twenty squares are then selected at random from among the array of eighty squares displayed on the video device. The selected squares are "colored" to distinguish them from the non-selected squares FIG. After all twenty squares are selected, the template is placed on the first position of the playing board grid in the upper-left corner in this example , including nine of the squares of the playing grid FIG.
While scanning, the template searches for winning positions in which there are enough selected squares within the template to be a winning combination in this example, at least six of the nine squares within the template must have been selected to be a winning combination. In this example, the template scans the playing grid starting in the upper-left corner, scans to the right until it can go no farther, then moves down one position, then scans to the left until it can go no farther, then moves down one position again and repeats this motion until it has scanned the entire playing grid.