General Set of Game Rules Shared By All Table-Card-Games Belonging to the Finnish 27 ™ Family

General Set of Game Rules

Additional Information

AGREE UPON A PREDETERMINED SET OF GAME RULES

On October 20, 2015, the United States Patent and Trademark Office issued U.S. Patent 9162137 to Kevin Michael McDaniel  for his invention. His invention is the method and apparatus for conducting a comparing-card game belonging to a Finnish 27 family of table-card games. A computer-program-listing appendix is attached to the patent. The computer-program-listing appendix includes source codes for a set of software applications. The set of software applications provides the software means. The software means enables people. People can make every possible set of game rules.

A game can not be played unless the host and all players agree upon a predetermined set of game rules.  Each card game belonging to the Finnish 27 ™ family of table-card games is subject to its’ own predetermined set of game rules. The predetermined set of game rules corresponds substantially to a set of game rules. People can select the set of game rules from said every possible set of game rules.

All card games belonging to the Finnish 27 ™ family of table-card games share a general set of game rules. The general set of game rules is a subset of the predetermined set of game rules. The general set of game rules specifies the following set of steps. The host and all players agree upon a predetermined set of game rules. The host identifies each of at least one player position and at least one dealer position. The host provides at least one deck of cards. The players assign a numerical value to each card. A player makes a game wager. A dealer deals cards to form a set of hands consisting of a player’s initial hand and a dealer’s initial hand.  The dealer forms a set of hands consisting of the player’s complete hand and the dealer’s complete hand. The dealer determines the outcome of the game by comparing hand values. The dealer resolves the game wager based on the outcome of the game.

The specific set of game rules is a subset of the predetermined set of game rules. The specific set of game rules is specific to one card game belonging to the Finnish 27 ™ family of table-card games. The specific set of game rules specifies how players practice the steps specified by the general set of game rules. Accordingly, the predetermined set of game rules consists of a general set of game rules and a specific set of game rules.
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IDENTIFY AT LEAST ONE PLAYER POSITION AND AT LEAST ONE DEALER POSITION

Table-card games belonging to the Finnish 27 ™ family are banking games.  Although many players may play in a single round of Finnish 27 ™, it is fundamentally a two-player game. In Finnish 27 ™, players don’t play against each other; and they don’t co-operate. The only competition is the dealer.

A player occupies a player position while playing the game. A dealer occupies a dealer position while playing the game. A table card game is a card game played on a table. Accordingly, the location of each of the positions is on a table. The table could be physical. The table could be computer based. The table could be a hybrid using some live aspects and some electronic aspects.

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PROVIDE AT LEAST ONE DECK OF CARDS

People play Finnish 27 ™ using at least one deck of cards. The composition of each deck could be a conventional composition. The conventional composition consists of fifty-four cards. The fifty-four cards are thirteen ranks of each of four suits plus two jokers. The composition of each deck could be a supplemented composition of more than fifty-four cards. The composition of each deck could be a modified composition of fewer than fifty-four cards. The style of indices appearing on the front side of each card could be any style specified by the specific set of game rules.

Although the cards may bear indices of any style, the Finnish style of indices is preferred. The Finnish style has indices 1, 13, 12, 11 appear on the ace, king, queen and jack. The Finnish style has no indices appear on the joker. The Finnish style has indices corresponding to card rank appear on each of the remaining cards.

A stack of cards consists of at least one deck of cards. Shuffling is the process of bringing the stack of cards into a substantially random order. Shuffling the cards is, typically though not necessarily, included as part of the step of providing at least one deck of cards.

The cards could be physical or could be cards depicted on a monitor. Accordingly, cards could be shuffled manually, mechanically, or, in the case of cards depicted on a monitor, electronically.

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ASSIGN A POINT VALUE TO EACH CARD

Table-card games belonging to the Finnish 27 ™ family are addition games. The cards have numeric values. The dealer and each of the players add up their values.

In Finnish 27 ™ games, the players assign a numerical value to each card of the at least one deck of cards in accordance with the following set of rules. Each ace has a value of one or fourteen. Each jack has a value of eleven. Each queen has a value of twelve. Each king has a value of thirteen. Each joker has a value. The value is selected from a group of values. The group of values consists of zero and a required numeric value. The required numeric value makes a hand total of twenty-seven. All other cards have a point value that corresponds to the rank of the card.

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THE PLAYER MAKING A GAME WAGER

The game has an outcome. Before the cards have been dealt, the outcome is uncertain. A player makes a prediction about the uncertain outcome of the game. The host makes a prediction about the uncertain outcome of the game. The player makes a wager with a host. The host accepts the wager. The wager is an agreement between the player and the host. The player and the host agree. The one party who has made a correct prediction about an uncertain outcome of the game will pay a stipulated item of value to the other party. 

In most Finnish 27 ™ games, the rules specify. The player is only allowed to make one prediction. The one prediction is. The outcome of the game will be. The player’s hand wins. Typically, though not necessarily, the rules give the player some control. Under certain circumstances, the player has control over decisions on how to play the player’s hand. The dealer prompts the player for a decision on how to play the player’s hand.

However, in Baccarat-like Finnish 27 ™ games, the rules permit the player. The player is given a set of options. The player chooses an option. The option is the player’s prediction about the uncertain outcome of the game. Typically, though not necessarily, the possible options are. The outcome of the game will be the player’s hand wins. The outcome of the game will be the dealer’s hand wins.  The outcome of the game will be the hands push. Typically, though not necessarily, the rules give the player no control. The dealer plays both hands in accordance with predetermined strategies. The predetermined strategies are written into the rules.

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FORM A SET OF INITIAL HANDS

After the player makes a game wager, the dealer deals a set of hands. The set of hands consists of a player’s initial hand and a dealer’s initial hand. The player’s initial hand is usually a hand consisting of two cards dealt face up. In some games, the dealer’s initial hand consists of one card dealt face up. In other games,  the dealer’s initial hand consists of one card dealt face down and one card dealt face up. In still other games, the dealer’s initial hand consists of two cards dealt face up.
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DETERMINE WHETHER A PREDETERMINED OUTCOME OCCURS

After the dealer deals a set of initial hands, the dealer determines whether a predetermined outcome did occur. Table-card games belonging to the Finnish 27 ™ family are comparing-card games. Hand values are compared to determine the outcome of the game.

The four basic types of hand values are the value of a “hand total”, the value of a “predetermined-win hand”, the value of a “predetermined-lose hand”, and the value of a “predetermined-push hand”. The closer a hand total is to the target-numerical sum of twenty-seven. The higher is the value of the hand. The hand with the highest value is a “predetermined-win hand”. The hand with the lowest value is the value of a “predetermined-lose hand”. The hand with the same value as the competing hand is the “predetermined-push hand”. 

A hand of playing cards has certain attributes. The certain attributes include a hand total. The certain attributes also include a certain combination and number of cards. Let us suppose. The specific set of game rules specify. Whenever a hand has a specified set of attributes, an exception rule applies. The exception rule is. A predetermined outcome occurs. The hand could be the player’s hand. The hand could be the dealer’s hand. Let us suppose further. The dealer finds. A hand has the specified set of attributes. In that event, the predetermined outcome occurs.  Let us suppose. The predetermined outcome is. The hand wins. In that event, the hand is a predetermined-win hand. Let us suppose. The predetermined outcome is. The hand loses. In that event, the hand is a predetermined-lose hand. Let us suppose. The predetermined outcome is. The hands push. In that event, the hand is a predetermined-push hand.  

Let us suppose. The dealer deals initial hands. Let us suppose further. The dealer finds. A predetermined outcome did not occur. In that event, the dealer completes the hands. To do so, the player and the dealer take turns playing their hands. The player, typically though not necessarily, plays first.

FORM THE PLAYER’S COMPLETE HAND

Let us suppose. The seed body makes senses and perceptions available to a player. In that event, the senses and perceptions enable the player. The player can sense and perceive the values of a set of cards. The set of cards includes the two exposed cards in the player’s initial hand. The set of cards includes at least one exposed card in the dealer’s initial hand. Use of this ability gives the player information. The information is about hand values. The player can use the information about hand values when making decisions. The decisions are about how to play the player’s hand.

However, the player does not always get a chance to make a decision. Sometimes the rules force the player to play the player’s hand in a certain way. In that event, the player does not get a chance to make a decision. The decision is about how to play the player’s hand.

The dealer uses a memory of the predetermined set of game rules. The dealer decides on whether to consult with the player for a decision.  Let us suppose. The predetermined set of game rules does require the player to play the player’s hand in a certain way. In that event, the dealer decides not to consult with the player for a decision. Let us suppose. The predetermined set of game rules does not require the player to play the player’s hand in a certain way. In that event, the dealer decides to consult with the player for a decision. The decision is about how to play the player’s hand.

Let us suppose. The dealer decides not to consult with the player for a decision. In that event, the dealer uses a memory of a predetermined strategy. The predetermined strategy enables the dealer. The predetermined strategy specifies a decision. The dealer makes the decision for the player. The decision is about on how to play the player’s hand.  

Let us suppose. The dealer decides to consult with the player for a decision. The decision is about how to play the player’s hand. In that event, the player selects an operation from a set of options. The set of options includes the “hit” operation. The set of options includes the “stand” operation. The set of options may also include other operations. The other options are “double down”, “split”, and “surrender” operations.

Let us suppose. A player selects an operation. In that event, the dealer executes the operation. Let us suppose. The player selects the “surrender” operation. In that event, the player’s hand is complete. Let us suppose. The player selects the “stand” operation. In that event, the player’s hand is complete. Let us suppose. The player selects the “hit” operation. In that event, the dealer deals an additional card to the player’s hand. Let us suppose. The player selects the “double down” operation. In that event, the player doubles the game wager. The dealer deals an extra card to the player’s hand.

Let us suppose. The player selects the “split” operation. In that event, the player makes another game wager. The dealer splits the player’s hand into two post-split hands. The two post-split hands compete against the same dealer hand during the same round of play. The player does play both of the post-split hands at a single player position. The two post-split hands involve the player in two games. The outcome of each of the two games is independent of the outcome of the other of the two games. Accordingly, the resolution of each of the two game wagers is independent of the resolution of the other of the two game wagers.

Let us suppose. The dealer deals one additional card to the player’s hand. In that event, after the dealer does so, the dealer again uses a memory of the specific set of game rules. The dealer decides whether to consult with the player for a decision. The decision is about on how to play the player’s hand. The dealer continues in a like manner until the player’s hand is complete.

DETERMINE WHETHER A PREDETERMINED OUTCOME OCCURS.

After the dealer forms the player’s complete hand, the dealer determines whether a predetermined outcome did occur. Let us suppose. The dealer forms the player’s complete hand. Let us suppose further. The dealer determines. A predetermined outcome did not occur. In that event, the dealer forms the dealer’s complete hand.

FORM THE DEALER’S COMPLETE HAND

In Finnish 27 ™ games, the dealer forms the dealer’s complete hand. The dealer plays the dealer’s hand in accordance with a predetermined strategy.

Let us suppose. The dealer’s hand is a “hard” hand. In that event, the predetermined strategy specifies a target-numerical sum for the play of the dealer’s “hard” hand. The dealer’s “hard” hand has a “hard” total. Let us suppose. The “hard” total is less than the target-numerical sum. In that event, the dealer must hit. Let us suppose. The “hard” total is equal to the target-numerical sum. In that event, the dealer must stand. Let us suppose. The “hard” total is greater than the target-numerical sum. In that event, the dealer must stand.

Let us suppose. The dealer hand is a “soft” hand. In that event, the predetermined strategy specifies a target-numerical sum for the play of the dealer’s “soft” hand. The dealer’s “soft” hand has a “soft” total. Let us suppose. The “soft” total is less than the target-numerical sum. In that event, the dealer must hit. Let us suppose. The “soft” total is equal to the target-numerical sum. In that event, the dealer must stand. Let us suppose. The “soft” total is greater than the target-numerical sum. In that event, the dealer must stand. 

Let us suppose. The dealer executes the “hit” operation. In that event, the dealer adds one additional card to the dealer’s hand. The numeric value of the additional card is added to the hand total. Subsequently, the dealer again uses a memory of the predetermined strategy. The dealer makes a decision on how to play the dealer’s hand. The dealer continues in a like manner until the dealer’s hand is completed.

Let us suppose. The dealer executes the “stand” operation. In that event, the dealer’s hand is completed.
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DETERMINE WHETHER A PREDETERMINED OUTCOME OCCURS.

After the dealer forms the dealer’s complete hand, the dealer determines whether a predetermined outcome did occur. Let us suppose. The dealer forms the dealer’s complete hand. Let us suppose further. The dealer determines. A predetermined outcome did not occur. In that event, the dealer compares hand totals. The dealer determines the outcome of the game.

DETERMINE THE OUTCOME OF THE GAME

Let us suppose. A predetermined outcome did not occur. In that event, the dealer determines the outcome of the game. The dealer compares hand totals to a target-numerical sum of twenty-seven. Let us suppose. The player’s hand total is closer to twenty-seven than is the dealer’s hand total. In that event, the outcome of the game is the player’s hand wins. Let us suppose. The dealer’s hand total is closer to twenty-seven than is the player’s hand total. In that event, the outcome of the game is the dealer’s hand wins.  Let us suppose. The player’s hand total is as close to twenty-seven as is the dealer’s hand total. In that event, the specific set of game rules specifies the outcome of the game. In some Finnish 27 ™ games, the specific set of game rules specifies.  The outcome of the game is the dealer’s hand wins. In other Finnish 27 ™ games, the specific set of game rules specifies. The outcome of the game is the player’s hand wins. In still other Finnish 27 ™ games, the specific set of game rules specifies. The outcome of the game is the hands push.
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RESOLVE THE GAME WAGER 

After the dealer determines the outcome of the game, the dealer resolves the game wager. The dealer resolves the game wager based on the accuracy of predictions. The predictions were made by the player and the dealer. The player and the dealer made predictions before the player placed the game wager. The predictions were about the uncertain outcome of the game. The dealer resolves the game wager based on the accuracy of the predictions made. In some games, the player must predict. The uncertain outcome of the game will be. The player’s hand wins.  Let us suppose. The player’s prediction was correct. In that event, the dealer’s prediction was wrong. The player’s hand has won the game wager for the player. The dealer forfeits to the player a stipulated item of value. The stipulated item of value is a payout on the game wager. Let us suppose. The dealer’s prediction was right. In that event, the player’s prediction was wrong. The dealer’s hand has won the game wager for the dealer. The player forfeits to the dealer a stipulated item of value. The stipulated item of value is the game wager. Let us suppose. The player’s prediction was wrong. Let us suppose further. The dealer’s prediction was also wrong. In that event, the hands push.  The outcome of the game is a stalemate. The dealer returns control over the game wager to the player.

In some Finnish 27 ™ games, the rules allow the player to surrender. Suppose. The outcome of the game is the player surrenders. In that event, the dealer resolves the game wager. The dealer splits the game wager into two equal parts. The dealer collects one of the two equal parts. The dealer returns control over one of the two equal parts to the player.

Let us suppose. A specific set of game rules specifies. The dealer pays the player a bonus under certain circumstances. The certain circumstances are. The outcome of the game is the player’s hand wins. The player’s hand includes a predetermined combination of cards. Let us suppose further. The player’s hand wins. The player’s hand includes the predetermined combination of cards. In that event, the dealer pays the player a bonus. The value of the bonus could be a fixed amount. For example, the value of the bonus could be nine times the table minimum. The value of the bonus could correspond to the value of the game wager. For example, the value of the bonus could be one to two odds on the game wager.
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CONCLUSIONS

A target-numerical-sum game is a kind of comparing-card game. Players determine substantially the outcome of the game by comparing hand totals to a target-numerical sum. A comparing-card game belonging to the Blackjack family of table-card games is a target-numerical-sum game. Players determine substantially the outcome of the game by comparing hand totals to a target-numerical sum of twenty-one. A comparing-card game belonging to the Baccarat family of table-card games is a target-numerical-sum game. Players determine substantially the outcome of the game by comparing hand totals to a target-numerical sum of nine.

A comparing-card game belonging to the Poker family of table-card games is a pattern recognition game. Players determine substantially the outcome of the game by comparing each player’s hand to a predetermined hierarchy of poker-hands. Accordingly, a comparing-card game belonging to the Poker family of table-card games is not a target-numerical-sum game.

Comparing-card games belonging to the above-described families of table-card games have the following advantages. One advantage is the popularity of the comparing-card games. Another advantage is players easily recognize the comparing-card games. People have played various versions of the comparing-card games for hundreds of years. Therefore, a third advantage is casino operators do not have to pay licensing fees to an inventor for the right to use the conventional methods of playing the comparing-card games.

However, comparing-card games belonging to new families of table-card games might also have advantages. One advantage is. The comparing-card games enable casino operators to differentiate themselves from competitors in the market place. Another advantage is. The comparing-card games enables casino operators to attract players to their casino. The players might otherwise spend their time and money at a competitor’s casino. A third advantage is. The comparing-card games are new. No precedent has been set regarding the predetermined set of game rules. Gaming authorities can configure the predetermined sets of game rules. Configuring the predetermined set of game rules enables casino operators. Casino operations profit from offering the comparing-card games to players. Let us suppose. Offering the comparing-card games proves to be profitable enough to casino operators. In that event, a fourth advantage is. Casino operators can afford to pay licensing fees to an inventor for the right to use the methods of playing the comparing-card games.

A desirable aspect of target-numerical-sum games is number adding activity. A desirable aspect of comparing-card games belonging to the Poker family of table-card games is pattern recognizing activity. However, comparing-card games can be made more attractive. Comparing-card games can combine the number adding activity of target-numerical-sum games with the pattern recognizing activity of comparing-card games belonging to the Poker family of table-card games.

Thus far, comparing-card games belonging to new families of table-card games have not proven to be attractive enough to players. What is needed, possibly, is Finnish 27 ™.

Finnish 27 ™ is a new family of table-card games. Table-card games belonging to the Finnish 27 ™ family are comparing-card games. A comparing card game belonging to the Finnish 27 ™ family of table-card games is a target-numerical-sum game. Players determine substantially the outcome of the game by comparing hand totals to a target-numerical sum of twenty-seven.

However, some Finnish 27 ™ games combine the number adding activity of target-numerical-sum games with the pattern recognizing activity of comparing-card games belonging to the Poker family of table-card games. Players determine substantially the outcome of the game by comparing hand totals to a target numerical sum of twenty-seven. Players determine exceptionally the outcome of the game by comparing the combination of cards in each hand to a predetermined hierarchy of poker hand ranks. 

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