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METHOD OF CONDUCTING A FANTASY SPORTS GAME
FIELD OF THE INVENTION 5
The present invention relates to fantasy sports games. In particular, the present invention relates to fantasy games based on seed-based tournaments which involve selecting winners for each round of the tournament.
BACKGROUND OF THE INVENTION
Gaming and wagering on ongoing tournaments by tournament fans generally falls within three distinct categories. First, fans often pick which tournament participant or team will win the overall championship. Second, fans often pick 15 the winner or winners of the individual rounds, choosing either set of individual teams or a series of teams linked in what is commonly referred to as a parlay. If each team wins, the fan wins. Third, fans will choose winners for each game in the entire tournament, often filling in a chart which 20 outlines the tournament course. Finally, in states with legalized gambling, fans often place wagers according to the above categories. In other states, "office pools" also exist, where individuals compete by filling out a tournament chart as above, and "pool" participation fees as a reward for the 2J best guesses. The winner of the pool is usually the individual with the most wins.
At present, one of the most popular tournaments for this type of gaming is the NCAATM division I basketball tournament, which includes 64 college basketball teams selected from the top teams in the United States. The teams are divided into four divisions of 16 teams, and each team is given a rank or a "seed" based on their win loss record, the difficulty of their season, and their perceived chance of winning the tournament. The tournament is a knockout or single elimination tournament, and after the first round, 32 35 teams are eliminated and 32 teams remain. After the second round, 16 teams are eliminated and 16 remain. This continues until one team remains as the NCAATM division I champion.
Current fantasy games based upon tournaments like the 40 NCAATM tournaments have one common failing. If a fan chooses poorly in the initial rounds of the tournament, enough of the teams they have chosen are eliminated, and they may be statistically barred from winning the game. Such fans typically lose interest after the first or second 45 round. Variants of this situation occur when fans lose all of their teams in a particular division, lose all of the teams that they have chosen for the finals, semi-finals or championship rounds, or simply lose the team with which they most strongly identify, through a shared location, history or background with the team.
For these and other reasons, fans can often lose interest in the ongoing tournament, and also lose interest in the ongoing fantasy game based on the tournament. Where the game is played via an on-line service or content provider, i.e., a gaming site, such a provider often earns revenues from advertising and "hits" upon the game site as fans check the progress of their selection. Such sites often have related content, such as different competitive games, or gambling where legal, and fans who more frequently check the status of their fantasy game are thus more likely to utilize the other 60 content provided by the site.
Thus there is a problem for retaining fan interest in the later rounds of ongoing fantasy sports games based on ongoing tournaments, such that fans who lose their chosen teams, commonly referred to as "picks," in early rounds of 65 the ongoing tournament also lose interest in the ongoing fantasy game. In the Internet gaming scenario, this loss of
fan interest also represents a loss of advertising and participation fee revenues.
Thus, the present invention relates to a method for conducting a seed-based fantasy sports game which increases game participant's interest in the later rounds of the game and tournament by allowing game participants to trade their teams, and by increasing the points available in later rounds. The method includes the steps of: selecting a plurality of teams from the field of an ongoing sports tournament; determining a result of the ongoing tournament; calculating a point total for the fantasy game participant based on the results of the round of competition; allowing a number of trades of the eliminated competitors for remaining competitors; and eventually determining the winner of the fantasy sports game after completion of the ongoing tournament.
In one embodiment of the invention, the method includes awarding bonus points to player(s) who complete the game without trading any of their teams receive bonus points, or to the player(s) who complete the game trading the fewest teams. This step provides an incentive and reward for players who make their best picks early in the tournament.
In one embodiment of the invention, the method includes reducing the number of trades allowed following each round of the tournament. Trading may also be reduced by allowing trading only during a limited number of rounds in the tournament, i.e., fewer rounds than the total number of rounds in the tournament.
In one embodiment of the invention, the fantasy game uses a series of graphical interfaces provided on an Internet web page.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 depicts a hypothetical tournament bracket showing the initial field for the NCAATM division I college basketball tournament, and an individual's picks from the field including the tournament winner.
FIG. 2 depicts the game engine as applied to the NCAATM division I basketball tournament, simplified into a flow diagram.
FIG. 3 depicts a hypothetical chart showing the initial field for the NFL playoffs, along with an individual's picks from the field of the playoffs.
FIG. 4 depicts a hypothetical chart showing, in block form, the rounds of a tennis open tournament.
DETAILED DESCRIPTION OF THE
As used herein, the following terms are defined by their common usage. A tournament bracket is defined as the chart which depicts the teams which have played and will play in the tournament at any given moment. The round of a tournament (Round One, Round Two, etc.) is defined as the level of the game being played, i.e., all four semifinal games are played in the semi-final round, and the first games of the tournament are played in Round One of the tournament. Also, an individual's pick or picks are defined as the team or teams they have selected to win in an individual game or round.
Turning to FIG. 1 to FIG. 3, FIG. 1 depicts a hypothetical example of the NCAATM Division I college basketball tournament chart 10 which has been filled out by a game participant with a winning team selected for each game of each round. As depicted in FIG. 1, the first game in the Western division of the tournament is between Arizona and Jackson State, and Arizona is picked to win the game 20. In the next game in the bracket, the second round, Wisconsin
is picked to beat Arizona 22. In the third and fourth rounds, Wisconsin is also picked to defeat LSU 24 and Purdue 26, respectively, until finally losing to Michigan State 28 (abbreviated Mich. St.) in the semi-final round. This chart also lists Michigan State 30 as defeating Florida in the 5 NCAATM final round. Each of the teams is initially assigned a "seed" 32, their place in the tournament which generally corresponds to their probability of winning the tournament. In FIG. 1, Arizona 34 is listed as the number 1 seed in their bracket, while their Round One opponent Jackson State 34 is given the number 16 seed.
By completely filling out this chart 10, the game's participants predict the winning teams for the entire ongoing tournament prior to the tournament's start, and record these predictions in an easy to read form. For the NCAATM tournament these charts on brackets are typically published 15 in magazines and newspapers nationwide, and have become standardized for the tournament.
After completion of Round One (40) of the tournament, 32 of the 64 teams are eliminated from the competition. The individual participants would have predicted the outcome of 20 each game with varying degrees of success. In one embodiment of the invention, the points for each correct winning prediction would be calculated as follows. Each winning team in Round One (40) would be worth two points, plus a number of points equal to their seed. Thus, participants 25 would be rewarded for successfully predicting an upset. For example, if a participant correctly predicted that the 16th seed in the West, Jackson State 36, would defeat the top seed Arizona 34, the participant would receive 2 points plus 16 points, for a total of 18 points for the given game in that 3Q round of the tournament 81. These points would be totaled for all of the games individual participants pick correctly in the ongoing tournament.
At this point, some of the participants may have chosen poorly, and lost many of their initially picked teams. To 3J prevent such participants from losing interest in the game, as depicted in FIG. 2A, all of the participants are allowed to make eight trades 82. As used herein, a trade is defined as an exchange of a picked team which may or may not have lost in the preceding round, for a team which the participant had not picked. Should the newly picked team win in the 40 following round, the participant earns points from the round as if from any similarly seeded team in the round. However, to retain the team in still later rounds, the participant will be required to use additional trades in those rounds. For example, if a participant wished improve their picks in the 45 second round, he or she could trade Dayton 38, which lost, for Gonzaga 42, which won. See FIG. 1. However, to retain Gonzaga 42 for still later Round Three, the participant would be required to use an additional trade. It is recognized that in still further embodiments, the traded team could be 50 retained by the participant in all rounds, after the initial trade.
In the embodiment depicted in FIGS. 2A, 2B, and 2C while only eight trades are allowed following Round One, a participant need not make all, or even any, of the trades 5J available, nor are trades limited to exchanging the loser of a game for the winner of the game, nor are they confined to the individual conference bracket. However, it is recognized that the invention covers the use of additional trades or fewer trades, to allow for the number of teams competing in the tournament and the number of rounds in the tournament. 60
At Round Two (44), the field of 32 teams is again reduced by half to 16 teams. In FIG. 2A, the winning picks are defined to be worth 4 points plus their seeding number 84. For example, correctly picking 10th seeded Gonzaga 42 to win at this round would be worth 4 points plus 10 seeding 65 points, for a total of 14 points (see FIG. 2A). Again, the points are totaled and each participant would then be
allowed to make a set number of trades. In the embodiment depicted, participants would be allowed to make 4 trades, with the same conditions as the previous round.
At Round Three (46), the field of 16 teams is reduced by half to 8 teams. The winning picks are worth 8 points, plus their seeding number 86. For example, correctly picking Purdue to reach this Round of the tournament would be worth 8 points plus 6 seeding points, for a total of 14 points. Again, the points would be totaled for the individual participants, and a limited number of trades would then be allowed. In the embodiment depicted, the participants would be allowed to make 2 trades 87, under the same terms and conditions as the previous round.
At Round Four (48), the field of 8 teams is reduced by half to 4 teams, also known as the Final FourTM in the NCAATM Tournament. As depicted in FIG. 2B, the winning picks are worth 12 points each, plus their seeding number 88. For example, picking Wisconsin 26 to reach the Final FourTM would be worth 12 points plus 8 seeding points, for a total of 20 points. Again, the points would be totaled for the individual participants, and participants would be allowed to make one trade, with the same terms as the previous round. By allowing at least one trade 90 at this late round, even a participant who has failed to chose one final four team in the earlier rounds would be able to trade for a Final FourTM team, and thus maintain their interest in the game. Also, the seed-based points allow players to obtain increased points for their underdog picks, especially in later rounds. This and the point increase also provide for increased participant interest in the later rounds of the fantasy game.
At Round Five (50), the semi-finals, the field of four teams is reduced by half, and only the championship game remains. As depicted in FIG. 2B, the winning picks to make it to the finals are worth 16 points each, plus the teams seeding points 94. Thus, correctly picking Florida 52 would be worth 16 points plus 5 seeding points, for a total of 21 points. As depicted in FIG. 2C, at this point, no more trading is allowed 96, at least in this embodiment of the game.
At Round Six (56), the finals, the winner becomes the NCAATM Division I basketball champion. As depicted in FIG. 2B, the winning pick for the championship game is worth 20 points, plus the teams seeding points 100. Thus, correctly picking Michigan State to be the NCAATM champion is only worth 20 points plus 1 seeding point, for a total of 21 points.
At this point in the Fantasy game, bonus points may also be awarded to participants who made the fewest trades during the tournament. The instant embodiment awards 25 points to all participants who make no trades throughout the tournament. It is recognized that, depending on the number and skill of the participants, this bonus may be increased, decreased or eliminated without departing from the spirit and scope of the invention. Each participant's points are totaled for a final tally, and the winner is the participant with the most points.
However, a tie between participants is entirely possible at this point. To decide the winner in this case, a number of tie breaking rules may be applied. First, the participant with the fewest number of trades could be deemed the winner. If participants are still tied, additional tie breaking rules may also be applied. In the instant embodiment, the participant who has the highest total number of correct picks would be deemed the winner. An additional tie-breaker rule is also that the individual who makes the closest guess of the score of the championship game is deemed the winner.
In FIG. 3, the NFLTM playoffs 110 are shown as a bracketed tournament to demonstrate the versatility of the current game method and engine. By reducing the number of rounds in the game engine and method, as well as by using