throbber
(12)
`
`United States Patent
`Hawkins, III
`
`(10) Patent No.:
`(45) Date of Patent:
`
`US 9,511,285 B2
`Dec. 6, 2016
`
`USO09511285B2
`
`(54) NETWORKED COMPUTER GAME SYSTEMS
`AND METHODS WITH SOCIAL NETWORK
`FUNCTIONS
`O
`O
`(75) Inventor: William M. Hawkins, III, San Mateo,
`CA (US)
`(73) Assignee: Kabam, Inc., San Francisco, CA (US)
`(*) Notice:
`Subject to any disclaimer, the term of this
`patent is extended or adjusted under 35
`U.S.C. 154(b) by 702 days.
`
`(21) Appl. No.: 13/073,059
`
`(22) Filed:
`(65)
`
`Mar. 28, 2011
`Prior Publication Data
`US 2011/0275442 A1
`Nov. 10, 2011
`Related U.S. Application Data
`(60) Provisional application No. 61/318,121, filed on Mar.
`26, 2010.
`(51) Int. Cl.
`A63F I3/30
`G06O 10/00
`(52) U.S. Cl.
`CPC ............... A63F 13/30 (2014.09); G06O 10/00
`s
`(2013.01)
`
`(2014.01)
`(2012.01)
`
`(58) Field of Classification Search
`463/42
`USPC
`See application file for complete search history.
`
`(56)
`
`References Cited
`
`U.S. PATENT DOCUMENTS
`
`6,009,458 A
`2005/0209002 A1
`
`12/1999 Hawkins et al.
`9/2005 Blythe et al.
`
`
`
`2006/0054679 A1* 3/2006 Ruping ................... A63F 13.00
`2006/0287.096 A1* 12/2006 O'Kellev. II
`Aoifs.
`elley, Il ...........
`463/42
`2007/0060335 A1* 3/2007 Sakaguchi .............. A63F 13/10
`463,30
`2008/0009345 A1
`1/2008 Bailey et al.
`2008/O11377O A1
`5/2008 Gelber et al.
`2008/0220840 All
`9/2008 Katz et al.
`2010/014444.0 A1* 6, 2010 Arrasvuori .............. A63F 13/12
`463/42
`
`OTHER PUBLICATIONS
`The International Search Report corresponding to the PCT/US 11/
`30184 application.
`
`* cited by examiner
`
`Primary Examiner — Tsan-Yu J Huang
`(74) Attorney, Agent, or Firm — Sheppard Mullin Richter
`& Hampton LLP
`
`(57)
`ABSTRACT
`Sy
`d methods for providing online g
`including
`StemS and methods for proV1ding online games, 1ncludin
`various means of providing computer-implemented games
`using standard and non-standard tokens, and that operate in
`coordination with an online Social network. Examples of
`standard tokens may include tokens associated with each
`card of a standard 52 card deck, units in a real-time strategy
`game, and the like. Non-standard tokens may represent
`digital tokens with specified attributes and associated digital
`rights management for use by specified users, such as users
`purchasing rights to a particular non-standard token. Non
`standard tokens may also include tokens with different
`functionality across a number of different computer-imple
`mented games.
`
`16 Claims, 9 Drawing Sheets
`
`Supercell
`Exhibit 1022
`Page 1
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`

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`U.S. Patent
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`Dec. 6, 2016
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`Sheet 1 of 9
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`US 9,511,285 B2
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`Supercell
`Exhibit 1022
`Page 2
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`

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`U.S. Patent
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`Dec. 6, 2016
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`Sheet 2 of 9
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`US 9,511,285 B2
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`3.
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`CN
`CN
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`S & N
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`CN
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`C
`O
`CN
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`O
`O
`CN
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`Supercell
`Exhibit 1022
`Page 3
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`

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`U.S. Patent
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`Dec. 6, 2016
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`Sheet 3 of 9
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`US 9,511,285 B2
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`CN
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`
`w
`()
`
`
`
`S.
`
`S.
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`l
`
`g
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`Supercell
`Exhibit 1022
`Page 4
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`

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`U.S. Patent
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`Dec. 6, 2016
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`Sheet 4 of 9
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`US 9,511,285 B2
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`ZZ$7
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`Supercell
`Exhibit 1022
`Page 5
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`U.S. Patent
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`Dec. 6, 2016
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`Sheet 5 Of 9
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`US 9,511,285 B2
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`Supercell
`Exhibit 1022
`Page 6
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`

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`U.S. Patent
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`Dec. 6, 2016
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`Sheet 6 of 9
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`US 9,511,285 B2
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`
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`S CC
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`CN
`cy
`CO
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`g
`CO
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`s
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`Supercell
`Exhibit 1022
`Page 7
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`

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`U.S. Patent
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`Dec. 6, 2016
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`Sheet 7 Of 9
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`US 9,511,285 B2
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`Supercell
`Exhibit 1022
`Page 8
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`U.S. Patent
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`Dec. 6, 2016
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`Sheet 8 of 9
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`US 9,511,285 B2
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`098
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`Supercell
`Exhibit 1022
`Page 9
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`U.S. Patent
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`Dec. 6, 2016
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`Sheet 9 Of 9
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`US 9,511,285 B2
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`Supercell
`Exhibit 1022
`Page 10
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`

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`US 9,511,285 B2
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`1.
`NETWORKED COMPUTER GAME SYSTEMS
`AND METHODS WITH SOCIAL NETWORK
`FUNCTIONS
`
`RELATED APPLICATIONS
`
`The present application claims priority to U.S. Provisional
`Application No. 61/318,121, entitled Networked Computer
`Game Systems and Methods With Social Network Func
`tions, filed Mar. 26, 2010, the contents of which are hereby
`incorporated by reference herein in its entirety.
`
`BACKGROUND OF THE INVENTION
`
`The present invention relates to systems and methods for
`providing online games, including games, generally played
`on a computer and other mobile devices, that include Social
`network functions. Disclosed embodiments may find par
`ticular applicability with games that allow user to acquire
`rights to digital tokens that have different functionality
`across a spectrum of computer-implemented games, and
`with computer-implemented games that combine variable
`use digital tokens with other standard gaming tools and
`constructs. Such as real-time strategy games, card games,
`etc.
`In most games that use tokens, such as trading cards, the
`tokens are limited to a set of functions defined by a single
`game. An exception to this would be U.S. Pat. No. 6,009,
`458, which describes a system including “persistent playing
`object’ that may use generic attributes of an object to map
`to game-specific attributes.
`Multiplayer games have been developed that allow users
`to connect directly, or via computer game servers, and
`participate in games with several, or even thousands of
`other players. Additionally, computer-based social networks
`have been developed to allow people from all over the world
`to establish and maintain connections with other users
`having shared interests, history, and other factors.
`It would be desirable to have new game systems and
`methods that build on the connectivity and features provided
`by online Social networks, and that also include expanded
`functionality and user participation through the use of digital
`tokens. Such games may include functions related to, for
`example, registered “friends of a user in an online social
`network, and digital tokens having cross-platform applica
`bility and digital rights management.
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`BRIEF SUMMARY OF THE INVENTION
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`a registered friend of the user and that is playing the same
`game as the user. The second icon may represent a member
`of the social network that is not a registered friend of the user
`and that is playing the game.
`Embodiments may include initiating a game instantiation
`based on a user selection of at least one of the first icon and
`the second icon. A request may be sent to the registered
`friend of the user based on a selection of the first icon. If the
`registered friend accepts the request, a game may be started
`by a computer processor with the user and the registered
`friend as participants of the game. Alternatively, a game may
`be started by the computer processor with the user and
`without the registered friend as participants of the game. For
`example, the user may play the game against a simulated
`player, or artificial intelligence, acting as the opposing
`player. In embodiments, the simulated player may use a
`plurality of different parameters related to and/or set by the
`registered friend. For example, the simulated player may use
`digital tokens in the game that the registered friend has rights
`to, the simulated player may use a configuration of standard
`and/or non-standard tokens set by the registered friend, and
`the like. In embodiments, the game without the registered
`friend participating may include at least one predetermined
`parameter set by the registered friend.
`Embodiments may include sending a friend request to the
`member of the social network that is not a registered friend
`(“non-friend') of the user based on a selection of the second
`icon. If the non-friend accepts the friend request, the non
`friend may be registered as a new friend of user in the social
`network and/or a game may be started by the computer
`processor with the user and the new friend as participants. If
`the non-friend refuses, or fails to reply to the request, a game
`may be started with the user and without the non-friend as
`participants, or the game instantiation may be canceled. In
`the event that a game is started with the user and without the
`non-friend as participants the game may include at least one
`predetermined parameter set by the non-friend of the user.
`Embodiments may include providing a user with a stan
`dard token from a first set of tokens. The first set of tokens
`may be shared and substantially identical between a plurality
`of users playing the game. Such as a set of standard tokens
`representing, units in a real-time strategy game, each card of
`a standard 52 card deck, blocks in a building game, etc.
`Different players first sets of tokens may have slight varia
`tions, such as color, graphical representation, minor attribute
`variations, and the like, within the definition of substantially
`identical.
`Rights of a user to non-standard tokens from a second set
`of tokens may be verified by automated processes including,
`for example, accessing a database by a computer processor
`to review digital rights stored in the database. Users may be
`provided at least one non-standard token from the second set
`of tokens based on the automated verification. In embodi
`ments, users may be provided a limited set of non-standard
`tokens in the event that they have no specific rights to the
`non-standard tokens, e.g. users may be provided an “intro
`ductory’ set of non-standard tokens with which to play a
`game, rather than non-standard tokens to which they have
`specific rights. In embodiments, computer-implemented
`games described herein may be provided in coordination
`with and/or via a social networking site.
`Embodiments may include receiving over an electronic
`network a first instruction from the user to use a non
`standard token during a game. Based on the first instruction,
`a second instruction may be executed, e.g. by a computer
`processor, that modifies an attribute of at least one standard
`token that has been provided to one of the users playing the
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`Disclosed systems and methods may include various
`means of providing a computer-implemented game that use
`standard and non-standard tokens, and that operate in coor
`dination with an online Social network. Examples of stan
`dard tokens may include tokens associated with each card of
`a standard 52 card deck, units in a real-time strategy game,
`and the like. Non-standard tokens may represent digital
`tokens with specified attributes and associated digital rights
`management for use by specified users. Such as users pur
`chasing rights to a particular non-standard token. Non
`standard tokens may also include tokens with different
`60
`functionality across a number of different computer-imple
`mented games.
`Embodiments may include providing, by a computer
`processor, instructions for displaying a first display to a user.
`The first display may include one or more icons including,
`for example, a first icon and/or a second icon. The first icon
`may represent a member of an online Social network that is
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`3
`game and/or a non-standard token provided to one of the
`users playing the game. Embodiments may include restrict
`ing the further use of the non-standard tokens that have been
`used by the user. After a period of time, or other criteria, the
`user may be provided with an option to make the used
`non-standard tokens useable again.
`Embodiments may include similar second instructions
`that, for example, change a defense, strength, and/or speed
`attribute of a gaming unit, change possession of a standard
`token among the plurality of users playing the game, change
`possession of a non-standard token among the plurality of
`users playing the game, remove a standard token from play
`in the game, remove a non-standard token from play in the
`game, add a bonus score to a user, deduct a score from a user,
`prevent the use of a non-standard token, change a Suit of a
`standard token provided to one of the users playing the
`game, and/or change a value of a standard token provided to
`one of the users playing the game.
`In embodiments, the first set of tokens may consist of a
`pool of possible tokens corresponding to units for a real-time
`Strategy game.
`Embodiments may include calculating one or more user
`scores based on attributes of the standard and non-standard
`tokens, including modified attribute of the tokens, and
`determining a winner of the game based on the calculated
`user scores. Scores may be calculated, for example, at a
`given point during the game and/or calculated on an ongoing
`basis. User profiles may be updated in a database to reflect
`the results of the game, including, for example, modifying in
`the database a score representing a player's skill and the like.
`Such scores can then be used later to perform other auto
`mated tasks such as matching players by skill, and the like.
`Embodiments may include applying different rules in
`different games based on the use of the same non-standard
`token. For example, a particular non-standard token may be
`operable to perform a first set of functions in a first game,
`and operable to perform a different second set of functions
`in a second game. The non-standard token may also have
`different visual features in the different games.
`Further advantages of the present subject matter will
`become apparent to those of ordinary skill in the art upon
`reading and understanding the following detailed descrip
`tion of the preferred embodiments.
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`BRIEF DESCRIPTION OF THE DRAWINGS
`
`FIG. 1 depicts an exemplary system and related network
`in accordance with an embodiment of the present invention;
`FIG. 2 depicts a display representing aspects of exem
`50
`plary digital tokens in accordance with an embodiment of
`the present invention;
`FIG. 3 depicts an exemplary user-side display of a game
`initiation screen in accordance with an embodiment of the
`present invention;
`FIG. 4 depicts an exemplary user-side display of a
`defense-setting screen in accordance with an embodiment of
`the present invention;
`FIG. 5 depicts an exemplary user-side display of a selec
`tion screen for a game in accordance with an embodiment of
`the present invention;
`FIG. 6 depicts an exemplary user-side display of a selec
`tion screen in accordance with an embodiment of the present
`invention;
`FIG. 7 depicts an exemplary user-side display of a game
`play Screen for a game in accordance with an embodiment
`of the present invention;
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`FIG. 8 depicts an exemplary user-side display of a game
`play Screen for a game in accordance with an embodiment
`of the present invention; and
`FIG. 9 depicts an exemplary user-side display of a game
`in accordance with an embodiment of the present invention.
`
`DETAILED DESCRIPTION OF THE
`INVENTION
`
`The following detailed description is provided with ref
`erence to exemplary embodiments for the ease of description
`and understanding. Applicants invention is not limited to
`the disclosed embodiments, and encompasses other varia
`tions that fall within the overall scope of description pro
`vided herein.
`As indicated above, embodiments of the present invention
`may involve operations on a network, such as the Internet
`environment depicted in FIG. 1. A client computing device
`110 may interact with various servers, 130, 140, 150, 160,
`and/or other computing and mobile devices 120, 122, to
`participate in a computer-implemented game. Information
`103 may be exchanged through, and/or among, any of the
`nodes on the network, including transmissions through
`alternative networks such as various WLAN, cellular and/or
`satellite communication networks between intermediate
`server(s) 126 and remote devices such as handheld device
`120, mobile computing device 122 and satellite network
`devices 124. One or more servers 140, 150, 160 may act
`alone or in combination with other servers and/or databases
`to present customized gaming interfaces, and gameplay, to
`participating users. For example, a server 140 may act as a
`game host for a particular Internet-based game (e.g. 'game
`1'), and access a common database maintained by server
`150 with user information related to, for example, rights to
`digital tokens for use in game 1 and other games. As known
`by those of skill in the art, Such games may also be supported
`by client-side applications that may provide, for example,
`user interfaces, customized displays, independent access to
`databases including user information, and the like.
`For ease of explanation, particular online games, includ
`ing a siege-style real-time strategy (RTS) game using
`standard units and digital token-based "Heroes', and a game
`including the use of a standard 52 card deck (playing
`cards”) with a set of non-standard tokens, referred to as
`“Noble' cards, are described. Other games and implemen
`tations are, of course, contemplated within the scope of the
`disclosure.
`In an embodiment, the system may be configured to allow
`the initial set up, and Subsequent play, of standard units, with
`tokens from a non-standard deck (“Heroes') being used to
`modify the play. The system is configured to allow the
`Heroes to modify play in a number of manners. In general,
`and as described further below, the systems may be config
`ured to allow Heroes to, for example, change a defense,
`strength, and/or speed attribute of a gaming unit, change
`possession of a standard token among the plurality of users
`playing the game, change possession of a non-standard
`token among the plurality of users playing the game, remove
`a standard token from play in the game, remove a non
`standard token from play in the game, add a bonus score to
`a user, deduct a score from a user, prevent the use of a
`non-standard token, change a suit of a standard token
`provided to one of the users playing the game, and/or change
`a value of a standard token provided to one of the users
`playing the game.
`Aspects of an exemplary assortment of non-standard
`tokens, are depicted in FIG. 2. As shown in FIG. 2, a digital
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`US 9,511,285 B2
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`token 200 may have a visual representation 210 for purposes
`of purchasing the token and displaying the token outside of
`particular gameplay, and may have additional visual repre
`sentations 220, 230 for use in particular games. A user may
`be able to view a “deck' 250 of the tokens they have rights
`to or have assembled for particular uses, and store desig
`nated decks locally, or through the token management,
`and/or game, database servers. For example, as shown in
`FIG. 4, a user may select from their available tokens 410, on
`the left, to assign them to a particular deck, or functional
`group 420, 430, 440, on the right, before or during a game.
`In particular, FIG. 4 shows a pre-configuration screen for a
`user to set a desired arrangement of tokens for use in a
`defensive battle. As discussed further below, embodiments
`may include initiating a game in which a simulated player
`(AI) uses the tokens assigned to a player and predeter
`mined rules set by the player to play a game. The graphical
`display shown in FIG. 4 may have a game-specific graphic
`for a token, such as the tokens 450, 460, 470 shown on the
`right side of FIG. 4. As discussed further below, the tokens
`may have different functionality assigned, depending on the
`game it is used in.
`As shown in FIG.3, embodiments may include presenting
`an initial game screen 300 to a user. This screen may be
`accessed through, or presented in coordination with, a social
`networking site. For example, a user may be logged on to
`their network id, and the information presented to the user
`may be tailored based on attributes of their id, such as who
`are the registered friends of the user, what is the user's rank
`in a particular game, what is the user's recent history in the
`game and/or related games and other applications, etc.
`The initial screen 300 may include a top part “HUD 310
`with, for example, a player name 312, title 314, level 316
`and current experience points 318, show on the top left
`corner of the screen in FIG. 3. A player image 318 may also
`be provided, for example, from the online social network
`user's image. A player level 316 may be shown as a number,
`Such as in a shield next to the user image.
`Next to the player information, functional icons may be
`include such as a “bookmark 320 button that may be
`configured to bookmark the application/game for the user.
`Additional icons may also be included such as, in the top
`right corner of the screen, gateway buttons to a browser 322
`related to the non-standard tokens, a shopping link324, and
`sound and/or other control buttons 326.
`At the bottom of the top HUD 310 are the gateway buttons
`to the Heroes 332 and Defense 334 Screens for an RTS
`embodiment described herein. The middle of the main
`screen is divided between the target list 336 on the left and
`the recent game news 338 on the right. The target list 336 is
`divided into five shortlisted opponents that are either slightly
`below (e.g. blue color), the same (e.g. green color) or higher
`(e.g. red color) level than the player. That is, the system may
`automatically select a range of opponents for the user based
`on, for example, their skill level and the user's skill level.
`The target list shows the enemy name/title/image, level and
`the amount of experience points 342 the player will get for
`winning the fight. The enemies may be selected by clicking
`the “Raid' button 344 next to the experience amount. As
`discussed herein, initiating a game via the raid button 344
`may result in a number of actions by the processor including,
`for example, instantiating a game using an AI opponent that
`acts in accordance with predetermined criteria of the oppos
`ing player the AI is standing in for.
`To the right of the screen, a news area 338 may show
`icons representing various events that have happened to the
`player, such as in the last 12 hours. These can be attacks
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`from other players, taxes, records of the player's own
`actions or news/promotional items that can be viewed by
`clicking the icons. The event Screens are pop-up boxes that
`are accessed by clicking the icons that are under the “News’
`area in the main screen. These may be generated automati
`cally either when the player attacks (or is attacked by) other
`players (raid events), the player receives news and/or in
`game promotions (news events) or when the player is able
`to collect taxes 354 (tax events). By including perishable
`clickable events in the news area 338, that can also benefit
`the player, increased user interaction may be promoted.
`Events generally show relevant information to the event and
`may have bonuses for the player to collect after viewing the
`event. In embodiments, if the player has been “raided by
`other players, he can be provided with an option to activate
`a “revenge attack e.g. by clicking a revenge button 352.
`This will take him directly to the enemy view and he can
`initiate a counter-raid against the player that raided him
`previously. This can be advantageous in providing an effi
`cient user interface for a user to selectively initiate games
`against those players that have recently caused a loss to the
`USC.
`The bottom part of the initial screen may show a friend
`bar 360 with the player's friends (i.e. people who are both
`playing the same game and are registered with the online
`Social network as friends of the player). These icons may
`show the friend's name, picture and level. Clicking on a
`friends image/icon may initiate a game instantiation, e.g.
`begin a game where the user is on offense against a real
`time, or pre-made, defense of the selected friend.
`The friend bar may also show “unknown people that may
`be playing the game, but are not currently registered friends
`of the user, “non-friends’. Clicking on these icons/images
`may generate a friend request, and/or a game invite.
`As shown in FIG. 4, embodiments may also include a
`defense screen 400 in which a user may preconfigure rules
`and attributes to be used, for example, in automated defense
`gameS.
`For example, clicking the Defense button 334, as shown
`in FIG. 3, may take the player to the defense screen shown
`in FIG. 4. The defense screen may allow the player to edit
`his defense by positioning new troops in battlefield portion
`410, selecting which Heroes, i.e. non-standard tokens, to use
`via interaction with token-use portion 420, and by purchas
`ing fortification upgrades Such as by clicking on upgrade
`icon 430. The player can place/remove units 432, i.e. stan
`dard tokens, freely in the screen 410 by using a mouse, and
`the like. New units may be placed by clicking on the unit
`icons 440 in the middle of the screen and then selecting a
`location for the unit. The amount of units the player can field
`may depend on his level. Existing units 432 may be moved
`around by "drag-dropping them around the play area or
`removed by dragging them outside the play area. The
`configuration of units set by the user, including number, type
`and positioning, may then be used by an AI defense when the
`user is raided by another player.
`The right side of the defense screen 400 including token
`use portion 420 displays the various non-standard tokens,
`“Heroes, currently used in the defense. These are divided
`into three “Guards' which are labeled “Front Line” 426,
`“Main Force'' 424 and “Last Stand 422. Heroes in the
`Guards may be used on different areas of the battlefield 410.
`These areas may be shown when the player mouses over a
`Guard in the HUD. Mousing over a Hero may display more
`information in a tooltip. Below the Guards are gateway
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`buttons to the Hero editing (Select Heroes icon 442), defense
`upgrades (Upgrade Castle icon 430) or exit the screen (Save
`icon 444).
`The Heroes used for defense may be modified through the
`use of for example, a Defense Hero Select Screen 500 as
`shown in FIG. 5. This screen 500 may be accessed, for
`example, by clicking the “Select Heroes' button 442 (or any
`of the Guards) in the defense screen of FIG. 4. In the
`Defense Hero Select Screen 500 the player can edit the
`Heroes he wishes to use in the defense. As shown in FIG. 5,
`the right side of the HUD shows the different Guards 422,
`424, 426, the number of available slots the player can still
`use, and the Heroes that have already been selected 230,
`550,560,570. For example, in the screen 500, three different
`Guard units 422, 424, 426 may be seen including a Front
`Line I 426, Main Force II 424, and Last Stand III 422. In
`embodiments, the game application may be configured for
`the AI to apply different rules to the different Guard groups,
`e.g. when to activate or use the Heroes, and the like. More
`information on the Heroes can be seen by mousing over the
`Hero icon 230,550,560,570. Mousing over a locked Guard
`slot may display the level the player needs to achieve to
`unlock the slot.
`On the left side 501 of the screen the player can see all the
`digital tokens, e.g. Heroes, that he "owns” or otherwise has
`digital rights to. In embodiments, digital tokens may be
`purchased, rented, traded, and otherwise managed in accor
`dance with digital rights mechanisms. The system may sort
`the Heroes by power (legendary-mighty-strong) and the user
`may select Sorted groups by using the tabs at the top of the
`HUD.
`The player can drag and drop Heroes from the collection
`side 501 to the Guards 422, 424, 426. The screen may be
`exited by clicking the "done' button 502 at the bottom right
`corner of the screen, which can instruct the system to save
`all of the parameters regarding units and Heroes for later
`use, for example, by an AI defense. Embodiments may also
`include providing the user with an option of improving a
`static defense such as will be used by the AI for raids against
`the user, Such as "upgrading a castle. By clicking the
`“Upgrade Castle' button, the player can invest money
`and/or game rewards. Such as gold etc., in upgrading/
`customizing his defenses.
`When a particular game is begun by a user, and the user
`will be on offense, i.e. “attacking, the user may be provided
`with a Deployment Screen 600, such as shown in FIG. 6.
`This screen may allow the user to configure his attack
`troops. The standard tokens, or units 610, may be deployed
`in a similar manner as in the defense screen 400. In
`embodiments, the user may pay for additional units from
`game rewards and the like, thereby changing the balance of
`power for the particular game. This may be advantageous in
`allowing a lower level player to compete against a higher
`level player, for a price. That is, instead if automatically
`handicapping the opponents, the level of handicapping may
`be left to the user. The system may have limits built in to
`thus, such as a maximum number of units, and/or limits may
`be imposed by resources available to the user, e.g. an amount
`of game gold 620.
`The system may be configured to allow a number of units
`without fee, and to accumulate a battle price, for any
`additional units, that the player has to pay before the fight
`can start. The battle price may be shown in the “Begin
`Battle” button 630, as shown in FIG. 6. If the player is
`unable to pay the cost, the “Begin Battle' button 630 may be
`disabled until the player removes enough units to afford the
`pr1ce.
`
`40
`
`45
`
`8
`In addition to the units, the player can choose which
`Heroes to include in his army for the battle. The number and
`type of Heroes the player is allowed to take with him may
`depend on the player's experience level, or other factors.
`The Heroes may be selected by clicking the “Select Heroes'
`button 632, which may take the user to a screen, similar to
`that depicted in FIG. 4, including all of the digital tokens that
`the user has digital rights to and that are compatible with the
`game and any relevant other criteria. The Heroes available
`for the game may be limited, for example, by a number of
`Heroes per level, a total number of Heroes, a handicapped
`number of Heroes, etc.
`When the player clicks the “Begin Battle” button 630, the
`fight may immediately begin and transition, for example, to
`an active game instantiation including battle screen 700
`shown in FIG. 7. In the battle, the player's (attacking) troops
`702 may move automatically forward, for example, without
`player direction after they start moving. The enemy (defend
`ing) troops 704 may stand still until activated. In embodi
`ments, the enemy units and relevant Heroes may be acti
`vated automatically when they lose their first unit, and/or the
`attacking units reach a certain line on the battelefield.
`The game may be configured for the objectives to include
`depleting the enemy morale to Zero, e.g. as represented by
`morale meters 712, 714. Both players may have the same
`amount of morale to begin with and it may be depleted, for
`example, when units from the opposing side reach the
`enemy table end and begin to attack it. The system may be
`configured to determine that the player who runs out off
`morale first, loses.
`The defender AI may be configured to play the Heroes
`assigned to the various Guards 422, 424, 426 as detailed
`above, i.e. in accordance with the predetermined rules of the
`player represented by the AI. The attacking player may be
`human-controlled and responsible for using his Heroes in
`the most effective way to ensure victory in the battle. For
`example, the Heroes may be used one at a time. After each
`Hero has been used, the player may be forced to wait a short
`while (“cooldown”) before being able to use another one. If
`the player uses up all his Heroes, he may be provided with
`an option to “Regroup” his Heroes, allowing the Heroes to
`be reused, and/or allowing the system to draw a new
`selection of Heroes to use. For example, the player may be
`randomly provided up to 5 Heroes from his selected deck to
`use at any given time, as shown in the “Your Heroes' bar
`710 of FIG. 7. These Heroes may be replaced as used during
`the game, or they may become unusable. After a predeter
`mined period of time, or other criteria, the user may be given
`an option of reloading the “Your Heroes' bar 710 by
`activating the “Regroup Heroes' button. This may be used
`to allow the user to reuse digital tokens that had already been
`used during the game.
`The Heroes may be used individually by first clicking on
`the Hero icon the player wishes to use from Hero bar 710,
`and then, as needed, clicking on the area of the battlefield the
`player wishes to use the Hero in. Depending on the Hero, the
`actual conditi

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