Diamond Game Enterprises, Inc. v. Reno

230 F.3d 365, 343 U.S. App. D.C. 351, 31 Envtl. L. Rep. (Envtl. Law Inst.) 20239, 2000 U.S. App. LEXIS 27466, 2000 WL 1577954
CourtCourt of Appeals for the D.C. Circuit
DecidedNovember 3, 2000
Docket98-5516 & 99-5345
StatusPublished
Cited by16 cases

This text of 230 F.3d 365 (Diamond Game Enterprises, Inc. v. Reno) is published on Counsel Stack Legal Research, covering Court of Appeals for the D.C. Circuit primary law. Counsel Stack provides free access to over 12 million legal documents including statutes, case law, regulations, and constitutions.

Bluebook
Diamond Game Enterprises, Inc. v. Reno, 230 F.3d 365, 343 U.S. App. D.C. 351, 31 Envtl. L. Rep. (Envtl. Law Inst.) 20239, 2000 U.S. App. LEXIS 27466, 2000 WL 1577954 (D.C. Cir. 2000).

Opinion

Opinion for the Court filed by Circuit Judge TATEL.

TATEL, Circuit Judge:

This case requires us to determine whether a gambling machine known as the Lucky Tab II, an electromechanical device that dispenses paper pull-tabs and then displays their contents on a video monitor, should be classified under the Indian Gaming Regulatory Act as a Class II “aid” or a Class III “facsimile.” The Act prohibits Indian tribes from operating Class III facsimiles without first negotiating a compact with the state. Applying the statute’s plain language, guided by our only relevant precedent, Cabazon Band Mission Indians v. NIGC, 14 F.3d 633 (D.C.Cir. 1994), and proceeding without any views from the agency charged with the Act’s implementation, we conclude that the Lucky Tab II is a Class II aid.

I

The Indian Gaming Regulatory Act of 1988 (“IGRA”), 25 U.S.C. § 2701-19, regulates gambling operations run by Indian tribes. The Act’s purpose is to “provide a statutory basis for the operation of gaming by Indian tribes as a means of promoting *367 tribal economic development, self-sufficiency, and strong tribal governments.” 25 U.S.C. § 2702(1).

The Act divides Indian gaming into three classes, each requiring a different level of authorization. Class I gaming consists of social games played solely for prizes of minimal value as well as traditional forms of Indian gaming. See 25 U.S.C. § 2703(6). Indian tribes may operate Class I games as they wish. See 25 U.S.C. § 2710(a)(1).

Class II gaming includes bingo, and if conducted in the same hall as bingo, it also includes lotto, punch boards, and tip jars, as well as pull-tabs, the game at issue here. See 25 U.S.C. § 2703(7)(A). In language central to the dispute in this case, the Act allows the use of “electronic, computer, or other technologic aids” in connection with Class II games, 25 U.S.C. § 2703 (7)(A)(i), but prohibits the use of “[e]lec-tronic or electromechanical facsimiles of any game of chance.” 25 U.S.C. § 2703 (7)(B)(ii). Tribes may conduct Class II gaming if the state in which they are located permits such forms of gambling and if the governing body of the tribe adopts a gaming ordinance that is then approved by the Chairman of the National Indian Gaming Commission, the agency created by Congress to implement IGRA. See 25 U.S.C. §§ 2710(b), 2704.

Class III gaming includes all gambling not covered by either Class I or Class II, including “facsimiles” of Class II devices. See 25 U.S.C. § 2703(8). In order to conduct Class III operations, tribes must obtain state approval through negotiation of a tribal-state compact. See 25 U.S.C. § 2710(d)(1).

Commission regulations define Class II aids and Class III facsimiles. An aid is “a device ... that when used ... [i]s not a game of chance but merely assists a player or the playing of a game [and] is readily distinguishable from the playing of a game of chance on an electronic or electromechanical facsimile.” 25 C.F.R. § 502.7. A facsimile is “any gambling device as defined in [the Johnson Act].” 25 C.F.R. § 502.8. Predating IGRA by more than 30 years, the Johnson Act prohibits the use of gambling devices on federal land, in interstate commerce, and in “Indian country.” See 15 U.S.C. §§ 1171-78 (1953). Both the Commission’s regulations and this court have interpreted IGRA as limiting the Johnson Act prohibition to devices that are neither Class II games approved by the Commission nor Class III games covered by tribal-state compacts. See Cabazon, 14 F.3d at 635 n. 3 (noting that IGRA repealed the Johnson Act with regard to Class III devices subject to a tribal-state compact but that there is no other repeal of the Johnson Act in IGRA, implying that Class II aids, permitted under IGRA, do not run afoul of the Johnson Act).

This case concerns a game known as pull-tabs. A small, two-ply paper card, a pull-tab bears symbols and patterns similar to tic-tac-toe that appear when players peel off the pull-tab’s top layer. The pattern of the symbols determines whether the player, wins a prize. In the traditional pull-tabs game, bingo hall clerks sell pull-tabs from counters or mobile carts, and winners present the tabs to either clerks or cashiers to collect prizes. Pull-tabs are sold from large pools known as “deals.” Containing anywhere from 1200 to 100,000 pull-tabs, deals have a fixed number of winners and losers.

At issue in this case is the proper classification of a gambling device known as the Lucky Tab II, an electromechanical dispenser of paper pull-tabs. The machine dispenses pull-tabs from a roll containing approximately 7500 tabs. About 100 rolls comprise a deal, within which winning pull-tabs are randomly distributed. The machine cuts the pull-tab from the roll and drops it into a tray. A bar code scanner inside the machine automatically reads the tab and then displays its contents on a video screen. A placard on the machine informs players that “[v]ideo images may *368 vary from actual images on pull tabs. Each tab must be opened to verify.” To collect prizes, players must present the actual winning tab to a clerk. In many bingo halls, players purchase pull-tabs either from a Lucky Tab II or from clerks; in such cases, machines and clerks cut pull-tabs from rolls that are part of the same deal.

In 1994, the Kickapoo Traditional Tribe of Texas and Diamond Game Enterprises, the manufacturer of the Lucky Tab II, asked the Commission to classify the machine as a Class II aid. Two years passed without Commission action. In August 1996, the Kickapoo Tribe began operating approximately 100 Lucky Tab II machines. At this point, the record becomes complicated and, to say the least, confusing. As far as we can tell, the following events of significance to this case transpired: The Commission’s Director of Enforcement advised the Tribe that the machines were Class III gambling devices that could only be operated pursuant to a tribal-state compact. See Diamond Game Enterprises, Inc. v. Reno, 9 F.Supp.2d 13, 15 (D.D.C. 1998).

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230 F.3d 365, 343 U.S. App. D.C. 351, 31 Envtl. L. Rep. (Envtl. Law Inst.) 20239, 2000 U.S. App. LEXIS 27466, 2000 WL 1577954, Counsel Stack Legal Research, https://law.counselstack.com/opinion/diamond-game-enterprises-inc-v-reno-cadc-2000.