Trestle Corporation Limited v. Iowa Department of Inspections and Appeals

CourtCourt of Appeals of Iowa
DecidedFebruary 22, 2023
Docket22-0465
StatusPublished

This text of Trestle Corporation Limited v. Iowa Department of Inspections and Appeals (Trestle Corporation Limited v. Iowa Department of Inspections and Appeals) is published on Counsel Stack Legal Research, covering Court of Appeals of Iowa primary law. Counsel Stack provides free access to over 12 million legal documents including statutes, case law, regulations, and constitutions.

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Trestle Corporation Limited v. Iowa Department of Inspections and Appeals, (iowactapp 2023).

Opinion

IN THE COURT OF APPEALS OF IOWA

No. 22-0465 Filed February 22, 2023

TRESTLE CORPORATION LIMITED, Plaintiff-Appellant,

vs.

IOWA DEPARTMENT OF INSPECTIONS AND APPEALS, Defendant-Appellee. ________________________________________________________________

Appeal from the Iowa District Court for Polk County, Samantha Gronewald,

Judge.

Trestle Corporation Limited (Trestle) seeks judicial review of a decision by

the Iowa Department of Inspections and Appeals requiring Trestle’s game to be

registered under Iowa’s gaming statute. AFFIRMED.

Gary Dickey of Dickey, Campbell, & Sahag Law Firm, PLC, Des Moines, for

appellant.

Brenna Bird, Attorney General, and David M. Ranscht and John R.

Lundquist, Assistant Attorneys General, for appellee.

Heard by Bower, C.J., and Badding and Buller, JJ. 2

BULLER, Judge.

This case is about whether a particular computerized game is primarily a

game of skill or knowledge, contrasted with a game of chance. The Director of the

Iowa Department of Inspections and Appeals (the agency) determined a game

developed by Trestle Corporation Limited (Trestle) was not primarily one of skill or

knowledge, which means the relevant devices must be registered under Iowa’s

gaming statute. We affirm and hold that, while the game at issue relies on a mix

of chance and skill, chance dominates such that registration is required.

I. Background Fact and Proceedings

In 2018, the supreme court decided Banilla Games, Inc. v. Iowa Department

of Inspections & Appeals, 919 N.W.2d 6 (Iowa 2018), providing for regulation of

certain “nudge” games.

Nudge-style games consist of three electronic reels featuring different icons that spin when a player pushes the play button and stop automatically after a short time. The reels may also stop spinning if a player pushes the stop button. However, if a player pushes the stop button, the same icons will appear as if the player let the machine stop automatically. Players then determine whether a potential winning combination of two or more icons is present and choose one of the wheels to move up or down (i.e., nudge) in order to complete the winning pattern.[1]

Banilla, 919 N.W.2d at 10. In response to Banilla, Trestle developed the “Game

of Skill Multi-Game System version 13.3.1.1,” which we will refer to as “the game.”

1 Apparently in light of Banilla, 919 N.W.2d at 10, the General Assembly defined “nudge game” as “any game or phase of a game in which a participant spins reels or simulated reels and may choose to nudge one or more reels in any direction to complete a winning combination or pattern.” 2021 Iowa Acts ch. 100, § 2 (codified at Iowa Code § 99B.1(25)). The General Assembly also excluded nudge games from the definition of “amusement concession.” Id. §§ 1, 4 (codified at Iowa Code §§ 99B.1(1), .31). This legislation took effect after Trestle filed its petition for declaratory order, but the definition appears to be consistent with Banilla. 3

The game is played using a piece of standalone machinery with a

touchscreen. Players insert cash into the front of the cabinet, and the cash

generates “credits” in the amount of one credit per cent. The game rate ranges

from 86% to 98%, meaning that only 86% to 98% of the overall credits spent to

play can be recovered through winnings.

The game involves three phases and two different game themes—one

theme is about ducks, the other about bugs. The first phase of both themes

involves nudge-style games where, after play begins, players nudge symbols left

or right to attempt to align a winning combination. The possible outcomes for this

phase are: (1) a winnable combination with a prize greater than the cost to

play; (2) a winnable combination with a prize less than the cost to play; or (3) no

winnable combination. In other words, the outcome at this phase is pre-

determined, regardless of what buttons a player may press.

If a player succeeds at the first phase, they move to the second phase,

referred to by Trestle as “Skill It.” This phase presents players with a speedometer-

like display that requires the player to time a “stop” arrow that determines the prize,

which ranges from 55% to 110% of the potential prize from the first phase. It is

possible for players who successfully complete the first and second phases to

receive a prize that is less than the credits expended to play.

The third phase, referred to by Trestle as “Follow Thru,” is optional and only

offered to players who do not progress past the first phase. This third phase, 4

comparable to the children’s game “Simon,”2 requires players to repeat a correct

sequence in six rounds of play. If successful, players receive a prize in excess of

the purchase price to play. If the player fails, they do not receive any prize.

The agency issued a declaratory order finding that Trestle’s device was an

electrical or mechanical amusement device subject to registration because the

“outcome of [the] device is not primarily determined by the skill or knowledge of

the player.” The district court, on judicial review, affirmed by finding the outcome

of the game was “dominated by chance.” This appeal follows.

II. Standard of Review

Because the supreme court has held the agency’s interpretation of Iowa

Code section 99B.53(1) (2021) is not entitled to deference, our review is for

correction of errors at law. Banilla, 919 N.W.2d at 14. Under chapter 17A, we may

“reverse, modify, or grant other appropriate relief from agency action if we

determine that the substantial rights of the petitioner have been prejudiced

because the agency action is unreasonable, arbitrary, capricious, or an abuse of

discretion.” Id. at 18–19 (citing Iowa Code § 17A.19(10)(n)).

2 The electronic game “Simon,” emblematic of the late 1970s, consisted of a round plastic disc with four, large different colored buttons. Players tried to memorize and then repeat increasingly long sequences of musical tones after they were emitted from the disc and displayed by the illumination of the different colored buttons. Mattel, Inc. v. United States, 346 F. Supp. 2d 1295, 1303 (Ct. Int’l Trade 2004). 5

III. Discussion3

An electrical or mechanical amusement device “that awards a prize where

the outcome is not primarily determined by skill or knowledge of the operator” must

be registered with the agency. Iowa Code § 99B.53(1) (emphasis added). The

term “‘primarily’ requires the fact finder to determine whether skill, knowledge, or

chance dominates the outcome. If chance dominates the outcome, the device

must be registered.” Banilla, 919 N.W.2d at 15.

We agree with the agency and the district court that chance dominates the

first (nudge) phase of the device. We put significant weight on the possibility that

a player in this phase may not be able to align a winning combination.

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Related

Mattel, Inc. v. United States
346 F. Supp. 2d 1295 (Court of International Trade, 2004)
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3 N.W.2d 620 (Supreme Court of Iowa, 1942)

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