Game toy and program
The game toy and program enhance user interest by providing a strategic gameplay experience through a play sheet and control mechanism, allowing players to collect and place game items associated with characters, thereby increasing engagement and immersion.
Patent Information
- Application Number
- PCT/JP2025/007447
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-03-27
- Filing Date
- 2025-03-03
- Publication Date
- 2025-10-02
AI Technical Summary
Existing game toys lack the ability to enhance user interest and engagement in competitive games.
A game toy and program that include a play sheet with designated areas for placing game items, allowing players to collect and strategically place game items associated with characters, and a control mechanism to manage these items during rounds, enhancing user interaction and immersion.
The system increases user interest by allowing strategic gameplay and immersion in a competitive environment, enabling players to make tactical decisions and engage with characters from a work, thereby enhancing the overall gaming experience.
Smart Images

Figure JP2025007447_02102025_PF_FP_ABST
Abstract
Description
Game toys and programs
[0001] The present invention relates to a game toy and a program.
[0002] 2. Description of the Related Art Conventionally, game toys for use in competitive games have been provided. For example, Patent Document 1 discloses a game toy for use in competitive games.
[0003] Japanese Patent Application Laid-Open No. 2006-247178
[0004] In this situation, there is a need for a game toy that enhances user interest. The present invention has been made to solve this problem, and it is an object of the present invention to provide a game toy and program that enhances user interest.
[0005] [1] A game toy according to one embodiment of the present invention is a game toy comprising: a first type of game item associated with a character and used in a round-based competitive game between a player and an opposing player; and a play sheet on which the first type of game item is arranged; the play sheet is configured to enable, for each round, the collection of the first type of game item in a player's arranged state, and the placement of a first type of game item selected from the first type of game item that has been collected by the player and the first type of game item that has not been placed by the player.
[0006] [2] A program according to one embodiment of the present invention is a program that causes one or more computers to function as display means for displaying a first type of game item, each associated with a character, used in a round-based competitive game between a player and an opposing player, and a play sheet on which the first type of game item is arranged, and as control means for controlling the game, wherein the play sheet controls, for each round, the collection of the first type of game item that is arranged by the player, and the placement of a first type of game item selected from the first type of game item that has been collected by the player and the first type of game item that is not arranged by the player.
[0007] According to the present invention, it is possible to provide a game toy and a program that enhances the interest of users.
[0008] FIG. 1 is a diagram showing an example of an overview of a game toy according to an embodiment of the present invention. FIG. 2 is a diagram showing an example of the front side of a unit card according to an embodiment of the present invention. FIG. 3 is a diagram showing an example of the front side of a leader card according to an embodiment of the present invention. FIG. 4 is a diagram showing an example of a play sheet according to an embodiment of the present invention. FIG. 5 is a diagram showing an example of an arrangement of game cards according to an embodiment of the present invention. FIG. 6 is a diagram showing an example of a battle area according to an embodiment of the present invention. FIG. 7 is a diagram showing an example of a battle area according to an embodiment of the present invention. FIG. 8 is a diagram showing an example of a marker area according to an embodiment of the present invention. FIG. 9 is a diagram showing an example of the overall configuration of a system according to an embodiment of the present invention. FIG. 10 is a diagram showing an example of the hardware configuration of a system according to an embodiment of the present invention. FIG. 11 is a diagram showing an example of functional blocks according to an embodiment of the present invention.
[0009] A game toy according to a first embodiment of the present invention will be described below with reference to the drawings. The present invention relates to a game toy used in a competitive game. The competitive game is a round-based competitive game in which a player and an opposing player compete against each other by placing game items on a play sheet. A round-based competitive game is a competitive format in which a game consists of multiple rounds, and the player who wins the most rounds is declared the winner. Furthermore, the winner of the competitive game may be the player who wins two games first. Characters may be associated with the game items, and the play sheet is assigned multiple areas in which the game items can be placed. There are multiple types of game items. In this embodiment, for example, there are first and third game items that indicate information about the competitive game, and a second type of game item that indicates information about the outcome of each round of the competitive game. A player places game items in any area on the play sheet and plays the game using the abilities of the characters associated with the game items. For convenience of explanation, more detailed descriptions than necessary may be omitted in this specification. For example, detailed descriptions of already well-known matters and redundant descriptions of substantially identical configurations may be omitted. Also, in this specification, the terms "player" and "user" may be used interchangeably.
[0010] 1 is a diagram showing an example of an overview of a game toy 1 according to an embodiment of the present invention. The game toy 1 includes game cards 2, a marker 3, and a play sheet 4. For example, a deck 5 and a hand 6 are made up of a plurality of game cards 2.
[0011] The game card 2 corresponds to the first and third types of game items described above, and is a card possessed by a player. A player can acquire the game card 2 by purchasing it, exchanging it with another player, or distributing it to a player who meets certain conditions.
[0012] The first type of game item includes a first side on which the associated character can be identified and a second side on which the character cannot be identified. In this embodiment, the game card 2 is composed of a front side on which information such as the associated character can be identified and a back side on which the information cannot be identified. In this embodiment, multiple types of game cards 2 are prepared. The information written on the front side of the game card 2 differs depending on the type of game card 2. Any number of types of game cards 2 may be provided, but the following explanation will be given using three types of game cards 2: unit cards 10, leader cards 20, and option cards 30.
[0013] As described above, there are three types of game cards 2 in this embodiment. All types of cards have in common that they contain at least one of the following content: a character, information about the character (picture), and an explanatory text (abilities, etc.). Characters are characters that appear in a work, etc. Information about characters includes characteristic scenes, scenery, landscapes, backgrounds, buildings, the character's possessions, events, etc.
[0014] The game card 2 has a correct position, and the correct position is when the player can see what is written on the game card 2. The game card 2 can be placed in either a front or back position.
[0015] <Unit Card> FIG. 2 is a diagram illustrating an example of the front side of a unit card 10. The unit card 10 is a type of first-type game item used in a battle game. It is a card that can be placed in the battle area 41 on the player's side of the play sheet 4, which will be described later. The unit cards 10 placed in the battle area 41 are placed from the player's hand. The unit cards 10 placed in the battle area 41 can attack the unit cards 10 of the opposing player, or be attacked by the unit cards 10 of the opposing player. The first-type game item includes first information, second information, and third information related to the battle game. In this embodiment, the front side of the unit card 10 includes cost information 13 corresponding to the first information, power information 14 and life information 15 corresponding to the second information, and marker information 16 corresponding to the third information, as well as card type information 11, character information 12, and ability information 17.
[0016] The card type information 11 includes information that can identify the type of game card 2. There are multiple types of game cards 2, and in this embodiment, the game cards are one of three types: unit cards 10, leader cards 20, and option cards 30, and in FIG. 2, the game cards are unit cards.
[0017] The character information 12 includes character name information 12A and character picture information 12B. The character name information 12A and the character picture information 12B are names and pictures associated with characters appearing in the work or information about the characters. Although the game cards 2 are associated with the same character, there may be multiple game cards 2 with different character name information or character picture information, and each may be treated as a different game card 2.
[0018] The cost information 13 includes information regarding the conditions for flipping the unit card 10 from back to front and placing it. In the example of FIG. 2, "2" is entered as the cost information 13. Furthermore, as will be described later, when flipping the unit card 10 from back to front and placing it, the cost information of the game card 2 placed in the cost area 44 is referenced.
[0019] The power information 14 and life information 15 include information about the attack value and life value of the unit card 10. As will be described later, the power information 14 and life information 15 are referenced when attacking the opponent player's unit card 10. In the example of FIG. 2, the power information 14 is written as "3" and the life information 15 is written as "3".
[0020] The marker information 16 includes information to be referenced when moving the marker 3. In the example of Fig. 2, "1" is written as the marker information 16.
[0021] The ability information 17 has various effects that have an effect in the battle game. In the example of Figure 2, "long-range attack" is written as the ability information 17. An example of "long-range attack" will be described later.
[0022] <Option Card> The option card 30 is one of the first type of game items used in the battle game. The option card 30 has various effects that have an impact on the battle game. For example, it has an effect of strengthening one's own unit card 10. Note that in the following description, the first type of game item will be described as only the unit card 10.
[0023] <Leader Card> FIG. 3 is a diagram illustrating an example of the front side of a leader card 20. The leader card 20 is a third type of game item used in a competitive game. It is a card that can be placed in the leader area 46 on the player's side of the play sheet 4, which will be described later. The leader card 20 placed in the leader area 46 has an ability that exerts an influence in the competitive game. The third type of game item includes third information related to the competitive game. In this embodiment, the front side of the leader card 20 includes card type information 21, character information 22, and ability information 24 in addition to marker information 23, which corresponds to the third information.
[0024] The card type information 21 includes information that can identify the type of game card 2. There are multiple types of game cards 2, and in this embodiment, the game card is one of three types: a unit card, a leader card, and an option card, and in FIG. 2, it is a leader card.
[0025] The character information 22 includes character name information 22A and character picture information 22B. The character name information 22A and the character picture information 22B are names and pictures associated with characters appearing in the work or information about the characters. Even if a game card is associated with the same character, there may be multiple game cards with different character name information or character picture information, and each may be treated as a different game card.
[0026] The marker information 23 includes information to be referenced when moving the marker 3. In the example of Fig. 3, "2" is written as the marker information 23.
[0027] The ability information 24 has various effects that have an effect in the battle game. In the example of Figure 3, the ability information 17 states "The power of your unit card is increased by +1."
[0028] The game card 2 may include card identification information for identifying each card. The card identification information may be, for example, information indicating the serial number, rarity, etc. of the game card 2.
[0029] <Playsheet> The playsheet is configured to allow the placement of game items. In this embodiment, as shown in Figures 4 and 5, the playsheet 4 is configured to allow the placement of game cards 2. The playsheet includes a plurality of areas, including a first area and a second area in which a first type of game item can be placed, and a third area in which the first type of game item cannot be placed but a second type of game item can be placed. In this embodiment, the plurality of areas include a battle area 41, a retreat area 42, a marker area 43, a cost area 44, a deck area 45, and a leader area 46. Each area of the playsheet 4 will be described below.
[0030] The play sheet 4 is configured to enable, for each round, the collection of the first type of game items in the player's placement state and the placement of a first type of game item selected from the first type of game items that have been collected by the player and the first type of game items that have not been placed by the player. In this embodiment, the play sheet 4 is configured to enable, for each round, the collection of the game cards 2 in the player's placement state and the placement of a game card 2 selected from the game cards 2 that have been collected by the player and the game cards 2 that have not been placed by the player.
[0031] The play sheet 4 is configured to allow placement of a selected first type of game item after the player has collected the first type of game item in the player's position. In this embodiment, the play sheet 4 is configured to allow placement of a selected game card 2 after the player has collected the game cards 2 in the player's position.
[0032] The play sheet 4 includes, for each player, a first area in which the first type of game items can be placed in a non-stacked state and a second area in which they can be placed in a stacked state. In this embodiment, the play sheet 4 includes, for each player, a battle area 41 in which the game cards 2 can be placed in a non-stacked state and a cost area 44 in which they can be placed in a stacked state.
[0033] The play sheet 4 is configured to be able to collect the first type of game items placed in the first area. In this embodiment, the play sheet 4 is configured to be able to collect the game cards 2 placed in the battle area 41.
[0034] The play sheet 4 is configured to allow placement of a first type of game item selected from a first type of game item not placed in the first area. In this embodiment, the play sheet 4 is configured to allow placement of a game card 2 selected from a game card 2 not placed in the battle area 41.
[0035] The play sheet 4 is configured so that selected game items of a first type that are not placed in the first area can be placed in the second area. In this embodiment, the play sheet 4 is configured so that selected game cards 2 that are not placed in the battle area 41 can be placed in the cost area 44. The cost area 44 may include an unused cost area 44A and a used cost area 44B so that it can be determined whether or not a game card 2 in the cost area 44 has been used as a cost.
[0036] The play sheet 4 is configured to allow a player to select a first number of first-type game items from a plurality of first-type game items and place any of the first-type game items selected from the first number of first-type game items in the first round, and to allow a player to select a second number of first-type game items, which is less than the first number selected from the plurality of first-type game items, and to place any of the first-type game items selected from the second number of first-type game items in the second round and thereafter. In this embodiment, the play sheet 4 is configured to allow a player to add 12 game cards 2 from his / her own deck 5 to his / her hand 6 and place any of the game cards 2 selected from his / her hand 6 in the first round, and to allow a player to add four game cards 2 from his / her own deck 5 to his / her hand 6 and place any of the game cards 2 selected from his / her hand 6 in the second round and thereafter. Specific examples will be described later with reference to FIGS. 6 and 7 .
[0037] The play sheet 4 is configured to allow the placement of the first type of game items with the second sides facing the first area. In this embodiment, as shown in Figures 4 and 5, the play sheet 4 is configured to allow the placement of the game cards 2 with the back sides facing the first area.
[0038] The play sheet 4 is configured so that the first type of game item placed in the first area can be reversed and placed based on the first information of the first type of game item placed in the second area. In this embodiment, the play sheet 4 is configured so that the game cards 2 placed in the battle area 41 can be reversed and placed based on the cost information of the game cards 2 placed in the cost area 44.
[0039] The play sheet 4 is configured to determine the winner based on the second information of the attacking game item of the first type and the second information of the attacked game item of the first type, and to remove the first type game item of the losing player from the first area. In this embodiment, the play sheet 4 is configured to determine the winner based on the power information 14 and life information 15 of the attacking unit card 10 and the power information 14 and life information 15 of the attacked unit card 10, and to remove the losing unit card 10 from the battle area 41. The removed unit card 10 may be placed in the retirement area 42.
[0040] The play sheet 4 includes a plurality of squares in the first area, and is configured so that one first type of game item can be placed in one of the plurality of squares. In this embodiment, as shown in Figures 4 and 5, the play sheet 4 includes a total of eight squares in the battle area 41, four squares horizontally and two squares vertically, and is configured so that one game card 2 can be placed in one of the eight squares.
[0041] The play sheet 4 is configured to allow a player to invert and place a first type of game item of the first type placed in the player's first area that attacks the first type of game item of the attack target before or after selecting an attack target game card 2 from the game cards 2 of the opponent player placed in the first area. In this embodiment, the play sheet 4 is configured to allow a player to invert and place a unit card 10 of the player that attacks the attack target game card 2 that is placed in the player's battle area 41 before or after selecting an attack target game card 2 from the game cards 2 of the opponent player placed in the battle area 41. The play sheet is configured to allow a player to invert and place a first type of game item that is placed in the opponent player's first area and that is the attack target. In this embodiment, the play sheet 4 is configured to allow a player to invert and place a game card 2 of the first type placed in the opponent player's battle area 41 that is the attack target. Specific examples will be described later with reference to FIGS. 6 and 7 .
[0042] The play sheet 4 is configured so that, provided that there is a square on which a game item of the first type is not placed, a game item of the first type placed in any square can be moved to a square on which no game item of the first type is placed. In this embodiment, the play sheet 4 is configured so that, provided that there is a square on which a game card 2 is not placed in its own battle area 41, a game card 2 placed in any square can be moved to a square on which no game card 2 is placed. A specific example will be described later with reference to FIG. 8 .
[0043] The play sheet includes a third area in which the first type of game item cannot be placed but the second type of game item can be placed. In this embodiment, the third area corresponds to the marker area 43 of the play sheet 4. The second type of game item indicates information regarding the outcome of each round of the competitive game, and in this embodiment, the second type of game item corresponds to the marker 3 shown in FIG. 1. The third area may be continuous from the player's area to the opponent player's area. In this embodiment, as shown in FIG. 1, the marker area 43 is continuous from the player's area to the opponent player's area on the play sheet 4. The third area may include a plurality of squares, and the plurality of squares may include squares in the player's area, squares in the opponent player's area, and squares that do not belong to either the player's or the opponent player's area. In this embodiment, as shown in FIG. 1, the marker area 43 of the play sheet 4 includes a plurality of squares, and the plurality of squares include squares "1" to "5" that are squares in the player's area, squares "1" to "5" that are squares in the opponent player's area, and square "0" that is a square that does not belong to either the player's or the opponent player's area.
[0044] The play sheet 4 is configured to allow placement of only one third type of game item, which includes a first side associated with a character and allowing the character to be identified, and a second side that makes the character unidentifiable. In this embodiment, the play sheet 4 is configured to allow each player to place only one leader card 20 in their own leader area 46. The play sheet may also be configured to allow placement of the third type of game item with the second side facing up. In this embodiment, each player can place their leader card 20 in the leader area 46 with the second side facing up.
[0045] The preparation and progress of the competitive game according to this embodiment will be described below in terms of winning or losing.
[0046] Regarding the outcome of the competitive game, multiple turns constitute one round, a predetermined number of rounds constitute one game, and the player who has a marker placed in their marker area at the end of the predetermined number of rounds wins the game, and the player who wins two games first wins the competitive game. In this embodiment, the number of rounds in one game will be described as three.
[0047] <Preparation for a Battle Game> Preparation for a battle game will be described with reference to FIG. 1. The player and the opponent player each possess a plurality of game items of a first type. In this embodiment, as shown in FIG. 1, the player and the opponent player each prepare a predetermined number of deck cards 5 composed of unit cards 10 and option cards 30, and a leader card 20. In this embodiment, each player has a deck 5 of 30 cards and one leader card. The play sheets 4 are placed. The marker 3 is placed in the marker area 43 of the play sheet 4. Each player places their leader card 20 in their own leader area 46 of the play sheet 4. Each player shuffles their deck cards 5 and places their own deck cards 5 in their own deck area 45 of the play sheet 4 with the game cards 2 face down.
[0048] <First Round> Each player draws a predetermined number of game cards 2 from the deck 5 to form their hand 6. In this embodiment, 12 game cards 2 are drawn from the deck 5 to form their hand 6. Each player places a predetermined number of game cards 2 from their hand 6 in their own battle area 41 on the play sheet 4 with the game cards 2 face down. In this embodiment, the number of game cards 2 placed in their own battle area 41 is eight. Each player places a predetermined number of game cards 2 from their hand 6 in their own unused cost area 44A on the play sheet 4 with the game cards 2 face down. In this embodiment, the number of game cards 2 placed in their own unused cost area 44A is four.
[0049] When the first round begins, the player and the opposing player decide who will go first and who will go second, and turns are taken alternately starting with the first player.
[0050] During each of a player's turns, the player can perform any of the following actions (A) to (D) up to two times. Note that (A) to (D) are examples of actions that a player can perform, and actions are not limited to these.
[0051] (A) A player can flip a game card 2 placed face down in his / her battle area and place it face up. At this time, the cost of that game card 2 must be paid. In this embodiment, the cost is the numerical value of the cost information written on the face of that game card 2. The cost can be paid by moving a game card 2 placed in the unused cost area 44A with a cost information value equal to or greater than the numerical value of the cost information to the used cost area 44B. On the other hand, if the value of the cost information of the game card 2 placed in the unused cost area 44A is less than the numerical value of the cost information, the cost cannot be paid. In other words, in this case, the player cannot flip the game card 2 and place it face up.
[0052] (B) A player can use a unit card 10 placed in his / her own battle area 41 to select a game card 2 placed in the opponent player's battle area 41 as an attack target and attack it.
[0053] If your own unit card 10 is placed face down when you select it as an attack target, you can flip the unit card 10 from back to front and place it after the selection. If the game card 2 selected as an attack target by the opponent player is placed face down, you will flip the game card 2 from back to front and place it.
[0054] The first type of game items includes first type of game items that can only attack first type of game items placed in the opponent player's first area that is close to the player's first area, and first type of game items that can only attack first type of game items placed in the opponent player's first area that is not close to the player's first area. In this embodiment, the unit cards 10 include "close-range attack" unit cards 10 that can only attack game cards 2 placed in the opponent player's battle area 41 that is close to the player's battle area 41, and "long-range attack" unit cards 10 that can attack game cards 2 placed in the opponent player's battle area 41 that is not close to the player's battle area 41. Specific examples will be described below with reference to FIGS. 6 and 7 .
[0055] Close-range attacks and long-range attacks will be described with reference to FIG. 6 . For close-range attacks, the unit cards 10 placed in the B and E squares of the player's side are close-range attack unit cards 10, and the unit card 10 in the B square can select the unit card 10 in the B square of the opponent's player's side, which is in close proximity, as the attack target. On the other hand, the unit card 10 in the B square cannot select the unit card 10 in the F square of the opponent's player's side, which is not in close proximity, as the attack target. Furthermore, the unit card 10 in the E square cannot select the unit card 10 in the A square of the opponent's player's side, which is not in close proximity, as the attack target. For long-range attacks, the unit card 10 placed in the G square of the player's side is a long-range attack unit card 10. The unit card 10 in the G square can select the unit card 10 in the C square of the opponent's player's side, which is not in close proximity, as the attack target.
[0056] Next, a close-range attack will be described with reference to Figure 7. The unit card 10 placed on the player's side in square E is the unit card 10 for the close-range attack. If there are no game cards 2 placed in the front row, that is, if there are no game cards 2 placed in the player's side's front row squares A through D, and if there are no game cards 2 placed in the opponent player's front row squares A through D, the unit card 10 in the back row square E can select the unit card 10 in the opponent player's back row square e, which is not close, as the target of attack.
[0057] The winner is determined based on the second information of the attacking game item of the first type and the second information of the attacked game item of the first type, and the loser's game item is removed from the first area. In this embodiment, for example, if the power information 14 of the player's attacking unit card 10 is "power 3" and the life information 15 of the opponent player's attacked unit card 10 is "life 2," the power value of the attacking unit card 10 is equal to or greater than the life value of the attacked unit card 10, so the attacking unit card 10 wins, and the loser's attacked unit card 10 is removed from the battle area 41. Furthermore, in this embodiment, if the power information 14 of the player's attacking unit card 10 is "power 3" and the life information 15 is "life 3," and the power information 14 of the opponent player's attacking unit card 10 is "power 3" and the life information 15 is "life 2," the power value of the attacking unit card 10 is equal to or greater than the life value of the attacking target unit card 10, and the power value of the attacking target unit card 10 is equal to or greater than the life value of the attacking unit card 10, so both the attacking unit card 10 and the attacking target unit card 10 lose, and both the losing attacking unit card 10 and the attacking target unit card 10 may be eliminated from the battle area 41. The eliminated unit cards 10 may be placed in the retirement area 42.
[0058] (C) A player can use the ability of a unit card 10 placed face up in his / her battle area 41. Using an ability means carrying out the content described in the ability information 17 of that unit card 10.
[0059] (D) A player can move a unit card 10 placed face up on his / her battle area 41 from the square on which it is placed to another square. In this case, the condition is that no game card 2 is placed on the other square to which it is moved. Referring to FIG. 8, no game card 2 is placed on square A, but game cards 2 are placed on squares B and C. In this case, the game card 2 placed on square B can be moved to square A, but cannot be moved to square C.
[0060] In this embodiment, the marker 3 is moved based on the difference between the sum of the marker information 16 on the player's unit card 10 and the marker information 23 on the leader card 20 and the sum of the marker information 16 on the player's unit card 10 and the marker information 23 on the leader card 20 of the opponent player. In the example shown in FIG. 9 , the marker on the player's unit card 10 is "1", the marker on the leader card 20 is "1", and the sum is "2". On the other hand, the marker on the opponent player's leader card 20 is "1", and the face-down game card 2 is not counted, so the sum is "1". Therefore, the difference between the player's total and the opponent player's total is "1", and the marker 3 is moved toward the player by that difference, as shown in the marker area 43 in FIG. 9 .
[0061] The first round ends when both players are unable to act and pass the turn to each other. After that, the winning player of the first round is determined based on the position of the marker 3 placed in the marker area 43.
[0062] <Second Round> Each player collects the first type of game items arranged in their own area. In this embodiment, they collect eight game cards 2 arranged in the battle area 41 and the retirement area 42. At this time, the game cards 2 arranged in the used cost area 44B are moved to the unused cost area 44A. At this time, the number of game cards 2 arranged in the unused cost area 44A is four. Each player draws a predetermined number of game cards 2 from the deck 5 and, together with the collected game cards 2, forms a hand 6. The number of game cards 2 drawn from the deck 5 may be fewer than the number drawn in the first round. In this embodiment, four game cards 2 are drawn from the deck 5 and, together with the collected eight game cards 2, form a hand 6 of twelve. Each player places a predetermined number of game cards 2 from their hand 6 in their own battle area 41 on the play sheet 4 with the game cards 2 face down. In this embodiment, the number of game cards 2 placed in their own battle area 41 is eight. Each player places a predetermined number of game cards 2 from their hand 6 face down in the unused cost area 44A of their own cost area 44 on the play sheet 4. In this embodiment, the number of game cards 2 placed in their own unused cost area 44A is four. In this case, the total number of game cards 2 placed in the unused cost area 44A, including the game cards 2 moved to the unused cost area 44A, is eight.
[0063] When the second round begins, as in the first round, the player and the opposing player decide who will go first and who will go second, and turns are taken alternately starting with the first player.
[0064] As in the first round, a player can perform any of the following actions (A) to (D) up to two times during each of their turns. Note that (A) to (D) are examples of actions that a player can take, and actions are not limited to these.
[0065] <Third Round> Each player collects the first type of game items arranged in their own area. In this embodiment, they collect eight game cards 2 arranged in the battle area 41 and the retirement area 42. At this time, the game cards 2 arranged in the used cost area 44B are moved to the unused cost area 44A and placed face down. At this time, the number of game cards 2 arranged in the unused cost area 44A is eight. Each player draws a predetermined number of game cards 2 from the deck 5 and, together with the collected game cards 2, forms a hand 6. The number of game cards 2 drawn from the deck 5 may be fewer than the number drawn in the first round. In this embodiment, four game cards 2 are drawn from the deck 5 and, together with the collected eight game cards 2, form a hand 6 of twelve. Each player places a predetermined number of game cards 2 from their hand 6 in their own battle area 41 on the play sheet 4 with the game cards 2 facing face down. In this embodiment, the number of game cards 2 placed in their own battle area 41 is eight. Each player places a predetermined number of game cards 2 from their hand 6 face down in the unused cost area 44A of their own cost area 44 on the play sheet 4. In this embodiment, the number of game cards 2 placed in their own unused cost area 44A is four. In this case, the total number of game cards 2 placed in the unused cost area 44A, including the game cards 2 moved to the unused cost area 44A, is 12.
[0066] When the third round begins, as in the first round, the player and the opposing player decide who will go first and who will go second, and turns are taken alternately starting with the first player.
[0067] As in the first round, a player can perform any of the following actions (A) to (D) up to two times during each of their turns. Note that (A) to (D) are examples of actions that a player can take, and actions are not limited to these.
[0068] The progress of each round has been explained above. A player who collects six or more markers 3, even during a round, wins that round. The player returns the second type of game item to a predetermined position in the third area and proceeds to the next round. In this embodiment, the player returns the marker 3 to the "0" position in the marker area 43 and proceeds to the next round.
[0069] In the above description, the back side of the game card 2 is defined as being common to all game cards 2, but the definitions of the front side and back side may be reversed.
[0070] In an embodiment of the present invention, the game toy 1 is configured as described above, thereby providing a game toy that enhances the user's interest. For example, the play sheet is configured to allow the player to collect the game cards in their assigned positions for each round and to place game cards selected from the game cards collected by the player and game cards added from the deck. This allows the player to decide how to arrange the game cards for each round based on their tactics, thereby enhancing the player's interest. Furthermore, by playing a competitive game using game cards associated with characters from the work, the player can be immersed in the world of the work, thereby providing a game toy that enhances the player's interest.
[0071] The above-described effects and advantages are similar to those of other embodiments and examples unless otherwise specified.
[0072] Next, a second embodiment will be described. The game toy according to the first embodiment can be executed by one or more computers as a competitive game. FIG. 10 is a diagram showing an example of the overall configuration of a system according to this embodiment. As shown in FIG. 10, the system 100 is configured to include a server device 120 and player terminals 110 operated by each player of the competitive game. The player terminals 110 and the server device 120 are connected to a network 130 such as the Internet and are capable of communicating with each other. By using this system, a competitive game service can be provided to players operating player terminals.
[0073] The player terminal 110 is a computer capable of executing a game program, and is connected to the network 130 via a wireless communication base station or the like, and is capable of performing data communication with the server device 120. There are basically a plurality of player terminals 110, each operated by a player.
[0074] The server device 120 is a server system configured to include one or more server devices, storage devices, etc. The server device 120 controls the fighting game of this embodiment, provides various services for operating the fighting game, manages data necessary for operating the fighting game, and distributes programs and data necessary for executing the fighting game on the player terminals 110.
[0075] 11 is a block diagram showing the hardware configuration of a player terminal 110 and a server device 120 according to this embodiment. The player terminal 110 includes a processor 111, a display device 112, an input device 113, a storage device 114, and a communication device 115. These components are connected via a bus 116. Note that an interface is interposed between the bus 116 and each component device as necessary. In this embodiment, the player terminal 110 is a smartphone. However, the player terminal 110 can also be a terminal such as a tablet computer, a computer equipped with a contact-type input device such as a touchpad, a laptop computer, or a desktop computer, as long as it has the above configuration.
[0076] Similarly, the server device 120 also includes a processor 121, a display device 122, an input device 123, a storage device 124, and a communication device 125. These components are connected by a bus 126. Note that an interface is interposed between the bus 126 and each component device as necessary. In this embodiment, the server device 120 is realized by a computer.
[0077] The processors 111 and 121 are, for example, CPUs, and control the overall operation of the player terminal 110 and the server device 120, respectively. Note that electronic circuits such as MPUs may also be used as the processors 111 and 121. The processors 111 and 121 perform various processes by reading and executing programs and data stored in the storage devices 114 and 124.
[0078] The display devices (displays) 112, 122 display application screens and the like to the players of the player terminals 110 or the users of the server device 120 under the control of the processors 111, 121. A liquid crystal display is preferable, but an organic EL display, a plasma display, or the like may also be used.
[0079] The input devices 113, 123 are user interfaces that accept input from users to the player terminal 110 and the server device 120, and are, for example, a touch panel, a touch pad, a keyboard, or a mouse. In this embodiment, the player terminal 110 is a smartphone, so the player terminal 110 is equipped with a touch panel as the input device 113, which also functions as the display device 112, and the display device 112 and the input device 113 are integrated into one structure. The display device 112 and the input device 113 may be separate devices located in different positions. The server device 120 is a computer, so it is equipped with a keyboard and a mouse as input devices and a liquid crystal display as a display device.
[0080] The storage devices 114 and 124 include main memory, buffer memory, and storage, and are storage devices typically found in smartphones and computers, such as storage devices using volatile memory such as RAM, non-volatile memory such as flash memory (eMMC, UFS, SSD), and magnetic storage devices. The storage devices 114 and 124 may also include external memory. For example, the storage device 114 stores applications, and the storage device 124 stores server applications. The applications include programs for executing the applications and various data referenced when the programs are executed.
[0081] The communication devices 115, 125 can exchange data with other devices via a network 130 (omitted from FIG. 11 ). For example, the communication devices 115, 125 connect to the network 130 via wireless communication such as mobile communication or wireless LAN. The player terminal 110 uses the communication device 115 to communicate with the server device 120 via the network 130. The communication devices 115, 125 may also perform wired communication using an Ethernet (registered trademark) cable or the like.
[0082] FIG. 12 shows an example of a functional block diagram of the player terminal 110 and the server device 120 according to this embodiment. The player terminal 110 includes a control unit 211, a display unit 212, an input unit 213, a storage unit 214, and a communication unit 215, while the server device 120 includes a control unit 221, a display unit 222, an input unit 223, a storage unit 224, and a communication unit 225. In this embodiment, these functions are realized by at least one of the processors 111 and 121 executing a program. For example, the executed program is a program stored in the storage devices 114 and 124. As described above, since various functions are realized by loading a program, part or all of one part (function) may be possessed by another part. These functions may also be realized by hardware by configuring electronic circuits or the like to realize part or all of each function.
[0083] The control means 211 of the player terminal 110 performs control processing for executing the functions of the application of this embodiment. The application may be a dedicated application prepared for realizing this embodiment, or may be an application that is also used for other purposes, such as a general-purpose browser.
[0084] The display means 212 of the player terminal 110 displays an application screen for controlling the functions of the application, and displays an application screen according to the application functions and user operations. If the application is a browser, it is a browser screen.
[0085] The input means 213 of the player terminal 110 accepts input from the player of the player terminal 110. In this embodiment, a touch panel equipped with the display means 212 and the input means 213 is used, and the input means is realized by a touch detection function.
[0086] The storage means 214 of the player terminal 110 stores and keeps track of information required for the information processing executed by the control means 211 .
[0087] The communication means 215 of the player terminal 110 can communicate with the communication means 225 of the server device 120 via the network 130 .
[0088] The control means 221 of the server device 120 performs processing to be executed in the server device 120 for the application executed in the player terminal 110 .
[0089] The display means 222 of the server device 120 displays a management screen for the server administrator on the display device 122 as needed.
[0090] The input means 223 of the server device 120 accepts user input from a user such as an administrator of the server device 120 .
[0091] The storage means 224 of the server device 120 stores and keeps track of information required for the information processing executed by the control means 221 .
[0092] The communication means 225 of the server device 120 can communicate with the communication means 225 of the player terminal 110 via the network 130. For example, the control means 221 receives a player identifier (ID), a password, etc. from the player terminal 110 to authenticate the player, and communicates with the authenticated player terminal 110, allowing the player of the player terminal 110 to use the competitive game service provided by the server device 120 as the player with the player ID.
[0093] According to this embodiment, the control of the competitive game described in the first embodiment is executed by the player terminal 110, and matching with opponent players and overall game management are performed by the server device 120, so that the card game can be played online, thereby increasing the interest of players. Note that, although the above example describes an example of a game played via the server device 120, it is also possible to connect multiple player terminals 110 and play the game without using the server device 120. Also, the game may be played using a single player terminal 110.
[0094] In the processes or operations described above, the processes or operations can be freely changed as long as no inconsistencies in the processes or operations occur, such as the use of data that should not yet be available in a certain process. Furthermore, the embodiments described above are merely examples for explaining the present invention, and the present invention is not limited to these embodiments. The present invention can be embodied in various forms without departing from the spirit of the present invention.
[0095] Some or all of the above embodiments can also be described as follows, but are not limited to the following.
[0096] [Appendix 1] A game toy according to one embodiment of the present invention is a game toy that includes: a first type of game item associated with a character and used in a round-based competitive game between a player and an opposing player; and a play sheet on which the first type of game item is arranged; the play sheet is configured to enable, for each round, the collection of the first type of game item that is arranged by the player, and the placement of a first type of game item selected from the first type of game item that has been collected by the player and the first type of game item that is not arranged by the player.
[0097] [Appendix 2] A game toy according to one embodiment of the present invention is the game toy described in [Appendix 1], in which the play sheet is configured to allow the placement of a selected first type of game item after the player has collected the first type of game item in the positioning state.
[0098] [Appendix 3] A game toy according to one embodiment of the present invention is the game toy described in [Appendix 1] or [Appendix 2], wherein the play sheet includes, for each player, a first area in which a first type of game item can be arranged in a non-stacked state and a second area in which a first type of game item can be arranged in a stacked state.
[0099] [Appendix 4] A game toy according to one embodiment of the present invention is a game toy as described in any one of [Appendix 1] to [Appendix 3], in which the play sheet is configured to be able to collect a first type of game item that is placed in a first area.
[0100] [Appendix 5] A game toy according to one embodiment of the present invention is a game toy as described in any one of [Appendix 1] to [Appendix 4], wherein the play sheet is configured to allow placement of a first type of game item selected from a first type of game item that is not placed in the first area.
[0101] [Appendix 6] A game toy according to one embodiment of the present invention is a game toy as described in any one of [Appendix 1] to [Appendix 5], wherein the play sheet is configured to allow a selected first type of game item that is not placed in the first area to be placed in the second area.
[0102] [Appendix 7] A game toy according to one embodiment of the present invention is a game toy as set forth in any one of [Appendix 1] to [Appendix 6], in which the player and the opposing player each possess a plurality of game items of a first type, and the play sheet is configured to allow, in a first round, the player to select a first number of game items of the first type selected from the plurality of game items of the first type and to place any of the first number of game items of the first type, and the play sheet is configured to allow, in a second round and onwards, the player to select a second number of game items of the first type, which is less than the first number selected from the plurality of game items of the first type, and to place any of the first number of game items of the first type.
[0103] [Appendix 8] A game toy according to one embodiment of the present invention is a game toy as described in any one of [Appendix 1] to [Appendix 7], wherein the first type of game item includes a first side on which the associated character can be identified and a second side on which the associated character cannot be identified, and the play sheet is configured so that the first type of game item can be placed in the first area with the second side facing the first side.
[0104] [Appendix 9] A game toy according to one embodiment of the present invention is a game toy as set forth in any one of [Appendix 1] to [Appendix 8], wherein the play sheet is configured so that the first type of game item of the player that attacks the first type of game item to be attacked can be inverted and placed in the first area of the opponent player before or after the player selects an attack target first type of game item from the first type of game items placed in the first area of the opponent player.
[0105] [Appendix 10] A game toy according to one embodiment of the present invention is a game toy as set forth in any one of [Appendix 1] to [Appendix 9], wherein the first type of game items include first type of game items that can be used to attack only first type of game items that are placed in an opponent player's first area that is close to the player's first area, and first type of game items that can be used to attack first type of game items that are placed in an opponent player's first area that is not close to the player's first area.
[0106] [Appendix 11] A game toy according to one embodiment of the present invention is a game toy as described in any one of [Appendix 1] to [Appendix 10], wherein first information is written on the first type of game item, and the play sheet is configured so that the first type of game item placed in the first area can be flipped and arranged based on the first information of the first type of game item placed in the second area.
[0107] [Appendix 12] A game toy according to one embodiment of the present invention is a game toy as described in any one of [Appendix 1] to [Appendix 11], in which second information is written on the first type of game item, and the play sheet is configured to determine the winner based on the second information on the attacking first type of game item and the second information on the attacked first type of game item, and to remove the first type of game item of the loser from the first area.
[0108] [Appendix 13] A game toy according to one embodiment of the present invention is a game toy as described in any one of [Appendix 1] to [Appendix 12], in which the play sheet includes a plurality of squares in a first area, and is configured so that one game item of a first type can be placed in one of the plurality of squares.
[0109] [Appendix 14] A game toy according to one embodiment of the present invention is a game toy as described in any one of [Appendix 1] to [Appendix 13], in which the play sheet is configured so that a first type of game item placed in any square can be moved to a square in which no first type of game item is placed, provided that there exists a square in which no first type of game item is placed.
[0110] [Appendix 15] A game toy according to one embodiment of the present invention is a game toy as described in any one of [Appendix 1] to [Appendix 14], in which the play sheet is placed in the first area of the opposing player and is configured so that a first type of game item that is the target of attack can be inverted and placed thereon.
[0111] [Appendix 16] A game toy according to one embodiment of the present invention is a game toy as described in any one of [Appendix 1] to [Appendix 15], wherein the play sheet includes a third area in which the first type of game item cannot be placed but a second type of game item can be placed, and the third area is continuous from the player's area to the opponent player's area.
[0112] [Appendix 17] A game toy according to one embodiment of the present invention is a game toy as described in any one of [Appendix 1] to [Appendix 16], wherein the third area includes a plurality of squares, and the plurality of squares includes squares in the player's area, squares in the opponent player's area, and squares that do not belong to either the player's or the opponent player's area.
[0113] [Appendix 18] A game toy according to one embodiment of the present invention is a game toy as described in any one of [Appendix 1] to [Appendix 17], in which the play sheet is configured to accommodate only one game item of a third type, the game item including a first side to which a character is associated and which makes the character identifiable, and a second side to which the character is not identifiable.
[0114] [Appendix 19] A game toy according to one embodiment of the present invention is a game toy as described in any one of [Appendix 1] to [Appendix 18], in which the play sheet is configured so that a third type of game item can be placed on it with the second surface facing the play sheet.
[0115] [Appendix 20] A game toy according to one embodiment of the present invention is a game toy as described in any one of [Appendix 1] to [Appendix 19], wherein the first type of game item and the third type of game item include third information, and the play sheet is configured to be able to move the second type of game item according to the third information of the first type of game item and the third information of the third type of game item that are arranged.
[0116] [Appendix 21] A game toy according to one embodiment of the present invention is a game toy as described in any one of [Appendix 1] to [Appendix 20], wherein the play sheet is configured to be able to move the second type of game item based on the difference between the sum of the third information of the first type of game item and the third information of the third type of game item placed in the player's area and the sum of the third information of the first type of game item and the third information of the third type of game item placed in the opponent player's area.
[0117] [Supplementary Note 22] A program according to one embodiment of the present invention is a program that causes one or more computers to function as display means for displaying a first type of game item, each associated with a character, used in a round-based competitive game between a player and an opposing player, and a play sheet on which the first type of game items are arranged, and as control means for controlling the game, wherein the play sheet controls, for each round, the collection of the first type of game item that is arranged by the player, and the placement of a first type of game item selected from the first type of game item that has been collected by the player and the first type of game item that is not arranged by the player.
[0118] Although the present invention has been described above with reference to preferred embodiments, the present invention is not necessarily limited to the above embodiments and can be practiced in various modifications within the scope of its technical concept.
[0119] 1: Game toy, 2: Game card, 3: Marker, 4: Play sheet, 5: Deck, 6: Hand, 10: Unit card, 11: Card type information, 12: Character information, 12A: Character name information, 12B: Character picture information, 13: Cost information, 14: Power information, 15: Life information, 16: Marker information, 17: Ability information, 20: Leader card, 21: Card type information, 22: Character information: 22A: Character name information: 22B: Character picture information, 23: Marker information, 24: Ability information, 30: Option card, 41: Battle area, 42: Resignation area, 43: Marker area, 44: Cost area, 44A: Unused cost area, 44B: Used cost area, 45: Stock area, 46: Leader area, 100: System, 110: Player terminal, 120: Server device, 130: Network, 111: Processor, 112: Display device, 113: Input device, 114: Storage device, 115: Communication device, 121: Processor, 122: Display device, 123: Input device, 124: Storage device, 125: Communication device, 211: Control means, 212: Display means, 213: Input means, 214: Storage means, 215: Communication means, 221: Control means, 222: Display means, 223: Input means, 224: Storage means, 225: Communication means
Claims
1. A game toy comprising: a first type of game item, each associated with a character, used in a round-based competitive game between a player and an opposing player; and a play sheet on which the first type of game item is placed, wherein the play sheet is configured to enable, for each round, the collection of the first type of game item that is placed by the player, and the placement of a first type of game item selected from the first type of game item that has been collected by the player and the first type of game item that is not placed by the player.
2. The game toy according to claim 1, wherein the play sheet is configured to allow placement of the selected first type of game item after the player has collected the first type of game item in the placement state.
3. The game toy according to claim 1, wherein the play sheet includes, for each player, a first area in which the first type of game items can be arranged in a non-stacked state and a second area in which the first type of game items can be arranged in a stacked state.
4. A game toy as set forth in any one of claims 1 to 3, wherein the play sheet is configured to enable collection of a first type of game item arranged in a first area.
5. A game toy as described in any one of claims 1 to 3, wherein the play sheet is configured to allow placement of a first type of game item selected from a first type of game item that is not placed in the first area.
6. The game toy according to claim 5, wherein the play sheet is configured to allow the selected first type of game item that is not placed in the first area to be placed in the second area.
7. The game toy described in claim 1, wherein the player and the opposing player each possess a plurality of first-type game items, and the play sheet is configured to allow, in a first round, a first number of first-type game items selected from the plurality of first-type game items and to place any of the first-type game items selected from the first number of first-type game items, and is configured to allow, in a second round or later, a second number of first-type game items, which is less than the first number selected from the plurality of first-type game items, and to place any of the first-type game items selected from the second number of first-type game items.
8. A game toy as claimed in any one of claims 1 to 3, wherein the first type of game item has a first surface on which the associated character can be identified and a second surface on which the associated character cannot be identified, and the play sheet is configured so that the first type of game item can be placed in the first area with the second surface facing the first surface.
9. A game toy as claimed in any one of claims 1 to 3, wherein the play sheet is configured so that, before or after selecting a first type of game item to be attacked from among the first type of game items placed in the first area of the opponent player, the first type of game item of the player that attacks the first type of game item to be attacked can be inverted and placed.
10. The game toy of claim 1, wherein the first type of game items includes first type of game items that can be used to attack only first type of game items that are placed in the opponent player's first area and that are close to the first area of the player, and first type of game items that can be used to attack first type of game items that are placed in the opponent player's first area and that are not close to the first area of the player.
11. A game toy as described in any one of claims 1 to 3, wherein first information is written on the first type of game items, and the play sheet is configured so that the first type of game items placed in the first area can be flipped and placed based on the first information of the first type of game items placed in the second area.
12. A game toy as described in any one of claims 1 to 3, wherein second information is written on the first type of game item, and the play sheet is configured to determine a winner based on the second information on the attacking first type of game item and the second information on the first type of game item that is the target of the attack, and to remove the losing first type of game item from the first area.
13. A game toy as described in any one of claims 1 to 3, wherein the play sheet includes a plurality of squares in a first area, and is configured so that one first type of game item can be placed in one of the plurality of squares.
14. The game toy described in claim 1, wherein the play sheet is configured such that a first type of game item placed on any square can be moved to a square on which no first type of game item is placed, provided that there is a square on which no first type of game item is placed.
15. A game toy as described in any one of claims 1 to 3, wherein the play sheet is placed in the first area of the opponent player and is configured so that a first type of game item that is the target of attack can be inverted and placed thereon.
16. The game toy of claim 1, wherein the play sheet includes a third area in which the first type of game item cannot be placed but a second type of game item can be placed, and the third area is continuous from the player's area to the opponent player's area.
17. The game toy of claim 16, wherein the third area includes a plurality of squares, and the plurality of squares includes squares in the player's area, squares in the opponent player's area, and squares that do not belong to either the player's or the opponent player's area.
18. The game toy of claim 1, wherein the play sheet is configured to accommodate only one game item of a third type, the game item including a first side to which a character is associated and which allows the character to be identified, and a second side to which the character is not identified.
19. The game toy according to claim 18, wherein the play sheet is configured so that the third type of game item can be placed on it with the second surface facing the play sheet.
20. The game toy described in claim 18, wherein the first type of game item and the third type of game item include third information, and the play sheet is configured to be able to move the second type of game item according to the third information of the first type of game item and the third information of the third type of game item that are arranged.
21. The game toy described in claim 20, wherein the play sheet is configured to be able to move the second type of game item based on the difference between the sum of the third information of the first type of game item and the third information of the third type of game item placed in the player's area and the sum of the third information of the first type of game item and the third information of the third type of game item placed in the opponent player's area.
22. A program that causes one or more computers to function as: a display means for displaying a first type of game item, each associated with a character, used in a round-based competitive game between a player and an opposing player, and a play sheet on which the first type of game item is arranged; and a control means for controlling the game, wherein the play sheet controls, for each round, the collection of the first type of game item that is arranged by the player, and the placement of a first type of game item selected from the first type of game item that has been collected by the player and the first type of game item that is not arranged by the player.
Citation Information
Patent Citations
Game program, game processing method and game apparatus
JP2021074497A
Game system, computer program used for it, and control method
JP2021126406A
Central determination symbol game
US20130172064A1