Program, server and game system
By managing game media groups through a computer system, the difficulties players face in building card decks and the issue of game unfairness are resolved, thus simplifying and ensuring a fairer gaming experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2020-09-01
- Publication Date
- 2026-03-17
AI Technical Summary
Players may find it difficult or strenuous to build their decks, and the choice of decks can lead to unfair advantages and disadvantages in the game.
By associating multiple categories and game media groups with players through a computer system, the addition and reduction of game media can be determined based on specific conditions, thereby simplifying and balancing the game media groups.
It enhances the player experience in card games by simplifying game media group management and balancing game conditions to ensure game fairness.
Smart Images

Figure CN114364438B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to programs, servers, and game systems. Background Technology
[0002] To date, there are known programs that allow players to build decks by combining cards of multiple types, and to run card games based on cards selected by the player from their decks and cards selected by the opponent from their decks.
[0003] Furthermore, in the aforementioned types of programs, there exists a program that excludes cards that become unselectable by the player as the game progresses from the player's constructed deck, thereby enabling the addition of specific cards not included in the player's constructed deck as selectable cards (see Patent Document 1).
[0004] Existing technical documents
[0005] Patent documents
[0006] Patent Document 1: Japanese Patent 6369769 Summary of the Invention
[0007] The problem the invention aims to solve
[0008] In such programs, a crucial element of card games is how players combine cards to build decks. However, some players find deck building difficult or laborious. Furthermore, some programs of this type allow players to choose from several predefined categories of different decks. However, this presents a problem: the combination of the player's and opponent's chosen decks can create advantages and disadvantages even before the game begins.
[0009] The present invention was made in view of the above circumstances, and its object is to provide programs, servers and game systems that enable games to run properly while allowing players to easily play the game.
[0010] Solution for solving the problem
[0011] (1) The present invention relates to a program for running a game based on game media included in a game media group associated with a player and game media included in a game media group associated with an opponent, the program causing a computer to function as: a category processing unit for associating one of a plurality of categories with the player; a game media group processing unit for associating a game media group including a plurality of special game media with the player; and a game media processing unit for determining a game media from a game media group corresponding to a category associated with the player, and adding the determined game media to the game media group associated with the player, provided that special conditions corresponding to the special game media are met.
[0012] Using this invention, under specific conditions corresponding to a particular game medium, a game can be run based on a game medium added to a game medium group associated with the player.
[0013] (2) Furthermore, in this invention, the game media group processing unit can associate a game media group including multiple types of special game media with the player, and the game media processing unit can determine the game media based on the conditions corresponding to the types of special game media that meet the special conditions.
[0014] This feature allows game media to be added to a player's associated game media group based on the type of specific game media that meets certain conditions.
[0015] (3) Furthermore, in this invention, under the condition that the special conditions are met, the game medium processing unit may perform processing to reduce the number of game media that the player can select from the game medium group associated with the player.
[0016] Using this feature, under certain conditions, it is possible to add game media to a player's associated game media group while reducing the number of game media that the player can choose from.
[0017] (4) Furthermore, in this invention, the game media group processing unit can associate a game media group that includes only special game media with the player.
[0018] This feature can be used to simplify the content of the game media group associated with the player.
[0019] (5) Furthermore, in this invention, when the game is started, the game medium processing unit can determine a predetermined number of game media from the game medium group associated with the player as the game media that the player can initially select, and the game medium group processing unit can associate a game medium group including multiple special game media and a number of non-special game media greater than or equal to zero and less than the predetermined number with the player.
[0020] This feature allows for the inclusion of non-special game media within the player's associated game media group, while providing special game media as the initial game media that the player can choose from.
[0021] (6) Furthermore, the present invention relates to a server for running a game based on game media included in a game media group associated with a player and game media included in a game media group associated with an opponent, the server comprising: a category processing unit for associating one of a plurality of categories with the player; a game media group processing unit for associating a game media group including a plurality of special game media with the player; and a game media processing unit for determining a game media from the game media group corresponding to the category associated with the player, and adding the determined game media to the game media group associated with the player, provided that special conditions corresponding to the special game media are met.
[0022] (7) Furthermore, the present invention relates to a game system for running a game based on game media included in a game media group associated with a player and game media included in a game media group associated with an opponent, the game system comprising: a category processing unit for associating one of a plurality of categories with the player; a game media group processing unit for associating a game media group including a plurality of special game media with the player; and a game media processing unit for determining a game media from a game media group corresponding to a category associated with the player, and adding the determined game media to the game media group associated with the player, provided that special conditions corresponding to the special game media are met. Attached Figure Description
[0023] Figure 1 This is a schematic block diagram illustrating the structure of the information processing system in an embodiment of the present invention.
[0024] Figure 2 This is a functional block diagram illustrating the functions of the server device in an embodiment of the present invention.
[0025] Figure 3 This is a functional block diagram illustrating the functions of the terminal device in an embodiment of the present invention.
[0026] Figure 4 This is a diagram showing an image displayed in the display area of a terminal device according to an embodiment of the present invention.
[0027] Figure 5 This is a diagram used to illustrate the master list in embodiments of the present invention.
[0028] Figure 6 This is a diagram used to illustrate the default card stack in embodiments of the present invention.
[0029] Figure 7 This is a diagram illustrating the transitions between game modes in an embodiment of the present invention.
[0030] Figure 8 This is a diagram showing an image displayed in the display area of a terminal device according to an embodiment of the present invention.
[0031] Figure 9 This is a diagram illustrating a special card stack in an embodiment of the present invention.
[0032] Figure 10 This is a diagram showing an image displayed in the display area of a terminal device according to an embodiment of the present invention.
[0033] Figure 11 This is a diagram showing an image displayed in the display area of a terminal device according to an embodiment of the present invention.
[0034] Figure 12 This is a diagram showing an image displayed in the display area of a terminal device according to an embodiment of the present invention.
[0035] Figure 13 This is a diagram showing an image displayed in the display area of a terminal device according to an embodiment of the present invention.
[0036] Figure 14 This is a diagram used to illustrate the selection table in the embodiments of the present invention.
[0037] Figure 15 This is a flowchart illustrating the processing at the terminal device in an embodiment of the present invention.
[0038] Figure 16 This is a flowchart illustrating the processing at the terminal device in an embodiment of the present invention.
[0039] Figure 17 This is a flowchart illustrating the processing at the terminal device in an embodiment of the present invention.
[0040] Figure 18 This is a flowchart illustrating the processing at the terminal device in an embodiment of the present invention. Detailed Implementation
[0041] The embodiments of the present invention will be described below. Note that the embodiments described below are not intended to unduly limit the scope of the invention as set forth in the claims. Furthermore, all components described in the context of these embodiments are not necessarily essential elements of the invention.
[0042] 1. Structure of an information processing system
[0043] Figure 1 This is a schematic block diagram illustrating the structure of the information processing system 10 in this embodiment. For example... Figure 1 As shown, in the information processing system 10, the server device 12 and multiple terminal devices 14 are connected via a network 16 (such as the Internet, mobile phone network, LAN, or WAN), thus forming a so-called client-server communication system. Furthermore, each of the multiple terminal devices 14 communicates with the server device 12 via the network 16 to send and receive various information, and also communicates with other terminal devices 14 via the network 16 and the server device 12 to send and receive various information.
[0044] Server device 12 includes a processor such as a CPU, a main storage device such as ROM or RAM, an external storage device such as a hard disk, an input device such as a keyboard, a display device such as a liquid crystal display, and a communication device. Furthermore, in server device 12, the CPU performs various processes based on programs stored in the main storage device or programs loaded into the main storage device from external storage devices, and receives and sends information to terminal device 14 via the communication device.
[0045] Each terminal device 14 can be an information processing device of various types, such as a smartphone, tablet computer, personal computer, portable game console, or installed game console. It also includes a processor such as a CPU, main storage such as ROM or RAM, external storage such as flash memory or hard disk, input devices such as a touchscreen, keyboard, or microphone, display devices such as a liquid crystal display or organic EL display, sound output devices such as a speaker, and communication devices. Furthermore, also at each terminal device 14, the CPU performs various processes according to programs stored in the main storage or programs loaded into the main storage from external storage, and receives information from the server device 12 and sends information to the server device 12 or other terminal devices 14 via communication devices.
[0046] Figure 2 This is a functional block diagram illustrating the functions of the server device 12 in this embodiment. For example... Figure 2As shown, the server device 12 in this embodiment includes a server information storage medium 20, a server storage unit 30, a server communication unit 36, and a server information processing unit 40. Note that... Figure 2 These constituent elements (each unit) 2 can be partially omitted from the structure.
[0047] The server information storage medium 20 stores programs, data, etc., used by the server information processing unit 40 and the server communication unit 36 to perform various processes, and its functions can be implemented by flash memory, hard disk, or optical disc (DVD or BD), etc. In other words, the server information storage medium 20 stores programs for enabling the computer to be used as the various units in this embodiment (programs for enabling the computer to execute processes utilizing the various units).
[0048] Server storage unit 30 serves as the working area for server information processing unit 40 and server communication unit 36, and its functions can be implemented using RAM (main memory) or VRAM (video memory), etc. Specifically, server storage unit 30 includes main storage unit 32, which loads programs and data from server information storage medium 20.
[0049] The server communication unit 36 performs various controls for communicating with external networks (e.g., other server devices 12 and terminal devices 14), and its functions can be implemented by hardware (such as various processors (CPU (main processor), GPU (rendering processor), DSP, etc.) or communication ASIC, or programs, etc.).
[0050] The server information processing unit 40 uses the main storage unit 32 as its working area to perform various processes, such as game processing, based on the received data received by the server communication unit 36, various programs and data in the server storage unit 30, etc., and its functions can be implemented by hardware (such as various processors or ASICs) or programs.
[0051] In addition, the server information processing unit 40 includes a server game processing unit 41 and a server communication control unit 42. Note that these components can be partially omitted from the structure.
[0052] The server game processing unit 41 performs the following processes based on the received data received by the server communication unit 36, the results of various processes executed by the server information processing unit 40, and the programs and data loaded into the main storage unit 32: processing for managing players based on player IDs; processing for starting the game when the game start conditions are met; processing for executing the selected game mode among multiple types of game modes; processing for progressing the game; processing for generating events when event generation conditions are met; processing for calculating game results; and processing for terminating the game when game termination conditions are met.
[0053] Specifically, based on player input as input at terminal device 14, server game processing unit 41 performs various processes for executing a card game. In this card game, a player at terminal device 14 and another player at terminal device 14, or a player at terminal device 14 and the CPU player at server device 12, select cards to place on the field from the cards (game media) included in their respective decks (game media sets) and added to their respective hands (game media that players can choose), and engage in combat using the cards placed on the field. Furthermore, server game processing unit 41 includes a mode processing unit 43, a class processing unit 44, a deck processing unit 45, a turn processing unit 46, and a card processing unit 47. Note that these components can be partially omitted from the structure.
[0054] When the mode processing unit 43 receives player input for the player to select one of multiple types of game modes, it performs processing to set the selected game mode as the player's game mode by associating the selected game mode with the player's player ID.
[0055] In this embodiment, a multi-player game mode or a single-player game mode can be selected. In the multi-player game mode, players at multiple terminal devices 14 engage in combat. In the single-player game mode, a player at one of these terminal devices 14 engages in combat against a CPU player. When the multi-player game mode is selected, the process for matching opponents is performed based on the player input given at each of the multiple terminal devices 14.
[0056] When the class processing unit 44 receives player input indicating that the player is selecting a class from multiple classes (categories) including different types of cards available in battle, it performs processing to set the selected class as the player's class by associating the selected class with the player's player ID. Furthermore, in the case of a CPU player, the class processing unit 44 performs processing to set the CPU player's class based on a predetermined algorithm. In this embodiment, eight classes, from A to H, can be selected, and the boss character (category) used as the leader in battle differs between the classes. Specifically, in this embodiment, there are eight boss characters, from the boss character corresponding to class A to the boss character H corresponding to class H, and the boss character corresponding to the player's or CPU player's class is set as the player's or CPU player's boss character.
[0057] When the card pile processing unit 45 receives player input indicating that the player is selecting a card pile from multiple card piles (categories) including different types of cards, it performs processing to set the selected card pile as the player's card pile by associating the selected card pile with the player's player ID. Furthermore, in the case where the opponent is a CPU player, the card pile processing unit 45 performs processing to set the CPU player's card pile based on a predetermined algorithm.
[0058] In this embodiment, as the default card pile that a player can choose from when they first start the game, eight types of default card piles (i.e., one type of default card pile A corresponding to class A to one type of default card pile H corresponding to class H) are stored in the server information storage medium 20. Furthermore, as pre-built card piles that a player can choose from when they complete a mission or otherwise progress the game, or when they make payments with in-game currency or real money, many types of pre-built card piles (i.e., multiple types of pre-built card piles A corresponding to class A to multiple types of pre-built card pile H corresponding to class H) are stored in the server information storage medium 20.
[0059] Furthermore, in this embodiment, players can construct custom card decks by combining cards they have since the start of the game with cards they have acquired through completing quests or otherwise advancing the game, or through in-game currency or real-world transactions. Players can also select these custom card decks. Additionally, the custom card decks are stored in server information storage medium 20 in association with the player's ID.
[0060] The turn processing unit 46 performs processing to determine who plays first and who plays second between two players engaged in combat or between a player engaged in combat and a CPU player. Then, the turn processing unit 46 performs processing to alternate turns for the first player or CPU player and the second player or CPU player, wherein the first player or CPU player plays first.
[0061] Furthermore, in the case of a multi-player game mode, the turn processing unit 46 ends a turn and allows another player's turn to begin when it receives player input to end the turn of a player whose turn has arrived, or when the 90-second time limit for a turn expires.
[0062] On the other hand, in the case of a single-player game mode, when the player's turn has arrived, regardless of the time limit for a turn, the turn processing unit 46 ends the turn and allows the CPU player's turn to arrive when it receives player input to end the player's turn. Furthermore, when the CPU player's turn has arrived, the turn processing unit 46 ends the turn and allows the player's turn to arrive based on a predetermined algorithm.
[0063] The card processing unit 47 performs the following process: by drawing cards, it determines from the remaining cards after removing cards that have been set as the player's hand from the cards included in the player's deck, the cards to be added to the player's hand when the turn has arrived, and performs the setting of adding the determined cards to the player's hand.
[0064] Furthermore, when the opponent is the CPU player, when the CPU player's turn arrives, the card processing unit 47 performs the following process: by drawing cards, it determines the cards to be added to the CPU player's hand from the remaining cards after excluding cards that have been set as the CPU player's hand from the cards included in the CPU player's deck, and performs the setting of adding the determined cards to the CPU player's hand.
[0065] Specifically, the card processing unit 47 obtains a random value from the random number generation unit used to randomly generate the random value for the selection, and determines a card corresponding to the obtained random value by referring to the following selection table, which includes the cards remaining after excluding cards that have been set as the player's or CPU player's hand from the cards included in the player's or CPU player's deck as the items to be selected.
[0066] Here, the random number generation unit can be implemented using a random number generator for generating hardware random numbers or a program for generating software random numbers. Software random numbers can, for example, be generated based on the count value of an increment counter (a counter used to cyclically count values within a specified counting range). Note that in this embodiment, "random value" includes not only mathematically randomly generated values, but also values whose generation is systematic but which can be essentially used as random values due to irregularities in their acquisition timing, etc.
[0067] Specifically, when a battle begins, for each of the two players in the battle, or for each of the two players in the battle and the CPU player when the opponent is a CPU player, the card processing unit 47 selects three cards (a predetermined number of cards) from the cards included in the player's or CPU player's deck as candidates for the player's or CPU player's initial hand.
[0068] In this embodiment, the player can only select once from the three candidate cards used as the player's initial hand to replace a card with another card. Furthermore, when the player inputs that they want to choose not to replace any card from the three candidate cards used as the player's initial hand, the card processing unit 47 sets the three candidate cards as the player's initial hand as is.
[0069] On the other hand, when receiving player input to select cards to replace, the card processing unit 47 determines, through another draw, the same number of cards as the number of cards to be replaced from the remaining cards after excluding the three candidate cards used as the player's hand from the cards included in the player's deck. Then, if there are cards determined by the other draw and cards that were not selected for replacement, the card processing unit 47 sets the candidate cards that were not selected for replacement as the player's initial hand.
[0070] Furthermore, when the opponent is a CPU player, the card processing unit 47 determines, based on a prescribed algorithm, whether the three candidate cards used as the CPU player's initial hand will not be replaced with other cards, or whether one or more of these cards will be replaced with other cards. Then, if it is determined that no cards will be replaced with other cards, the card processing unit 47 sets the three candidate cards used as the CPU player's initial hand as is.
[0071] On the other hand, if it is determined that one or more cards need to be replaced with other cards, the card processing unit 47 selects, through another draw, the same number of cards as the number of cards to be replaced from the remaining cards after excluding the three candidate cards used as the CPU player's hand from the cards included in the CPU player's deck. Then, if there are cards determined by the other draw and cards that were not selected for replacement, the card processing unit 47 selects the candidate cards that were not selected for replacement as the CPU player's initial hand.
[0072] Then, in the first turn of the first player or the CPU player, the card processing unit 47 selects a card to be added to the first player's or CPU player's hand from the remaining cards after excluding the cards set as the initial hand of the first player or the CPU player.
[0073] On the other hand, during the first turn of the second player or CPU player, the card processing unit 47 selects two cards to be added to the hand of the second player or CPU player from the remaining cards after excluding the cards that have been set as the hand of the second player or CPU player (i.e., the cards determined as the initial hand of the second player or CPU player) from the cards included in the second player or CPU player's deck.
[0074] Then, in the second and subsequent rounds, for both the first player or CPU player and the second player or CPU player, the card processing unit 47 performs the processing to determine a card to be added to the hand by drawing.
[0075] In other words, in this embodiment, because there are factors that give an advantage to the first player or the CPU player, two cards are added to the hand of the second player or the CPU player only in the first round.
[0076] Note that in this embodiment, the maximum number of cards that can be set as part of the player's or CPU's hand is set to 9. When 9 cards are set as part of the player's or CPU's hand, and it is the player's or CPU's turn, the process for determining which cards to add to the player's or CPU's hand is not performed, thus preventing the addition of any new cards to the player's or CPU's hand.
[0077] In this embodiment, among the cards set as hand cards, there are cards for which a cost is set as a parameter required to place these cards on the field. Furthermore, in this embodiment, when a turn changes, the aforementioned turn processing unit 46 assigns the playpoints consumed in placing the cost-set cards on the field to the player whose turn has arrived or the CPU player.
[0078] In this embodiment, firstly, 1 point is assigned as the game point for the first player or CPU player's first round. Then, 1 point is assigned as the game point for the second player or CPU player's first round. Next, 2 points are assigned as the game point for the first player or CPU player's second round. In this way, each time the first player or CPU player and the second player or CPU player's turn arrives, the same game point is assigned to them respectively, and each time their respective turn arrives, the assigned game point increases by 1 point. Note that in this embodiment, game points not consumed in one round are not carried over to the next round.
[0079] Furthermore, in this embodiment, the maximum value of the game points assigned for a single round is set to 10 points. Therefore, after assigning 10 points as the game points for the tenth round for the first player or CPU player and the second player or CPU player respectively, 10 points are assigned as the game points for their respective eleventh and subsequent rounds.
[0080] Furthermore, when game points are assigned to a player or CPU player whose turn has arrived, the card processing unit 47 performs the following processing: from the cards in the hand of the player or CPU player whose turn has arrived, cards with a cost less than or equal to the game points assigned in that turn are set to a playable state that allows these cards to be placed on the field, while cards with a cost greater than the game points assigned in that turn are set to a non-playable state that does not allow these cards to be placed on the field.
[0081] In addition, the card processing unit 47 performs the following processing, which sets these cards to an unplayable state regardless of the cost set for cards in the hand of a player whose turn has not yet arrived or a CPU player.
[0082] Furthermore, when the card processing unit 47 receives player input for placing one of the playable cards from the player's hand, which is set as the player's turn has arrived, into the field, the card processing unit 47 performs the following processing: removing the card that received the player input for placing the card into the field from the player's hand and adding the card as part of the player's layout.
[0083] Furthermore, when the opponent is a CPU player, the card processing unit 47 performs the following processing: based on a prescribed algorithm, it determines which card from the CPU player's hand, which is set as a playable card, to place on the field, removes the determined card from the CPU player's hand, and adds that card to the CPU player's layout.
[0084] When a new card is added to the layout of the player or CPU player, the card processing unit 47 performs the following process: the value of the cost to be set as the newly added card is subtracted from the value of the game points set as the player or CPU player.
[0085] Then, the card processing unit 47 performs the following processing, which is used to set cards whose set cost is less than or equal to the subtracted game points from the cards in the hand of the player or CPU player whose turn has arrived, to a playable state, and to set cards whose set cost is greater than the subtracted game points to a non-playable state.
[0086] Therefore, in this embodiment, since the game point assigned to both the first player or CPU player and the second player or CPU player in the first round is 1, when a card with a cost of 1 is placed on the field, the game point becomes 0, making it impossible to place any more cards with a cost on the field. However, note that since cards without a cost (i.e., cards with a cost of 0) can be placed on the field without consuming game points, such cards can be placed even when the game point becomes zero.
[0087] Note that in this embodiment, the maximum number of cards that can be set as a layout is set to 5, so that when 5 cards are set as the layout of the player or CPU player, no new cards are added as the layout of the player or CPU player.
[0088] Here, the cards in this embodiment can be classified into the following types: follower cards, which can be used to attack the opponent's leader when set in the layout; spell cards, which immediately invoke their effects and are removed from the layout when set in the layout; and amulet cards, which invoke their effects when predefined effect invocation conditions are met when set in the layout, and are removed from the layout when predefined removal conditions are met.
[0089] Furthermore, in this embodiment, using follower cards set to the layout of the player or CPU player, one can attack the opponent's leader character and also attack follower cards set to the opponent's layout, but cannot attack spell cards or amulet cards set to the opponent's layout.
[0090] In addition, each follower card has attack power, health, and cost as card parameters. Furthermore, each spell card or amulet card has cost as a card parameter, but no attack power or health. Note that there are follower cards, spell cards, and amulet cards with a cost of 0 (i.e., no cost).
[0091] Furthermore, for follower cards set up as part of the layout of a player whose turn has not yet arrived or a CPU player, the card processing unit 47 performs processing to set these cards to an attack-incapable state, in which it is impossible to attack the opponent's leader character or follower cards.
[0092] Furthermore, among the follower cards set up in the layout of the player or CPU player whose turn has arrived, for follower cards added as part of the layout in the player's or CPU player's previous and earlier turns, the card processing unit 47 performs processing to set these cards to an attackable state, in which they can attack the opponent's leader character or follower cards. And for follower cards newly added as part of the layout in the player's or CPU player's current turn, the card processing unit 47 performs processing to set these cards to an unattackable state.
[0093] In other words, in this embodiment, the follower cards added as part of the layout in the current turn are basically unable to attack the opponent's leader or follower cards in the current turn.
[0094] Furthermore, when the card processing unit 47 receives player input for evolving one of the follower cards set up in the layout of the player whose turn has arrived, it performs evolution processing to evolve the follower card that has received the player input for evolution. Then, for the follower card that has undergone evolution processing, its attack and health are increased, or its card graphics are changed.
[0095] Furthermore, when the opponent is a CPU player, the card processing unit 47 performs the following processing: based on a prescribed algorithm, it determines which minion card to evolve from the cards set up by the CPU player whose turn has arrived, and evolves the determined minion card by increasing its attack and health.
[0096] Here, in this embodiment, since there are factors that give an advantage to the first player or the CPU player as described above, the number of evolutions allowed is set to 2 for the first player or the CPU player, and the number of evolutions allowed is set to 3 for the second player or the CPU player, where the number of evolutions allowed refers to the number of times a minion card can be evolved.
[0097] Furthermore, in this embodiment, as described above, for follower cards newly added as part of the layout during the current turn of the player or CPU player, the card processing unit 47 first sets these cards to an unattackable state; however, if the processing to evolve one of these cards is performed during the current turn, the card processing unit 47 sets the follower card that has undergone the evolution process to an attackable state.
[0098] Furthermore, the card processing unit 47 performs the following processing: selecting a follower card set to an attackable state from the follower cards arranged in the layout of the player whose turn has arrived, as the subject of the attack. Then, when receiving player input to select one of the opponent's follower cards as the target of the attack, the card processing unit 47 performs the following processing: setting the player's follower card selected as the subject of the attack as the subject of the attack, and setting the opponent's follower card selected as the target of the attack as the target of the attack.
[0099] Furthermore, when the opponent is a CPU player, the card processing unit 47 performs the following processing: based on a prescribed algorithm, it selects the follower cards set to attack status from the follower cards arranged in the layout of the CPU player whose turn has arrived, and sets one of the opponent's follower cards as the target of the attack.
[0100] Then, the card processing unit 47 performs the following processing, which is used to subtract the value set for the attack power of the player's or CPU player's follower card, which is used as the subject of the attack, from the value set for the health of the opponent's follower card, which is used as the target of the attack. The card processing unit 47 also performs the following processing, which is used to subtract the value set for the attack power of the opponent's follower card, which is used as the target of the attack, from the value set for the health of the player's follower card, which is used as the subject of the attack.
[0101] Then, the card processing unit 47 performs the following processing, which is used to remove any minion card whose health becomes less than or equal to 0 from the player's or CPU player's layout, and to set the minion card as a card in the player's or CPU player's graveyard.
[0102] Furthermore, the card processing unit 47 performs the following processing: selecting a follower card set to an attackable state from the follower cards arranged in the layout of the player whose turn has arrived, as the subject of the attack. Then, when receiving player input to select the opponent's leader character as the target of the attack, the card processing unit 47 performs the following processing: setting the follower card of the player selected as the subject of the attack as the subject of the attack, and setting the opponent's leader character selected as the target of the attack as the target of the attack.
[0103] Furthermore, when the opponent is a CPU player, the card processing unit 47 performs the following processing: based on a prescribed algorithm, it selects the follower cards that are set to attack status from the follower cards set up in the layout of the CPU player whose turn has arrived, and sets the opponent's leader character as the target of the attack.
[0104] Then, the card processing unit 47 performs the following process: subtracting the attack power value set for the player's or CPU player's follower cards (which are the main attackers) from the health value set for the opponent's leader character (which is the target of the attack). Since the leader character has no attack power set, the process of subtracting the health value from the player's follower cards (which are the main attackers) is not performed. Alternatively, the leader character's attack power can be set to 0.
[0105] In other words, in this embodiment, when a follower card is set as both the subject and target of an attack, the health of both the follower card used as the subject and the follower card used as the target is reduced. However, when a follower card is set as the subject of an attack and the leader character is set as the target, the health of the leader character is reduced unilaterally, and the leader character is not allowed to be the subject of an attack.
[0106] Furthermore, if the leader character's health becomes less than or equal to zero, the card processing unit 47 determines that the player or CPU player has been defeated, and simultaneously determines that the other player or CPU player has won. Additionally, if the player or CPU player's deck does not contain any cards that have not yet been added to their hand by the time their turn has arrived (i.e., if there are no more cards that can be added to their hand), the card processing unit 47 determines that the player or CPU player has been defeated, and simultaneously determines that the other player or CPU player has won.
[0107] Furthermore, the card processing unit 47 sets the player's or CPU player's follower cards that are targeted for attack to an unattackable state until the player's or CPU player's next turn. In other words, in this embodiment, follower cards that were used to attack the opponent's leader or follower cards in the current turn are not allowed to attack the opponent's leader or follower cards again.
[0108] The server communication control unit 42 performs processes to enable the server communication unit 36 to communicate with other server devices 12 or terminal devices 14 to send and receive various information. For example, the server communication control unit 42 enables the server communication unit 36 to send and receive the following information: information required for processing new player registration in the information processing system 10; information required for processing to allow players to log in to the information processing system 10; information required for setting up cooperation with logged-in players or for processing with players or CPU players engaged in combat; information required for processing to synchronize multiple terminal devices 14; and information required for processing to execute joint gameplay on multiple terminal devices 14. Furthermore, the server communication control unit 42 also enables the server communication unit 36 to send and receive destination information of the destination of the instruction information, source information of the source of the instruction information, and identification information identifying the information processing system 10 that generated the information.
[0109] Specifically, the server communication control unit 42 performs the following process: receiving various player inputs obtained from each terminal device 14, and sending information related to the opponent and the results of various processes at the server game processing unit 41 to each terminal device 14.
[0110] Figure 3 This is a functional block diagram illustrating the functions of each terminal device 14 in this embodiment. For example... Figure 3 As shown, each terminal device 14 in this embodiment includes a player input detection unit 60, a display unit 52, a sound output unit 54, a terminal information storage medium 56, a terminal storage unit 60, a terminal communication unit 66, and a terminal information processing unit 100. Note that... Figure 3 The constituent elements (each unit) in the structure can be partially omitted.
[0111] The player input detection unit 50 detects the player's input to the terminal device 14 as player input, and its function can be realized through touch sensors, switches, optical sensors or microphones, etc.
[0112] The display unit 52 displays images on the display screen, and its function can be realized by liquid crystal display or organic EL display, etc.
[0113] The sound output unit 54 outputs sound, and its function can be realized through speakers or headphones, etc.
[0114] The terminal information storage medium 56 stores programs, data, etc., for the terminal information processing unit 100 and the terminal communication unit 66 to perform various processes, and its functions can be implemented by flash memory, hard disk, or optical disc (DVD or DB), etc. In other words, the terminal information storage medium 56 stores programs for enabling the computer to be used as the various units in this embodiment (programs for enabling the computer to perform the processing of the various units).
[0115] The terminal storage unit 60 serves as the working area for the terminal information processing unit 100 and the terminal communication unit 66, and its functions can be implemented using RAM (main memory), VRAM (video memory), etc. Specifically, the terminal storage unit 60 includes a main storage unit 62 and a rendering buffer 64, wherein programs and data are loaded from the terminal information storage medium 56 into the main storage unit 62, and images to be displayed on the display unit 52 are drawn in the rendering buffer 64.
[0116] The terminal communication unit 66 performs various controls for communicating with an external network (e.g., server device 12 or other terminal device 14), and its functions can be implemented by hardware such as various processors or communication ASICs, or programs.
[0117] Note that the program (data) for enabling the computer to be used as various units in this embodiment can be downloaded from the server device 12 to the terminal information storage medium 56 (or main storage unit 62) of the terminal device 14 via the network 16 and the terminal communication unit 66, and such use of the server device 12 can also be included within the scope of the present invention.
[0118] The terminal information processing unit 100 uses the main storage unit 62 as its working area to perform various processes (such as game processing, image generation processing, and sound generation processing) based on player input detected by the player input detection unit, received data received by the terminal communication unit 66, and various programs and data in the terminal storage unit 60. Its functions can be implemented by hardware (such as various processors (CPU (main processor), GPU (graphics processor), DSP, etc.) or ASIC, etc.) or programs.
[0119] In addition, the terminal information processing unit 100 includes a player input acquisition unit 101, a terminal game processing unit 102, a display control unit 104, an image generation unit 108, a sound generation unit 110, and a terminal communication control unit 112. Note that these units can be partially omitted from the structure.
[0120] The player input acquisition unit 101 acquires player input as a type of input corresponding to the situation based on player input detected by the player input detection unit 50, programs and data loaded into the main storage unit 62, etc. For example, when a GUI such as a button is tapped while the GUI is displayed, player input is acquired as an input corresponding to the type of the displayed GUI. Specifically, the player input acquisition unit 101 acquires various types of player input, such as player input for selecting game mode, class and card deck, player input for matching opponents, player input for ending a turn, player input for placing cards on the field, and player input for attacking the opponent's follower cards or leader characters.
[0121] The terminal game processing unit 102 performs the following processes based on the player input obtained by the player input acquisition unit 101, the received data received by the terminal communication unit 66, the results of various processes executed by the terminal information processing unit 100, and the programs and data loaded into the main storage unit 62: processing to start the game when the game start conditions are met, processing to execute the selected game mode among multiple types of game modes, processing to advance the game, processing to generate events when the event generation conditions are met, processing to calculate the game result, and processing to terminate the game when the game termination conditions are met.
[0122] The display control unit 104 controls the display of images on the display unit 52. Specifically, the display control unit 104 performs display control related to the display content, display mode, display timing, etc., of various objects and pre-drawn images (animated images) based on the player input obtained by the player input acquisition unit 101, the received data received by the terminal communication unit 66, the results of various processing performed by the terminal information processing unit 100, and the programs and data loaded into the main storage unit 62.
[0123] In this embodiment, the terminal information storage medium 56 stores object data for various objects (such as card objects for displaying cards, character objects for displaying characters, non-character objects for displaying items other than characters (such as buildings, tools, vehicles, and terrain), background objects for displaying backgrounds, effect objects for displaying effects, and GUI objects for displaying GUIs (Graphical User Interfaces) such as buttons), as well as image data for various pre-drawn images. Furthermore, the display control unit 104, based on the object data and pre-drawn image data loaded into the main storage unit 62, performs display control on the objects and pre-drawn images according to the type of game mode being executed and the progress of the game.
[0124] Specifically, for objects composed of primitives representing objects (such as polygons, freeform surfaces, or two-dimensional images), based on the object data loaded into the main storage unit 62, the display control unit 104 performs processing to arrange these objects in the object space, move these objects, or cause these objects to take action. Specifically, based on player input acquired by the player input acquisition unit 101, received data received by the terminal communication unit 66, the results of various processing performed by the terminal information processing unit 100, programs and data loaded into the main storage unit 62, the display control unit 104 determines the position and orientation (rotation angle) of objects in the object space in each frame (e.g., 1 / 30 second), and arranges these objects at the determined positions with the determined orientation, or causes multiple parts constituting these objects to take action individually.
[0125] The image generation unit 108, based on player input acquired by the player input acquisition unit 101, received data received by the terminal communication unit 66, the results of various processes executed by the terminal information processing unit 100 (especially the results of various processes executed by the display control unit 104), and programs and data loaded into the main storage unit 62, executes processing to draw game images on the rendering buffer 64 frame by frame, thereby generating game images displaying various objects and various pre-drawn images. Then, the image generation unit 108 outputs the generated game images to the display unit displaying the game images.
[0126] Note that the functions of the display control unit 104 and the image generation unit 108 of the terminal device 14 can be set in the server device 12.
[0127] The sound generation unit 110 performs sound processing based on the results of various processing performed by the terminal information processing unit 100, thereby generating game sounds such as background music, sound effects, or voice, and outputs the game sounds to the sound output unit 54.
[0128] The terminal communication control unit 112 performs processes to enable the terminal communication unit 66 to communicate with the server device 12 or other terminal devices 14 to send and receive various information. For example, the terminal communication control unit 112 enables the terminal communication unit 66 to send and receive the following information: information required for processing new player registration in the information processing system 10; information required for processing enabling players to log in to the information processing system 10; information required for processing to set up cooperation with a logged-in player or to engage in combat with another player; information required for processing to synchronize multiple terminal devices 14; and information required for processing to perform joint gameplay on multiple terminal devices 14. Furthermore, the terminal communication control unit 112 also enables the terminal communication unit 66 to send and receive destination information of the destination of the instruction information, source information of the source of the instruction information, and identification information identifying the information processing system 10 that generated the information.
[0129] Specifically, the terminal communication control unit 112 performs the following processing: receiving information related to the opponent and the results of various processing by the server game processing unit 41 from the server device 12; and sending information related to the player at the terminal device 14 and player input acquired by the player input acquisition unit 101 to the server device 12.
[0130] 2. Control method in this embodiment
[0131] The control method in this embodiment will be described below in the context of an example in which the game program of this embodiment is applied to a game App (application) used by a smartphone (terminal device 14).
[0132] Figure 4 An example of a card game image displayed on the display area 200 of a smartphone's touchscreen display, as shown by the game program in this embodiment. In this embodiment, as... Figure 4 As shown, in the right center of the display area 200, a turn-end button 202 is displayed to end the turn of the player at the local terminal. When the turn-end button 202 is tapped, the turn of the player at the local terminal ends, and the opponent's turn begins.
[0133] Furthermore, below the End of Round button 202, a local terminal PP indicator 204 is displayed, indicating the player's game points (PP) at the local terminal. The local terminal PP indicator 204 indicates the player's game points at the start of the round and their current remaining game points. Figure 4 In the example, the player at the local terminal is in the middle of a round, and the local terminal PP indicator 204 indicates that the player had 5 game points at the start of the round and currently has 3 game points remaining.
[0134] Furthermore, in the lower center of the display area 200, a local terminal boss image 206 indicating the player's boss character at the local terminal is displayed, and in the upper right corner of the local terminal boss image 206, a health indicator 208 indicating the player's boss character's health at the local terminal is displayed. Figure 4 In the example, since class A is set as the class of the player at the local terminal, the boss character A corresponding to class A is displayed as the local terminal boss image 206.
[0135] Furthermore, to the right of the local terminal leader image 206, a local terminal hand area 212 is provided, in which card images 210 corresponding to the cards in the hand of the player set as the local terminal are displayed. Up to nine card images 210 can be displayed in the local terminal hand area 212. Figure 4 In the example, four card images 210 are displayed in the local terminal hand area 212.
[0136] Furthermore, for each card image 210 displayed in the local terminal's hand area 212, although not shown, it not only displays the card's name and image, but also displays a cost indicator 214 indicating the card's cost, an attack power indicator 216 indicating the card's attack power, or a health indicator 208 indicating the card's health. Figure 4 In the example, among the four card images 210 displayed in the local terminal's hand area 212, the first card image 210 from the left is a spell card image 210, and displays the cost indicator 214, but does not display the attack indicator 216 and health indicator 208. Furthermore, the second to fourth card images 210 from the left are follower card images 210, and display the cost indicator 214, attack indicator 216, and health indicator 208.
[0137] In addition, Figure 4 In the example, the player at the local terminal has 3 remaining game points, and the cost indicators 214 of the four cards displayed in the local terminal's hand area 212 indicate points less than or equal to 3. Therefore, a playable indicator 218 indicating that the card is playable is displayed in each of the four card images 210 displayed in the local terminal's hand area 212.
[0138] Furthermore, on the upper left side of the local terminal hand area 212, a local terminal card pile image 220 is displayed, indicating the player's card pile at the local terminal. When a card is added to the player's hand at the local terminal, the card image 210 is displayed as if it has moved from the local terminal card pile image 220 to the local terminal hand area 212.
[0139] Furthermore, a local terminal layout area 222 is provided on the upper left side of the local terminal hand area 212. This local terminal layout area 222 displays card images 210 corresponding to the cards arranged in the player's layout at the local terminal. Up to five card images 210 can be displayed in the local terminal layout area 222. Figure 4 In the example, two card images 210 are displayed in the local terminal layout area 222.
[0140] Furthermore, in the card image 210 displayed in the local terminal layout area 222, although not shown, in the case of follower cards, not only the card name and graphic are displayed, but also the attack power indicator 216 and the health indicator 208 are displayed. However, since the cost is consumed as a result of placing the card from the hand onto the field, the cost indicator 214 is not displayed. Figure 4 In the example, the card images in the two card images 210 displayed in the local terminal layout area 222 are both follower card images 210, so the attack power indicator 216 and the health indicator 208 are displayed.
[0141] In addition, Figure 4 In the example, of the two card images 210 displayed in the local terminal layout area 222, the left card image 210 corresponds to the follower card added in the layout of the player's previous turn at the local terminal, and therefore displays an attack indicator 224 indicating that the card is in an attackable state. On the other hand, the right card image 210 corresponds to the follower card added in the layout of the player's current turn at the local terminal, and therefore does not display the attack indicator 224.
[0142] Additionally, to the left of the local terminal leader image 206, there is a display 226 indicating the allowed number of evolutions for the player at the local terminal. Figure 4 In the example, since the player at the local terminal is the first player, the allowed evolution count indicator 226 indicates that the initial value of the allowed evolution count for the player at the local terminal is 2, and the current remaining allowed evolution count is 2.
[0143] Furthermore, in the upper center of the display area 200, an opponent leader image 228 indicating the opponent's leader character is displayed, and in the upper right corner of the opponent leader image 228, a health indicator 208 indicating the opponent's leader character's health is displayed. Figure 4 In the example, since class D is set as the opponent's class, the leader role D corresponding to class D is displayed as the opponent leader image 228.
[0144] Furthermore, to the left of the opponent's leader image 228, an opponent's PP indicator 230 is displayed, indicating the opponent's game points. This opponent PP indicator 230 also indicates the game points at the start of the opponent's turn and the current remaining game points. Figure 4 In the example, the player at the local terminal is taking a turn, and indicates that the opponent whose turn precedes the player at the local terminal has 4 game points at the start of their turn, and currently has 0 game points remaining.
[0145] Furthermore, to the left of the opponent's PP indicator 230, an opponent's hand area 232 is provided, in which card images 210 corresponding to the cards set as the opponent's hand are displayed. Up to nine card images 210 can be displayed in the opponent's hand area 232. Figure 4 In the example, five card images 210 are displayed in the opponent's hand area 232.
[0146] Furthermore, in the card images 210 displayed in the opponent's hand area 232, only the bottom image of the card is shown, and the card's name, image, cost indicator 214, attack indicator 216, or health indicator 208 are not displayed. In other words, the player on the local terminal can determine the number of cards set as the opponent's hand based on the card images 210 displayed in the opponent's hand area 232, but cannot determine the contents of the cards set as the opponent's hand.
[0147] Furthermore, above the local terminal card pile image 220 displayed at the right end of the aforementioned display area 200, an opponent card pile image 234 indicating the opponent's card pile is displayed. When a card is added to the opponent's hand, the card image 210 is displayed as if it has moved from the opponent card pile image 234 to the opponent's hand area 232.
[0148] Furthermore, below the opponent leader image 228, and above the local terminal layout area 222, an opponent layout area 236 is provided. In this opponent layout area 236, card images 210 corresponding to the cards set up in the opponent's layout are displayed. Up to five card images 210 can be displayed in the opponent layout area 236. Figure 4 In the example, two card images 210 are displayed in the opponent's layout area 236.
[0149] Furthermore, in the card images 210 displayed in the opponent's layout area 236, although not shown, in the case of follower cards, not only the card name and image are displayed, but also the attack indicator 216 and the health indicator 208. However, since a cost is consumed as a result of placing the card from the hand onto the field, the cost indicator 214 is not displayed. Figure 4In the example, of the two card images 210 displayed in the opponent's layout area 236, the left card image 210 is the card image 210 of a follower card, and therefore displays an attack indicator 216 and a health indicator 208. On the other hand, the right card image 210 is the card image 210 of an amulet card. Since the amulet card does not have attack or health, the attack indicator 216 or health indicator 208 is not displayed in the card image 210 corresponding to the amulet card; instead, an effect indicator 238 indicating the effect set for the amulet card is displayed.
[0150] Furthermore, to the right of the opponent's leader image 228, an indicator 226 shows the allowed evolution count, indicating the opponent's allowed evolution count. Figure 4 In the example, since the opponent is the second player, the allowed evolution count indicator 226 indicates that the opponent's allowed evolution count is initially 3 times and the current remaining allowed evolution count is 2 times.
[0151] Furthermore, in this embodiment, during the player's turn at the local terminal, when a card image 210 with a playable indicator 218 is displayed in the local terminal's hand area 212, and the player at the local terminal touches one of these card images 210 while dragging and dropping it into the local terminal's layout area 222, this operation is obtained as player input for placing the card corresponding to the dropped card image 210 on the field. Then, the dropped card image 210 is displayed in the local terminal's layout area 222 in the state where the cost indicator 214 has been eliminated, and the result of subtracting the cost of the card corresponding to the dropped card image 210 from the current remaining game points in the local terminal's PP indicator 204 is displayed.
[0152] Furthermore, during a player's turn at the local terminal, if the player at the local terminal drags one of the follower card images 210 displayed in the local terminal layout area 222 that can attack the instruction 224 to one of the follower card images 210 displayed in the opponent's layout area 236, the operation is obtained as player input as follows: the player input is used to select the follower card image 210 at the starting point of the drag as the subject of the attack, and to select the follower card image 210 at the ending point of the drag as the target of the attack. Then, in the player's minion card image 210 (used as the attacking subject) and the opponent's minion card image 210 (used as the attack target), effect images indicating attacks on each other are displayed, and the result of subtraction is shown: the health indicator 208 of the player's minion card image 210 (used as the attacking subject) and the health indicator 208 of the opponent's minion card image 210 (used as the attack target). Furthermore, the minion card images 210 whose health indicator 208 has been changed to indicate a value less than or equal to 0 are deleted from the local terminal layout area 222 or the opponent layout area 236.
[0153] Furthermore, during a player's turn at the local terminal, if the player drags one of the follower card images 210 displayed in the local terminal layout area 222 that can attack the indicated follower card 224 to the opponent's leader image 228, this operation is received as player input. This player input selects the follower card image 210 at the starting point of the drag as the subject of the attack, and selects the opponent's leader image 228 at the ending point of the drag as the target of the attack. Then, an effect image indicating that the attack has occurred is displayed in the opponent's leader image 228, which is the target of the attack, and the result of subtracting from the opponent's leader image 228's health indicator 208 is displayed. Furthermore, when the opponent's leader image 228's health indicator 208 becomes less than or equal to 0, an indication that the player at the local terminal has won is displayed.
[0154] Furthermore, in this embodiment, during the opponent's turn, each time a card is added to the opponent's layout, a card image 210 is displayed as if it has been moved from the opponent's hand area 232 to the opponent's layout area 236. Then, with the cost indicator 214 removed, the card image 210 corresponding to the card added as part of the opponent's layout is displayed in the opponent's layout area 236, and the result of subtracting the cost of the card displayed in the opponent's layout area 236 from the current remaining game points in the opponent's PP indicator 230 is displayed.
[0155] Furthermore, during the opponent's turn, in the card image 210 displayed in the opponent's layout area 236, an attack indicator 224 is displayed in the card image 210 corresponding to the follower card that is set to be able to attack.
[0156] Furthermore, during the opponent's turn, if one of the opponent's follower cards set to an attackable state is designated as the target of the attack, and one of the player's follower cards at the local terminal is designated as the target of the attack, the card images 210 of the opponent's follower card (the target of the attack) and the card images 210 of the player's follower card (the target of the attack) display effect images indicating the attack on each other, and the result of subtracting the following two is displayed: the health indicator 208 of the opponent's follower card image 210 (the target of the attack) and the health indicator 208 of the player's follower card image 210 (the target of the attack). Additionally, the card images 210 of follower cards whose health indicator 208 is changed to indicate a value less than or equal to 0 are deleted from the local terminal layout area 222 or the opponent's layout area 236.
[0157] Furthermore, during the opponent's turn, if one of the follower cards in the opponent's deck that is set to attack is designated as the subject of the attack, and the local terminal boss is designated as the target of the attack, an effect image indicating that the attack has occurred is displayed in the local terminal boss image 206, and the result of subtracting from the health indicator 208 of the local terminal boss image 206 is displayed. Additionally, when the health indicator 208 of the local terminal boss image 206 becomes less than or equal to 0, an indication that the player at the local terminal has been defeated is displayed.
[0158] Figure 5 This displays a main list showing all the cards used in the card game of this embodiment. In this embodiment, the main list is stored in server information storage medium 20. (Example:) Figure 5 As shown, the master list includes eight class-specific master lists (i.e., master list A corresponding to class A to master list H corresponding to class H), and a shared master list corresponding to all eight classes from class A to class H.
[0159] Each of these eight class-based master lists is a detailed list of cards that can be included in the deck if the player or CPU player's class is the corresponding class; for example, master list A is a detailed list of cards of class A that can be included in the deck if the player or CPU player's class is class A, ..., and master list H is a detailed list of cards of class H that can be included in the deck if the player or CPU player's class is class H.
[0160] Specifically, in each of these eight categories of main lists, various card information is associated with the card IDs of the 80 types of cards in each category; for example, in main list A, various card information (such as card name, card category, cost, attack power, health, effect, effect generation conditions, removal conditions, and rarity, etc.) is associated with the card IDs of the 80 types of cards in category A with card IDs from A000 to A079, ... and in main list H, various card information is associated with the card IDs of the 80 types of cards in category H with card IDs from H000 to H079.
[0161] In addition, the shared master list is a detailed list of cards that can be included in the deck regardless of the player's or CPU's class, and that are shared across classes. Specifically, in the shared master list, various card information is associated with the individual card IDs of 62 card classes with IDs from I000 to I061 that are shared across classes.
[0162] Note that in this embodiment, the eight types of class-specific master lists and the one type of shared master list each include follower cards, spell cards, and amulet cards.
[0163] Figure 6 The default card stacks of the above eight types (i.e., default card stacks A corresponding to class A to default card stacks H corresponding to class H) are shown in the server information storage medium 20.
[0164] like Figure 6As shown, the default card pile A contains a total of 40 cards. These 40 cards include multiple cards of class A and multiple cards shared between classes, such as two cards with card ID A000, two cards with card ID A001, ..., two cards with card ID I015, and one card with card ID I016, etc. Similarly, the default card pile H contains a total of 40 cards. These 40 cards include multiple cards of class H and multiple cards shared between classes, such as one card with card ID H000, one card with card ID H001, two cards with card ID H002, ..., one card with card ID I017, one card with card ID I018, and one card with card ID I019, etc. In other words, each of the eight default decks contains a total of 40 cards, including multiple cards specific to each class and multiple cards shared across different classes.
[0165] Furthermore, in this embodiment, although not shown, the server information storage medium 20 stores the aforementioned multiple types of constructed card stacks, from multiple types of constructed card stacks A corresponding to class A to multiple types of constructed card stacks H corresponding to class H.
[0166] Furthermore, many types of pre-built card piles can each be set up if the player or CPU player's class is the corresponding class; for example, multiple types of pre-built card piles A can each be set up if the player or CPU player's class is class A, ..., and multiple types of pre-built card piles H can each be set up if the player or CPU player's class is class H.
[0167] Specifically, similar to the eight default card decks, each of the many types of constructed card decks contains a total of 40 cards, including multiple cards specific to the class and multiple cards shared between the classes; for example, each of the many types of constructed card deck A contains a total of 40 cards, including multiple cards of class A and multiple cards shared between the classes, ..., and each of the many types of constructed card deck H contains a total of 40 cards, including multiple cards of class H and multiple cards shared between the classes.
[0168] Here, in this embodiment, the eight types of default decks are each constructed such that the default deck includes: a small number of cards with high attack or health; a small number of cards with favorable effects, effect generation conditions, and removal conditions; or a small number of cards with high rarity. In other words, each of the eight types of default decks is a deck that the player can choose when starting the game for the first time, and therefore is constructed to give the player a low degree of advantage.
[0169] On the other hand, many types of pre-built decks are constructed such that, depending on the type of deck, they include: many cards with high attack or health; many cards with favorable effects, effect generation conditions, and removal conditions; or many cards with high rarity. In other words, many types of pre-built decks each have different conditions for allowing players to make choices, and are therefore constructed to give players different degrees of advantage depending on the conditions used to allow players to make choices.
[0170] Furthermore, although not shown, the server information storage medium 20 can also store the aforementioned custom card piles, and each custom card pile is constructed to correspond to one of the eight categories from class A to class H. Specifically, in this embodiment, when a player constructs a custom card pile, firstly, player input is received indicating that the player is selecting one of the eight categories from class A to class H. Then, from the player's owned cards, the player combines cards corresponding to the selected category with cards shared across categories, making the total number 40, thereby constructing a custom card pile. Note that when a player owns multiple cards of the same category, similar to the default card pile and the constructed card pile, multiple cards of the same category can be included in the custom card pile.
[0171] As described above, in this embodiment, the default card pile, the constructed card pile, and the custom card pile each correspond to one of the eight classes from class A to class H, and each includes a total of 40 cards, including class-specific cards and cards shared between classes.
[0172] Figure 7 This illustrates the phase transitions before the start of combat in various game modes. For example... Figure 7 As shown in this embodiment, players can choose one of four game modes: Story Mode, Battle Mode, Challenge Mode, and Special Mode. Story Mode is a single-player game mode, while Battle Mode, Challenge Mode, and Special Mode are each multi-player game modes.
[0173] In addition, when the player selects the story mode, the process first transitions to a class selection phase, where player input is accepted to select one of eight classes from class A to class H.
[0174] Specifically, during the class selection phase in story mode, although not shown, a boss selection image including eight boss buttons (i.e., boss button A displaying boss character A to boss button H displaying boss character H) is displayed in display area 200. Then, when one of the boss buttons is tapped in the boss selection image, this action is accepted as player input for selecting the class corresponding to the boss character displayed in the tapped boss button. The class selected by the player is then set as the player's class.
[0175] Then, a transition occurs to the card pile selection and construction phase, where player input is accepted for either selecting one of several card piles corresponding to the class chosen by the player, or for selecting to construct a new custom card pile.
[0176] Specifically, during the card pile selection and building phase in story mode, although not shown, a card pile selection image is displayed in display area 200. This image includes a default card pile button for selecting a default card pile corresponding to the player's selected class, a built card pile button for selecting a built card pile corresponding to the player's selected class, a custom card pile button for selecting a custom card pile corresponding to the player's selected class, and a new build button for selecting to build a new custom card pile. Furthermore, when one of the card pile buttons is tapped in the card pile selection image, this action is accepted as player input for selecting the card pile corresponding to the tapped button. The card pile selected by the player is then set as the player's card pile.
[0177] Then, a transition to the start of the battle phase occurs, in which the battle against the CPU player begins.
[0178] On the other hand, when the "New Build" button is tapped in the card pile selection image, this action is accepted as player input for selecting to build a new custom card pile. Then, although not shown, a custom card pile construction image for building a custom card pile corresponding to the class selected by the player is displayed in display area 200. Furthermore, when the player builds a new custom card pile in the custom card pile construction image, a card pile selection image with a "Custom Card Pile" button for selecting the newly built custom card pile is displayed.
[0179] Furthermore, when a player selects a battle mode, the game first transitions to a card deck selection and construction phase. During this phase, player input is accepted for either selecting one of several card decks corresponding to the eight classes from class A to class H, or selecting to construct a new custom card deck.
[0180] Specifically, during the card pile selection and construction phase in battle mode, although not shown, a card pile selection screen is displayed in display area 200. This screen includes eight default card pile buttons (i.e., default card pile button A for selecting default card pile A to default card pile button H for selecting default card pile H), a custom card pile button for selecting the player-constructed card pile regardless of class, and a new construction button, but the already constructed card pile button is not displayed. Furthermore, when one of the card pile buttons is tapped in the card pile selection image, this action is accepted as player input for selecting the card pile corresponding to the tapped card pile button.
[0181] Here, during the card pile selection and construction phase in battle mode, when player input for selecting a card pile is received, the selected card pile is set as the player's card pile, and the class corresponding to the selected card pile is set as the player's class. Therefore, during the card pile selection and construction phase in battle mode, the player input for selecting a card pile is also accepted as player input for selecting a class.
[0182] Then, a transition to the start of the battle phase occurs, in which a battle with another player begins.
[0183] On the other hand, when the New Build button is tapped in the card pile selection image, this action is accepted as player input for selecting to build a new custom card pile. Then, although not shown, a custom card pile build image is displayed in display area 200. When the player builds a new custom card pile in the custom card pile build image, a card pile selection image with a custom card pile button added for selecting the player's newly built custom card pile is displayed.
[0184] In addition, when a player selects the challenge mode, the process first transitions to a class selection phase, where player input is accepted to select one of eight classes from class A to class H.
[0185] Specifically, during the class selection phase in Challenge Mode, although not shown, a boss selection image similar to the boss selection image in the class selection phase of Story Mode is displayed in display area 200. Then, when one of the boss buttons is tapped in the boss selection image, this action is accepted as player input for selecting the class corresponding to the boss character displayed in the tapped boss button. Furthermore, the class selected by the player is set as the player's class.
[0186] Then, in Challenge Mode, a transition to the deck-building phase occurs, where player input is accepted to build a deck for Challenge Mode from multiple types of cards corresponding to the class selected by the player.
[0187] Specifically, during the deck-building phase in Challenge Mode, although not shown, a Challenge Mode deck-building image is displayed in display area 200. Player input is accepted, allowing the player to select cards to add to their deck from a pool of cards drawn from multiple categories corresponding to the player's chosen class. Furthermore, as the player builds their Challenge Mode deck in the Challenge Mode deck-building image, the constructed Challenge Mode deck is set as the player's deck.
[0188] Then, a transition to the start of the battle phase occurs, in which a battle with another player begins.
[0189] As described above, in the story mode, battle mode, and challenge mode of this embodiment, before starting a battle, a card deck is constructed by selecting 40 cards from many types of cards, or a card deck is selected from many types of card decks.
[0190] Here, in a card game like the card game in this embodiment, an important factor is which combination of cards the player chooses for the deck, or how the player combines cards to build the deck. However, there is a problem: some players find it difficult or laborious to choose a deck from many types of decks that include different kinds of cards, or to build a deck from many kinds of cards.
[0191] However, when players choose from multiple pre-built decks of different types (such as a default deck or a pre-built deck), there is the problem that advantages and disadvantages can arise before the battle even begins, depending on the combination of the player's chosen deck and the opponent's chosen deck, and there is also the problem that players can get bored with the pre-built decks.
[0192] Therefore, in this embodiment, a method is provided. Figure 7 The special mode shown allows players to easily begin a battle without having to choose a deck from many different types of decks containing various card types, or without having to build a deck from many different types of cards. Furthermore, it allows for card gameplay where battles can begin appropriately without establishing advantages or disadvantages beforehand.
[0193] Specifically, such as Figure 7 As shown, when a player selects a special mode, the process first transitions to a special card pile selection phase, where player input is received to select a special card pile from the special card piles corresponding to the eight categories from class A to class H.
[0194] Specifically, in the special card stack selection phase, such as Figure 8As shown, eight special card pile buttons are displayed in display area 200 (i.e., special card pile button A for selecting special card pile A corresponding to class A to special card pile H for selecting special card pile H corresponding to class H), but the default card pile button, the built card pile button, the custom card pile button, and the new build button are not displayed. Furthermore, when one of the special card pile buttons is tapped in the special card pile selection image, this action is accepted as player input for selecting the special card pile corresponding to the tapped special card pile button.
[0195] Here, in this embodiment, as Figure 8 As shown, each of the special card pile buttons A through H displays not only the name of the class corresponding to the special card pile selected via the button, but also the leader role of that class. Furthermore, during the special card pile selection phase, when player input for selecting a special card pile is received, the selected special card pile is set as the player's card pile, and the class corresponding to the selected card pile is set as the player's class. Therefore, during the special card pile selection phase, player input for selecting a special card pile is also accepted as player input for selecting a class.
[0196] Then, a transition to the start of the battle phase occurs, in which a battle with another player begins.
[0197] Figure 9 This shows eight types of special card stacks, from special card stack A corresponding to class A to special card stack H corresponding to class H. For example... Figure 9 As shown, special card pile A includes 30 cards with card numbers 00 to 29, where the card IDs corresponding to card numbers 00 to 19 are all I060, and the card IDs corresponding to card numbers 20 to 29 are all I061, ..., and special card pile H includes 30 cards with card numbers 00 to 29, where the card IDs corresponding to card numbers 00 to 19 are all I060, and the card IDs corresponding to card numbers 20 to 29 are all I061. In other words, special card deck A includes a total of 30 cards shared across all classes. These 30 cards include 20 cards with card ID I060 and 10 cards with card ID I061, ... and special card deck H also includes a total of 30 cards shared across all classes. These 30 cards include 20 cards with card ID I060 and 10 cards with card ID I061.
[0198] Here, in Figure 5In the shared master list shown, the card with card ID I060 is named First Special Card (Special Game Medium), and the card with card ID I061 is named Second Special Card (Special Game Medium). Furthermore, although not shown, cards with card IDs I060 and I061 (i.e., First Special Card and Second Special Card) are classified as Spell Cards. For these cards, the cost is zero, no attack or health is set, and the effect is to add two cards, drawn from multiple card types corresponding to the player's class, to the hand. The effect generation condition (special condition) and removal condition are to place these cards from the hand onto the field.
[0199] In other words, each of the eight special card decks contains a total of 30 spell cards (including 20 first special cards and 10 second special cards), and each of the eight special card decks has the same contents.
[0200] As mentioned above, in the special mode, regardless of Figure 7 The special card stack selection phase shown was tapped. Figure 8 Whichever of the special card pile buttons A through H is shown, it will set the special card pile with the same content as the player's card pile.
[0201] Figure 10 This is a diagram showing an example game image displayed in display area 200 in special mode. In this embodiment, also in special mode, similar to other game modes, when starting a battle, firstly, for both the player and the opponent at the local terminal, three cards are drawn from the cards included in the special deck as candidates for the initial hand.
[0202] Specifically, for both the player's and opponent's special card piles at the local terminal, three card numbers are randomly selected from 30 card numbers in each special card pile as candidate card numbers for the initial hand. In this way, in this embodiment, when the card pile is set as the player's card pile, the cards included in the card pile are managed based on the card numbers in the card pile.
[0203] Then, as Figure 10 As shown, based on the three card numbers determined through a draw, three candidate card images 210 of the initial hand are displayed above the local terminal leader image 206. Figure 10In the example, among the three card numbers determined by the draw, the card ID corresponding to two card numbers is I060, and the card ID corresponding to one card number is I061. Therefore, among the three candidate card images 210 in the initial hand, the first card image 210 and the second card image 210 from the left are card images 210 of the first special card, and the third card image 210 from the left is card image 210 of the second special card. Furthermore, in both the first special card image 210 and the second special card image 210, the cost indicator 214 indicates zero, but the attack power indicator 216 or the health indicator 208 is not displayed.
[0204] Here, in Figure 10 In the example, since the leader character A corresponding to class A is displayed as the local terminal leader image 206, special deck A is set as the player's deck at the local terminal, and since the leader character D corresponding to class D is displayed as the opponent's leader image 228, special deck D is set as the opponent's deck. However, as mentioned earlier, special deck A and special deck D have the same content and only include the first special card and the second special card. Therefore, for both the player and the opponent at the local terminal, the three candidates for the initial hand are determined to be either the first special card or the second special card.
[0205] Furthermore, above the three candidate card images 210 of the initial hand, a replacement area 240 is provided where the card to be replaced by another card moves, and an OK button 242 is displayed to the right of the replacement area 240. Additionally, when the player at the local terminal taps the OK button 242 without moving any of the three candidate card images 210 of the initial hand into the replacement area 240, this action is accepted as player input for selecting not to replace any of the three candidate cards used as the initial hand. Then, the three candidate cards used as the initial hand for the player at the local terminal are set as is for the player's initial hand at the local terminal.
[0206] Specifically, the three card numbers selected by drawing lots from the candidate card numbers for the initial hand are set as the card numbers of the initial hand.
[0207] On the other hand, when the player at the local terminal moves any of the three candidate card images 210 from their initial hand into the replacement area 240 and taps the OK button 242, this operation is accepted as player input for selecting another card or other card to replace the card corresponding to one or more of the card images 210 moved to the replacement area 240. Then, from the remaining cards after excluding the three candidate cards used as the player's hand from the cards included in the player's special card pile A at the local terminal, another draw determines the same number of cards as the number of cards selected for replacement. Then, in the case of cards determined by the other draw and cards not selected for replacement, the candidate cards not selected for replacement are set as the player's initial hand at the local terminal.
[0208] Specifically, from the remaining card numbers after excluding three card numbers selected as candidates for the initial hand from the 30 card numbers in the player's special card deck A at the local terminal, another draw is used to determine the same number of card numbers as the number of cards to be replaced. Then, if there are card numbers determined by the other draw and cards that were not selected for replacement, the candidate card numbers of the initial hand that were not selected for replacement are set as the card numbers of the player's initial hand at the local terminal.
[0209] For example, when the image 210 of the second special card (the third card from the left in the three candidate card images 210 of the initial hand) is moved into the replacement area 240 and the OK button 242 is tapped, a card is determined by another draw from the remaining cards after the two first special cards and one second special card, which are candidates to be used as the player's hand, are excluded from the player's special card pile A at the local terminal.
[0210] Then, one of the first or second special cards, determined by another draw, along with the two cards that were not selected for replacement, are set as the player's initial hand at the local terminal.
[0211] Specifically, from the remaining card numbers after excluding three card numbers selected as candidates for the initial hand from the 30 card numbers in the player's special card deck A at the local terminal, another card number is determined through a second draw. Furthermore, the card number determined through this second draw, along with the card numbers corresponding to the two cards that were not selected for replacement, are set as the card numbers of the player's initial hand at the local terminal.
[0212] Note that in the special mode, since the special deck only includes the first special card and the second special card, the first special card or the second special card is determined by another draw.
[0213] Then, as Figure 11 As shown, the replacement area 240 and OK button 242 are removed, and the end-of-round button 202, local terminal PP indicator 204, opponent PP indicator 230, etc., are displayed. Furthermore, the card images 210 of the three cards set in the player's initial hand at the local terminal are displayed in the local terminal hand area 212. Additionally, in Figure 11 In the example, since the player at the local terminal is the first player, an additional card is added to the player's hand in the first round, so a total of four card images 210 are displayed in the local terminal's hand area 212.
[0214] exist Figure 11 In the example, among the four card images 210 displayed in the local terminal hand area 212, the first to third card images 210 from the left are the card images 210 of the three cards set as the initial hand. However, since a first special card is determined by another draw as described above, and a second special card is replaced by this first special card, all three card images 210 of the initial hand are the card images 210 of the first special card.
[0215] Furthermore, the fourth card image 210 from the left is the card image 210 corresponding to the card added to the player's hand at the local terminal in the first turn. Since the card added to the player's hand at the local terminal in the first turn is a second special card, the card image 210 of the card added to the player's hand at the local terminal in the first turn is the card image 210 of the second special card.
[0216] In addition, Figure 11 In the example, the player at the local terminal has 1 remaining game point, and the cost indicators 214 of the three card images 210 of the first special card and the one card image 210 of the second special card displayed in the local terminal's hand area 212 are both 0. Therefore, the playable indicator 218 is displayed in both the three card images 210 of the first special card and the one card image 210 of the second special card displayed in the local terminal's hand area 212. That is, in this embodiment, the first special card or the second special card can be placed on the field regardless of the current remaining game point.
[0217] Furthermore, when player input is received to place one of the card images 210 of the first special card and the second special card displayed in the local terminal hand area 212 as playable indicator 218, the first or second special card for which the player input is received is set to a waiting state, where the effect awaits generation. Additionally, as... Figure 12 As shown, the card image 210 of the first special card or the second special card set to the waiting state is displayed at the waiting position set in the left center of the display area 200, and the card removal selection image 244 is displayed in the center of the display area 200, which indicates that a card to be removed from the hand will be selected.
[0218] Furthermore, when the first special card or the second special card is in a waiting state, when one of the card images 210 displayed in the local terminal hand area 212 is tapped, the remove button 246 displayed in the card selection image 244 becomes active, and when the active remove button 246 is tapped, the operation is obtained as player input for selecting the tapped card image 210 as the card to be removed.
[0219] Then, the card image 210 of the first special card or the second special card that is in a waiting state is removed, and the card image 210 obtained from the player's input for selecting a card as the card to be removed is also removed. Furthermore, as an effect of the first or second special card that is in a waiting state, a special draw is performed to determine two cards from multiple types of cards corresponding to the player's class at the local terminal, and the two cards determined by the special draw are added to the player's hand at the local terminal.
[0220] On the other hand, when the first or second special card is in a waiting state, when tapping... Figure 12 When the cancel button 248 is displayed in the card removal selection image 244, the waiting state of the first special card or the second special card is canceled. Then, the card removal selection image 244 is removed, and the card image 210 of the first special card or the second special card in the waiting state is displayed to return from the waiting position to the local terminal hand area 212.
[0221] Furthermore, in this embodiment, if the card image 210 displayed in the local terminal's hand area 212 is only one card image 210 of the first special card or one card image 210 of the second special card, when one card image 210 of the first special card or the second special card is placed in the field, the card image 210 is no longer displayed in the local terminal's hand area 212, and then the card to be removed from the hand cannot be selected. Therefore, placing one card image 210 of the first special card or the second special card in the field is not allowed.
[0222] As described above, in the special mode of this embodiment, when a total of two cards are removed (i.e., the first special card or the second special card placed on the field, and the card selected by the player from the cards set as the hand), two cards of each class determined by special draw are added to the hand.
[0223] exist Figure 13 In the example, of the four card images 210 displayed in the local terminal's hand area 212, the third and fourth card images 210 from the left are card images 210 corresponding to the two cards determined through a special draw. The third card image 210 from the left is the card image 210 of the Amulet card, and the fourth card image 210 from the left is the card image 210 of the Follower card.
[0224] In addition, Figure 13 In the example, the player at the local terminal has 1 remaining game point. The cost indicator 214 of the third amulet card from the left (card image 210) is 2, therefore the playable indicator 218 is not displayed in this card image 210. The cost indicator 214 of the fourth follower card from the left (card image 210) is 1, therefore the playable indicator 218 is displayed in this card image 210.
[0225] In addition, Figure 13 In the example, since the player at the local terminal is of class A, the two cards determined by special drawing are both of class A.
[0226] Figure 14 This is a diagram illustrating an example of a special selection table (game media group) referenced in a special selection process. (Reference) Figure 14 The first special draw table A is the special draw table referenced when the player's class is A and the first special card is placed on the field, and the second special draw table A is the special draw table referenced when the player's class is A and the second special card is placed on the field. Furthermore, in the first special draw table A, [the following will be included / part of the draw]. Figure 5 In the main list A shown, all 80 types of cards of class A are set as draw options. On the other hand, in the second special draw table A, in... Figure 5 In the main list A shown, cards of class A are set as draw options, with cards of higher rarity.
[0227] Furthermore, in this embodiment, the server information storage medium 20 stores eight types of first special selection tables and eight types of second special selection tables, namely, first special selection table A and second special selection table A corresponding to class A to first special selection table H and second special selection table H corresponding to class H. In addition, in the eight types of first special selection tables and eight types of second special selection tables, the probability of selecting each option is set to be the same.
[0228] Therefore, in this embodiment, both cards determined through special selection become cards corresponding to the player's class, and any card corresponding to the player's class may be added to the hand through special selection. Furthermore, when the second special card is placed on the field, the card added to the hand has a higher rarity compared to when the first special card is placed on the field.
[0229] As described above, in this special mode of the embodiment, since a special deck with the same content is set as the player's deck, it is easy to start a battle without having to choose a deck from many types of decks or build a deck from many types of cards, and the battle can begin appropriately without any advantage or disadvantage even before the battle begins. Furthermore, the game can be advanced by placing cards determined through a special draw and added to the hand onto the field.
[0230] The following is for reference Figures 15 to 18 The flowchart is used to illustrate the process performed at server device 12 in this embodiment.
[0231] exist Figure 15 In the special card pile setting process shown, firstly, when a special mode is selected (step S100 is "Yes"), the mode processing unit 43 displays a special card pile selection image to accept the selection of a special card pile (step S102). Then, when a special card pile is selected (step S104 is "Yes"), the card pile processing unit 45 sets the selected special card pile as the player's special card pile (step S106), and the class processing unit 44 sets the class corresponding to the selected special card pile as the player's class (step S108). Then, the card processing unit 47 sets the first special draw table and the second special draw table corresponding to the player's class as the player's special draw table (step S110).
[0232] exist Figure 16In the special card processing shown, when the card processing unit 47 receives player input for placing a special card in the field ("Yes" in step S120), it performs card removal selection processing (step S122) and card addition selection processing (step S124).
[0233] Specifically, in Figure 16 In the card selection removal process shown in step S122, as follows: Figure 17 As shown, in the waiting state, the card processing unit 47 sets the special card placed on the field to the waiting state (step S128). Furthermore, a card removal selection image is displayed (step S130), and the selection of the card to be removed is accepted (step S132). When a card to be removed is determined ("Yes" in step S134), the determined card and the special card placed on the field are removed from the hand and set as graveyard cards (step S136). On the other hand, when the cancel button 248 displayed in the card removal selection image 244 is tapped, or when 90 seconds (a time limit for one turn) have elapsed and no card to be removed has been determined ("No" in step S134), the waiting state of the special card placed on the field is canceled (step S138), the card removal selection image is removed (step S139), and no further action is taken. Figure 16 The special card processing ends when adding card selection processing in step S124.
[0234] In addition, Figure 16 In the card selection process shown in step S124, as follows: Figure 18 As shown, when the special card placed on the field is the first special card ("Yes" in step S140), the card processing unit 47 selects the first special draw table (step S142), determines the first card from the draw options in the first special draw table by drawing (step S144), and determines the second card from the remaining draw options after excluding the first card from the draw options in the first special draw table by drawing (step S146). Then, the card processing unit 47 adds the two determined cards to the hand (step S148). On the other hand, if the special card placed on the field is the second special card ("No" in step S140), the card processing unit 47 selects the second special draw table (step S150), determines the first card from the draw options in the second special draw table by drawing (step S144), and determines the second card from the remaining draw options after excluding the first card from the draw options in the second special draw table by drawing (step S146). Then, the card processing unit 47 adds the two determined cards to the hand (step S148).
[0235] 3. Variations
[0236] This invention can be modified and embodied in various forms, and is not limited to the embodiments described above. Modifications are described below. Note that the above embodiments and various methods described below as modifications can be appropriately combined as methods for implementing this invention.
[0237] First, although the above embodiments are illustrated in the context of an example where one boss role exists for a class, two or more boss roles can exist for a class. Furthermore, in this case, a player can select one class from multiple classes, and then select one boss role from multiple boss roles belonging to the selected class, or, if the player selects one boss role from multiple roles, the class of the selected boss role can be set to the player's class.
[0238] Furthermore, although the above embodiments are illustrated in the context of an example of player class selection, the player's class can be determined based on predefined conditions such as a draw at the start of the game.
[0239] Furthermore, although the above embodiments have been described in the context of examples including class-based main lists and shared main lists, the main list can include either a class-based main list or a shared main list. Additionally, a shared main list can be created by extracting or combining card information included in a class-based main list, or a class-based main list can be created by extracting or combining card information included in a shared main list.
[0240] Furthermore, although the above embodiments are described in the context of an example where the special mode is a multi-player game mode, the special mode can be a single-player game mode, or it can allow players to select either a multi-player special mode or a single-player special mode.
[0241] Furthermore, although the above embodiments are described in the context of an example where a player selects one special card pile from multiple special card piles in a special mode, the configuration could be as follows: when a player selects one class from multiple types of classes, the selected class is set as the player's class, and a special card pile shared among the various classes is set as the player's card pile; or the configuration could be as follows: when a player selects one boss character from multiple types of boss characters, the class corresponding to the selected boss character is set as the player's class, and a special card pile shared among the various classes is set as the player's card pile.
[0242] Furthermore, although the above embodiments are described in the context of an example in which each of the eight types of special card piles has the same content, the content of each of the eight types of special card piles can vary; for example, the ratio between the first type of special card and the second type of special card in each of the eight types of special card piles can vary, or some special card piles may include a third special card that references a special draw table different from the special draw table used for the first and second special cards.
[0243] Furthermore, although the above embodiments are described in the context of examples in which each of the eight types of special card decks only includes the first special card and the second special card, at least one of the eight types of special card decks may include at least one type of card (non-special game medium) among follower cards, amulet cards, and spell cards that are different from the first special card and the second special card.
[0244] Furthermore, in the above embodiment, in the first player's first turn, three cards are set as the initial hand, and as a result of adding one card to the hand, four cards are set as the hand. In the second player's first turn, three cards are set as the initial hand, and as a result of adding two cards to the hand, five cards are set as the hand. Therefore, the special card deck can include a specified number of cards (less than or equal to three) different from the first and second special cards. That is, for either the first or second player, the special card deck can include different numbers of cards for which setting the first or second special card as the hand is not prohibited in the first turn.
[0245] Furthermore, although the above embodiment was explained in the context of the example where the effect generation condition of the first and second special cards is "placed from the hand to the field," various conditions such as "when added to the hand," "when removed," "when attacking," "when attacked," and "when the conditions of other cards in the hand are met" can be set as the effect generation conditions of the first and second special cards. In addition, the effects of the first and second special cards can be displayed as monsters or invoked as the skills of a leader character.
[0246] Furthermore, the above embodiments are illustrated in the context of an example where the effects of the first and second special cards vary depending on the player's class; for example, the effects of the first and second special cards are: adding two cards of class A to the player's hand if the player's class is class A, and adding two cards of class B to the player's hand if the player's class is class B. However, the special card piles corresponding to each class may include special cards with different effects; for example, if the player's class is class A, special card pile A is set as the player's card pile, and special card pile A includes special card A with the effect of adding two cards of class A to the player's hand; and if the player's class is class B, special card pile B is set as the player's card pile, and special card pile B includes special card B with the effect of adding two cards of class B to the player's hand.
[0247] Furthermore, although the above embodiments are described in the context of an example where the server information storage medium 20 stores eight types of first special draw tables and eight types of second special draw tables (i.e., first special draw table A and second special draw table A corresponding to class A to first special draw table H and second special draw table H corresponding to class H), each time a special draw is performed, a special draw table can be created based on a master list corresponding to the player's class. In this case, the configuration could be such that when player input for placing a first special card in the field is received, a first special draw table is created based on a master list corresponding to the player's class, and when player input for placing a second special card in the field is received, a second special draw table is created based on a master list corresponding to the player's class.
[0248] Furthermore, although the above embodiment was described in the context of an example of adding two cards determined through a special draw to a player's hand, two cards determined through a special draw can also be added to the player's deck. Alternatively, of the two cards determined through a special draw, one card can be added to the hand, and the other card can be added to the deck. Alternatively, the player can be allowed to determine the destination of the addition.
[0249] Furthermore, although the above embodiments are described in the context of an example where the two cards determined by special selection are different cards, there may be cases where the two cards determined by special selection are the same cards.
[0250] Furthermore, although the above embodiments are described in the context of an example in which all cards of a class are set as draw options in a special draw table for that class, cards that are shared across all classes or cards that are shared among some of these classes can be set as draw options.
[0251] Furthermore, although the above embodiments are described in the context of determining two cards through a special draw, two cards can be extracted from the list according to specified conditions, or two cards can be determined by using pseudo-random numbers.
[0252] Explanation of reference numerals in the attached figures
[0253] 10 Information Processing System
[0254] 12 server devices
[0255] 14 terminal devices
[0256] 16 Networks
[0257] 20 Server Information Storage Media
[0258] 22 Server Role Information Storage Unit
[0259] 24-Server Player Information Storage Unit
[0260] 30 server storage units
[0261] 36 server communication units
[0262] 40 Server Information Processing Units
[0263] 41 Server Game Processing Unit
[0264] 42 Server Communication Control Unit
[0265] 43-mode processing unit
[0266] 44 types of processing units
[0267] 45 card stacking processing units
[0268] 46-round processing unit
[0269] 47 Card Processing Units
[0270] 50 Player Input Detection Unit
[0271] 52 display units
[0272] 54 audio output units
[0273] 56 Terminal Information Storage Media
[0274] 57 Terminal Role Information Storage Unit
[0275] 58 Terminal Player Information Storage Unit
[0276] 60 terminal storage units
[0277] 62 main memory units
[0278] 64 Drawing Buffer
[0279] 66 terminal communication units
[0280] 100 terminal information processing units
[0281] 102 Terminal Game Processing Unit
[0282] 103 Input Receiving Unit
[0283] 104 Display Control Unit
[0284] 105 hits to determine the unit
[0285] 106 Terminal Parameter Update Unit
[0286] 108 image generation units
[0287] 110 sound generation units
[0288] 112 Terminal Communication Control Unit
[0289] 200 display area
Claims
1. A program product including a program for running a game based on game media included in a game media group associated with a player and game media included in a game media group associated with an opponent, the program realizing the following steps when executed by a computer: The player input accepting step for displaying a special game medium set selection image for accepting a player input for the player to select one category of special game medium set from among a plurality of categories of special game medium set when the player selects a special mode from among a plurality of categories of game mode, wherein, the plurality of categories of special game media groups each include a predetermined plurality of special game media, and the plurality of categories of special game media groups each have the same content; a category processing step for associating one of the plurality of categories corresponding to a special game media group of a category selected by the player with the player when accepting the player input; a game media group processing step for associating the special game media group of the category selected by the player with the player when accepting the player input; and a game media processing step for determining a game medium by drawing from among the plurality of kinds of special game media included in the special game media group corresponding to the category associated with the player in the case where a special condition corresponding to the special game media is satisfied, and adding the determined game medium to the game media group associated with the player.
2. The program product according to claim 1, wherein a special game media group including a plurality of kinds of special game media is associated with the player in the game media group processing step, and a game medium is determined in the game media processing step according to a condition corresponding to the kind of special game medium satisfying the special condition.
3. The program product according to claim 1, wherein in the case where the special condition is satisfied, processing for reducing the number of game media whose content is recognizable by the player among game media included in the game media group associated with the player is executed in the game media processing step.
4. The program product according to claim 1, wherein a special game media group including only special game media is associated with the player in the game media group processing step.
5. The program product according to claim 1, wherein in the case where the game is started, a prescribed number of game media are determined as initial game media whose content is recognizable by the player from the special game media group associated with the player in the game media processing step, and a special game media group including a plurality of special game media and a number of non-special game media greater than or equal to zero and less than the prescribed number is associated with the player in the game media group processing step.
6. A server for running a game based on game media included in a game media group associated with a player and game media included in a game media group associated with an opponent, the server including: a player input accepting unit configured to, when the player selects a special mode from among a plurality of types of game modes, display a special game medium set selection image to accept a player input for the player to select one of a plurality of types of special game medium sets each including a predetermined number of special game media and each having the same content; a category processing unit configured to, when the player input is accepted, associate one of the plurality of categories corresponding to the special game medium set selected by the player with the player; a game medium set processing unit configured to, when the player input is accepted, associate the special game medium set selected by the player with the player; and a game medium processing unit configured to, when a special condition corresponding to a special game medium is satisfied, determine a game medium by lottery from among a plurality of types of special game media included in the special game medium set corresponding to the category associated with the player, and add the determined game medium to a game medium set associated with the player.
7. A game system configured to execute a game based on game media included in a game medium set associated with a player and game media included in a game medium set associated with an opponent, the game system comprising: a player input accepting unit configured to, when the player selects a special mode from among a plurality of types of game modes, display a special game medium set selection image to accept a player input for the player to select one of a plurality of types of special game medium sets each including a predetermined number of special game media and each having the same content; a category processing unit configured to, when the player input is accepted, associate one of the plurality of categories corresponding to the special game medium set selected by the player with the player; a game medium set processing unit configured to, when the player input is accepted, associate the special game medium set selected by the player with the player; and a game medium processing unit configured to, when a special condition corresponding to a special game medium is satisfied, determine a game medium by lottery from among a plurality of types of special game media included in the special game medium set corresponding to the category associated with the player, and add the determined game medium to a game medium set associated with the player.
8. A computer-readable storage medium storing a program for executing a game based on game media included in a game medium set associated with a player and game media included in a game medium set associated with an opponent, the program realizing the following steps when executed by a computer: The player input accepting step for displaying a special game medium set selection image for accepting a player input for the player to select one category of special game medium set from among a plurality of categories of special game medium set when the player selects a special mode from among a plurality of categories of game mode, wherein, the plurality of types of special game medium sets each including a predetermined number of special game media and each having the same content; a category processing step for associating one of a plurality of categories corresponding to a special game medium group of the one category selected by the player with the player when the player input is accepted; a game medium group processing step for associating the special game medium group of the one category selected by the player with the player when the player input is accepted; and a game medium processing step for determining a game medium by drawing from a plurality of kinds of special game media included in the special game medium group corresponding to the category associated with the player if a special condition corresponding to the special game medium is satisfied, and adding the determined game medium to the game medium group associated with the player.
Citation Information
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