Historical theme changing type card game

By designing a combination card game with historical themes, combining exquisite cards and game components, the problem of lack of cultural and entertainment in the existing technology is solved, rich game experience and historical knowledge dissemination, and diverse players are met. Demand.

CN119158246APending Publication Date: 2024-12-20梁亮 +1
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Patent Information

Application Number
CN202411270031.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-11
Publication Date
2024-12-20

AI Technical Summary

Technical Problem

The existing trading card games lack the combination of culture and entertainment, and players' needs for integration and social interaction between culture and entertainment have not been met.

Method used

Designed a historical theme exchange card game, combining exquisite card and game components, and integrates unique game mechanisms and historical knowledge into the game, enhancing the strategy and interactivity of the game, including designing different attributes Cards and historical themes of game table pads, energy indicators and logos.

Benefits of technology

It provides an entertainment platform full of strategies and variables, promotes the dissemination and popularization of historical knowledge, and at the same time enhances players' historical attention and game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

In order to solve the problems that an existing set-change card game market lacks game products combining culture and entertainment, and players pay more and more attention to the requirements of culture and entertainment fusion, game social interactivity and the like, the invention provides a historical theme set-change card game which is an innovative entertainment and culture fusion product. According to the invention, wonderful moments, important figures and key events in vast history Yangtze River are smartly presented to players in the form of meticulously designed cards. According to the core of the method, besides the unique card design, the innovative game mechanism is also provided, and a player needs to flexibly adjust the tactical layout of the player according to the card resources in the hand, the strategy trend of the opponent and the current game environment, so that the optimal card playing strategy is formulated. Through perfect combination of historical knowledge and competitive strategies, brand new game experience is brought to players, insight can be increased in a relaxed and pleasant atmosphere, and the players can be stimulated to explore and know about historical culture.
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Description

Technical Field

[0001] The present invention relates to the technical field of collectible card games, which combines historical knowledge with competitive strategies through unique card design and game mechanism, providing players with a rich gaming experience. Background Art

[0002] At present, there are relatively few types of trading card games that combine culture and entertainment on the market. As the number of trading card game players continues to expand, players' demands for such games are becoming increasingly diverse. Players not only pay attention to the strategy and tactical depth of the game, but also pay more and more attention to the integration of culture and entertainment and the social interactivity of the game. This evolution of market demand has put forward higher requirements for the development of trading card games.

[0003] Based on investigations and research on market dynamics and player feedback, this invention timely adjusts game strategies and development directions, combines historical knowledge with traditional collectible card games, and designs a new set of game rules as well as exquisite and unique cards and game components, which not only meet the diverse needs of players but also enhance their attention to and understanding of history. Summary of the invention

[0004] (1) Technical issues to be solved

[0005] In order to solve the above-mentioned problems that the existing collectible card game market lacks game products that combine culture and entertainment, and players are increasingly paying attention to the integration of culture and entertainment and the social interactivity of games, the present invention proposes a new collectible card game rule, designs a set of exquisite physical cards, and produces game components that match the game.

[0006] (2) Technical solution

[0007] The technical solution adopted by the present invention is to combine historical culture with entertainment to design a new historical theme collectible card game, uniquely design the game mechanism, cards, and game components, better integrate historical knowledge, meet the diverse needs of players, and enhance the public's attention to history.

[0008] Each card is designed around a historical theme, including but not limited to historical figures, historical events, etc., and displays vivid and interesting historical knowledge through exquisite illustrations and text descriptions. Cards have different attributes, such as energy, combat power, special skills, etc. These attributes play a key role in the game and affect the player's tactical choices and strategic layout. Cards are also set with different rarities (common, rare, rare, rare), and players can trade and exchange cards to increase the fun of collecting cards and the interactivity of the game. The design of the game mat, energy indicators and markers is also designed around historical themes. The texture and appearance are close to the coins and bamboo slips used in ancient times. They play an auxiliary role in the game, helping players to demarcate the area where the corresponding cards are placed, and mark game usage fees, card character status and other information.

[0009] Players need to select and build a set of cards that meet the requirements from a large number of cards according to the game rules and their own strategies. The game is played in a turn-based manner, and players need to play cards, use skills, and perform attacks and defenses according to the rules. During the battle, players need to flexibly use card effects and strategies to defeat opponents and achieve the game goals.

[0010] (3) Beneficial effects

[0011] The present invention provides players with a brand-new entertainment platform full of strategies and variables, allowing players to enjoy the fun of brainstorming in exciting battles. At the same time, through the carefully designed game mechanism and rich and diverse card content, the profound and vast historical knowledge is integrated into the game in a vivid and interesting way, which promotes the dissemination and popularization of historical knowledge. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] Figure 1 : Game table mat

[0013] Figure 2 : Energy indicator

[0014] Figure 3 : Marker

[0015] Figure 4 : Cards DETAILED DESCRIPTION

[0016] 1. Game rules formulation

[0017] (1) Build a deck

[0018] The deck consists of 51 cards, including emperor cards, general cards, and strategy cards. Up to 3 cards with the same card number can be put in.

[0019] (2) Preparation

[0020] Energy set to 0

[0021] Energy is the cost used in the game. For both players, the energy indicator on the left side of 0 means negative, and on the right side means positive. Each time energy is consumed, the energy indicator needs to be moved to the left by the corresponding number of squares, and it will point to 0 at the beginning.

[0022] Deck Shuffle

[0023] Both players shuffle their decks and place them in the deck area.

[0024] Set Life Card

[0025] Both players take turns to show the selected Emperor Card, and according to the life value shown on the Emperor Card, take the corresponding number of cards from the top of the deck in order and place them in the life card area to represent life.

[0026] Decide on the order of actions

[0027] Both players can play rock-paper-scissors or roll the dice to decide the order of action.

[0028] Draw your initial hand

[0029] Both players draw 6 cards from their own decks respectively. After the drawing is completed, any number of cards can be replaced once, and the deck will be reshuffled after the replacement.

[0030] (3) Battle process

[0031] The two players take turns to play their turns until a winner is decided. The battle process is divided into 3 phases: card drawing phase, main phase and battle phase.

[0032] Card drawing stage

[0033] The player draws a card from the deck. The first player does not draw a card in the first round.

[0034] Main Stages

[0035] There are four actions you can take during the main phase, and there is no limit to the number of times you can do them as long as the conditions are met.

[0036] (Energy Draw) Consume energy and draw a card from the deck. The first energy draw consumes 2 energy points each round, and from the second time onwards, each energy consumption increases by 1 point.

[0037] (Use hand cards) Consume the energy of the card symbol and play the card in your hand. Place the general card in the general card area, and you can choose to attack (vertical) or defend (horizontal). Place the strategy card in the strategy card area, activate the effect according to the description on the card, and continue to place it or move it to the discard area after use.

[0038] (Activate Effect) General Cards, Strategy Cards, and Emperor Cards on the field can activate their effects during the Main Phase.

[0039] (Adjust attack and defense) Adjust the attack / defense status of generals on the field.

[0040] Battle Phase

[0041] After the main phase, the battle phase begins. The battle phase cannot begin during the first turn of each player. You can launch an attack if your general is in the attacking state (vertical) or is not on the field this round. Each general fights independently and needs to choose his own attack target. When you choose to attack the opponent's general, the one with the lower combat power will be defeated and moved to the discard zone; if the combat power of both generals is the same and both are in the attacking state, they will die together; if the combat power of both generals is the same and the opponent's general is in the defensive state, it will be a tie and there will be no result. When you choose to attack the opponent's emperor, only the generals on the opponent's field who are not in the defensive state (horizontal) can directly attack the emperor. Turning over 1 life card of the opponent means losing 1 life point. The turned-over life card can be used directly by the opponent player without consuming energy, or it can be added to the hand.

[0042] (4) Victory and Defeat

[0043] There are two ways to decide the winner of the game. The first is to turn over all the opponent's life cards and then attack the emperor again. The attacker wins. The second is to fail in any stage where you need to draw cards from the deck (card drawing stage, card effects, etc.).

[0044] (5) Detailed rules

[0045] Note 1: When one player ends the round when the energy is greater than 0, the energy of the other player must be set to 0 when entering the card drawing phase of the round.

[0046] Note 2: Energy draw and hand card use can only move energy to -9 at most. If there is not enough energy, you will not be able to act.

[0047] Note 3: There are only 5 slots for general cards and strategy cards. When the slots are full, the corresponding cards can no longer be used.

[0048] 2. Card design and production

[0049] (1) Card design

[0050] We screen and refine historical figures and events, give them relevant settings of "emperors", "generals" and "strategies", and then use professional design software (such as Photoshop, Illustrator, etc.) to draw the card patterns. Each card is drawn with information such as name, category, number, energy, combat power, life, skill effect, rarity, knowledge description, etc. Different card surface effects are used to distinguish the rarity of the cards. At the same time, the cards also have anti-counterfeiting marks to ensure the exquisiteness and collection value of each card.

[0051] (2) Card production

[0052] According to the design style and needs of the cards, we select suitable environmentally friendly materials for processing and production. After printing, oiling, laminating, cutting, packaging and other processes, we produce a physical card set that is both playable and collectible.

[0053] 3. Game component design and production

[0054] (1) Design and production of game table mats

[0055] The game mat is mainly divided into seven areas. The "energy bar" in the middle is shared by both players and is the meter used to pay action costs. The remaining "life card placement area", "general card placement area", "strategy card placement area", "emperor card placement area", "discard placement area" and "deck placement area" are one for each side.

[0056] According to the design style and needs of the table mat, we choose suitable environmentally friendly materials for processing and production. After multiple steps such as mold opening, cutting, splicing, polishing, cleaning, printing, etc., we finally produce a beautiful and convenient game table mat for daily storage and games.

[0057] (2) Design and production of energy indicators

[0058] Energy tokens are game components that mark the action costs used by both players during their turn. The tokens are in the form of round coins, and the pattern design incorporates historical culture such as "Imperial Seal" and "Imperial Seal Text", making the entire coin surface full of historical charm.

[0059] In terms of the manufacturing process of the indicator, the antique-style aging process is used to imitate the ancient vicissitudes of ancient coins, adding a unique sense of history to the coin surface. At the same time, the relief process is also used to enhance the three-dimensional sense and visual impact of the indicator.

[0060] (3) Design and production of landmarks

[0061] A marker is a game component that indicates the current status of the generals of both sides after the opponent's general launches a special skill or attacks our general, or after our general launches a special skill. It can be divided into effects such as "Combat Power +1", "Combat Power +2", and "Combat Power -1".

[0062] In the production process of the markers, the material "bamboo" is used to show the naturalness and beauty of the markers. At the same time, the visual effect of the markers is enhanced through carving, coloring and other processes, making it a game component that is both beautiful and practical.

Claims

1. A historical themed collectible card game, featuring: (1) Card system: It consists of at least one set of cards containing characters, events, places and other elements from different historical periods. Each card has unique attributes, skills and effects, which are used to build player decks during the game. (2) Game components: including game mats, energy indicators representing game usage costs, and markers representing card character status. (3) Game Mechanics: Players fight by drawing cards, playing cards, and activating skills. During the game, they need to use strategy and logic to formulate tactics based on the attributes, skills, and effects of the cards in order to defeat their opponents. (4) Historical background: The game setting is based on real historical background. The card design and game mechanics are closely related to this historical background, aiming to enhance players' historical cognition and interest.

2. A historical theme collectible card game according to claim 1, characterized in that Card design, including but not limited to card name, image, attributes (such as energy, combat power, etc.), skill description and effect triggering conditions, etc. Each card represents a specific historical figure, event or place.

3. A historical theme collectible card game according to claim 1, characterized in that Game component design, including but not limited to the appearance and purpose of game mats, energy indicators and markers.

4. A historical theme collectible card game according to claim 1, characterized in that Battle rules, including turn-based game process, card drawing and playing rules, skill activation conditions and effect settlement methods, etc., ensure the fairness and fun of the game process.

5. A historical theme collectible card game according to claim 1, characterized in that Regularly released expansion packs contain new cards, new mechanics, new rules, and other content, as well as supporting update mechanisms to keep the game fresh and challenging.