Game toy and program

By designing game items related to characters and dynamically configured game boards, the problem that existing game toys are difficult to increase user interest is solved, and a higher sense of participation and interactivity is achieved.

CN119971465APending Publication Date: 2025-05-13BANDAI CO LTD
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Patent Information

Application Number
CN202510164664.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2024-03-27
Filing Date
2025-02-13
Publication Date
2025-05-13

AI Technical Summary

Technical Problem

Existing game toys are difficult to effectively enhance users' interest and lack innovation and interactivity.

Method used

A gaming toy and program was designed to contain game items and game boards associated with characters, which can recycle and reconfigure game items in each turn, enhancing the player's tactical thinking and interactive experience.

Benefits of technology

Through dynamic game item configuration and turn-based combat mechanism, users' sense of participation and interest are significantly enhanced, providing a richer and more interesting gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game toy and a program. The game toy improves user interest. The game toy according to the present invention comprises: a first-class game item associated with a character and used for a round-based battle game between a player and an opponent player; the game board is used for configuring the first type of game articles; the game board is configured so as to be able to collect, in each turn, a first type of game items of a player in a configured state, and to configure a first type of game items selected from among the collected first type of game items of the player and the first type of game items of the player in an unconfigured state.
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Description

Technical Field

[0001] The invention relates to a game toy and a program. Background Art

[0002] Conventionally, there has been provided a game toy for fighting games. For example, Patent Document 1 discloses a game toy for fighting games.

[0003] [Background Technology Literature]

[0004] [Patent Document]

[0005] [Patent Document 1] Japanese Patent Application Publication No. 2006-247178 Summary of the invention

[0006] [Problems to be solved by the invention]

[0007] Under such circumstances, a game toy that can enhance user interest is required. The present invention is made to solve such a problem, and an object of the present invention is to provide a game toy and a program that can enhance user interest.

[0008] [Technical means to solve the problem]

[0009] [1] A game toy according to one embodiment of the present invention comprises: a first category game item associated with a character and used in a turn-based battle game between a player and an opponent player; and a game board for configuring the first category game items; the game board is configured to recover the player's first category game items in a configured state in each round, and to configure the first category game items selected from the player's recovered first category game items and the player's first category game items in an unconfigured state.

[0010] [2] A program according to one embodiment of the present invention enables one or more computers to function as: a display mechanism for displaying Class 1 game items and a game board, wherein the Class 1 game items are associated with characters and are used in a turn-based battle game between a player and an opponent player, and the game board is used to configure the Class 1 game items; and a control mechanism for controlling the game; the game board is controlled so that, in each round, the player's Class 1 game items that are in a configured state are recovered, and Class 1 game items that are selected from the player's recovered Class 1 game items and the player's Class 1 game items that are not configured are configured.

[0011] [Effects of the invention]

[0012] According to the present invention, a game toy and a program that enhance user interest can be provided. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] Figure 1This is a diagram showing an example of the outline of a game toy according to an embodiment of the present invention.

[0014] Figure 2 This is a diagram showing an example of the front side of a unit card according to an embodiment of the present invention.

[0015] Figure 3 This is a diagram showing an example of the front side of a leader card according to one embodiment of the present invention.

[0016] Figure 4 This is a diagram showing an example of a game board according to one embodiment of the present invention.

[0017] Figure 5 This is a diagram showing an example of the arrangement of game cards according to one embodiment of the present invention.

[0018] Figure 6 This is a diagram showing an example of a battle area according to an embodiment of the present invention.

[0019] Figure 7 This is a diagram showing an example of a battle area according to an embodiment of the present invention.

[0020] Figure 8 This is a diagram showing an example of a battle area according to an embodiment of the present invention.

[0021] Fig. 9 This is a diagram showing an example of a marking area according to one embodiment of the present invention.

[0022] Fig.10 This is a diagram showing an example of the overall configuration of a system according to one embodiment of the present invention.

[0023] Fig.11 This is a diagram showing an example of the hardware configuration of a system according to one embodiment of the present invention.

[0024] Fig.12 This is a diagram showing an example of functional blocks according to one embodiment of the present invention. DETAILED DESCRIPTION

[0025] Hereinafter, a game toy according to the first embodiment of the present invention will be described with reference to the accompanying drawings. The present invention is an invention of a game toy for a battle game, which is a turn-based battle game in which a player and an opponent player battle by configuring game items on a game board. The turn-based system is a battle method, that is, a game includes multiple rounds, and the player who wins in most rounds is the winner. Furthermore, the player who wins two games first may be the winner of the battle game. Game items can be associated with characters, and multiple areas (areas) for configuring game items are allocated on the game board. There are multiple types of game items. In this embodiment, for example, there are the first game item and the third game item representing relevant information of the battle game, and the second type of game item representing relevant information of the win or loss of each round of the battle game. The player configures the game item in any area (area) of the game board, and uses the ability (ability) of the character associated with the game item to execute the game. In this specification, for the convenience of explanation, unnecessary detailed descriptions are sometimes omitted. For example, detailed descriptions of well-known matters and repeated descriptions of substantially the same structure are sometimes omitted. In addition, in this specification, the term "player" and the term "user" may have the same meaning.

[0026] Figure 1 1 is a diagram showing an example of the outline of a game toy 1 according to an embodiment of the present invention. The game toy 1 includes game cards 2, markers 3, and a game board 4. For example, a deck 5 and a hand 6 are composed of a plurality of game cards 2.

[0027] Game Card 2 is equivalent to the first and third game items described above, and is a card held by a player. A player can obtain Game Card 2 by purchasing, exchanging between players, or distributing to players who meet specified conditions.

[0028] The first type of game item includes a first side that can identify the associated character and a second side that cannot identify the associated character. In the present embodiment, the game card 2 is composed of a front side (surface) that can identify information such as the associated character and a back side that cannot identify information such as the associated character. The game card 2 of the present embodiment is prepared in multiple types. Depending on the type of game card 2, the information recorded on the front side of the game card 2 is different. The type of game card 2 can be set arbitrarily. In the following description, as examples of game cards 2, three types of unit cards 10, leader cards 20 and optional cards 30 are used for description.

[0029] As described above, there are three types of game cards 2 in this embodiment. All types of cards have the common point that they contain at least one of the characters or character-related information (patterns) and explanatory text (ability, etc.). The characters are the characters that appear in the work, etc. The character-related information is the representative scenes, situations, scenery, backgrounds, buildings, character's belongings, events, etc. in the work.

[0030] The game card 2 has a normal position, which means that from the perspective of the player, the content recorded in the game card 2 can be directly judged. The configuration state of the game card 2 includes a front state and a back state.

[0031] <Unit Card>

[0032] Figure 2 1 is a diagram for explaining an example of the front side of a unit card 10. The unit card 10 is a type of first-class game item used in a battle game. It is a card that can be arranged in a battle area 41 on the player's side of the game board 4 described later. The unit card 10 to be arranged in the battle area 41 is arranged from the player's hand. The unit card 10 arranged in the battle area 41 attacks the unit card 10 of the opponent player, or is attacked by the unit card 10 of the opponent player. The first-class game item includes first information, second information, and third information related to the battle game. In the present embodiment, the front side of the unit card 10 includes not only the cost information 13 equivalent to the first information, the power information 14 and life information 15 equivalent to the second information, and the mark information 16 equivalent to the third information, but also the card type information 11, the role information 12, and the ability information 17.

[0033] The card type information 11 includes information that can identify the type of the game card 2. There are many types of game cards 2. In this embodiment, the game card 2 is any one of the three types of unit cards 10, leader cards 20, and optional cards 30. Figure 2 The middle one is the unit card.

[0034] The character information 12 includes character name information 12A and character pattern information 12B. The character name information 12A and the character pattern information 12B are names and patterns associated with characters or character-related information that appear in the work. In the game card 2, there may be multiple game cards 2 that are associated with the same character but have at least one different character name information and character pattern information, and they may be regarded as different game cards 2.

[0035] The fee information 13 includes information related to the conditions for turning the unit card 10 from the back side to the front side. Figure 2 In the example of , the fee information 13 is described as "2". In addition, as described below, when the unit card 10 is turned over from the back side to the front side, the fee information of the game card 2 arranged in the fee area 44 is referred to.

[0036] The power information 14 and the life information 15 include information related to the attack value and life value of the unit card 10. As described below, the power information 14 and the life information 15 are referred to when attacking the unit card 10 of the opponent player. Figure 2 In the example, the strength information 14 is recorded as "3" and the life information 15 is recorded as "3".

[0037] The mark information 16 includes information to be referred to when the mark 3 is moved. Figure 2 In the example, the tag information 1 to 6 is recorded as "1".

[0038] The ability information 17 has various effects exerting influences in the fighting game. Figure 2 In the example of , the capability information 17 is recorded as "long-range attack". "Long-range attack" will be described below with an example.

[0039] <Optional Cards>

[0040] The optional card 30 is a type of first game item used in the battle game. The optional card 30 has various effects in the battle game, such as strengthening the unit card 10 of one's own side. In addition, the following description only describes the unit card 10 for the first game item.

[0041] <Leader Card>

[0042] Figure 3 1 is a diagram for explaining an example of the front side of a leader card 20. The leader card 20 is a third type of game item used in a battle game. It is a card that can be placed in a leader area 46 on the player's side of a game board 4 described later. The leader card 20 placed in the leader area 46 has the ability to exert influence in the battle game. The third type of game item includes third information related to the battle game. In this embodiment, the front side of the leader card 20 includes card type information 21, character information 22, and ability information 24 in addition to the mark information 23 corresponding to the third information.

[0043] The card type information 21 includes information that can identify the type of the game card 2. There are many types of game cards 2, and in this embodiment, they are any of the three types of unit cards, leader cards, and optional cards. Figure 2 The middle one is the leader card.

[0044] The character information 22 includes character name information 22A and character pattern information 22B. The character name information 22A and the character pattern information 22B are names and patterns associated with characters or character-related information that appear in the work. In a game card, there may be multiple game cards that are associated with the same character but have at least one different character name information and character pattern information, and they may be considered as different game cards.

[0045] The mark information 23 includes information to be referred to when the mark 3 is moved. Figure 3 In the example, tag information 23 is recorded as "2".

[0046] The ability information 24 has various effects exerting influences in the fighting game. Figure 3 In the example of , ability information 17 is recorded as "Power of your unit card +1.".

[0047] In addition, the game card 2 may include card identification information for identifying each card. The card identification information may be information indicating the number, rarity, etc. of the game card 2, for example.

[0048] <Game board>

[0049] The game board is configured to be able to be equipped with game items. Figure 4 and 5 As shown, the game board 4 is configured to be able to arrange the game card 2. The game board includes a plurality of areas, and the plurality of areas include a first area and a second area where the first type of game items can be arranged, and a third area where the first type of game items cannot be arranged but the second type of game items can be arranged. In this embodiment, the plurality of areas include a battle area 41, a quit area 42, a mark area 43, a fee area 44, a deck area 45, and a boss area 46. The following describes each area of ​​the game board 4.

[0050] The game board is configured to recover the first-category game items of the player in the configured state in each round, and to configure the first-category game items selected from the first-category game items of the player that have been recovered and the first-category game items of the player that have not been configured. In the present embodiment, the game board 4 is configured to recover the game cards 2 of the player in the configured state in each round, and to configure the game cards 2 selected from the game cards 2 of the player that have been recovered and the game cards 2 of the player that have not been configured.

[0051] The game board is configured to be able to configure the selected first category game items after collecting the first category game items in the configured state of the player. In this embodiment, the game board 4 is configured to be able to configure the selected game card 2 after collecting the game card 2 in the configured state of the player.

[0052] The game board includes, for each player, a first area where the first type of game items can be arranged in a non-stacked state, and a second area where the first type of game items can be arranged in a stacked state. In the present embodiment, the game board 4 includes, for each player, a battle area 41 where the game cards 2 can be arranged in a non-stacked state, and a fee area 44 where the game cards 2 can be arranged in a stacked state.

[0053] The game board 4 is configured to be able to collect the first type of game items in a state of being arranged in the first area. In the present embodiment, the game board 4 is configured to be able to collect the game cards 2 in a state of being arranged in the competition area 41.

[0054] The game board is configured to be able to place the first type game items selected from the first type game items not placed in the first area. In this embodiment, the game board 4 is configured to be able to place the game cards 2 selected from the game cards 2 not placed in the competition area 41.

[0055] The game board is configured to be able to arrange the first type of game items that are selected and not arranged in the first area in the second area. In the present embodiment, the game board 4 is configured to be able to arrange the game card 2 that is selected and not arranged in the battle area 41 in the fee area 44. The fee area 44 may include an unused fee area 44A and a used fee area 44B, so that it can be determined whether the game card 2 in the fee area 44 has been used as a fee.

[0056] The game board is configured to be able to select a first number of first-category game items selected from a plurality of first-category game items in a first round, and to arrange any first-category game item selected from the first number of first-category game items; and to be able to select a second number of first-category game items less than the first number selected from a plurality of first-category game items after a second round, and to arrange any first-category game item selected from the second number of first-category game items. In the present embodiment, the game board 4 is configured to be able to add 12 game cards 2 from the player's own deck 5 to the hand 6 in a first round, and to arrange any game card 2 selected from the hand 6; and to be able to add 4 game cards 2 from the player's own deck 5 to the hand 6 after a second round, and to arrange any game card 2 selected from the hand 6. A specific example will be referred to in detail in the accompanying drawings. Figure 6 and Figure 7 Described below.

[0057] The game board is configured to allow the first type of game items to be arranged in the first area with the second side facing outward. Figure 4 and 5 As shown, the game board 4 is configured so that the game cards 2 can be arranged in the competition area 41 with their backs facing outward.

[0058] The game board is configured to be able to reverse the first type of game items arranged in the first area based on the first information of the first type of game items arranged in the second area. In the present embodiment, the game board 4 is configured to be able to reverse the game card 2 arranged in the battle area 41 based on the fee information of the game card 2 arranged in the fee area 44.

[0059] The game board is configured to determine the outcome based on the second information of the first type of game item that attacks and the second information of the first type of game item that is the target of the attack, and to remove the first type of game item of the losing party from the first area. In the present embodiment, the game board 4 is configured to determine the outcome based on the strength information 14 and life information 15 of the attacking unit card 10 and the strength information 14 and life information 15 of the unit card 10 that is the target of the attack, and to remove the unit card 10 of the losing party from the battle area 41. The removed unit card 10 can be arranged in the retreat area 42.

[0060] The game board includes a plurality of grids in the first area, and is configured to be able to place a first-type game item in one of the plurality of grids. Figure 4 and 5 As shown, the game board 4 includes 4 horizontal grids and 2 vertical grids in the battle area 41, totaling 8 grids, and is configured so that one game card 2 can be placed in one of the 8 grids.

[0061] The game board is configured so that the first type of game item configured in the first area of ​​the player who attacks the first type of game item as the attack target can be reversed before or after the first type of game item as the attack target is selected from the first type of game items configured in the first area of ​​the opponent player. In the present embodiment, the game board 4 is configured so that the unit card 10 of the player who attacks the game card 2 as the attack target configured in the battle area 41 of the opponent player can be reversed before or after the game card 2 as the attack target is selected from the game card 2 configured in the battle area 41 of the opponent player. The game board is configured so that the first type of game item configured in the first area of ​​the opponent player who attacks the game card 2 as the attack target can be reversed. In the present embodiment, the game board 4 is configured so that the game card 2 as the attack target configured in the battle area 41 of the opponent player can be reversed. A specific example will be referred to. Figure 6 and Figure 7 Described below.

[0062] The game board is configured so that if there is a grid without a game card of the first type, a game card of the first type placed in any grid can be moved to a grid without a game card of the first type. In the present embodiment, the game board 4 is configured so that if there is a grid without a game card of the first type placed in the battle area 41 of the player's side, a game card 2 placed in any grid can be moved to a grid without a game card 2 placed. Figure 8 Described below.

[0063] The game board includes a third area, in which the first type of game items cannot be placed, but the second type of game items can be placed. In this embodiment, the third area is equivalent to the marking area 43 of the game board 4. The second type of game items represent relevant information about the victory or defeat of each round of the battle game. In this embodiment, the second type of game items are equivalent to Figure 1 The third area can be continuous from the player's area to the opponent player's area. Figure 1 As shown, the marking area 43 is continuous from the player's area to the opponent's area on the game board 4. The third area includes a plurality of grids, which may include grids of the player's area, grids of the opponent's area, and grids of areas that do not belong to the player and the opponent. Figure 1 As shown, the marking area 43 of the game board 4 includes a plurality of grids, including grids "1" to "5" which are grids of the player's area, grids "1" to "5" which are grids of the opponent player's area, and grids "0" which are grids that do not belong to the areas of both the player and the opponent player.

[0064] The game board is configured so that only one third-category game item can be arranged, and the third-category game item is associated with a character and includes a first side that can identify the character and a second side that cannot identify the character. In the present embodiment, the game board 4 is configured so that each player can only arrange one leader card 20 in his / her leader area 46. The game board can be configured so that the third-category game item can be arranged in a state where the second side faces. In the present embodiment, each player can arrange the leader card 20 facing the leader area 46.

[0065] The following will describe the outcome of the battle game, and the preparation and progress of the battle game according to this embodiment.

[0066] Regarding the victory or defeat of the battle game, multiple rounds are considered as a round, and a predetermined number of rounds are considered as one game. At the end of the predetermined number of rounds, the player whose mark is arranged in his own mark area wins the game, and the player who wins two games first wins the battle game. In this embodiment, the number of rounds in one game is set to three rounds for explanation.

[0067] <Preparation for Battle Game>

[0068] Reference Figure 1 The preparation for the battle game is described. The player and the opponent player each hold a plurality of first-class game items. In this embodiment, Figure 1As shown, the player and the opponent player prepare a predetermined number of decks 5 consisting of unit cards 10 and optional cards 30, and a leader card 20. In the present embodiment, each player has a deck 5 of 30 cards and a leader card of 1 card. The game board 4 is arranged. The mark 3 is arranged in the mark area 43 of the game board 4. Each player arranges the leader card 20 in his own leader area 46 of the game board 4. Each player shuffles his own deck 5 and arranges his own deck 5 in his own deck area 45 of the game board 4 with the back of the game card 2 facing outward.

[0069] <Round 1>

[0070] Each player draws a predetermined number of game cards 2 from the deck 5 as a hand 6. In the present embodiment, 12 game cards 2 are drawn from the deck 5 as a hand 6. Each player arranges a predetermined number of game cards 2 from the hand 6 in the own battle area 41 of the game board 4 with the back of the game cards 2 facing outward. In the present embodiment, the number of game cards 2 arranged in the own battle area 41 is set to 8. Each player arranges a predetermined number of game cards 2 from the hand 6 in the own unused fee area 44A of the game board 4 with the back of the game cards 2 facing outward. In the present embodiment, the number of game cards 2 arranged in the own unused fee area 44A is set to 4.

[0071] At the beginning of the first round, the player and the opponent player decide who will attack first and who will attack second, and the rounds are repeated alternately starting with the player who attacks first.

[0072] A player can perform any of the following actions (A) to (D) up to twice in each of his / her turns. (A) to (D) are examples of actions that a player may perform, and the actions are not limited to these.

[0073] (A) The player can flip the game card 2 that is arranged in the battle area of ​​his own side so that it is arranged in the front side. In this case, the fee of the game card 2 needs to be paid. In this embodiment, the fee is the value of the fee information recorded on the front side of the game card 2. The fee can be paid by moving the game card 2 with a fee information value that is arranged in the unused fee area 44A and is greater than the value of the fee information to the used fee area 44B. On the other hand, if the value of the fee information of the game card 2 arranged in the unused fee area 44A is less than the value of the fee information, the fee cannot be paid. That is, in this case, the player cannot flip the game card 2 so that it is arranged in the front side.

[0074] (B) A player can select a game card 2 placed in the battle area 41 of an opponent player as an attack target, and attack it with a unit card 10 placed in the battle area 41 of his own player.

[0075] When selecting an attack target, if the unit card 10 of the player's own side is arranged with the back side, the unit card 10 can be turned over from the back side to the front side after the selection. If the game card 2 of the opponent player selected as the attack target is arranged with the back side, the game card 2 can be turned over from the back side to the front side.

[0076] The first category of game items includes the following two types of first category game items, one of which can only attack the first category game items configured in the first area of ​​the opponent player or in the first area of ​​the opponent player adjacent to the first area of ​​the player; and the other can attack the first category game items configured in the first area of ​​the opponent player or in the first area of ​​the opponent player not adjacent to the first area of ​​the player. In the present embodiment, the unit card 10 includes a "close attack" unit card 10 and a "long-range attack" unit card 10. The attack target of the "close attack" unit card 10 can only be a game card 2 configured in the battle area 41 of the opponent player or in the battle area 41 of the opponent player adjacent to the battle area 41 of the player, and the attack target of the "long-range attack" unit card 10 can be a game card 2 configured in the battle area 41 of the opponent player or in the battle area 41 of the opponent player not adjacent to the battle area 41 of the player. Below, refer to Figure 6 and Figure 7 A specific example will be described.

[0077] Reference Figure 6 The close-range attack and the long-range attack are explained. Regarding the close-range attack, the unit card 10 arranged in the B grid and the E grid on the player side is the unit card 10 for the close-range attack, and the unit card 10 in the B grid can select the unit card 10 in the b grid on the adjacent opponent player side as the attack target. On the other hand, the unit card 10 in the B grid cannot select the unit card 10 in the f grid on the non-adjacent opponent player side as the attack target. Furthermore, the unit card 10 in the E grid cannot select the unit card 10 in the a grid on the non-adjacent opponent player side as the attack target. Regarding the long-range attack, the unit card 10 arranged in the G grid on the player side is the unit card 10 for the long-range attack. The unit card 10 in the G grid can select the unit card 10 in the c grid on the non-adjacent opponent player side as the attack target.

[0078] In addition, refer to Figure 7 The close-range attack is explained below. The unit card 10 arranged in the E grid on the player side is a close-range attack unit card 10. In the case where there is no game card 2 arranged in the front row, that is, no game card 2 is arranged in the A to D grids on the player side, and no game card 2 is arranged in the a to d grids on the opponent player side, the unit card 10 in the E grid in the back row can select the unit card 10 in the e grid in the back row on the non-adjacent opponent player side as the attack target.

[0079] The victory or defeat is determined based on the second information of the attacking first-category game item and the second information of the first-category game item as the target of the attack, and the first-category game item of the losing side is removed from the first area. In the present embodiment, for example, when the strength information 14 of the attacking unit card 10 of the player is "strength 3" and the life information 15 of the opponent player's unit card 10 as the target of the attack is "life 2", the strength value of the attacking unit card 10 is greater than the life value of the unit card 10 as the target of the attack, so the attacking unit card 10 wins, and the losing side's unit card 10 as the target of the attack is removed from the battle area 41. In addition, in the present embodiment, when the strength information 14 of the attacking unit card 10 of the player is "strength 3" and the life information 15 is "life 3", and the strength information 14 of the unit card 10 of the opponent player as the target of attack is "strength 3" and the life information 15 is "life 2", the strength value of the attacking unit card 10 is greater than the life value of the unit card 10 as the target of attack, and the strength value of the unit card 10 as the target of attack is greater than the life value of the attacking unit card 10, so it can be regarded that both the attacking unit card 10 and the unit card 10 as the target of attack have failed, and the failed attacking unit card 10 and the unit card 10 as the target of attack are removed from the battle area 41. The removed unit card 10 can be arranged in the retreat area 42.

[0080] (C) A player can use the ability of a unit card 10 placed face-up in his own battle area 41. Using an ability means executing the content described in the ability information 17 of the unit card 10.

[0081] (D) A player can move a unit card 10 placed face-up in his own battle area 41 from the grid where it is located to another grid. In this case, the condition is that no game card 2 is placed in the other grid as the moving destination. Figure 8 , the game card 2 is not arranged in the grid A, and the game card 2 is arranged in the grid B and C. In this case, the game card 2 arranged in the grid B can be moved to the grid A, but cannot be moved to the grid C.

[0082] In this embodiment, the marker 3 is moved based on the difference between the sum of the marker information 16 of the player's unit card 10 and the marker information 23 of the leader card 20 and the sum of the marker information 16 of the opponent player's unit card 10 and the marker information 23 of the leader card 20. Fig. 9 In the example shown, the player's unit card 10 is marked "1", the leader card 20 is marked "1", and the total is "2". On the other hand, the opponent player's leader card 20 is marked "1", and the game card 2 on the back is not counted, so the total is "1". Therefore, the difference between the player's total and the opponent player's total is "1", as shown in Fig. 9As shown in the mark area 43, the mark 3 is moved toward the player side by a value corresponding to the difference.

[0083] If both players cannot act and skip each other's turns, the first round ends. After that, the winning player of the first round is determined based on the position of the mark 3 arranged in the mark area 43.

[0084] <Round 2>

[0085] Each player collects the first type of game items in the arranged state in the own area. In this embodiment, the eight game cards 2 arranged in the battle area 41 and the retreat area 42 are collected. At this time, the game cards 2 arranged in the used fee area 44B are moved to the unused fee area 44A. At this time, the number of game cards 2 arranged in the unused fee area 44A is 4. Each player draws a prescribed number of game cards 2 from the deck 5 and combines them with the collected game cards 2 to form a hand 6. The number of game cards 2 drawn from the deck 5 can be set to be less than the number drawn in the first round. In this embodiment, four game cards 2 are drawn from the deck 5 and combined with the collected eight game cards 2 to form a hand 6 of 12. Each player arranges a prescribed number of game cards 2 from the hand 6 in the own battle area 41 of the game board 4 with the back of the game cards 2 facing outward. In this embodiment, the number of game cards 2 arranged in the own battle area 41 is set to 8. Each player places a predetermined number of game cards 2 from his hand 6 in the unused fee area 44A of his own fee area 44 of the game board 4 with the back of the game cards 2 facing outward. In the present embodiment, the number of game cards 2 placed in the unused fee area 44A of his own side is set to 4. At this time, the number of game cards 2 placed in the unused fee area 44A plus the game cards 2 moved to the unused fee area 44A is a total of 8.

[0086] At the beginning of the second round, similar to the first round, the player and the opponent player decide who will attack first and who will attack second, and the rounds are repeated alternately starting with the player who attacks first.

[0087] As in the first round, a player can perform any of the above actions (A) to (D) up to twice in each of his / her turns. In addition, (A) to (D) are examples of actions performed by the player, and the actions are not limited to these.

[0088] <Round 3>

[0089] Each player collects the first type of game items in the arranged state in the own area. In this embodiment, the eight game cards 2 arranged in the battle area 41 and the retreat area 42 are collected. At this time, the game cards 2 arranged in the used fee area 44B are moved to the unused fee area 44A and arranged with the back facing outward. At this time, the number of game cards 2 arranged in the unused fee area 44A is eight. Each player draws a prescribed number of game cards 2 from the deck 5 and combines them with the collected game cards 2 to form a hand 6. The number of game cards 2 drawn from the deck 5 can be set to a number less than the number drawn in the first round. In this embodiment, four game cards 2 are drawn from the deck 5 and combined with the collected eight game cards 2 to form a hand 6 of 12. Each player arranges a prescribed number of game cards 2 from the hand 6 in the own battle area 41 of the game board 4 with the back of the game cards 2 facing outward. In this embodiment, the number of game cards 2 arranged in the own battle area 41 is set to eight. Each player places a predetermined number of game cards 2 from his hand 6 in the unused fee area 44A of his own fee area 44 of the game board 4 with the back of the game cards 2 facing outward. In the present embodiment, the number of game cards 2 placed in the unused fee area 44A of his own side is set to 4. At this time, the number of game cards 2 placed in the unused fee area 44A plus the game cards 2 moved to the unused fee area 44A is 12 in total.

[0090] At the beginning of the third round, similar to the first round, the player and the opponent player decide who will attack first and who will attack second, and the rounds are repeated alternately starting with the player who attacks first.

[0091] As in the first round, a player can perform any of the above actions (A) to (D) up to twice in each of his / her turns. In addition, (A) to (D) are examples of actions performed by the player, and the actions are not limited to these.

[0092] The above describes the progress of each round. If a player obtains more than 6 marks 3 in the middle of a round, the player wins the round. The second type of game items are returned to the specified position of the third area, and the next round begins. In this embodiment, the mark 3 is returned to the position of "0" in the mark area 43, and the next round begins.

[0093] In the above description, the back side of the game card 2 is described with a definition common to all game cards 2, but the definitions of the front side and the back side may be opposite.

[0094] In the embodiment of the present invention, by setting the game toy 1 as the above-mentioned structure, a game toy that enhances the user's interest can be provided. For example, the game board is configured to collect the player's game cards in the configured state in each round, and to configure the game cards selected from the player's collected game cards and the game cards added from the deck, so that how to configure the game cards in each round depends on the player's tactics, so that the player's interest can be enhanced. In addition, by using the game cards associated with the work character to play the battle game, the player can immerse himself in the world view of the work, so a game toy that enhances the player's interest can be provided.

[0095] Unless otherwise specified, the above-described effects are also applicable to other embodiments and other examples.

[0096] Next, a second embodiment will be described. The game toy according to the first embodiment can be executed as a battle game by one or more computers. Figure 1 0 is a diagram showing an example of the overall configuration of the system in this embodiment. Fig.10 As shown, the system 100 is configured to include a server device 120 and a player terminal 110 operated by each player of the battle game. The player terminal 110 and the server device 120 are connected to a network 130 such as the Internet and can communicate with each other. By using this system, the battle game service can be provided to the player operating the player terminal.

[0097] The player terminal 110 is a computer capable of executing a game program, and can be connected to the network 130 via a wireless communication base station or the like, and can perform data communication with the server device 120. Basically, there are a plurality of player terminals 110, and each player operates the player terminal 110.

[0098] The server device 120 is a server system composed of one or more server devices and storage devices, etc. The server device 120 controls the fighting game of this embodiment, provides various services for operating the fighting game, manages the data required for operating the fighting game, and publishes the program and data required for the player terminal 110 to execute the fighting game.

[0099] Fig.111 is a block diagram showing the hardware configuration of the player terminal 110 and the server device 120 of this embodiment. The player terminal 110 includes a processor 111, a display device 112, an input device 113, a storage device 114, and a communication device 115. These components are connected via a bus 116. In addition, an interface exists between the bus 116 and each component as needed. In this embodiment, the player terminal 110 is a smart phone. However, the player terminal 110 can be a terminal including the above configuration, and can be a tablet computer, a computer including a contact input device such as a touch pad, a laptop computer, a desktop computer, and the like.

[0100] The server device 120 also includes a processor 121, a display device 122, an input device 123, a storage device 124, and a communication device 125. These components are connected via a bus 126. In addition, an interface exists between the bus 126 and each component as needed. In this embodiment, the server device 120 is implemented by a computer.

[0101] The processors 111 and 121 control the overall operation of the player terminal 110 and the server device 120, respectively, and are, for example, CPUs. In addition, electronic circuits such as MPUs may also be used for the processors 111 and 121. The processors 111 and 121 perform various processes by loading and executing programs and data stored in the storage devices 114 and 124.

[0102] Display devices (displays) 112 and 122 display application screens and the like to the player of the player terminal 110 or the user of the server device 120 under the control of the processors 111 and 121. A liquid crystal display is preferred, but an organic EL display or plasma display may also be used.

[0103] The input devices 113 and 123 are user interfaces that receive user input to the player terminal 110 and the server device 120, such as a touch panel, a touch pad, a keyboard, or a mouse. In the present embodiment, the player terminal 110 is a smart phone, so the player terminal 110 includes a touch panel as the input device 113, and the touch panel also functions as the display device 112, and the display device 112 and the input device 113 are an integrated structure. The display device 112 and the input device 113 can also be independent forms configured at different positions. The server device 120 is a computer, so it includes a keyboard and a mouse as input devices, and includes a liquid crystal display as a display device.

[0104] The storage devices 114 and 124 include a main memory, a buffer memory, and a storage device, and are storage devices commonly used in smartphones and computers, such as RAM as a volatile memory, a storage device using a flash memory such as eMMC, UFS, SSD as a non-volatile memory, and a magnetic storage device. The storage devices 114 and 124 may also include an external memory. For example, the storage device 114 stores an application, and the storage device 124 stores a server application. The application includes a program for executing the application and various data referenced when executing the program.

[0105] The communication devices 115 and 125 can communicate with each other through the network 130 ( Fig.11 The communication devices 115 and 125 perform data exchange with other devices by performing mobile communication or wireless communication such as wireless LAN to connect to the network 130. The player terminal 110 communicates with the server device 120 via the network 130 by using the communication device 115. The communication devices 115 and 125 may also perform wired communication using Ethernet (registered trademark) cables or the like.

[0106] Fig.12 An example of a functional block diagram of the player terminal 110 and the server device 120 of the present embodiment is shown. The player terminal 110 includes a control mechanism 211, a display mechanism 212, an input mechanism 213, a storage mechanism 214 and a communication mechanism 215, and the server device 120 includes a control mechanism 221, a display mechanism 222, an input mechanism 223, a storage mechanism 224 and a communication mechanism 225. In the present embodiment, these functions are realized by executing a program by at least one of the processors 111 and 121. For example, the executed program is a program stored in the storage devices 114 and 124. As such, various functions are realized by loading a program, so a part or all of one part (function) can also be owned by another part. These functions can also be realized by hardware by constituting an electronic circuit for realizing a part or all of each function.

[0107] The control mechanism 211 of the player terminal 110 performs control processing when executing the functions of the application of this embodiment. The application may be a dedicated application prepared for realizing this embodiment, or may be an application used for other purposes such as a general-purpose browser.

[0108] The display unit 212 of the player terminal 110 displays an application screen for controlling the functions of the application, and displays an application screen corresponding to the functions of the application and user operations. When the application is a browser, the browser screen is displayed.

[0109] The input mechanism 213 of the player terminal 110 receives input from the player of the player terminal 110. In this embodiment, a touch panel including the display mechanism 212 and the input mechanism 213 is used, and the input mechanism is realized by a touch detection function.

[0110] The storage unit 214 of the player terminal 110 saves and stores information necessary for information processing executed by the control unit 211 .

[0111] The communication unit 215 of the player terminal 110 can communicate with the communication unit 225 of the server device 120 via the network 130 .

[0112] The control unit 221 of the server device 120 performs processing to be executed in the server device 120 in order to execute the application program in the player terminal 110 .

[0113] The display unit 222 of the server device 120 displays a management screen for the server administrator on the display device 122 as needed.

[0114] The input mechanism 223 of the server device 120 receives a user input from a user such as an administrator of the server device 120 .

[0115] The storage unit 224 of the server device 120 saves and stores information necessary for information processing executed by the control unit 221 .

[0116] The communication mechanism 225 of the server device 120 can communicate with the communication mechanism 225 of the player terminal 110 via the network 130. For example, the control mechanism 221 receives a player identifier (ID) and a password from the player terminal 110, authenticates the player, and communicates with the authenticated player terminal 110, and the player of the player terminal 110 can use the fighting game service provided by the server device 120 as the player of the player ID.

[0117] According to this embodiment, the control of the battle game described in the first embodiment is executed by the player terminal 110, and the server device 120 performs matching with opponent players and overall game management, thereby enabling the card game to be executed online, thereby increasing the interest of the players. In addition, in the above example, an example of playing the game via the server device 120 is described, but the game can be executed by connecting a plurality of player terminals 110 without going through the server device 120. In addition, the game can also be executed using a single player terminal 110.

[0118] In the above-described processing or actions, in a certain processing, as long as there is no conflict in processing or action, such as using data that should not be available in the processing, the processing or action can be freely changed. In addition, the above-described embodiments are examples for explaining the present invention, and the present invention is not limited to these embodiments. The present invention can be implemented in various ways within the scope of the subject matter.

[0119] A part or all of the above-mentioned embodiments may be described below, but are not limited to the following.

[0120] [Supplementary Note 1] A game toy according to one embodiment of the present invention comprises: a first category game item, which is associated with a character and is used in a turn-based battle game between a player and an opponent player; and a game board for configuring the first category game items; the game board is configured to recover the player's first category game items in a configured state in each round, and to configure the first category game items selected from the player's recovered first category game items and the player's first category game items in an unconfigured state.

[0121] [Supplementary Note 2] A game toy according to one embodiment of the present invention is a game toy according to [Supplementary Note 1], wherein the game board is configured to be able to configure the selected first-category game items after collecting the first-category game items in the configuration state of the player.

[0122] [Note 3] A game toy according to one embodiment of the present invention is a game toy according to [Note 1] or [Note 2], wherein the game board includes, for each player, a first area in which a first type of game item can be arranged in a non-stacked state, and a second area in which the first type of game item can be arranged in a stacked state.

[0123] [Supplement 4] A game toy according to one embodiment of the present invention is a game toy according to any one of [Supplement 1] to [Supplement 3], wherein the game board is configured to be able to recover the first type of game items that are in a state of being arranged in the first area.

[0124] [Note 5] A game toy according to one embodiment of the present invention is a game toy according to any one of [Note 1] to [Note 4], wherein the game board is configured to be able to configure a first type of game item selected from a first type of game item that is not configured in the first area.

[0125] [Note 6] A game toy according to one embodiment of the present invention is a game toy according to any one of [Note 1] to [Note 5], wherein the game board is configured to be able to arrange a selected first type of game item that is not arranged in the first area in the second area.

[0126] [Supplement 7] A game toy according to one embodiment of the present invention is a game toy according to any one of [Supplement 1] to [Supplement 6], wherein a player and an opponent player respectively hold a plurality of Class 1 game items, and the game board is configured to be able to select a first number of Class 1 game items selected from the plurality of Class 1 game items in a first round, and to configure any Class 1 game items selected from the first number of Class 1 game items; and is configured to be able to select a second number of Class 1 game items less than the first number selected from the plurality of Class 1 game items after a second round, and to configure any Class 1 game items selected from the second number of Class 1 game items.

[0127] [Note 8] A game toy according to one embodiment of the present invention is a game toy according to any one of [Note 1] to [Note 7], wherein a first category of game items includes a first side capable of identifying an associated character and a second side incapable of identifying the associated character, and the game board is configured to allow the first category of game items to be arranged in the first area with the second side facing outward.

[0128] [Supplementary Note 9] A game toy according to one embodiment of the present invention is a game toy according to any one of [Supplementary Note 1] to [Supplementary Note 8], wherein the game board is configured to be able to flip the configuration of the first category game item of a player who attacks the first category game item as an attack target arranged in the first area of ​​the player before or after selecting the first category game item as an attack target from the first category game items arranged in the first area of ​​the opponent player.

[0129] [Supplement 10] A game toy according to one embodiment of the present invention is a game toy according to any one of [Supplement 1] to [Supplement 9], wherein the first category of game items includes the following two types of first category of game items, one of which can only attack the first category of game items arranged in the first area of ​​the opponent player or in the first area of ​​the opponent player adjacent to the first area of ​​the player; and the other of which can attack the first category of game items arranged in the first area of ​​the opponent player or in the first area of ​​the opponent player not adjacent to the first area of ​​the player.

[0130] [Note 11] A game toy according to one embodiment of the present invention is a game toy according to any one of [Note 1] to [Note 10], wherein the first category of game items records the first information, and the game board is configured to be able to flip the first category of game items configured in the first area based on the first information of the first category of game items configured in the second area.

[0131] [Note 12] A game toy according to one embodiment of the present invention is a game toy according to any one of [Note 1] to [Note 11], wherein the first category game item records the second information, and the game board is configured to determine the winner based on the second information of the first category game item that attacks and the second information of the first category game item that is the target of the attack, and remove the first category game item of the loser from the first area.

[0132] [Note 13] A game toy according to one embodiment of the present invention is a game toy according to any one of [Note 1] to [Note 12], wherein the game board includes a plurality of grids in the first area and is configured to be able to arrange a first type game item in one of the plurality of grids.

[0133] [Note 14] A game toy according to one embodiment of the present invention is a game toy according to any one of [Note 1] to [Note 13], wherein the game board is constructed so as to be able to move a first-category game item configured in any grid to a grid without a first-category game item configured therein, under the condition that there is a grid without a first-category game item configured therein.

[0134] [Supplement 15] A game toy according to one embodiment of the present invention is a game toy according to any one of [Supplement 1] to [Supplement 14], wherein the game board is configured to be able to flip the first type of game items configured in the first area of ​​the opponent player as the attack target.

[0135] [Note 16] A game toy according to one embodiment of the present invention is a game toy according to any one of [Note 1] to [Note 15], wherein the game board includes a third area, the third area cannot be configured with a first type of game item but can be configured with a second type of game item, and the third area is continuous from the player's area to the opponent player's area.

[0136] [Supplement 17] A game toy according to one embodiment of the present invention is a game toy according to any one of [Supplement 1] to [Supplement 16], wherein the third area includes a plurality of grids, the plurality of grids include grids of the player's area, grids of the opponent player's area, and grids of areas that do not belong to either the player or the opponent player.

[0137] [Note 18] A game toy according to one embodiment of the present invention is a game toy according to any one of [Note 1] to [Note 17], wherein the game board is configured to be able to configure only one third-category game item, the third-category game item is associated with a character and includes a first side that can identify the character and a second side that cannot identify the character.

[0138] [Supplement 19] A game toy according to one embodiment of the present invention is a game toy according to any one of [Supplement 1] to [Supplement 18], wherein the game board is configured to allow the third type of game items to be arranged in a state where the second surface faces toward each other.

[0139] [Note 20] A game toy according to one embodiment of the present invention is a game toy according to any one of [Note 1] to [Note 19], wherein the first category game items and the third category game items contain third information, and the game board is configured to be able to move the second category game items based on the third information of the configured first category game items and the third information of the third category game items.

[0140] [Note 21] A game toy according to one embodiment of the present invention is a game toy according to any one of [Note 1] to [Note 20], wherein the game board is configured to be able to move second-category game items based on the difference between the sum of the third information of the first-category game items and the third information of the third-category game items configured in the player's area and the sum of the third information of the first-category game items and the third-category game items configured in the opponent player's area.

[0141] [Note 22] A program according to one embodiment of the present invention enables one or more computers to function as the following mechanisms: a display mechanism for displaying Class 1 game items and a game board, wherein the Class 1 game items are associated with characters and are used in a turn-based battle game between a player and an opponent player, and the game board is used to configure the Class 1 game items; and a control mechanism for controlling the game; the game board is controlled so that in each round, the game board can be used to recover the player's Class 1 game items in a configured state and to configure the Class 1 game items selected from the player's recovered Class 1 game items and the player's Class 1 game items in an unconfigured state.

[0142] As mentioned above, although the present invention has been described by taking the preferred embodiments as examples, the present invention is not necessarily limited to the above-described embodiments, and can be implemented in various modified forms within the scope of the technical concept.

[0143] [Explanation of symbols]

[0144] 1: Games and toys

[0145] 2: Game Card

[0146] 3: Marking

[0147] 4: Game Board

[0148] 5: Deck

[0149] 6: Hand

[0150] 10: Unit Card

[0151] 11: Card type information

[0152] 12: Role Information

[0153] 12A: Role name information

[0154] 12B: Character pattern information

[0155] 13: Fee Information

[0156] 14: Power Information

[0157] 15: Life Information

[0158] 16: Marking information

[0159] 17: Capability Information

[0160] 20: Leader Card

[0161] 21: Card type information

[0162] 22: Character Information

[0163] 22A: Character name information

[0164] 22B: Character pattern information

[0165] 23: Marking information

[0166] 24: Capability Information

[0167] 30: Optional card

[0168] 41: Battle Area

[0169] 42: Exit Zone

[0170] 43: Marking area

[0171] 44: Fee Area

[0172] 44A: Unused Fee Area

[0173] 44B: Used Fee Area

[0174] 45: Deck Area

[0175] 46: Boss Area

[0176] 100: System

[0177] 110: Player terminal

[0178] 120: Server device

[0179] 130: Network

[0180] 111: Processor

[0181] 112: Display device

[0182] 113: Input Device

[0183] 114: Storage device

[0184] 115: Communication device

[0185] 121: Processor

[0186] 122: Display device

[0187] 123: Input device

[0188] 124: Storage device

[0189] 125: Communication device

[0190] 211: Control Agency

[0191] 212: Display mechanism

[0192] 213: Input Agency

[0193] 214: Storage institution

[0194] 215: Communications Agency

[0195] 221: Control Agency

[0196] 222: Display mechanism

[0197] 223: Input Agency

[0198] 224: Storage mechanism 225: Communication mechanism.

Claims

1. A game toy, comprising: Category 1 game items are associated with characters and are used in turn-based games between players and opposing players; and A game board for configuring the game items of category 1; The game board is configured to recover the player's configured Class 1 game items in each round, and to configure Class 1 game items selected from the player's recovered Class 1 game items and the player's unconfigured Class 1 game items.

2. The game toy according to claim 1, wherein The game board is configured to arrange the selected first-category game item after collecting the first-category game item in an arranged state of the player.

3. The game toy according to claim 1, wherein The game board includes, for each player, a first area where the first type of game items can be arranged in a non-stacked state, and a second area where the first type of game items can be arranged in a stacked state.

4. The game toy according to any one of claims 1 to 3, wherein The game board is configured to be able to recover the first type of game items that are arranged in the first area.

5. The game toy according to any one of claims 1 to 3, wherein The game board is configured to be able to arrange first-type game items selected from first-type game items that are not arranged in the first area.

6. The game toy according to claim 5, wherein The game board is configured to be able to arrange the selected first-type game item that is not arranged in the first area in the second area.

7. The game toy according to claim 1, wherein The player and the opponent player each possess a plurality of first-category game items, The game board is configured to be able to select a first number of first-category game items selected from the multiple first-category game items in a first round, and to configure any first-category game item selected from the first number of first-category game items; and to be able to select a second number of first-category game items that is less than the first number selected from the multiple first-category game items after a second round, and to configure any first-category game item selected from the second number of first-category game items.

8. The game toy according to any one of claims 1 to 3, wherein The first type of game item includes a first side that can identify the associated character and a second side that cannot identify the associated character, The game board is configured so that the first type of game items can be arranged in the first area with the second surface facing outward.

9. The game toy according to any one of claims 1 to 3, wherein The game board is configured to be able to flip the first category game item of the player configured in the first area of ​​the player to attack the first category game item as the attack target before or after selecting the first category game item as the attack target from the first category game items configured in the first area of ​​the opponent player.

10. The game toy according to claim 1, wherein The described first category game items include the following two types of first category game items, one of which can only attack the first category game items configured in the first area of ​​the opponent player and the first area of ​​the opponent player adjacent to the first area of ​​the player; and the other of which can attack the first category game items configured in the first area of ​​the opponent player and the first area of ​​the opponent player not adjacent to the first area of ​​the player.

11. The game toy according to any one of claims 1 to 3, wherein The first type of game items records the first information, The game board is configured to be able to reverse and arrange the first type of game items arranged in the first area based on the first information of the first type of game items arranged in the second area.

12. The game toy according to any one of claims 1 to 3, wherein The first category of game items records the second information, The game board is configured to determine victory or defeat based on the second information of the attacking first-type game item and the second information of the first-type game item as the target of attack, and remove the first-type game item of the losing side from the first area.

13. A game toy according to any one of claims 1 to 3, wherein The game board includes a plurality of grids in a first area, and is configured so that a first-type game item can be arranged in one of the plurality of grids.

14. The game toy according to claim 1, wherein The game board is configured so that, if there is a grid where the first type game item is not configured, the first type game item configured in any grid can be moved to a grid where the first type game item is not configured.

15. A game toy according to any one of claims 1 to 3, wherein The game board is configured to be able to reverse the first type of game items that are arranged in the first area of ​​the opponent player and are the targets of attack.

16. The game toy according to claim 1, wherein The game board includes a third area, the third area cannot be configured with the first type of game items, but can be configured with the second type of game items, The third area is continuous from the area of ​​the player to the area of ​​the opponent player.

17. The game toy according to claim 16, wherein The third region includes a plurality of grids, The plurality of grids include grids in the area of ​​the player, grids in the area of ​​the opponent player, and grids in areas that do not belong to either the player or the opponent player.

18. The game toy according to claim 1, wherein The game board is configured to accommodate only one third-category game item, the third-category game item being associated with a character and comprising a first side capable of identifying the character and a second side incapable of identifying the character.

19. The game toy according to claim 18, wherein The game board is configured so that the third type of game items can be arranged in a state where the second surface faces toward each other.

20. The game toy according to claim 18, wherein The first category game items and the third category game items contain the third information, The game board is configured to be able to move the second type game items based on the third information of the arranged first type game items and the third information of the third type game items.

21. The game toy according to claim 20, wherein The game board is configured to move the second type of game items based on the difference between the sum of the third information of the first type of game items and the third information of the third type of game items configured in the player's area and the sum of the third information of the first type of game items and the third type of game items configured in the opponent player's area.

22. A program that causes one or more computers to function as: A display mechanism for displaying a first category of game items and a game board, wherein the first category of game items are associated with characters and are used in a turn-based battle game between a player and an opponent player, and the game board is used to configure the first category of game items; and A control mechanism controls the game; The game board is controlled so that it can, in each round, recycle the player's Class 1 game items in a configured state and configure the Class 1 game items selected from the player's recycle Class 1 game items and the player's Class 1 game items in an unconfigured state.

Citation Information

Patent Citations

  • Match game type card game

    JP2006247178A