Game toy
By setting up multiple configuration areas on the gaming tablecloth and designing cards with specific functions, the problem of insufficient fun of existing card games is solved, and the diversification and strategic improvement of card games is achieved.
Patent Information
- Application Number
- CN202480007507.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2023-03-27
- Filing Date
- 2024-03-08
- Publication Date
- 2025-08-08
AI Technical Summary
Existing card games are difficult to increase their interest without increasing the types of cards.
Use these cards to improve the strategy and fun of the game by setting up multiple configuration areas on the gaming tablecloth and designing game items with specific information and functions, such as cost cards, character cards, captain cards, scene cards and event cards.
It enhances the strategic and fun of the card game, and achieves diversified game progress through the combination and configuration of cards, improving players' sense of participation.
Smart Images

Figure CN120456960A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game toy and a program. Background Art
[0002] Among battle-type card games, there is a game in which a plurality of types of cards arranged on a play sheet are combined to produce special effects (for example, Patent Document 1).
[0003] Prior art literature
[0004] Patent Literature
[0005] Patent Document 1: Japanese Patent Application Laid-Open No. 2006-247178 Summary of the Invention
[0006] Problems to be solved by the invention
[0007] It is desirable to realize a card game that increases the fun of the card game without increasing the types of cards.
[0008] Therefore, the present invention provides a game toy and a program that enhance the fun of a card game.
[0009] Solutions for solving problems
[0010] One embodiment of the present invention is a game toy comprising: a game tablecloth including a first configuration area and a second configuration area for configuring game items; a first category of game items having first information and second information described thereon, the first information indicating information for configuring the first category of game items in the first configuration area, the second information indicating an attack value of the game items against an opponent; and a second category of game items realizing a first function of being an element of the first information and a second function of increasing the second information.
[0011] Effects of the Invention
[0012] According to the present invention, a game toy with enhanced fun can be provided. BRIEF DESCRIPTION OF THE DRAWINGS
[0013] Figure 1 This is a schematic diagram of a game toy according to this embodiment.
[0014] Figure 2 This is a diagram showing an example of the back side of a game card.
[0015] Figure 3 This figure shows an example of the front side of a cost card.
[0016] Figure 4 This figure shows an example of the front side of a character card.
[0017] Figure 5 This figure shows an example of the front side of a captain card.
[0018] Figure 6 This figure shows an example of the front side of a scenario card.
[0019] Figure 7 This is a diagram showing an example of the front side of an event card.
[0020] Figure 8 This is an example for explaining the state of the field in the main phase in the first embodiment.
[0021] Figure 9 This is an example for explaining the state of the field in the main phase in the first embodiment.
[0022] Figure 10 This is an example for explaining the state of the field in the main phase in the first embodiment.
[0023] Figure 11 This is an example for explaining the state of the field in the main phase in the second embodiment.
[0024] Figure 12 This is an example for explaining the state of the field in the main phase in the second embodiment.
[0025] Figure 13 This is an example of the overall configuration of the game system for explaining the second embodiment.
[0026] Figure 14 is a block diagram of the player terminal 500. DETAILED DESCRIPTION
[0027] A first embodiment of the present invention will be described.
[0028] The present invention relates to a game toy, wherein the player places game items on a game board to engage in combat with an opponent. Game items correspond to characters, and the game board is allocated multiple areas (zones) for placing game items. Players place game items on any area (zone) on the game board and use the abilities of the character corresponding to the game item to play the game.
[0029] <First embodiment>
[0030] Figure 1 1 is a schematic diagram for explaining the game toy 1 according to the present embodiment. Figure 1 As shown, the game toy 1 includes game cards 2 and a game tablecloth 3 .
[0031] The game cards 2 correspond to the game items described above and are cards held by the players. Players can obtain the game cards 2 by purchasing, exchanging between players, or distributing them to players who meet predetermined conditions.
[0032] The game card 2 consists of a front and a back. Regardless of the type of game card 2, the back has the same pattern, text, etc. In other words, the front of the game card 2 cannot be identified from the back. Figure 2 This is an example of the back side of game card 2.
[0033] A game card 2 has a normal position, where the user can directly identify the content depicted on the front of the game card 2 as being in the normal position. In the following description, the state in which the game card 2 is positioned in the normal position is referred to as the active state. The state in which the game card 2 is positioned horizontally, rotated 90 degrees from the normal position, is referred to as the rest state. Alternatively, a predetermined orientation may be designated as the active state, and a state in which the game card's orientation is changed from the predetermined orientation may be designated as the rest state.
[0034] In this embodiment, multiple types of game cards 2 are prepared for the front. The front of the game cards 2 differs depending on the type of information described. In the following description, the game cards are illustrated using a cost card 10 (equivalent to a second-category game item) as a game card 2 without color information, and a character card 20 (equivalent to a first-category game item), a captain card 30 (equivalent to a third-category game item), a scenario card 40, and an event card 50 as game cards 2 with color information. However, any number of game card 2 types can be provided as long as there are both cards without color information and cards with color information. The user prepares a predetermined number of game cards 2 and cost cards 10 with the same color information to build a deck.
[0035] This color information indicates the category of the character corresponding to Game Card 2. For example, characters corresponding to Game Card 2 with the same color information are of the same category, and the categories can be teams (companions), chapters, etc. That is, characters corresponding to Game Card 2 belonging to the same color information mean the same team (companion). The deck constructed by Game Card 2 belonging to the same color information is also a collection of characters and skills corresponding to the same team (companion). In addition, one Game Card 2 can also have color information of multiple categories. In this case, this Game Card 2 corresponds to one character, but this character belongs to multiple categories (such as team, chapter). Also, when playing against an opponent, players can use Game Card 2 belonging to the same color information with each other, or can also use Game Card 2 belonging to different color information.
[0036] <Cost Card 10>
[0037] Figure 3 It is a diagram showing an example of a cost card. Cost Card 10 is a card that implements the first function and the second function. The first function is the function of being an element that becomes a condition for configuring Character Card 20, Scene Card 40, and Event Card 50 from the user's hand (Japanese: tezuka) to the game tablecloth 3. In this card game, the number of Game Card 2 that can be configured from the hand to the game tablecloth 3 is restricted according to the number of Cost Card 10 arranged on the game tablecloth 3. That is, in order to configure Game Card 2 from the hand to the game tablecloth 3, the number of Cost Card 10 that meets the conditions of Game Card 2 is required. Therefore, Cost Card 10 becomes an element that is a condition for configuring Game Card 2 from the hand to the game tablecloth 3, and this is the first function of Cost Card 10.
[0038] The second function is the function of increasing the attack value information of the character card 20 or the captain card 30 combined with this cost card 10. In this card game, the cost card 10 arranged on the game tablecloth 3 can be used in combination with the character card 20 or the captain card 30. When the user uses the cost card 10 in combination with the character card 20 or the captain card 30 during their own turn, the attack value of this game card increases.
[0039] As Figure 3 shown, card category information 11 and second function information 12 are described on cost card 10. This card category information 11 is information for knowing that this card is a cost card, and this second function information 12 is information related to the second function of cost card 10. In Figure 3 the example shown, it is recorded as " + १००० during one's own turn" as the second function information 12. In this example, when the character card 20 or the captain card 30 is combined with the cost card 10, it means that the attack value of the character card 20 or the captain card 30 increases by "1000".
[0040] <Character Card>
[0041] Figure 4 2 is a diagram showing an example of a character card 20. The character card 20 includes card type information 11, card identification information 21, color information 22, character name 23, character image 24, cost information 25 (corresponding to first information), and strength information 26 (corresponding to second information).
[0042] The card type information 11 describes information indicating that the card is a character card. The card identification information 21 describes information for uniquely identifying the game card 2. The color information 22 describes information that can identify the color of the game card 2. The character name 23 describes the name of the character corresponding to the game card. The character image 24 describes the image of the character corresponding to the game card. The cost information 25 describes the condition for the user to place the character card 20 from the hand to the game board 3, that is, the value of the required cost. Figure 4 In the example of , the cost information 25 is "2", indicating that two cost cards 10 are required to place the character card 20 on the game board 3. The strength information 26 describes a numerical value representing the attack value of the game card 2 against the opponent.
[0043] <Captain Card 30>
[0044] Figure 5 3 is a diagram showing an example of a captain card 30. The captain card 30 includes card type information 11, card identification information 21, color information 22, character name 23, character image 24, life information 27, and strength information 26 (corresponding to the second information).
[0045] The card type information 11 contains information indicating that this card is a captain card. The card identification information 21 contains information uniquely identifying the game card 2, similar to the character card 20. The color information 22 contains information identifying the color of the game card, similar to the character card 20. The character name 23 contains the name of the character corresponding to the game card, similar to the character card 20. The character image 24 contains the image of the character corresponding to the game card, similar to the character card 20. The life information 27 contains the number of character cards 20 that can be placed in the life area of the game board 3 (described later) at the start of the game. The strength information 26 contains a numerical value indicating the attack value of the opponent's game card 2, similar to the character card 20. Furthermore, the captain card 30 corresponds to the character who will become the captain of the character corresponding to the character card 20 with the same color information.
[0046] <Scene Card>
[0047] Figure 6 This figure illustrates an example of the front side of a scenario card 40. Scenario cards 40 are placed on the game board 3 (appear on the field) to produce the effects described on the scenario cards 40 as the game progresses. Scenario cards 40 contain card type information 11, card identification information 21, color information 22, scenario name 41, scenario image 42, cost information 26, and effect information 43.
[0048] The card type information 11 describes information indicating that the card is a scenario card. The card identification information 21 describes information uniquely identifying the game card 2. The color information 22 describes information identifying the color of the game card. The scenario name 41 describes the name of the scenario corresponding to the game card. The scenario image 42 describes the image of the scenario corresponding to the game card. The scenario image 42 preferably uses a pattern that intuitively indicates at least a portion of the effect exerted by the scenario card 40. This allows players to intuitively understand a portion of the effect even if they cannot memorize each scenario card 40. This prevents game progress from stalling while trying to understand the effects exerted by the cards, and maintains the game's fun. The cost information 25 describes the conditions for the user to place the scenario card 40 from their hand onto the game board 3, i.e., the required cost. The effect information 43 describes information related to the effect when the scenario card is placed on the game board 3.
[0049] <Event Card>
[0050] Figure 7 This diagram illustrates an example of the front side of an event card 50. Event card 50 is placed on the game board 3 to produce the effect described on event card 50 during game progress. Event card 50 includes card type information 11, card identification information 21, color information 22, event name 51, event image 52, cost information 26, and effect information 53.
[0051] The card type information 11 contains information indicating that the card is an event card. The card identification information 21 contains information uniquely identifying the game card 2. The color information 22 contains information identifying the color of the game card. The event name 51 contains the name of the event corresponding to the game card. The event image 52 contains a graphic depicting the event corresponding to the game card. The event image 52 preferably uses a graphic that intuitively depicts at least a portion of the effect exerted by the event card 50. This allows players to intuitively grasp a portion of the effect even if they cannot memorize each event card 50. This prevents game progress from stalling while trying to understand the effects of each card, and also maintains the game's fun. The cost information 25 contains the conditions for the user to place the event card 50 from their hand onto the game board 3, i.e., the required cost. The effect information 53 contains information related to the effect of placing the event card 50 on the game board 3.
[0052] <Game Wallpaper 3>
[0053] Next, use Figure 1 To illustrate the game wallpaper 3. Figure 1 In the example shown, the upper part of the game table cloth 3 is shown as the opponent's side. Figure 1 As shown, the game tablecloth 3 is rectangular, for example, in the shape of a long rectangle. The game tablecloth 3 is preferably foldable for portability. Furthermore, it is preferable that the folded size of the game tablecloth 3 be the same as the size of the game cards 2, allowing it to be carried together with the game cards 2.
[0054] The game board 3 is formed with multiple zones (areas). These zones represent locations where players place their game cards 2. In the following description, eight zones are described: deck zone 31, character zone 32, captain zone 33, scenario zone 34, cost deck zone 35, cost zone 36, life zone 37, and off-field zone 38. These eight zones may have different functions, and any zone names may be used as long as they are understandable to players during the game.
[0055] like Figure 1 As shown, the character area 32 is formed along the end of the game tablecloth 3 that becomes the opponent side (equivalent to the first end). The cost area 36 is formed along the end of the user side that is opposite to the opponent side (equivalent to the second end). The deck area 31, the captain area 33, the scene area 34 and the off-field area 38 are formed between the character area 32 and the cost area 36. The life area 37 and the cost deck area 35 are formed along the end sandwiched between the end of the opponent side and the end of the user side (equivalent to the third end). In Figure 1In the example shown, the life area 37 and the cost deck area 35 are formed along the left end portion of the game board.
[0056] The deck area 31 is an area where the deck constructed by the user is stacked in a state where the game cards 20 cannot be recognized. That is, the game cards 20 are placed face down in the deck area 31 in an overlapping manner.
[0057] The character area 32 is where cost cards 10 and character cards 20 can be placed. If the cost information 25 value of a character card 20 is less than the total number of cost cards 10 placed in the cost area 36, that character card 20 can be placed from the user's hand. Cost cards 10 placed in the character area 32 are placed by moving them from the cost area 36, but cost cards 10 placed in the cost area 36 in an activated state can be moved. Cost cards 10 placed in the character area 32 are placed under character cards 20, partially obscured. In the following description, placing a cost card 10 under a character card 20 is referred to as "imparting power to the character card 20." This power granting increases the attack value of the character card 20. For simplicity, the following explanation uses an example where the attack value of the character card 20 increases by "1000" for each cost card 10 placed.
[0058] The character card 20 placed in the character area 32 can attack any of the character cards 20 placed in the opponent's character area 32 and the captain card 30 placed in the captain area 33 .
[0059] The Captain's Zone 33 is where Captain Cards 30 and Cost Cards 10 are placed. Captain Cards 30 in the Captain's Zone 33 are placed at the start of the game. Cost Cards 10 placed in the Captain's Zone 33 are moved from the Cost Zone 36. However, Cost Cards 10 placed in the Cost Zone 36 in an activated state can be moved. Cost Cards placed in the Captain's Zone 33 are placed under Captain Cards 30, partially obscured. In the following description, placing a Cost Card 10 under Captain Cards 30 is referred to as "conferring power to Captain Cards 30." This power granting increases the Attack Value of Captain Cards 30. For simplicity, the following explanation uses an example where the Attack Value of Captain Cards 30 increases by "1000" for each Cost Card 10 placed under the Cost Zone 36. In addition, similar to the power imparted to the character card 20, the example of the attack value increasing by "1000" for each overlapping cost card 10 is also used in the power imparted to the captain card 30, but it is also possible that the increase value is different in the power imparted to the character card 20 and the power imparted to the captain card 30.
[0060] The scenario area 34 is an area where scenario cards 40 can be placed. If the cost information 25 value of a scenario card 40 is equal to or less than the total number of cost cards 10 placed in the cost area 36, the scenario card 40 can be placed from the user's hand.
[0061] The cost deck area 35 is where cost cards 10 can be placed. At the start of the game, a predetermined number of cost cards 10 are stacked and placed in the cost deck area 35. In the following description, for simplicity, it is assumed that ten cost cards 10 are stacked and placed in the cost deck area at the start of the game.
[0062] The cost area 36 is an area where a predetermined number of cost cards 10 are placed from the cost deck area 35. In the following description, an example is used in which two cost cards 10 are drawn from the cost deck area 35 and placed.
[0063] The life area 37 is an area where at least one of the game cards among the character cards 20 , scenario cards 130 , and event cards 50 is arranged, the number of which corresponds to the value described in the life information 27 of the leader card 30 arranged in the leader area 33 .
[0064] The off-field area 38 is an area where used game cards 2 are placed.
[0065] <Game Preparation>
[0066] The user arranges his own game board 3 and the game board 3 of the opponent facing each other.
[0067] The user selects character cards 20, scenario cards 40, and event cards 50, all assigned the same color information, to construct a deck, which is then placed in the deck area 31. The number of cards in the constructed deck is predetermined. In the following description, 50 cards are used as an example. The constructed deck is placed face down in the deck area 31.
[0068] The user selects one captain card 30 assigned the same color information as the color information of the constructed deck, and places it face up in the captain area 33 .
[0069] A predetermined number of cost cards 10 are placed in the cost deck area 35. In the following description, 10 cost cards are used as an example.
[0070] The user draws a predetermined number of game cards as a hand from the game cards arranged in the deck area 31. Here, it is assumed that five game cards 2 are drawn.
[0071] The user extracts a number of game cards 2 arranged in the deck area 31 corresponding to the number described in the life information 27 of the leader card 30 arranged in the leader area 33 and arranges them face down in the life area 37 .
[0072] <Game Flow>
[0073] When the game starts, the opponent and the player who attacks first decide who attacks first, and the turns are repeated alternately, starting with the player who attacks first.
[0074] Each round consists of multiple phases, including a refresh phase, a card draw phase, a cost phase, a main phase, and an end phase. In the following description, for simplicity, five phases are used as an example, but the types of phases in each round can also be arbitrary.
[0075] In the refresh phase, the game cards 2 configured on the game board 3 (field) are activated. In addition, the cost cards configured on the character area 32 and the captain area 33 are returned to the cost area 36 after becoming activated.
[0076] During the Draw Phase, a game card 2 is drawn from the deck area 31 and added to the hand.
[0077] During the Cost Phase, two Cost Cards 10 are drawn from the Cost Deck Area 35 and placed in the Cost Area 3 in an activated state.
[0078] In the main phase, do at least one of the following:
[0079] Place character card 20 from hand to character area 32
[0080] Place scene card 40 from your hand into scene area 34
[0081] Play event card 50 on game board 3.
[0082] At this time, character cards 20 , scenario cards 40 , and event cards 50 having cost information 25 values less than the number of activated cost cards 10 placed in the cost area 36 are placed in the game board 3 in an activated state from the hand.
[0083] Next, during the Main Phase, the effects of scenario cards 40 and event cards 50 can be activated. The scenario card 40 whose effect has been activated is changed from an active state to a resting state. The event card 50 whose effect has been activated is moved to the off-field area 38.
[0084] Furthermore, during the Main Phase, power can be imparted to the character cards 20 and the leader cards 30 .
[0085] Next, the player attacks the opponent. The player selects a game card 2 (attack card) to use in the attack from the character cards 20 placed in the player's character area 32 or the captain card 30 placed in the captain area 33. The player then determines the target card (the attack target card) to be attacked: the character card 20 placed in the opponent's character area 32 or the captain card 30 placed in the captain area 33. The attack card is used to attack the target card. The outcome of the battle is determined by whether the attack card's power information 26 exceeds the power information of the target card. If the attack card's power exceeds the power of the target card, the player wins.
[0086] If the target card is a character card 20 and the attacking card's power information 26 exceeds the target card's power information, the user wins the battle in their turn. The opponent who was attacked places the attacked character card 20 in the off-field area 38.
[0087] If the target card is the leader card 30 and the attacking card's power information 26 exceeds the target card's power information, the user wins the battle during their turn. The attacked opponent adds one game card placed in their life zone 37 to their hand. If there are no game cards in their life zone 37 for the opponent to add to their hand, the user wins and the game ends.
[0088] In the end phase, the game card 2 placed in the rest state on the game board 3 is changed to the active state and the game ends.
[0089] <Example 1>
[0090] In Example 1 of this embodiment, the example in which the hand cards are arranged on the game board 3 and the character cards 20 are given costs in the main phase is used for explanation. Figure 8 As shown, the following example is used to illustrate a state where a character card 20_1 is present in the hand and the cards are arranged on the game board 3 as follows:
[0091] In the character area 32, two character cards 20_2 and 20_3 are placed.
[0092] · In Captain Zone 37, place 1 Captain Card 30
[0093] In the cost area 36 , three activated cost cards 10_1 to 10_3 are arranged.
[0094] During the main phase, the user wants to place the character card 20_1 in his hand, whose cost information 25 is "2" and attack value information 25 is "3000", in the character area 32. Here, the cost information 25 of the character card 20_1 is "2", so two of the three cost cards 10 in the activated state placed in the cost area 36 are put into the rest state, and the character card 20_1 is placed in the character area 32. At this time, the arrangement of the game cards 2 on the game board 3 is as follows: Figure 9 The status shown is as follows:
[0095] In the character area 32, three character cards 20_1 to 20_3 are placed.
[0096] · In Captain Zone 37, place 1 Captain Card 30
[0097] In the cost area 36 , two cost cards 10_1 and 10_2 in a resting state and one cost card 10_3 in an activated state are arranged.
[0098] Furthermore, the user assigns a cost to the role card 20_1. The configuration of the game cards 2 on the game tablecloth 3 at this time is as follows: Figure 10 As shown, the cost card 10_3 that was previously active is placed under the character card 20_1. Since the attack value increases by 1000 each time a power is given, the attack value information 25 of the character card 20_1 placed above the cost card 10_3 increases from 2000 to 3000.
[0099] <Example 2>
[0100] In Example 2 of this embodiment, an example of giving multiple powers to the captain card 20 is described. In this embodiment, Figure 11 As shown, the following example of the state where the cards are arranged on the game table 3 is used for explanation:
[0101] In the character area 32, two character cards 20_1 and 20_2 are placed.
[0102] · In Captain Zone 37, there is a Captain Card 30_1
[0103] In the cost area 36 , three activated cost cards 10_1 to 10_3 are arranged.
[0104] The user assigns two costs to the captain card 20_1 in the main phase. The configuration of the game cards 2 on the game table 3 is as follows: Figure 12As shown, the cost cards 10_1 and 10_2 that were previously active are placed below the leader card 30_1. Since the attack value increases by 1000 each time a power is given, the attack value information 25 of the leader card 30_1 placed above the cost cards 10_1 and 10_2 increases from 5000 to 7000.
[0105] Furthermore, while the above description uses a configuration in which the color information 22 contains information identifying the color of the game card, a configuration may also be employed in which the color of the game card is colored anywhere on the front. This configuration allows the user to intuitively identify the color of the card by the color of the colored portion, making it easier for the user to build a deck.
[0106] In the above description, the power information 26 is described as the attack value against the opponent, but it can also be at least one of the attack value and the defense value of the opponent's attack against one's own game card 2. If this is set, the variability of the battle content increases, and the fun of the game is improved.
[0107] According to this embodiment, the cost card 10 is configured to realize the function of increasing the attack value of the game card combined with the cost card 10 as the second function. Therefore, the game progress becomes diverse according to the combined game cards, and the fun of the game is improved.
[0108] <Second embodiment>
[0109] Next, a second embodiment will be described. The game toy according to the first embodiment can be executed on a computer as a battle game. Figure 13 : is a diagram showing an example of the overall structure of the game system in this embodiment. Figure 13 As shown, the game system is configured to include a player terminal 500 prepared for each player A and B of the game and a game server 600.
[0110] The player terminal 500 is a computer capable of executing a game program. It is connected to a communication line N via a wireless communication base station, etc., enabling data communication with the game server 600. Examples of the player terminal 500 include a smartphone, a mobile phone, a mobile gaming device, a stationary home gaming device, a commercial gaming device, a personal computer, a tablet computer, a controller for a stationary home gaming device, etc. In principle, there are multiple player terminals 500, each operated by a player.
[0111] The game server 600 is a server system composed of a single or multiple server devices, storage devices, etc. The game server 600 provides various services for controlling and operating the card game according to the above-described embodiment. The game server 600 manages the data required for operating the game, distributes game programs required for executing the game on the player terminals 500, and distributes data.
[0112] Figure 14 is a block diagram showing an example of the structure of the player terminal 500. Figure 14 As shown, the player terminal 500 includes a communication unit 501 , a storage unit 502 , and a control unit 503 .
[0113] The communication unit 501 is a processing unit that controls communication with other devices such as the game server 600 and other player terminals 500 , and is, for example, a communication interface such as a network interface card.
[0114] The storage unit 502 stores various data and programs executed by the control unit 503 , and is, for example, a memory, a hard disk, or the like.
[0115] The control unit 503 is a processing unit that controls the entire player terminal 500, and is, for example, a processor. The control unit 503 includes a game card management unit 531, a game table display unit 532, a game information calculation unit 533, and a game execution unit 534. Each processing unit is an example of a circuit included in the processor or an example of a process executed by the processor.
[0116] The game card management unit 531 manages the aforementioned cost cards 10 , character cards 20 , leader cards 30 , scenario cards 40 , and event cards 50 .
[0117] The game table display unit 532 displays the game table 3 of the player and the opponent player on the player terminal 500 .
[0118] The game information calculation unit 533 performs calculations necessary for the progress of the game using the cost information 25 and the strength information 26 described above.
[0119] The game execution unit 534 manages and executes the performance and progress of the battle.
[0120] According to such a terminal, since it is a tangible object, the game can be played even without using game cards.
[0121] According to this embodiment, the card game control described in Embodiment 1 is executed at the player terminal 500, and the game server 600 matches opposing players and manages the entire game, thereby enabling the card game to be played online, thereby increasing player interest.
[0122] Furthermore, in the above-described example, an example of a game being performed via the game server 600 has been described, but the game can also be executed only by the player terminal 500 .
[0123] While the present invention has been described above with reference to preferred embodiments, the present invention is not limited to the above-described embodiments and can be implemented with various modifications within the scope of the technical concept.
[0124] [Note 1]
[0125] A game toy, comprising:
[0126] A game tablecloth comprising a first configuration area and a second configuration area for configuring game items;
[0127] A first category of game items having first information and second information described therein, wherein the first information indicates information for arranging the first category of game items in the first arrangement area, and the second information indicates an attack value of the game items against an opponent; and
[0128] The second-category game item has a first function that serves as an element of the first information and a second function that increases the second information.
[0129] [Note 2]
[0130] The game toy according to Supplementary Note 1, wherein:
[0131] The first function is a function performed when the first category of game items is arranged in the first arrangement area.
[0132] [Note 3]
[0133] The game toy according to Supplement 1 or Supplement 2, wherein:
[0134] The second-category game items can be arranged in a manner overlapping with the first-category game items arranged in the first arrangement area during the user's turn.
[0135] [Note 4]
[0136] The game toy according to any one of Supplementary Notes 1 to 3, wherein:
[0137] The game table cloth is rectangular and is foldable.
[0138] [Note 5]
[0139] The game toy according to any one of Supplementary Notes 1 to 4, wherein:
[0140] The first configuration area is formed along a first end portion of the game tablecloth,
[0141] The second arrangement region is formed along a second end portion opposite to the first end portion.
[0142] [Note 6]
[0143] The game toy according to any one of Supplementary Notes 1 to 5, wherein:
[0144] The first end is the end on the opponent's side,
[0145] The second end portion is a user-side end portion.
[0146] [Note 7]
[0147] The game toy according to any one of Supplementary Notes 1 to 6, wherein:
[0148] The game tablecloth includes a third configuration area, and the third configuration area is formed between the first configuration area and the second configuration area.
[0149] The third configuration area is capable of configuring a plurality of game items of the first category.
[0150] [Note 8]
[0151] The game toy according to any one of Supplementary Notes 1 to 7, wherein:
[0152] The first category game items can be arranged in the third arrangement area in a manner of at least partially overlapping.
[0153] [Note 9]
[0154] The game toy according to any one of Supplementary Notes 1 to 8, wherein:
[0155] The game table cloth includes a fourth configuration area formed along a fourth end portion opposite to a third end portion sandwiched between the first end portion and the second end portion.
[0156] The fourth arrangement area is formed so as to be able to arrange a plurality of the first-category game items in an overlapping manner in a state where the first information and the second information cannot be identified.
[0157] [Note 10]
[0158] The game toy according to any one of Supplementary Notes 1 to 9, wherein:
[0159] When attacking an opponent or defending against an attack from an opponent, the first category of game items in the first configuration area can change from a first direction to a second direction.
[0160] [Note 11]
[0161] The game toy according to any one of Supplementary Notes 1 to 10, wherein:
[0162] When the number of the second-category game items corresponding to the first information of the first-category game items arranged in the second arrangement area can be changed from the first direction to the second direction, the first-category game items can be arranged in the first arrangement area.
[0163] [Note 12]
[0164] The game toy according to any one of Supplementary Notes 1 to 11, wherein:
[0165] The game toys include a third category of game items,
[0166] The game table cloth includes a fifth configuration area capable of configuring a third category game item.
[0167] The first category game items and the third category game items have color information,
[0168] The first category of game items that can be configured on the game tablecloth have the same color information as the third category of game items.
[0169] [Note 13]
[0170] The game toy according to any one of Supplementary Notes 1 to 12, wherein:
[0171] The first card set is composed of the first category game items having the same color information as the third category game items.
[0172] The second card set is composed of the second category game items.
[0173] [Note 14]
[0174] The game toy according to any one of Supplementary Notes 1 to 13, wherein:
[0175] Each first category game item corresponds to a different character,
[0176] The character corresponding to the first category of game items belongs to the same category,
[0177] The character corresponding to the third category game item is a character that becomes the captain of the category.
[0178] [Note 15]
[0179] A gaming device comprising:
[0180] a display unit that displays a game table, a first-category game item, and a second-category game item, wherein the game table includes a first arrangement area and a second arrangement area for arranging the game items, the first-category game item is described with first information and second information, the first information indicating information for arranging the first-category game item in the first arrangement area, the second information indicating an attack value of the game item against an opponent, and the second-category game item having a first function that is an element of the first information and a second function that increases the second information; and
[0181] a control unit, which controls the game,
[0182] The control unit combines the first-category game item and the second-category game item to increase the second information of the first-category game element.
[0183] Description of Reference Numerals
[0184] 1: Game toys; 2: Card game; 3: Game tablecloth; 10: Cost card 10; 20: Character card; 30: Captain card; 40: Scenario card; 50: Event card; 31: Deck area; 32: Character area; 33: Captain area; 34: Scenario area; 35: Cost deck area; 36: Cost area; 37: Life area; 38: Off-site area; 500: Player terminal; 600: Game server.
Claims
1. A game toy, comprising: A game tablecloth comprising a first configuration area and a second configuration area for configuring game items; A first category of game items having first information and second information described therein, wherein the first information indicates information for arranging the first category of game items in the first arrangement area, and the second information indicates an attack value of the game items against an opponent; and The second-category game item has a first function that serves as an element of the first information and a second function that increases the second information.
2. The game toy according to claim 1, wherein: The first function is a function performed when the first category of game items is arranged in the first arrangement area.
3. The game toy according to claim 2, wherein: The second-category game items can be arranged in a manner overlapping with the first-category game items arranged in the first arrangement area during the user's turn.
4. The game toy according to claim 3, wherein: The game table cloth is rectangular and is foldable.
5. The game toy according to claim 4, wherein: The first configuration area is formed along a first end portion of the game tablecloth, The second arrangement region is formed along a second end portion opposite to the first end portion.
6. The game toy according to claim 5, wherein: The first end is the end on the opponent's side, The second end portion is an end portion on the user side.
7. The game toy according to claim 6, wherein: The game tablecloth includes a third configuration area, and the third configuration area is formed between the first configuration area and the second configuration area. The third configuration area is capable of configuring a plurality of game items of the first category.
8. The game toy according to claim 7, wherein: The first category game items can be arranged in the third arrangement area in a manner of at least partially overlapping.
9. The game toy according to claim 7, wherein: The game table cloth includes a fourth configuration area formed along a fourth end portion opposite to a third end portion sandwiched between the first end portion and the second end portion. The fourth arrangement area is formed so as to be able to arrange a plurality of the first-category game items in an overlapping manner in a state where the first information and the second information cannot be identified.
10. The game toy according to claim 7, wherein: When attacking an opponent or defending against an attack from an opponent, the first category of game items in the first configuration area can change from a first direction to a second direction.
11. The game toy according to claim 1, wherein: When the number of the second-category game items corresponding to the first information of the first-category game items arranged in the second arrangement area can be changed from the first direction to the second direction, the first-category game items can be arranged in the first arrangement area.
12. The game toy according to claim 1, wherein: The game toys include a third category of game items, The game table cloth includes a fifth configuration area capable of configuring a third category game item. The first category game items and the third category game items have color information, The first category of game items that can be configured on the game tablecloth have the same color information as the third category of game items.
13. The game toy according to claim 12, wherein: The first card set is composed of the first category game items having the same color information as the third category game items. The second card set is composed of the second category game items.
14. The game toy according to claim 13, wherein: Each first category game item corresponds to a different character, The character corresponding to the first category of game items belongs to the same category, The character corresponding to the third category game item is a character that becomes the captain of the category.
15. A game toy comprising: A game tablecloth is formed with a first configuration area, a second configuration area, a third configuration area, a fourth configuration area, and a fifth configuration area; a first-category game item, which is a game item to be placed in the first placement area, and has recorded thereon cost information, attack value information, and group information, wherein the cost information indicates a cost required to place the first-category game item in the first placement area, the attack value information indicates an attack value of the game item against an opponent, and the group information indicates information about the group to which the game item belongs; A second-category game item is a game item placed in the second placement area and has a pattern describing a unit that can identify the unit that becomes the consumption cost and the unit that increases the attack value; and The third category of game items is a game item placed in the third placement area and has the attack value information and the group information recorded thereon. in, The fourth arrangement area is an area for arranging a first card group, the first card group being composed of a plurality of first-category game items having the same group information as that of the third-category game items. The fifth arrangement area is an area for arranging a second card set, wherein the second card set is composed of a plurality of game items of the second category.
Citation Information
Patent Citations
Match game type card game
JP2006247178A