Cooperative type dynamic affix weak point breaking and resource management board game system and method

By introducing modules such as dynamic affix weakness breaking, resource management, team health bank, phased process control, and cross-game equipment and card linkage into the board game, the shortcomings of traditional board games in terms of strategic depth, immersion, and replay value are solved, and the player experience and game playability are improved.

CN120714221APending Publication Date: 2025-09-30LUOYANG AIFUBI CULTURAL & CREATIVE CO LTD
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Patent Information

Application Number
CN202511163640.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-08-20
Publication Date
2025-09-30

AI Technical Summary

Technical Problem

Traditional cooperative board games have many shortcomings in terms of strategic depth, immersion, replay value, teamwork, game process rhythm, host dependence, setup complexity and card management, resulting in a poor player experience.

Method used

The game introduces a dynamic affix weakness breaking module, a mental defense and mana resource management module, a team health bank and resurrection module, a phased process control module, a card learning and public display module, and a cross-game equipment and card linkage module. Through the synergy between modules, it enhances the strategic depth, immersion, ease of operation, replay value and commercial value.

Benefits of technology

It achieves a board game experience with high strategic depth, strong immersion, easy operation and high replay value. Through dynamic BOSS battles, resource management, team collaboration, card growth and cross-game asset accumulation mechanisms, it improves player participation and game playability.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to the technical field of board game design, and discloses a cooperative type dynamic affix weakness breaking and resource management board game system and method, and the system comprises seven core modules: a dynamic affix weakness breaking module strengthens team cooperation through grading affix sequences and forced sequence breaking; the heart defense and law management module realizes double-resource replacement payment and heart defense return-to-zero reward and punishment judgment; the team blood bank and revival module is based on a shared bronze crown standard revival rule; the staged process control module circularly advances according to four stages of natural disaster, player, enemy and supply; the card learning and public display module provides flexible cards to form a long path; the cross-bureau equipment linkage module is used for realizing weapon-card effect binding and cross-bureau reservation transaction of the magic ware; the story line exploration alternating module improves immersion through layered narration and automatic story line triggering. According to the method, the strategy depth is enhanced through module cooperation, the dependency of a host is reduced, the replay value and the commercial expansibility are improved, and the method is suitable for PVE drama risk type board games.
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Description

Technical Field

[0001] The present invention relates to the technical field of tabletop game design, and more particularly to a tabletop game system and method for collaborative dynamic affix weakness breaking and resource management. Background Art

[0002] Traditional cooperative board games have many pain points in their design, making it difficult to meet players' needs for strategic depth, immersion, and replay value.

[0003] Specifically, the BOSS battle mechanism is monotonous, mostly with fixed attack modes, lacking dynamic strategy, and players are prone to fatigue; resource management is rigid, and the use and interaction design of resources such as mana and life are simple, lacking a high-risk and high-return decision-making dimension; team collaboration relies solely on numerical superposition, and there is no mechanism-based linkage design, which makes it difficult to reflect the value of collaborative strategy; the game process stage division is vague, the pace is slow, and affects the player experience; there is a high degree of dependence on the host, and most board games require a professional host to guide the plot and settlement, which limits the free experience of single or multiplayer players; the Setup process is complicated, requiring the retrieval of specific cards, which takes a long time and reduces the efficiency of game startup; the replay content is single, lacks cross-game growth and asset accumulation mechanisms, and the long-term player retention rate is low; card confusion is prone to occur when multiple cars are in parallel, and the values ​​are easily unbalanced due to expansion, further affecting the game experience.

[0004] Based on this, the present invention proposes a collaborative dynamic affix weakness breaking and resource management board game system and method to solve the above problems. Summary of the Invention

[0005] In order to overcome the above-mentioned defects of the prior art, the present invention provides a collaborative dynamic affix weakness breaking and resource management board game system and method to solve the problems existing in the above-mentioned background technology.

[0006] The present invention provides the following technical solution: a collaborative dynamic affix weakness breaking and resource management board game system, comprising:

[0007] Dynamic affix weakness breaking module, configured to achieve dynamic affix management and coordinated breaking of BOSS weaknesses;

[0008] The heart defense and mana resource management module is configured to realize the resource replacement payment and status linkage of the player's heart defense and mana;

[0009] The team blood bank and resurrection module is configured to realize the team's shared blood bank resources and player resurrection mechanism;

[0010] Phased process control module, configured to advance the game process in fixed stages;

[0011] The card learning and public display module is configured to enable player skill learning and card sharing;

[0012] The cross-game equipment and card linkage module is configured to achieve the binding of equipment and card effects and the retention and trading of cross-game equipment.

[0013] Through the synergy of six modules, we address the challenges of traditional board games, including single-minded strategy, rigid resource management, and weak teamwork. Each module independently implements specific functions, yet through interoperability, we form a complete gaming ecosystem, encompassing core experience dimensions such as combat strategy, resource interaction, team survival, progression pacing, deck development, and long-term player retention.

[0014] As a further solution of the present invention: the dynamic affix weakness breaking module includes:

[0015] BOSS weaknesses are divided into four categories: simple, medium, difficult, and special. Simple types have 4 affixes, medium types have 5 affixes, difficult types have 6 affixes, and special types have limited affixes. They must be defeated in a preset linear order.

[0016] Players must discuss with their team and play cards in order to break weaknesses. Cards with keywords other than "instant" cannot be inserted during the play process. Cards with the "instant" keyword can be inserted regardless of the order.

[0017] Every time a complete weakness is broken, the boss will lose 10% of its maximum health and all players will recover 1 mana point.

[0018] The BOSS triggers a skill every time it receives 3-4 player cards. The skill type is dynamically determined by the BOSS's current weakness breaking status.

[0019] Difficulty is adjusted through the tiered number of affixes, a forced linear defeat sequence strengthens team coordination and decision-making, and the "instant" card design allows for emergency maneuvers. Boss skill triggers are linked to the number of cards played by the player, creating a dynamic attack and defense rhythm, addressing the monotony and lack of strategy found in traditional boss battles.

[0020] As a further solution of the present invention: the mental defense and mana resource management module includes:

[0021] The player panel contains three resources: health, mana, and mental defense. Each resource has an upper limit, and the initial value is allocated differently according to the player's role.

[0022] When using a card, players can choose to pay mana or heart defense: 1-3 cost cards can pay 1 heart defense instead of mana, 4-6 cost cards can pay 2 heart defense instead of mana, and heart defense can only be used once per round;

[0023] When the Heart Defense reaches zero, a 1D20 dice roll is triggered: if the dice value is <17, the player's deck will add a Heart Demon card, 2 points of true damage will be deducted, and the Heart Defense will be reset to the upper limit; if the dice value is ≥17, the character's awakening effect is triggered, and the Heart Defense is increased by 3; the awakening effects include stealing the BOSS's turn, doubling the card damage, or adding a shield to all players.

[0024] By replacing mana with Heart Defense, a high-risk, high-reward decision-making dimension is created. The decision branches after Heart Defense is reset (Inner Demon Penalty / Awakening Buff) add strategic depth to resource management, and differentiated initial resource allocations adapt to different role positions, solving the problems of traditional resource systems being rigid and lacking interactive dynamics.

[0025] As a further solution of the present invention: the team blood bank and resurrection module includes:

[0026] The team shares the initial 10 bronze crowns as blood bank resources;

[0027] When a player dies, they can be resurrected by consuming 3 Bronze Crowns. After resurrection, they will discard all cards in their hand, restore their health to full, draw 5 cards, reset their mana to 5, and retreat to position 4.

[0028] If the bronze crowns are exhausted, the game ends.

[0029] By adjusting fixed consumption values ​​and post-resurrection status, we balance death penalties with team survival needs. Position adjustments affect subsequent supply efficiency, strengthening team position strategy coordination and solving the problems of traditional single resurrection mechanisms and weak team collaboration.

[0030] As a further solution of the present invention, the phased process control module includes four phases that are cycled in sequence:

[0031] Natural Disaster Phase: Draw encounter cards and resolve event effects;

[0032] Player Turn: Players act in order after teamwork and discussion, paying mana or mental defense when playing cards;

[0033] Enemy Phase: The boss executes normal attacks, skills, and soldiers' advance attacks, and the players calculate and discard the cards they have used in this round;

[0034] Supply phase: Players receive differentiated supply resources according to their current positions. Position 1 draws 1 card and recovers 2 mana, Position 2 draws 1 card and recovers 3 mana, Position 3 draws 1 card, recovers 1 heart defense and 1 mana, and Position 4 draws 1 card, recovers 1 health and 2 mana.

[0035] The game's rhythm is standardized through fixed phase cycles, random event pressure is introduced during the natural disaster phase, collaborative decision-making is strengthened during player turns, coordinated attacks between bosses and soldiers are achieved during the enemy phase, and differentiated positioning during the supply phase guides the division of labor between players. The mandatory logic of phase transitions avoids confusion and addresses the issues of slow pacing and unclear phase divisions in traditional board games.

[0036] As a further solution of the present invention: the card learning and public display module includes:

[0037] Players spend 2 experience points and can choose 1 of 3 skills from the designated teacher's exclusive card pool;

[0038] The public display column is limited to displaying 4 skill cards. All players can spend 2 experience points to directly purchase the cards in the display column;

[0039] The exclusive card pool includes 2 teacher exclusive card pools corresponding to each color player, each card pool contains 40 primary cards and 15 advanced cards, and 8 teachers have a total of 440 cards.

[0040] By building a flexible deck development path, a "3-choose-1 learning" system ensures deck personalization, a public display allows for shared access to cards, and a massive exclusive card pool provides ample content for multiple playthroughs. Experience points are the core consumable resource, balancing deck expansion speed and addressing the issues of traditional deck building with fixed decks and limited replayability.

[0041] As a further solution of the present invention: the cross-game equipment and card linkage module includes:

[0042] The equipment slot module is forced to limit itself to 1 weapon + 1 armor + 1 mount + 1 companion + 1 personality + 2 artifacts. The weapon type is bound to the corresponding card cost modifier. Specifically, sword equipment reduces the mana cost of all sword cards by 1, bow equipment increases the damage of group attack cards by 1, flag equipment increases the target of group cards by 1, rune equipment allows delay cards to discard an additional card to enhance the effect, and seal equipment resets the cost of the first card of each round to zero.

[0043] Artifact slot equipment supports cross-game retention and can be traded between players through the mobile app or offline;

[0044] The partner action module is configured as follows: when the number of cards in front of the player is ≥ 4, the partner's automatic attack and skill release are triggered; after the battle, the partner's status is frozen and 2 gold coins are required to restore or 1 experience point is required to revive.

[0045] Equipment slot restrictions and weapon-card binding rules enhance the depth of strategic combinations (e.g., the cost advantage of "sword + sword card"). Artifact cross-game retention and trading mechanisms create long-term growth assets, while partner triggering conditions and reset rules enrich combat strategy dimensions, resolving the issues of traditional equipment systems being disconnected from cards and lacking cross-game growth.

[0046] As a further solution of the present invention, a plot exploration and battle rotation module is also included, which is configured as follows:

[0047] The game progress is divided into seasons, chapters, and episodes. Each season contains 4 chapters, each chapter contains 4 episodes, and each episode is divided into an exploration phase and a combat phase.

[0048] During the exploration phase, players consume action points, initially 3 points each time, to perform movement or investigation. After the action points are exhausted, the battle phase begins.

[0049] Automatically trigger the audio / visual storyline through a storybook with masking film or an electronic device such as an IPD, without the need for a host;

[0050] Each chapter contains 4 exploration rounds, 2 battles and 1 hidden battle. The conditions for triggering the hidden battle include cumulative investigation of a specific location ≥ 2 times, combined use of designated props or remaining action points = 0.

[0051] By constructing a story framework that alternates between exploration and combat, a layered structure ensures narrative integrity, and action point management controls the exploration rhythm. Cross-media triggering through storybooks and electronic devices reduces host dependency, while hidden combat mechanics enhance exploration and solve the problem of traditional board games where story and combat are disconnected and host-dependent.

[0052] As a further solution of the present invention: a collaborative dynamic affix weakness breaking and resource management board game method, characterized by comprising the following steps:

[0053] S1: Initialize game parameters, including player character resources, namely health, mana, heart defense, team bronze crown, boss weakness sequence and initial card pool allocation, among which the team bronze crown is 10 points.

[0054] S2: Progress the game in a phased cycle:

[0055] S21: Natural Disaster Phase: Draw encounter cards and resolve event effects;

[0056] S22: Player's turn: Players discuss and play cards in order. When playing cards, they choose to pay mana or heart defense. 1-3 mana cards pay 1 heart defense, 4-6 mana cards pay 2 heart defense. This can be done once per round. "Instant" cards can be inserted regardless of order.

[0057] S23: Enemy Phase: Count the number of cards played by players. If the number reaches 3-4, the boss's skill is triggered. The boss will perform normal attacks, skills, and attack with soldiers. The cards used by players are calculated and discarded.

[0058] S24: Supply phase: Players replenish resources based on their positions. Player 1 draws a card to restore 2 mana, player 2 draws a card to restore 3 mana, player 3 draws a card to restore 1 heart defense and 1 mana, player 4 draws a card to restore 1 health and 2 mana.

[0059] S3: During the player's turn, if the boss's weakness is broken, the boss loses 10% of its maximum health and the player regains 1 mana. If the player's heart defense is reduced to zero, a 1D20 check is triggered, and the inner demon card is added or awakened according to the result.

[0060] S4: If the player dies, 3 Bronze Crowns are consumed to revive, and the player must discard cards, restore health to full, draw 5 cards, and return to position 4. If the Bronze Crowns are depleted, the game ends.

[0061] S5: Players can spend 2 experience points to learn 1 skill from 3 teacher card pools, or spend 2 experience points to buy a card from the public display board with a limit of 4 cards;

[0062] S6: After the battle, players can keep their artifact equipment, complete artifact transactions through the trading market, and inherit cross-game artifacts when starting a new game.

[0063] By converting system modules into executable process steps, the complete logical chain from initialization to cross-game inheritance is clearly defined. The step-by-step description of each stage's operations, resource interaction, battle settlement, and growth mechanics ensures the feasibility and standardization of gameplay, resolving the issues of ambiguous rules and chaotic process execution found in traditional board games.

[0064] As a further solution of the present invention: in step S3, the BOSS weakness breaking needs to be executed in a preset linear order, simple weakness contains 4 affixes, medium contains 5 affixes, difficult contains 6 affixes, and special weakness contains restricted affixes; in step S3, the determination of the mental defense being reset to zero is specifically: when the dice value is <17, the mental demon card is added to the deck, 2 points of real damage are deducted, and the mental defense is reset to the upper limit; when the dice value is ≥17, the awakening effect is triggered, and the mental defense is +3.

[0065] By further refining the execution rules of the core mechanism, clarifying the number standards of affixes for weakness difficulty grading and the numerical thresholds for mental defense judgment, we ensure the certainty and fairness of dynamic weakness breaking and resource management, and solve the problem of inconsistent experience caused by the vague rules of traditional board games.

[0066] Technical effects and advantages of the present invention:

[0067] (1) High strategic depth: Dynamic affix weaknesses force the team to coordinate tactical planning, alternative payment mechanisms for mind defense and mana increase decision-making dimensions, and hundreds of equipment and card combinations (such as rune + discard flow) enhance strategic diversity.

[0068] (2) Strong sense of immersion: The plot and battle rotate, and the cross-media plot triggering is combined with the plot book and electronic devices, without the need for a host, which enhances the sense of substitution; multiple rounds of additional plots and difficult BOSS provide continuous exploration fun.

[0069] (3) Ease of operation and scalability: Cards are clearly categorized and SET time is short; electronic IPD reduces host dependence; dynamic card pool is loaded on demand, expansion costs are low, and inventory pressure is small.

[0070] (4) High replay value and commercial value: The cross-game artifact retention and trading market forms long-term asset accumulation, and the seasonal artifact rewards increase player return and repurchase rates; the multi-car parallel design (incision mark + NFC isolation) supports 3 groups of players playing at the same time, improving the store's operating efficiency.

[0071] (5) Solve traditional pain points: Replace specific card retrieval with equipment correction to solve the time-consuming problem of relying on specific cards; cut mark + NFC isolation solves the confusion of multiple car cards; dynamic artifact strength formula (2× number of chapters) balances numerical expansion; public display bar and free learning solve the problem of fixed card construction. BRIEF DESCRIPTION OF THE DRAWINGS

[0072] The present invention will be further described below with reference to the accompanying drawings.

[0073] Figure 1 This is a system block diagram of a collaborative dynamic affix weakness breaking and resource management board game system of the present invention;

[0074] Figure 2 This is a method flow chart of a collaborative dynamic affix weakness breaking and resource management board game method of the present invention;

[0075] Figure 3 This is a UI diagram of a player skill card in a collaborative dynamic affix weakness breaking and resource management board game system of the present invention. DETAILED DESCRIPTION

[0076] The technical solution of the present invention is described in detail below, which is only used to explain the present invention and is not intended to limit the scope of protection of the present invention.

[0077] Each module and method steps are elaborated in detail by combining the complete game scenario:

[0078] See also Figure 1 As shown, a collaborative dynamic affix weakness breaking and resource management board game system is proposed, including:

[0079] (1) Dynamic Affix Weakness Breaking Module. The core of this module is to achieve strategic depth in boss battles through "dynamic affix sequence + forced sequential breaking". The specific implementation is as follows:

[0080] Weakness classification and affix configuration:

[0081] Easy difficulty: 4 affixes, for example, "Fire·Burn → Water·Immerse → Slash·Crack → Defense·Rupture", which requires defeating in the order of "Fire → Water → Slash → Defense";

[0082] Medium difficulty: 5 affixes, for example, "Thunder Strike → Wind Roll → Break → Escape → Shadow → Calm", the order cannot be reversed;

[0083] Hard difficulty: 6 affixes, for example "Kill·Destroy → Break·Resolve → Suppress·Suppress → Kill·Exterminate → Escape·Form → Break·Split". If the previous affix is ​​not broken, the subsequent affixes are immune to all damage;

[0084] Special Difficulty: Restricted affixes, such as "Banned Instant (Cannot use 'Instant' cards) → Anti-Injury (Accept 30% damage rebound) → Quick Kill (If not broken within 10 rounds, the whole team will be wiped out)", must be processed in order under the restricted conditions.

[0085] Breaking rules and interactions:

[0086] Players must verbally discuss the order in which to play cards. For example, when faced with the third affix "Suppression" in a Hard difficulty level, the player in position 3 must play a card with the "Suppression" keyword (such as "Suppression Curse"). Non-instant cards must be played in strict order. If a player mistakenly plays a card out of sequence (such as using a "Break" card when a "Kill" card hasn't been broken), the card is discarded and 1 mana point is deducted. Instant cards (such as "Instant First Aid") can be inserted at any time. For example, when a boss is about to trigger a skill, the player in position 2 can insert "Instant Interrupt" to disable the skill.

[0087] Break feedback and BOSS skill linkage:

[0088] Each time an affix is ​​destroyed, the boss immediately loses 10% of its maximum health (e.g., 1000 health → 900), and all players regain 1 mana (e.g., mana goes from 3 to 4). When a player has played 3-4 cards, the boss's skills are triggered, and these skills are tied to the current destruction status: for example, if "Escape Shadow" is destroyed, the boss triggers "Shadow Clone" (summoning two mirror images, each taking 50% damage); if "Defense Collapse" is not destroyed, the boss triggers "Armor" (reducing damage taken by 50%).

[0089] (2) Mental Defense and Mana Resource Management Module: This module creates a decision-making dimension through "dual resource substitution + state linkage". The specific implementation is as follows:

[0090] Initial resources and role differentiation:

[0091] Tank role (such as "Ironclad"): HP 20, Mana 2, Heart Defense 10 (maximum);

[0092] Support role (such as "Spiritual Master"): HP 12, Mana 6, Heart Defense 6 (upper limit);

[0093] Output character (such as "Assassin"): HP 8, Mana 4, Heart Defense 4 (upper limit).

[0094] Resource payment rules:

[0095] 1-3 mana cards (e.g., Fireball, 3 mana): can be used to pay 1 point of mind defense instead of mana (for a psychic, mana goes from 6 to 3 or mind defense goes from 6 to 5).

[0096] 4-6 mana cards (e.g., Meteor Fall, 5 mana): can be replaced by paying 2 heart defense (when used by an assassin, if mana is low, heart defense will be reduced from 4 to 2);

[0097] Restriction: Heart defense replacement can only be used once per round (4 stages equals 1 round) to prevent excessive consumption.

[0098] Heart defense zero determination and effect:

[0099] When the assassin's defense goes from 2 to 0, roll 1D20 dice:

[0100] If you roll 16 (<17): Add "Inner Demon·Frenzy" to your deck (Effect: Discard 2 random cards from your hand this round), deduct 2 points of true damage (HP 8 → 6), and reset your Heart Defense to 4 (maximum).

[0101] If you roll 18 (≥17): Trigger "Assassin's Awakening·Shadow Kill" (all attacks this round will be critical hits), Heart Defense +3 (0→3).

[0102] (3) Team Blood Bank and Resurrection Module: This module strengthens team collaboration through "shared blood bank + conditional resurrection". The specific implementation is as follows:

[0103] Bronze Crown Resource Management:

[0104] The team's initial bronze crown = 10 points, placed in the public area, and each player's death consumes 3 points. For example:

[0105] First death: 10 → 7 points (7 remaining);

[0106] Second death: 7 → 4 points (4 remaining);

[0107] 3rd death: 4 → 1 point (1 remaining);

[0108] 4th death: 1 point is less than 3 points, the game is lost.

[0109] Status adjustment after resurrection:

[0110] After a player (such as Ironclad Guard) dies, consume 3 Bronze Crowns to revive, and execute:

[0111] Discard all cards in hand (e.g. put all 3 cards in hand into the discard pile);

[0112] Health restored to full (from 0 to 20);

[0113] Draw 5 cards (5 cards from the top of the deck);

[0114] Mana is reset to 5 (regardless of how much was left before);

[0115] Move back from position 1 to position 4 (affecting subsequent supply efficiency).

[0116] (IV) Phased Process Control Module: This module regulates the game rhythm through a "four-phase cycle". The specific implementation is as follows:

[0117] Natural disaster stage:

[0118] Draw 1 card from the encounter deck and resolve it, for example:

[0119] "Plague Spreads": All players' mental defense -1 (Iron Guard's mental defense 10→9);

[0120] "Lack of resources": All players will receive 1 less mana during the supply phase of this round.

[0121] Player Turn:

[0122] Act in the order of 1→2→3→4, and play after team discussion:

[0123] Ironclad Guard in position 1: Use "Taunt" (2 mana, attracts BOSS attacks), pay mana (Mana 2 → 0);

[0124] Position 2 Spiritualist: Insert "Instant Group Shield" (1 mana, adds 2 shields to all members);

[0125] Assassin in position 3: Use "Backstab" (4 mana, pay 2 Heart Defense → Heart Defense 4 → 2).

[0126] Enemy Phase:

[0127] Counting the number of cards played: 3 cards in this round, triggering the boss's skill "Sweep" (dealing 3 damage to all players);

[0128] Soldier Action: 2 "Skeleton Soldiers" move forward 1 square and attack the armored guard in position 1 (the shield offsets 2 points, and the actual damage is 1 point);

[0129] Discarded cards: "Taunt" and "Backstab" are put into the discard pile, and "Instant Group Shield" is kept as an instant card and discarded after the end of the round.

[0130] Supply Phase:

[0131] Differentiated supply by station:

[0132] Position 1 (Ironclad Guard): Draw 1 card + Recover 2 mana (Mana 0 → 2);

[0133] Position 2 (Psychic): Draw 1 card + Recover 3 mana (6-1 → 5+3 = 8 mana, limited by the upper limit of 6 → 6);

[0134] Position 3 (Assassin): Draw 1 card + Recover 1 Heart Defense (2→3) + 1 Mana (4→5);

[0135] Position 4 (resurrected player): draw 1 card + restore 1 health + 2 mana.

[0136] (5) Card Learning and Public Display Module: This module achieves deck growth through "dual-path acquisition + card pool configuration". The specific implementation is as follows:

[0137] Experience point acquisition and learning rules:

[0138] Players gain 2 experience points for each boss they defeat (e.g. 2 points for defeating a simple boss).

[0139] The Spiritualist spends 2 experience points and chooses 1 of 3 cards from the exclusive teacher "Nature's Messenger" card pool (including 40 basic healing cards + 15 advanced group cards): "Life Bloom", "Tranquil Rain", and "Thorny Entanglement". Choose "Life Bloom" to add to the deck;

[0140] The assassin consumes 2 experience points and chooses "Shadow Strike" from the "Shadow Mentor" card pool.

[0141] Public display board mechanism:

[0142] The display bar has 4 fixed positions, and each round (four phases) ends with a refresh of one card (removing one old card and adding one new card). For example:

[0143] Currently displayed: "Fireball", "First Aid Kit", "Group Speed ​​​​Up", "Armor-piercing Arrow";

[0144] The Ironclad Guard spends 2 experience points to buy a "First Aid Kit" (which immediately restores 3 health points);

[0145] After refresh: remove "First Aid Kit" and replenish "Holy Shield".

[0146] (6) Cross-game equipment and card linkage module. This module improves replay value through "equipment binding + cross-game assets". The specific implementation is as follows:

[0147] Equipment slots are bound to effects:

[0148] Mandatory equipment structure: 1 weapon + 1 armor + 1 mount + 1 partner + 1 personality + 2 artifacts.

[0149] Weapon Linkage: "Black Iron Sword" (Sword) reduces the mana of all sword cards by 1 (e.g., "Sky-Splitting Sword" from 3 mana to 2 mana); "Cloud Piercing Bow" (Bow) increases the damage of group attack cards by 1 (e.g., "Arrow Rain" from 3 to 4 damage);

[0150] Partner Mechanism: When there are ≥ 4 cards in front of the player, "War Wolf" automatically releases "Bite" (causing 2 damage to 1 soldier); after the battle, "War Wolf" is frozen and requires 2 gold coins to recover or 1 experience to revive.

[0151] Artifact cross-game management:

[0152] Cross-game retention: "Eternal Ring" (Effect: +2 initial defense in each game) can be retained in multiple games and directly put into the equipment slot when a new game starts;

[0153] Trading mechanism: Players scan the QR code on the artifact card through the mobile app, enter the transaction object ID and price (such as 5 gold coins), and complete the exchange of "Eternal Ring" and "Time Hourglass" after confirmation.

[0154] (7) Story Exploration and Combat Rotation Module: This module enhances immersion through "layered narrative + two-stage rotation". The specific implementation is as follows:

[0155] Plot structure and stage division:

[0156] Level: Season 1 (Beginner's Edition) → Chapter 1 "Initial Exploration of the Ruins" → Chapter 1 "Misty Forest"

[0157] Stage: Each round is divided into "Exploration Stage" and "Battle Stage".

[0158] Exploration phase operations:

[0159] The player starts with 3 action points, for example:

[0160] Position 1: Move to the "Ancient Tree" (cost 1 point) to trigger the plot "Discovering Glowing Fruit";

[0161] Position 2: Investigate the "Stone Tablet" (costs 1 point) and reveal the text "BOSS's weakness is 'fire'" by covering the film plot book;

[0162] Position 3: Use the item "Torch" (does not consume action points) to illuminate the hidden path;

[0163] When your action points are exhausted (3→0), you will enter the next phase of the battle (VS "Forest Guardian").

[0164] Plot triggers and hidden battles:

[0165] Automatic trigger: IPD scans the "Ancient Tree" card and plays the voice message "Be careful, it will summon vines";

[0166] Hidden battle trigger: Investigate the "Altar" ≥ 2 times in Chapter 1 to trigger the hidden BOSS "Shadow Priest". After defeating it, you will obtain the artifact "Shadow Cloak".

[0167] See also Figure 2 As shown, a collaborative dynamic affix weakness breaking and resource management board game method is proposed, including:

[0168] S1: Initialization parameters

[0169] Player resources: Ironclad Guard (HP 20, Mana 2, Heart Defense 10), Spiritualist (12, 6, 6), Assassin (8, 4, 4);

[0170] Team Bronze Crown = 10 points;

[0171] BOSS (Hard Difficulty): Weakness Sequence [Kill·Destroy → Break·Resolve → Suppress·Suppress → Kill·Destroy → Escape·Form → Break·Split], Initial HP 1000;

[0172] Initial card pool: 10 basic cards per person, 4 cards in the public display column (including "Healing").

[0173] S2: Phase cycle advancement

[0174] S21: Natural Disaster Phase: Draw "BOSS Enrage" (the skill is triggered when the player plays 2 cards in this round);

[0175] S22: Player's turn: Ironclad (position 1) uses Taunt (2 mana, mana 2 → 0), Assassin (position 3) uses Blade of Death (3 mana, heart defense 4 → 3), Spiritualist (position 2) uses Instant Mana Recovery (1 mana, mana 6 → 5);

[0176] S23: Enemy Phase: Play 3 cards to trigger the boss's skill "Kill·Rage" (dealing 5 damage to the assassin at position 3, health 8→3), and the soldiers attack position 1; discard "Taunt" and "Kill·Blade";

[0177] S24: Supply phase: Position 1 draws 1 card + recovers 2 mana (0→2), Position 2 draws 1 card + recovers 3 mana (5→6), Position 3 draws 1 card + recovers 1 heart defense (3→4) + 1 mana (4→5).

[0178] S3: Weakness Breaking and Heart Defense Judgment

[0179] Assassin's "Kill·Blade" defeats "Kill·Destroy", the boss's health decreases from 1000 to 900, and all members recover 1 mana (Ironclad Guard 2 to 3);

[0180] The subsequent assassin uses "Chain Stab" (3 mana, Heart Defense 4→3), and then uses "Critical Strike" (3 mana, Heart Defense 3→2). The Heart Defense has not returned to zero, so there is no judgment.

[0181] S4: Resurrection Mechanism Implementation

[0182] After the assassin is attacked by the boss's skills and soldiers, his health drops from 3 to 0. He consumes 3 bronze crowns (10 to 7) to revive: discard hand cards, recover 8 health, draw 5 cards, mana = 5, and retreat to position 4.

[0183] S5: Card Learning and Purchase

[0184] The Spiritualist has 2 experience points and chooses "Tranquil Rain" from the "Nature's Messenger" card pool;

[0185] The public display column "Armor-Piercing Arrow" is purchased by the assassin for 2 experience.

[0186] S6: Cross-game Artifact Inheritance

[0187] After clearing the game, the player will retain the artifact "Eternal Ring" and sell the "Shadow Cloak" for 6 gold coins through the APP; when a new game starts, the "Eternal Ring" will take effect (heart defense +2).

[0188] The above are only specific embodiments of the present application, but the scope of protection of this application is not limited thereto. Any changes or substitutions that can be easily conceived by a person skilled in the art within the technical scope disclosed in this application should be included in the scope of protection of this application. Therefore, the scope of protection of this application should be based on the scope of protection of the claims.

Claims

1. A collaborative dynamic affix weakness breaking and resource management board game system, characterized by: include: Dynamic affix weakness breaking module, configured to achieve dynamic affix management and coordinated breaking of BOSS weaknesses; The heart defense and mana resource management module is configured to realize the resource replacement payment and status linkage of the player's heart defense and mana; The team blood bank and resurrection module is configured to realize the team's shared blood bank resources and player resurrection mechanism; Phased process control module, configured to advance the game process in fixed stages; The card learning and public display module is configured to enable player skill learning and card sharing; The cross-game equipment and card linkage module is configured to achieve the binding of equipment and card effects and the retention and trading of cross-game equipment.

2. The collaborative dynamic affix weakness breaking and resource management board game system according to claim 1, characterized in that: The dynamic affix weakness breaking module includes: BOSS weaknesses are divided into four categories: simple, medium, difficult, and special. Simple types have 4 affixes, medium types have 5 affixes, difficult types have 6 affixes, and special types have limited affixes. They must be defeated in a preset linear order. Players must discuss with their team and play cards in order to break weaknesses. Cards with non-"Instant" keywords cannot be inserted during the play process. Cards with the "Instant" keyword can be inserted and used regardless of the order. Every time a complete weakness is broken, the boss will lose 10% of its maximum health and all players will recover 1 mana point. The BOSS triggers a skill every time it receives 3-4 player cards. The skill type is dynamically determined by the BOSS's current weakness breaking status.

3. The collaborative dynamic affix weakness breaking and resource management board game system according to claim 1, characterized in that: The heart defense and mana resource management module includes: The player panel contains three resources: health, mana, and mental defense. Each resource has an upper limit, and the initial value is allocated differently according to the player's role. When using a card, players can choose to pay mana or heart defense: 1-3 cost cards can pay 1 heart defense instead of mana, 4-6 cost cards can pay 2 heart defense instead of mana, and heart defense can only be used once per round; When the Heart Defense reaches zero, a 1D20 dice roll is triggered: if the dice value is <17, the player's deck will add a Heart Demon card, 2 points of true damage will be deducted, and the Heart Defense will be reset to the upper limit; if the dice value is ≥17, the character's awakening effect is triggered, and the Heart Defense is increased by 3; the awakening effects include stealing the BOSS's turn, doubling the card damage, or adding a shield to all players.

4. The collaborative dynamic affix weakness breaking and resource management board game system according to claim 1, characterized in that: The team blood bank and resurrection module includes: The team shares the initial 10 bronze crowns as blood bank resources; When a player dies, they can be resurrected by consuming 3 Bronze Crowns. After resurrection, they will discard all cards in their hand, restore their health to full, draw 5 cards, reset their mana to 5, and retreat to position 4. If the bronze crowns are exhausted, the game ends.

5. The collaborative dynamic affix weakness breaking and resource management board game system according to claim 1, characterized in that: The phased process control module includes four phases that cycle sequentially: Natural Disaster Phase: Draw encounter cards and resolve event effects; Player Turn: Players act in order after teamwork and discussion, paying mana or mental defense when playing cards; Enemy Phase: The boss executes normal attacks, skills, and soldiers' advance attacks, and the players calculate and discard the cards they have used in this round; Supply phase: Players receive differentiated supply resources according to their current positions. Position 1 draws 1 card and recovers 2 mana, Position 2 draws 1 card and recovers 3 mana, Position 3 draws 1 card, recovers 1 heart defense and 1 mana, and Position 4 draws 1 card, recovers 1 health and 2 mana.

6. The collaborative dynamic affix weakness breaking and resource management board game system according to claim 1, characterized in that: The card learning and public display module includes: Players spend 2 experience points and can choose 1 of 3 skills from the designated teacher's exclusive card pool; The public display column is limited to displaying 4 skill cards. All players can spend 2 experience points to directly purchase the cards in the display column; The exclusive card pool includes 2 teacher exclusive card pools corresponding to each color player, each card pool contains 40 primary cards and 15 advanced cards, and 8 teachers have a total of 440 cards.

7. The collaborative dynamic affix weakness breaking and resource management board game system according to claim 1, characterized in that: The cross-game equipment and card linkage module includes: The equipment slot module is forced to limit itself to 1 weapon + 1 armor + 1 mount + 1 companion + 1 personality + 2 artifacts. The weapon type is bound to the corresponding card cost modifier. Specifically, sword equipment reduces the mana cost of all sword cards by 1, bow equipment increases the damage of group attack cards by 1, flag equipment increases the target of group cards by 1, rune equipment allows delay cards to discard an additional card to enhance the effect, and seal equipment resets the cost of the first card of each round to zero. Artifact slot equipment supports cross-game retention and can be traded between players through the mobile app or offline; The partner action module is configured as follows: when the number of cards in front of the player is ≥ 4, the partner's automatic attack and skill release are triggered; after the battle, the partner's status is frozen and 2 gold coins are required to restore or 1 experience point is required to revive.

8. The collaborative dynamic affix weakness breaking and resource management board game system according to claim 1, characterized in that: It also includes plot exploration and combat rotation modules, configured as follows: The game progress is divided into seasons, chapters, and episodes. Each season contains 4 chapters, each chapter contains 4 episodes, and each episode is divided into an exploration phase and a combat phase. During the exploration phase, players consume action points, initially 3 points each time, to perform movement or investigation. After the action points are exhausted, the battle phase begins. Automatically trigger the audio / visual storyline through a storybook with masking film or electronic devices such as IPD, without the need for a host; Each chapter contains 4 exploration rounds, 2 battles and 1 hidden battle. The conditions for triggering the hidden battle include cumulative investigation of a specific location ≥ 2 times, combined use of designated props or remaining action points = 0.

9. A collaborative dynamic affix weakness breaking and resource management board game method, characterized in that: The following steps are involved: S1: Initialize game parameters, including player character resources, namely health, mana, heart defense, team bronze crown, boss weakness sequence and initial card pool allocation, among which the team bronze crown is 10 points. S2: Progress the game in a phased cycle: S21: Natural Disaster Phase: Draw encounter cards and resolve event effects; S22: Player's turn: Players discuss and play cards in order. When playing a card, they choose to pay with mana or heart defense. 1-3 mana cards pay 1 heart defense, 4-6 mana cards pay 2 heart defense. This can only be done once per round. "Instant" cards can be inserted regardless of order. S23: Enemy Phase: Count the number of cards played by players. If the number reaches 3-4, the boss's skill is triggered. The boss will perform normal attacks, skills, and attack with soldiers. The cards used by players are calculated and discarded. S24: Supply phase: Players replenish resources based on their positions. Player 1 draws a card to restore 2 mana, player 2 draws a card to restore 3 mana, player 3 draws a card to restore 1 heart defense and 1 mana, player 4 draws a card to restore 1 health and 2 mana. S3: During the player's turn, if the boss's weakness is broken, the boss loses 10% of its maximum health and the player regains 1 mana. If the player's heart defense is reduced to zero, a 1D20 check is triggered, and the inner demon card is added or awakened according to the result. S4: If the player dies, 3 Bronze Crowns are consumed to revive, and the player must discard cards, restore health to full, draw 5 cards, and return to position 4. If the Bronze Crowns are depleted, the game ends. S5: Players can spend 2 experience points to learn 1 skill from 3 teacher card pools, or spend 2 experience points to buy a card from the public display board with a limit of 4 cards; S6: After the battle, players can keep the artifact equipment, complete the artifact transaction through the trading market, and inherit the cross-game artifact when starting a new game.

10. The collaborative dynamic affix weakness breaking and resource management board game method according to claim 9, characterized in that: In step S3, the BOSS weakness breaking needs to be executed in a preset linear order. Simple weaknesses contain 4 affixes, medium weaknesses contain 5 affixes, difficult weaknesses contain 6 affixes, and special weaknesses contain restricted affixes. In step S3, the determination of the mental defense reset is specifically as follows: when the dice value is <17, the mental demon card is added to the deck, 2 points of true damage are deducted, and the mental defense is reset to the upper limit; when the dice value is ≥17, the awakening effect is triggered, and the mental defense is +3.