Information processing system, information processing method, and information processing program

By introducing a point system and computer management mechanism, the strategic depth and convenience of digital card games are enhanced, solving the problem of low player engagement in existing games and increasing player participation.

CN122161652APending Publication Date: 2026-06-05CYGAMES INC

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
CYGAMES INC
Filing Date
2024-11-20
Publication Date
2026-06-05

AI Technical Summary

Technical Problem

Existing digital card games lack strategy and convenience, leading to decreased player engagement.

Method used

By introducing a point system into the game, players can consume different types of points at different times to change the game medium, including the way, parameters and effects of changing the game medium. The availability and display of points are managed by a computer, providing strategic choices and operation prompts.

Benefits of technology

This enhances the game's strategic depth and ease of use, thereby increasing players' engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN122161652A_ABST
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Patent Text Reader

Abstract

An information processing system includes one or more computers, wherein the computers execute processes of: giving a player a first point number that can be used after a first timing; executing a first change based on a game medium selected by the player among game media associated with parameters by consuming the first point number; changing a part or all of the first point number to a second point number different from the first point number after a second timing later than the first timing; and executing a second change based on the game medium selected by the player by consuming the second point number.
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Description

Technical Field

[0001] This invention relates to an information processing system, an information processing method, and an information processing program. Background Technology

[0002] For example, Patent Document 1 discloses a digital card game that allows players to battle against each other via communication. In this digital card game, players create decks, which are groups of cards selected from a plurality of cards. Players then use these decks to play the game.

[0003] Existing technical documents

[0004] Patent documents

[0005] Patent Document 1: Japanese Patent Application Publication No. 2018-995 Summary of the Invention

[0006] The problem the invention aims to solve

[0007] As mentioned above, although games with various gameplay elements have been proposed, there is a problem that the lack of strategic and / or convenient elements required by players reduces their enthusiasm for playing the game.

[0008] The purpose of this invention is to provide an information processing program, information processing method, and information processing system that can enhance players' enthusiasm for playing games by improving strategic depth and / or convenience.

[0009] Solution for solving the problem

[0010] To solve the above problems, the information processing system includes one or more computers, wherein...

[0011] The computer performs the following processing:

[0012] Grant the player the first point they can use after the first opportunity;

[0013] By consuming the first point, a first change is performed on the game medium selected by the player in the associated parameterized game medium;

[0014] After a second timing point later than the first timing point, part or all of the first point number is changed to a second point number different from the first point number; and

[0015] By consuming the second point, a second change is performed on the game medium selected by the player.

[0016] Alternatively, in the first change and the second change,

[0017] The manner in which the game medium selected by the player changes, the manner in which the parameters associated with the game medium selected by the player change, and the manner in which the effects associated with the game medium selected by the player change are different from at least one of these.

[0018] Alternatively, in the first change and the second change,

[0019] Make at least one of the following different from the game medium selected by the player: the display image associated with the game medium, the parameters associated with the game medium, and the effects associated with the game medium.

[0020] Alternatively, the computer may perform the following process: by consuming the second points, perform the first change based on the game medium selected by the player.

[0021] Alternatively, the computer may manage the first changeable information, indicating whether the game medium is capable of performing the first change, in association with the game medium.

[0022] The computer manages the second change information, which indicates whether the game medium is capable of performing the second change, in association with the game medium.

[0023] Alternatively, in the process of performing the first change by consuming the first point,

[0024] If the player has the first point and the second point, the first change is performed by consuming the first point, based on the player's specific action to instruct the execution of the first change.

[0025] Alternatively, the computer may perform the following process: if the player has the second point but not the first point, and the specific operation is received, a notification is displayed.

[0026] Alternatively, the computer may perform the following process: if the player has the second points, highlight the game medium that is capable of performing the second change.

[0027] Alternatively, the computer may perform the following process: if the game medium selected by the player can perform the first change and the second change when the player has the first point and the second point, then a selection screen is displayed to show which of the first change and the second change can be performed.

[0028] Alternatively, during the process of displaying the selection screen,

[0029] If the player selects the game medium displayed in the second operation area based on continuous input from the first operation area to the second operation area, and the game medium is capable of performing the first change and the second change, then the selection screen is displayed.

[0030] To address the above problems, information processing methods include the following steps:

[0031] Grant the player the first point they can use after the first opportunity;

[0032] By consuming the first point, a first change is performed on the game medium selected by the player in the associated parameterized game medium;

[0033] After a second timing point later than the first timing point, part or all of the first point number is changed to a second point number different from the first point number; and

[0034] By consuming the second point, a second change is performed on the game medium selected by the player.

[0035] To solve the above problems, the information processing program causes the computer to perform the following processes:

[0036] Grant the player the first point they can use after the first opportunity;

[0037] The first change is performed by consuming the first points, based on the game medium selected by the player in the associated parameterized game medium;

[0038] After a second timing point later than the first timing point, part or all of the first point number is changed to a second point number different from the first point number; and

[0039] The second change is performed by consuming the second points, based on the game medium selected by the player.

[0040] Invention Effects

[0041] According to the present invention, by improving strategic depth and / or convenience, it is possible to increase players' enthusiasm for playing the game. Attached Figure Description

[0042] [ Figure 1 ] Figure 1 This is an explanatory diagram showing the outline structure of an information processing system.

[0043] [ Figure 2 ] Figure 2 A is a diagram illustrating the hardware structure of the player's terminal. Figure 2 B is a diagram illustrating the hardware structure of the server.

[0044] [ Figure 3 ] Figure 3 A is an image showing an example of a homepage screen. Figure 3 B is an example image illustrating a card design screen. Figure 3 C is an example image illustrating the deck selection screen. Figure 3 D is an example of a deck-building screen in its initial state.

[0045] [ Figure 4 ] Figure 4 A is an example of a card deck being assembled. Figure 4 B is an example of a card overview screen. Figure 4 C is an example of a card generation screen. Figure 4 D is an example image illustrating a card details screen.

[0046] [ Figure 5 ] Figure 5 This is an example of a battle scene.

[0047] [ Figure 6 ] Figure 6 A is the first image illustrating an example of a follower card. Figure 6 B is the first image illustrating an example of a follower card.

[0048] [ Figure 7 ] Figure 7 A is an illustration of an example of a spell card. Figure 7 B is an illustration of an example of amulet cards.

[0049] [ Figure 8 ] Figure 8 This is a diagram illustrating card management information.

[0050] [ Figure 9 ] Figure 9 This is a diagram illustrating one example of capability.

[0051] [ Figure 10 ] Figure 10 A is the first image, illustrating an example of a change in the battle scene. Figure 10 Image B is the second image, illustrating an example of a change in the battle scene. Figure 10 C is the third image, illustrating an example of a change in the battle scene.

[0052] [ Figure 11 ] Figure 11 Figure A is the fourth image, illustrating an example of a change in the battle scene. Figure 11 Figure B is the fifth image, illustrating an example of a change in the battle scene. Figure 11 C is the sixth image, illustrating an example of a change in the battle scene.

[0053] [ Figure 12 ] Figure 12 Figure A is the seventh image, illustrating an example of a change in the battle scene. Figure 12 Figure B is the eighth image, illustrating an example of a change in the battle scene. Figure 12 C is the ninth image, illustrating an example of a change in the battle scene.

[0054] [ Figure 13 ] Figure 13 Figure A is the tenth image, illustrating an example of a change in the battle scene. Figure 13 Figure B is the eleventh image, illustrating an example of a change in the battle scene.

[0055] [ Figure 14 ] Figure 14 A is the first image, illustrating an example of a battle scene during the evolution unlocking round. Figure 14 B is the second image, illustrating an example of a battle scene during the evolution unlocking round.

[0056] [ Figure 15 ] Figure 15 A is the first image, illustrating an example of a battle scene during evolution. Figure 15 B is the second image, illustrating an example of a battle scene during evolution. Figure 15 C is the third image, illustrating an example of a battle scene during evolution.

[0057] [ Figure 16 ] Figure 16 Image A is the first image, illustrating an example of a battle scene during the Super Evolution unlock round. Figure 16 Image B is the second image, illustrating an example of a battle scene during the Super Evolution unlock round.

[0058] [ Figure 17 ] Figure 17 A is the first image, illustrating an example of a battle scene during Mega Evolution. Figure 17 B is the second image, illustrating an example of a battle scene during Mega Evolution.

[0059] [ Figure 18 ] Figure 18 Image A is the third image, illustrating an example of a battle scene during Mega Evolution. Figure 18 B is an example diagram illustrating the selection screen.

[0060] [ Figure 19 ] Figure 19 A is the first image, illustrating an example of a battle scene where evolution points are exhausted. Figure 19 Image B is the second image, illustrating an example of a battle scene where evolution points are exhausted.

[0061] [ Figure 20 ] Figure 20Image A is the third image, illustrating an example of a battle scene where evolution points are exhausted. Figure 20 Image B is the fourth image, illustrating an example of a battle scene where evolution points are exhausted. Figure 20 C is an example of a notification screen.

[0062] [ Figure 21 ] Figure 21 This is an example of a battle scene where Mega Evolution Points are exhausted.

[0063] [ Figure 22 ] Figure 22 This diagram illustrates the changes in how the evolution information display area and the evolution / meta-evolution points display area are displayed.

[0064] [ Figure 23 ] Figure 23 This is a functional block diagram of the player's terminal.

[0065] [ Figure 24 ] Figure 24 This is a functional block diagram of the server.

[0066] [ Figure 25 ] Figure 25 This is a flowchart illustrating an example of the terminal-side card battle game execution process on a player's terminal.

[0067] [ Figure 26 ] Figure 26 This is a flowchart illustrating an example of how player control is handled during their own turn in the player's terminal.

[0068] [ Figure 27 ] Figure 27 This is a flowchart illustrating an example of the first execution process of evolution / mega-evolution in a player's terminal.

[0069] [ Figure 28 ] Figure 28 This is a flowchart illustrating an example of the second execution process of evolution / mega-evolution in the player's terminal.

[0070] [ Figure 29 ] Figure 29 This is a flowchart illustrating an example of opponent turn control processing in a player's terminal.

[0071] [ Figure 30 ] Figure 30 This is a flowchart illustrating an example of server-side card battle game execution processing on the server.

[0072] [ Figure 31 ] Figure 31 This is a flowchart illustrating an example of how a capability initiation process can be performed on a server.

[0073] [ Figure 32 ] Figure 32 This is a flowchart illustrating an example of evolution / meta-evolution point management in a server. Detailed Implementation

[0074] The following description, with reference to the accompanying drawings, details one embodiment of the present invention. The dimensions, materials, and other specific values ​​shown in the embodiments are merely examples for ease of understanding and are not intended to limit the invention unless otherwise stated. Furthermore, in this specification and the accompanying drawings, elements having substantially the same function or structure are labeled with the same reference numerals, thereby omitting redundant descriptions. Additionally, elements not directly related to the present invention are omitted from the illustrations.

[0075] (The overall structure of information processing system S)

[0076] Figure 1 This is an explanatory diagram showing the general structure of the information processing system S. The information processing system S is a so-called client-server system, including a player terminal 1, a server 1000, and a communication network N with a communication base station Na.

[0077] Player terminal 1 can establish communication with server 1000 via communication network N. Player terminal 1 broadly includes electronic devices capable of establishing wireless or wired communication connections with server 1000. Examples of player terminal 1 include smartphones, mobile phones, tablets, personal computers, and gaming devices. In this embodiment, the case of using a smartphone as player terminal 1 will be described.

[0078] Server 1000 can communicate with multiple player terminals 1. Server 1000 accumulates various information (player information) for each player playing the game. In addition, server 1000 updates the accumulated information based on the operations input from the player terminals 1.

[0079] Communication base station Na is connected to communication network N, enabling wireless transmission and reception of information with player terminal 1. Communication network N consists of mobile phone networks, the Internet, LAN (Local Area Network), dedicated lines, etc., to realize wireless or wired communication connections between player terminal 1 and server 1000.

[0080] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as game devices G. The player terminal 1 and the server 1000 respectively share the responsibility of controlling the progress of the game, and the game can progress through the cooperation between the player terminal 1 and the server 1000.

[0081] (Hardware structure of player terminal 1 and server 1000)

[0082] Figure 2 Diagram A illustrates the hardware structure of player terminal 1. Additionally, Figure 2 B is a diagram illustrating the hardware structure of server 1000. (For example...) Figure 2 As shown in Figure A, the player terminal 1 is configured to include a CPU (Central Processing Unit) 10, a storage unit 12, a bus 14, an input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24.

[0083] In addition, such as Figure 2 As shown in B, the server 1000 is configured to include a CPU 1010, a storage unit 1012, a bus 1014, an input / output interface 1016, a storage device 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0084] Furthermore, the structure and function of the CPU 1010, storage unit 1012, bus 1014, input / output interface 1016, storage device 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage unit 12, bus 14, input / output interface 16, storage device 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the hardware structure of the player terminal 1 will be described below, while the description of the server 1000 will be omitted.

[0085] The CPU 10 causes the program stored in the storage unit 12 to operate, thereby controlling the progress of the game. The storage unit 12 is composed of ROM (Read Only Memory) or RAM (Random Access Memory) and is used to store the program and various data required for controlling the progress of the game. The storage unit 12 is connected to the CPU 10 via bus 14.

[0086] An input / output interface 16 is connected to bus 14. A storage device 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.

[0087] The storage device 18 is composed of a semiconductor memory and is used to store various programs and data. In the player terminal 1, the programs and data stored in the storage device 18 can be loaded into the storage unit 12 by the CPU 10.

[0088] The communication unit 20 establishes a wireless communication connection with the communication base station Na, and transmits and receives various data and program information with the server 1000 via the communication network N. In the player terminal 1, programs and other data received from the server 1000 are saved to the storage unit 12 or the storage device 18.

[0089] The input unit 22 may consist of, for example, a touch panel, buttons, keyboard, mouse, D-pad, analog controller, etc., capable of inputting player operations (accepting operations). Alternatively, the input unit 22 may be a dedicated controller installed on the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer for detecting the tilt or movement of the player terminal 1, or a microphone for detecting the player's voice. In other words, the input unit 22 broadly includes devices that enable the player's intentions to be input in a recognizable manner.

[0090] The output unit 24 is configured to include a display device and a speaker. Alternatively, the output unit 24 may be a device connected (externally connected) to the player terminal 1. In this embodiment, the player terminal 1 includes a touch panel 26 that functions as both an input unit 22 and an output unit 24.

[0091] (Game content)

[0092] Next, an example will be used to describe the game content provided by the information processing system S (game device G) of this embodiment. The game in this embodiment is a so-called digital card game. Players can play the following card battle game: obtain and own various digital cards (game media, hereinafter referred to as cards) provided by the operator through draws or the like, and use the cards they own to battle against the computer or other players. The game content of this embodiment will be described in detail below.

[0093] Figure 3 A is an image showing an example of a homepage screen. Figure 3 B is an example image illustrating a card design screen. Figure 3 C is an example image illustrating the deck selection screen. Figure 3 D is an example of a deck-building screen in its initial state. Figure 4 A is an example of a card deck being assembled. Figure 4 B is an example of a card overview screen. Figure 4 C is an example of a card generation screen. Figure 4 D is an example image illustrating a card details screen.

[0094] When the application for this game is launched on player terminal 1, communication between player terminal 1 and server 1000 begins and the player terminal 1 becomes logged in, and the game starts. When the game starts, various game screens are displayed on the touch panel 26 of player terminal 1. In this embodiment, the game screens are broadly divided into normal screens and battle screens.

[0095] The normal screen is primarily used for players to check various settings and information. On the other hand, the battle screen is displayed on the touch panel 26 throughout the card battle game. All screens other than the battle screen are considered normal screens. Regarding the normal screen, there are... Figure 3 The homepage shown in A Figure 3 B shows multiple screens, including the card setting screen, the store screen (not shown), and the menu screen.

[0096] Figure 3 The homepage shown in Figure A is the initial screen displayed after logging in. For example... Figure 3 As shown in Figure A, a menu bar 30 is displayed at the bottom of the touch panel 26 on the home screen. The menu bar 30 contains multiple operation units that the player can interact with (click). These include: a home screen selection operation unit 30a labeled "Home," a single-player game selection operation unit 30b labeled "Single-player Game," a multiplayer game selection operation unit 30c labeled "Battle," a card setting screen selection operation unit 30d labeled "Cards," a shop screen selection operation unit 30e labeled "Shop," and a menu screen selection operation unit 30f labeled "Other."

[0097] When the home screen selection operation unit 30a is clicked, the following is displayed on the touch panel 26: Figure 3 The homepage screen is shown in section A. Additionally, clicking the single-player game selection control unit 30b displays various settings screens. When settings are configured on these screens, a card battle game based on computer-based multiplayer begins. Clicking the multiplayer game selection control unit 30c displays various settings screens. When settings are configured on these screens, a card battle game based on communication-based multiplayer battles with other players begins.

[0098] When the card setting screen selection operation unit 30d is clicked, the following is displayed on the touch panel 26: Figure 3 The card setup screen shown (B) allows for deck building, card overview, card dismantling, and card generation, as described later. Additionally, when the shop screen selection unit 30e is clicked, the shop screen appears on the touch panel 26, allowing players to obtain cards through a draw using in-game currency and items. Furthermore, when the menu screen selection unit 30f is clicked, the menu screen (not shown) appears on the touch panel 26, allowing players to view game settings and various information.

[0099] exist Figure 3 The upper left corner of the homepage shown in Figure A contains a header display area 31. This header display area 31 shows the player's name, player icon, and battle points (BP) associated with their player ID. Furthermore, battle points are gained upon victory in card battles based on communication with other players, and decreased upon defeat in such battles.

[0100] The homepage menu 32 is displayed on the right side of the homepage screen. The homepage menu 32 includes a gift screen selection operation unit 32a labeled "Gift", an information screen selection operation unit 32b labeled "Information", a task screen selection operation unit 32c labeled "Task", and a guild screen selection operation unit 32d labeled "Guild".

[0101] When the gift screen selection operation 32a is clicked, a gift screen (not shown) is displayed on the touch panel 26 to display items such as those distributed by the operator. Similarly, when the information screen selection operation 32b is clicked, an information screen (not shown) is displayed on the touch panel 26 to display update information, maintenance information, etc. Furthermore, when the mission screen selection operation 32c is clicked, a mission screen (not shown) is displayed on the touch panel 26 to display pre-set missions. Finally, when the guild screen selection operation 32d is clicked, a guild screen (not shown) related to guilds (groups) composed of multiple players is displayed on the touch panel 26.

[0102] Select the operation unit 30d by clicking on the card setting screen, and it will be displayed on the touch panel 26. Figure 3 The card setup screen shown in Figure B. The card setup screen displays the deck grouping tab 33a and the card overview generation tab 33b. When the deck grouping tab 33a is clicked, the following is displayed: Figure 3 The deck selection screen shown in C is a list of the decks created by the player. Players can name their decks. The deck name is displayed as an icon corresponding to each deck in the deck selection screen.

[0103] Additionally, a deck crafting tab 34 marked "New Crafting" is displayed on the deck selection screen. Players can click the deck crafting tab 34 to display [the desired content] on the touch panel 26. Figure 3 The deck-building screen shown in D allows you to create new decks.

[0104] In the deck-building screen, multiple empty slots are displayed at the top, and the player's owned cards (hereinafter referred to as owned cards) are displayed at the bottom. Furthermore, in the deck-building screen, as... Figure 4As shown in Figure A, by sliding the owned card displayed at the bottom to the top, the slid-down owned card is placed in the empty slot at the top. In this way, in the deck grouping screen, the owned card placed at the top is temporarily registered.

[0105] Furthermore, when the "Save" tab 35 in the deck building screen is clicked, the deck information is stored. This deck information is assigned a deck ID. Additionally, information about all cards in the temporarily registered deck is stored along with the deck ID. Although an illustration is omitted, clicking the "Save" tab 35 displays a screen for editing the deck name. When the deck name editing is complete, the deck information is stored along with the deck ID. Furthermore, the deck name and the icon displayed in the deck selection screen, etc., are stored along with the deck ID.

[0106] Additionally, when in Figure 3 If you click the icon in the deck selection screen shown in C, it will also be like... Figure 4 The deck-building screen is displayed as shown in Figure A. However, in this case, the cards that make up the deck selected in the deck selection screen are displayed at the top, and the owned cards are displayed at the bottom. In this case, the player can change the display from the cards shown at the top to the owned cards displayed at the bottom through player interaction.

[0107] Furthermore, in card battle games, a set number of cards (e.g., 40) are used. Therefore, in the deck-building screen, typically, after the player temporarily registers the required number of cards, they click the save tab 35 to store deck information containing that required number of cards. However, even if the number of temporarily registered cards is less than the required number, or even if it exceeds the required number, the deck information can still be saved, but this deck information cannot be used in the card battle game.

[0108] When the card list generation tab 33b is clicked in the card settings screen, it is displayed in the touch panel 26. Figure 4 The card overview screen shown in Figure B. In this card overview screen, at the bottom of the touch panel 26, there are a "Card Possession" label 36a, a "Generation Mode" label 36b, and a "Coin Possession" display bar 36c. The "Card Possession" label 36a and the "Generation Mode" label 36b together enable player click operations. The "Card Possession" label 36a and the "Generation Mode" label 36b are also displayed in the card generation screen. When the "Card Possession" label 36a is clicked, it displays... Figure 4 The card overview shown in B, when the generation mode tab 36b is clicked, displays... Figure 4 The card generation screen is shown in C. On the other hand, the number of coins (coin count) that the player possesses as in-game currency is displayed in the coin display panel 36c.

[0109] like Figure 4 As shown in B, the card overview screen displays the player's owned cards and their quantities. Additionally, the card overview screen can also display cards the player does not own. Furthermore, in the card generation screen, as shown... Figure 4 As shown in C, all available cards are displayed regardless of whether the player already owns them. However, cards owned by the player are displayed in color, while cards not owned by the player are grayed out (in [the image]). Figure 4 The cards are displayed in a dotted line format (as shown in C). This allows players to easily identify whether a card belongs to them.

[0110] When you click on any card in the card overview screen and card generation screen, such as Figure 4 As shown in D, the card details screen is displayed. This screen shows various information related to the clicked card. Additionally, the card details screen includes a "Disassemble" tab (37a) and a "Generate" tab (37b). The "Disassemble" tab (37a) displays the amount of coins gained. When the "Disassemble" tab (37a) is clicked, the currently selected card is disassembled, and the player receives the amount of coins displayed on the "Disassemble" tab (37a). Furthermore, when a card is disassembled, the number of cards the player owns decreases.

[0111] Additionally, the amount of coins consumed is displayed in the Generate tab 37b. Clicking Generate tab 37b consumes the amount of coins displayed in the tab to generate the currently selected card. When a card is generated, the number of cards owned increases. In other words, players can exchange their coins for cards by clicking Generate tab 37b. This card generation function can be performed regardless of whether the player owns the card. That is, players can generate cards for both owned and unowned cards.

[0112] Furthermore, the provided cards can be configured to include either cards that can be generated or cards that cannot be generated, or all cards can be generated. Additionally, cards can be configured to have specific periods during which they can and cannot be generated.

[0113] Additionally, the card set includes cards that can evolve during card battles, which will be explained in detail later. In this embodiment, "evolution" refers to the player-selected card being changed into another card. When a card evolves, its performance is enhanced.

[0114] The card details screen features a first button (37c) and a second button (37d). The first button (37c) is active on the card details screen for cards that can evolve. Although an illustration is omitted, clicking the first button (37c) displays the details of the evolved card.

[0115] Furthermore, the aforementioned card detail screen is displayed both during and outside of card battle gameplay. During card battle gameplay, card detail screens are displayed not only for the player's own cards but also for the opponent's cards. Therefore, during card battle gameplay, players can see what kind of cards their opponent can evolve into.

[0116] Next, we will explain the card battle game. Following an overview of the card battle game, we will then explain the details of the cards and the game itself. Additionally, we will explain the card battle game where you battle against other players. Furthermore, from now on, the other players who will be your opponents will be referred to as your opponents.

[0117] Figure 5 This is an example illustration of a battle screen. When the multiplayer selection on menu bar 30 is clicked, and various setting screens are displayed and settings are made on those screens, the card battle game begins. During the card battle game, the touch panel 26 displays... Figure 5 The battle scene shown.

[0118] The battle screen is divided into a player display area 40a, which displays the player's cards, information, etc., and an opponent display area 40b, which displays the opponent's cards, information, etc. The player's leader 41a is displayed in the center below the player display area 40a.

[0119] Additionally, a stamina display area 42a, representing the stamina of the player's main character 41a, is displayed near the player's main character 41a. Furthermore, an evolution information display area 43a is displayed near the player's main character 41a, which displays information related to the availability of evolution or super evolution (described later). Finally, an evolution / super evolution point display area 44a is displayed near the player's main character 41a, representing the remaining number of evolution points or super evolution points associated with the player's player ID (hereinafter also referred to as player-owned), as described later.

[0120] Similarly, the opponent's main fighter 41b is displayed in the upper center of the opponent display area 40b. Additionally, a health display area 42b, indicating the opponent's main fighter 41b's health, is displayed near the opponent's main fighter 41b. Furthermore, an evolution information display area 43b is displayed near the opponent's main fighter 41b, which displays information related to the availability of evolution or mega-evolution (described later). Additionally, an evolution / mega-evolution point display area 44b is displayed near the opponent's main fighter 41b, indicating the remaining number of evolution points or mega-evolution points possessed by the opponent (described later).

[0121] Furthermore, in this embodiment, the player's main fighter 41a's stamina, i.e., the value displayed in the stamina display area 42a, is set to 20 as an initial value. Similarly, the opponent's main fighter 41b's stamina, i.e., the value displayed in the stamina display area 42b, is set to 20 as an initial value.

[0122] Additionally, within the player display area 40a, the player's deck area 45a is located on the right, the player's hand area 46a is located in the lower right, and the player's battlefield 47a is located in the center. Unused cards are placed face down (i.e., in an unidentifiable state) in the deck area 45a. Cards in the player's hand are placed in the hand area 46a in a way that the player can identify. Cards played from the hand area 46a are placed in the battlefield 47a in a way that the player can identify.

[0123] Similarly, in the opponent's display area 40b, the opponent's deck area 45b is located on the right, the opponent's hand area 46b is located in the upper left, and the opponent's battlefield 47b is located in the center. The opponent's unused cards are placed face down in the deck area 45b. Cards in the opponent's hand are placed face down in the hand area 46b in a way that is not recognizable to the player. Cards played from the hand area 46b are placed in the battlefield 47b in a way that is recognizable to the player.

[0124] In the upper right corner of the player display area 40a, there is a turn-end button 48 for accepting player clicks and a game point display section 49a for displaying the player's game points (PP). In the game point display section 49a, the maximum game points in the current turn are displayed as the denominator, and the available game points are displayed as the numerator. Furthermore, in the game point display section 49a, the maximum game points and the available game points are displayed in a recognizable manner using dots. Additionally, in the opponent display area 40b, near the leader 41b, there is a game point display section 49b that displays the opponent's game points.

[0125] Additionally, a battle log button 50 is located on the left side of the battle screen. The battle log button 50 is configured to accept player clicks. When the battle log button 50 is clicked, a battle log is overlaid on the battle screen, representing various events that occur during the battle gameplay following the clicking of the battle log button 50.

[0126] The card battle game in this embodiment is a two-player battle type. Cards are randomly assigned to a player's hand from their chosen deck. Similarly, cards are randomly assigned to the opponent's hand from their chosen deck. Furthermore, in this card battle game, player and opponent turns alternate. During each turn, cards randomly selected from the deck are added to the player's hand.

[0127] During their turn, players choose a follower card or amulet card from their hand zone 46a and play it on the battlefield 47a, or use a spell card to activate a specified effect, according to the prescribed rules. Furthermore, the following will be referred to as "playing a card": playing a follower card or amulet card from hand zones 46a and 46b to the battlefield 47a and 47b, or using a spell card from hand zones 46a and 46b to activate a specified effect, which is equivalent to moving a card from hand zones 46a and 46b to another zone.

[0128] In this card battle game, both the player's leader 41a and the opponent's leader 41b are given health points. The side that first reduces the opponent's health points to 0 through attacks using cards or the like wins. Next, details of the cards used in this embodiment of the card battle game will be explained.

[0129] Figure 6 A is the first image illustrating an example of a follower card. Figure 6 B is the second image illustrating an example of a follower card. Figure 7 A is an illustration of an example of a spell card. Figure 7 B is a diagram illustrating an example of an amulet card. The cards used in the card battle game of this embodiment are categorized into any one of the following card categories: follower cards, spell cards, and amulet cards.

[0130] like Figure 6 A, Figure 6 B. Figure 7 A, Figure 7As shown in B, each card, regardless of its category, has a name 51, class 52, type 53, and cost 54. The name 51 is inherent to each card; that is, the name 51 can also be called the card name. Class 52 has multiple categories, classifying each card into a specific class. Type 53 has multiple categories; for each card, there are cards classified into a certain type and cards not classified into any type. Cost 54 represents the game points required to play the card; by consuming game points equivalent to the cost, the card can be played.

[0131] Figure 6 A, Figure 6 The follower card shown in B is a card in the card battle game that can attack the opponent's leader (41b) and follower cards placed on the opponent's battlefield (47b). Each follower card has a name (51), class (52), type (53), cost (54), ability (55), attack power (56), health (57), and illustration. Attack power (56) represents the amount of damage dealt to the opponent's leader (41b) or follower cards placed on the opponent's battlefield (47b) when this follower card attacks. When damaged, health (57) is reduced by an amount equal to the damage received. When health (57) reaches 0, the follower card is destroyed. Furthermore, the destroyed card is removed from the battlefield (47a) and sent to the graveyard (not shown). However, in addition to being removed from the battlefield (47b), there is also a state different from destruction, such as being destroyed and not sent to the graveyard.

[0132] Furthermore, in this embodiment, follower cards can evolve by consuming evolution points or super evolution points displayed in the evolution / super evolution point display areas 44a and 44b. Additionally, follower cards can super evolve by consuming super evolution points displayed in the evolution / super evolution point display areas 44a and 44b. The illustration of the evolved or super evolved follower card changes, or its attack power 56 and health 57 increase, or a specified ability 55 is added to it. That is, through follower card evolution or super evolution, the card's performance and effects (ability 55, attack power 56, health 57) are enhanced.

[0133] Figure 8 This is a diagram illustrating card management information. Figure 8This displays card management information related to follower cards. In this embodiment, each follower card is associated with various information such as card ID, card name, evolvability information, mega-evolvability information, pre-evolution illustration ID, post-evolution illustration ID, pre-evolution performance information, post-evolution performance information, and mega-evolution performance information. However, it is also possible to omit the evolvability and mega-evolvability information and use post-evolution performance information and mega-evolution performance information instead. That is, a follower card can be treated as evolvable if it is associated with post-evolution performance information. Similarly, a follower card can be treated as mega-evolvable if it is associated with mega-evolution performance information.

[0134] Specifically, the "evolvable" information indicates whether a minion card can evolve. Additionally, the "meta-evolvable" information indicates whether a minion card can meta-evolve. That is, in this embodiment, whether a minion card can evolve and whether it can meta-evolve are predefined for each category of minion card. In this embodiment, there are minion cards that can evolve and meta-evolve, minion cards that can evolve but cannot meta-evolve, and minion cards that cannot evolve or meta-evolve. However, it is also possible to include minion cards that cannot evolve but can meta-evolve.

[0135] Additionally, the "Pre-evolution Illustration ID" indicates the ID used to identify the illustration before evolution, and the "Post-evolution Illustration ID" indicates the ID used to identify the illustration after evolution. Furthermore, in this embodiment, for follower cards that can evolve and mega-evolve, a common illustration is set for both evolved and mega-evolved versions. However, for follower cards that can evolve and mega-evolve, the evolved illustration and the mega-evolved illustration can also be at least partially different.

[0136] Furthermore, the pre-evolution performance information represents the minion card's performance and effects (Ability 55, Attack 56, Health 57) before evolution. The post-evolution performance information represents the minion card's performance and effects (Ability 55, Attack 56, Health 57) after evolution. The post-meta-evolution performance information represents the minion card's performance and effects (Ability 55, Attack 56, Health 57) after mega-evolution. In this embodiment, for minion cards capable of evolution and mega-evolution, the degree to which their performance and effects (Ability 55, Attack 56, Health 57) are enhanced is set to be higher in the mega-evolution case compared to the evolved case. That is, for minion cards capable of evolution and mega-evolution, mega-evolution is more advantageous to the player than the evolved case. However, for minion cards capable of evolution and mega-evolution, it is sufficient that at least a portion of their performance and effects (Ability 55, Attack 56, Health 57) differs between the evolved and mega-evolution cases. Additionally, for follower cards that can evolve and mega-evolve, at least some of their properties and effects (55 stats, 56 attack, 57 health) can be set to be the same in both evolved and mega-evolved forms.

[0137] Furthermore, evolution and super evolution can be achieved simply by differing at least one of the following: the way the illustration changes, the way the attack power 56 or health 57 changes, and the way the ability 55 changes.

[0138] Figure 7 The spell card shown in A is assigned a name (51), class (52), type (53), cost (54), and ability (55). The spell card activates its ability (55) by being played, and is then destroyed. That is, spell cards cannot be played on the battlefield as shown in cards 47a and 47b.

[0139] Figure 7 The amulet card shown in B is assigned a name (51), class (52), type (53), cost (54), and ability (55). Amulet cards are played to remain on the battlefield (47a) and activate their ability (55). Furthermore, although the illustration is omitted, it is similar to... Figure 8 Similarly, card management information is provided for spell cards and amulet cards. Furthermore, in this embodiment, spell cards and amulet cards are not objects of evolution or mega-evolution. Therefore, the card management information related to spell cards and amulet cards may not include information on whether they can be evolved, mega-evolved, their post-evolutionary performance, or their post-mega-evolutionary performance.

[0140] Figure 9 This is a diagram illustrating an example of ability 55. Furthermore, Figure 9 The example shown is an example of ability 55; other abilities can also be set to 55, or some abilities can be omitted. Furthermore, this explanation is based on the player's cards, but the same applies to the opponent's cards.

[0141] like Figure 9 As shown, regarding Ability 55, there are abilities such as Entry, Last Words, Guard, Rush, Charge, Destruction, Siphon, Direct Summon, Evolve, and Fusion. In this embodiment, Entry, Last Words, Evolve, and Mega Evolve are categorized as abilities whose effects are activated at that specific time. Furthermore, other abilities (Guard, Rush, Charge, Destruction, Siphon, Direct Summon, and Fusion) are categorized as abilities whose effects are displayed when certain conditions are met. Additionally, these abilities can be combined arbitrarily and associated with cards within a non-contradictory framework; for example, a follower card with the "Guard on Evolve" ability is set to be granted Guard upon evolution.

[0142] Specifically, "Entrance Song" is the ability to activate the effects described in "Entrance Song" when a card is played from hand zone 46a to battlefield zone 47a (when the card is played). For example, in Figure 6 In the example of the follower card shown in A, when the follower card is played on the battlefield 47a, the effect of "Draw 1 card" is activated. By drawing 1 card from the cards placed in the deck area 45a, the drawn card is placed in the hand area 46a.

[0143] Curtain Call is the ability to activate the effects described in "Curtain Call" when a card is destroyed. Guard is the ability to prevent the opponent from attacking cards other than those with Guard when a card with Guard is placed on the battlefield (47a). Rush is the ability to attack the opponent's follower cards during the turn a card is played on the battlefield (47a).

[0144] **Rush:** During the turn 47a is played onto the battlefield, this ability allows you to attack the opponent's follower cards and leader cards (41b). **Destruction:** When you deal damage to an opponent's follower card, this ability destroys the follower card regardless of its health. **Siphon:** During your turn, when you deal damage to an opponent's follower card or leader card (41b), this ability restores the health of your leader card (41a) to an amount equal to the damage dealt, as displayed in its health bar (42a).

[0145] Direct Summoning is the ability to play a card directly from Deck Zone 45a to Battle Zone 47a under pre-set conditions.

[0146] "Evolve" is the ability to activate the effect described in "Evolve" when a minion card evolves. "Mega Evolution" is the ability to activate the effect described in "Mega Evolution" when a minion card Mega Evolves.

[0147] Fusion is the ability granted to the base card that becomes the fusion source. It is achieved by fusing cards that meet pre-set conditions and are placed in the hand area 46a as material cards to enhance the card's ability. In addition, there are cases where a single card has multiple abilities 55 set, and there are also cases where a single card has no ability 55 set at all.

[0148] Furthermore, in this embodiment, follower cards, spell cards, and amulet cards are combined to form a deck, and the deck is used to play a card battle game. The details of the card battle game are explained below.

[0149] Figure 10 A is the first image, illustrating an example of a change in the battle scene. Figure 10 Image B is the second image, illustrating an example of a change in the battle scene. Figure 10 C is the third image, illustrating an example of a change in the battle scene. Figure 11 Figure A is the fourth image, illustrating an example of a change in the battle scene. Figure 11 Figure B is the fifth image, illustrating an example of a change in the battle scene. Figure 11 C is the sixth image, illustrating an example of a change in the battle scene. Figure 12 Figure A is the seventh image, illustrating an example of a change in the battle scene. Figure 12 Figure B is the eighth image, illustrating an example of a change in the battle scene. Figure 12 C is the ninth image, illustrating an example of a change in the battle scene. Figure 13 Figure A is the tenth image, illustrating an example of a change in the battle scene. Figure 13 Figure B is the eleventh image, illustrating an example of a change in the battle scene.

[0150] When the card battle game begins, player terminal 1 sends the deck information to be used to server 1000. Additionally, player terminal 1 also sends deck information to server 1000. Server 1000 randomly determines who goes first and who goes second. Furthermore, server 1000 randomly assigns an index (e.g., numbers 1-40) to all cards represented in the deck information. Server 1000 also selects 3 initial candidate cards and 3 exchange candidate cards from the cards represented in the deck information.

[0151] Then, server 1000 is configured to allow player terminal 1 to obtain initial information. This initial information includes first-strike and second-strike information. Additionally, it includes index information indicating the player's card indices. Furthermore, it includes exchange information indicating the initial cards and exchange candidate cards. Additionally, it includes evolution / mega-evolution turn information, representing the evolution unlock turn that allows the player to use evolution and the mega-evolution unlock turn that allows the player to use mega-evolution. Finally, it includes evolution / mega-evolution point information indicating the number of evolution points and mega-evolution points awarded to the player and opponent.

[0152] Furthermore, when an operation consuming evolution points or super evolution points is performed on player terminal 1, server 1000 updates the player's evolution / super evolution point information by reducing the number of evolution points and super evolution points the player possesses. Then, server 1000 is configured so that both player terminal 1 and the opponent's player terminal 1 can obtain the updated evolution / super evolution point information. Similarly, when an operation consuming evolution points or super evolution points is performed on the opponent's player terminal 1, server 1000 updates the opponent's evolution / super evolution point information by reducing the number of evolution points and super evolution points the opponent possesses. Then, server 1000 is configured so that both player terminal 1 and the opponent's player terminal 1 can obtain the updated opponent's evolution / super evolution point information. Thus, it is possible to monitor changes in the player's or opponent's evolution points and super evolution points on both player terminals 1.

[0153] In player terminal 1, when the card battle game starts, as follows: Figure 10 As shown in Figure A, based on the attack-first-attack-later information, the touch panel 26 displays whether it is an attack-first or attack-later decision. Then, in player terminal 1, as... Figure 10 As shown in Figure B, based on the exchange information, three initial candidate cards are configured in the initial card display area 60, and the exchange display area 61 for configuring the cards to be exchanged is displayed in the touch panel 26.

[0154] If the initial candidate cards contain cards you want to trade, such as Figure 10 As shown in Figure C, the player moves the card they want to exchange to the exchange display area 61 by sliding. Then, when the player clicks the confirm button 62, the player terminal 1 returns the card moved to the exchange display area 61 to the deck area 45a, and determines the unexchanged initial candidate cards and a number of exchange candidate cards equal to the number of the initial candidate cards to be exchanged as the initial cards. Then, the player terminal 1 sends the initial card information indicating the determined initial cards to the server 1000.

[0155] In addition, server 1000 also receives initial card information from the opponent's player terminal 1. When server 1000 receives initial card information from both the player and the opponent, player terminal 1, set as the player, can obtain card count information showing only the number of cards included in the opponent's initial card information. Similarly, when server 1000 receives initial card information from both the player and the opponent, player terminal 1, set as the opponent, can obtain card count information showing only the number of cards included in the player's initial card information.

[0156] When player terminal 1 receives the number of cards, such as Figure 11 As shown in Figure A, the battle screen is displayed on the touch panel 26. At this time, the determined initial cards are configured in a recognizable manner into the hand area 46a, and three cards are configured in a non-recognizable manner into the hand area 46b based on the received information about the opponent's number of cards.

[0157] Then, if the player goes first, such as Figure 11 As shown in Figure B, player terminal 1 displays an image labeled "Your Turn" on touch panel 26, indicating the player's turn. At the same time, player terminal 1 also displays the number of turns remaining until the player can use the evolution unlock. Figure 11 In the case shown in B, the touch panel 26 displays an image that reads "4 turns left before you can evolve".

[0158] Additionally, based on the evolution / mega-evolution point information, three icon images representing the 3 evolution points associated with the previous player's player ID (hereinafter also referred to as those assigned to the player) are displayed in the evolution / mega-evolution point display area 44a. At this time, since the player's evolution unlock round (round 5 in this embodiment) has not yet arrived, the three icons are displayed in the evolution / mega-evolution point display area 44a in a way that indicates they are unavailable (highlighted in white in the diagram). Furthermore, the evolution information display area 43a is displayed in a way that indicates unavailable evolution and mega-evolution (highlighted in white in the diagram).

[0159] Additionally, in the Evolution / Mega Evolution Points display area 44b, four icons representing the 4 Evolution Points awarded to the opponent who attacks second are displayed. Since the opponent's Evolution unlock turn (turn 4 in this embodiment) has not yet arrived, four icons are displayed in the Evolution / Mega Evolution Points display area 44a to indicate that Evolution is unavailable (highlighted in white in the image). Furthermore, the Evolution Information Display Area 43b is displayed to indicate that Evolution and Mega Evolution are unavailable (highlighted in white in the image).

[0160] Then, in server 1000, one index is selected from the indexes of the cards in deck area 45a by drawing. That is, here, one card is selected from the cards in deck area 45a by drawing. Then, as... Figure 11 As shown in C, player terminal 1 will allocate the cards determined by drawing to hand area 46a.

[0161] Additionally, at the start of the round, the player's game points are increased by 1 in server 1000. Player terminal 1 updates the game point display unit 49a (here, the game points are set to 1).

[0162] After that, as Figure 12 As shown in A, for example, if a minion card with a cost of 1 is played onto the battlefield 47a from the cards configured in the hand area 46a by a swipe based on the player's action, the game points are reduced by 1, and the game point display section 49a is updated. Here, if the minion card played onto the battlefield 47a has ability 55 and its activation condition is met, the ability 55 is activated.

[0163] Additionally, player terminal 1 sends card information, including card information indicating a card played to battlefield 47a, to server 1000. When server 1000 receives the card information, it configures the opponent's player terminal 1 to be able to access the received card information. Consequently, in the opponent's player terminal 1, the card indicated by the card information is played to the opponent's battlefield 47b, and the opponent's game point display unit 49b is updated.

[0164] Subsequently, when the player clicks the End Turn button 48, player terminal 1 sends an End Turn message to server 1000 indicating that the turn has ended. Furthermore, in player terminal 1, if a card with ability 55 that activates upon End Turn is played on the battlefield at points 47a and 47b, then ability 55 of that card is activated. Upon receiving the End Turn message, server 1000 ends the player's turn and sets a Start Turn message to begin the opponent's turn, thus initiating the opponent's turn on player terminal 1.

[0165] Then, in the player's player terminal 1, as follows Figure 12 As shown in Figure B, an image labeled "Opponent's Turn" is displayed on the touch panel 26, indicating the opponent's turn. Then, on server 1000, two cards are selected from the indices of the cards in deck area 45b by drawing. That is, here, two cards are selected from the cards in deck area 45b by drawing. When player terminal 1 receives the card count information from server 1000, as... Figure 12 As shown in C, cards are configured in an unrecognizable manner in the hand area 46b based on the number of cards.

[0166] Furthermore, at the start of a turn, one card is usually determined by drawing, but only in the first turn of the second player's turn is two cards determined by drawing. Additionally, in server 1000, the opponent's game points increase by 1. Player terminal 1 updates the game point display unit 49b, increasing the opponent's game points by 1.

[0167] Then, the opponent's turn ends because they do not play any cards from hand zone 46b. When the server receives the turn start information, as shown... Figure 13 As shown in Figure A, player terminal 1 displays an image labeled "Your Turn" on touch panel 26, indicating that it is the player's turn. At the same time, player terminal 1 also displays the number of turns remaining until the player's evolution unlocks. Figure 13 In the case shown in A, the touch panel 26 displays an image that reads "3 turns left before you can evolve".

[0168] Additionally, when an index is selected from the card in deck area 45a by drawing cards in server 1000, player terminal 1 will assign the selected card to hand area 46a. Furthermore, when the player's game points are incremented by 1 in server 1000, player terminal 1 will update the game point display unit 49a (here, the game points are set to 2).

[0169] Then, as Figure 13 As shown in Figure B, a player slides a follower card positioned on battlefield 47a to the opponent's leader 41b. Based on this slide, player terminal 1 sends attack information to server 1000, indicating the follower card that attacked and the follower card or leader 41b that became the target of the attack. When server 1000 receives the attack information, it is configured so that player terminal 1 and the opponent's player terminal 1 can obtain attack result information, which includes information indicating the result of reducing the health of the attacked follower card or leader 41b, information indicating the result of reducing the health of the attacked follower card, etc. Then, based on the received attack result information, player terminal 1 reduces the health displayed in the opponent's leader 41b's health display area 42b by a value equivalent to the attack power 56 of that follower card.

[0170] As described above, the player's turn and the opponent's turn alternate. Each time a player or opponent plays a card or attacks, this information is sent to server 1000, thus gradually advancing the card battle game. Then, when the health displayed in the health display area 42a of the player's leader 41a or the health display area 42b of the opponent's leader 41b becomes 0, the winner is determined, and the card battle game ends.

[0171] Next, the evolution of follower cards will be explained. In this embodiment of the card battle game, after the evolution unlock turn, follower cards can be evolved by consuming the evolution points displayed in evolution / meta-evolution point display areas 44a and 44b. In this embodiment, the evolution unlock turn is set to the 5th turn for the first player and the 4th turn for the second player. However, the evolution unlock turn is not limited to this. For example, the evolution unlock turn could also be at the start of the card battle game, i.e., the 1st turn.

[0172] Additionally, after the Mega Evolution unlock round, players can consume the Mega Evolution points displayed in areas 44a and 44b to Mega Evolve follower cards. In this implementation, the Mega Evolution unlock round is set to the 7th turn for the first player and the 6th turn for the second player. However, the Mega Evolution unlock round is not limited to this. In short, the Mega Evolution unlock round should be later than the Evolution unlock round.

[0173] Furthermore, in this embodiment, 3 evolution points are awarded when attacking first, and 4 evolution points are awarded when attacking second.

[0174] Furthermore, in this embodiment, when going first, in round 7, a maximum of 2 evolution points are converted into 2 Mega Evolution points, and this converted Mega Evolution point is assigned. Specifically, when going first, if there are 2 or more evolution points remaining in round 7, the 2 evolution points are converted into 2 Mega Evolution points, and this converted Mega Evolution point is assigned. Also, when going first, if there are 1 evolution point remaining in round 7, the 1 evolution point is converted into 1 Mega Evolution point, and this converted Mega Evolution point is assigned. Furthermore, when going first, if there are 0 evolution points remaining in round 7, no change in evolution points or assignment of Mega Evolution points occurs. For example, if the player goes first and has 3 evolution points in round 7, 2 evolution points are converted into Mega Evolution points. As a result of this conversion, the player has 1 evolution point and 2 Mega Evolution points.

[0175] Furthermore, in this embodiment, when attacking second, in round 6, a maximum of 2 evolution points are converted into 2 Mega Evolution points, and these converted Mega Evolution points are assigned. Specifically, when attacking second, if there are 2 or more evolution points remaining in round 6, these 2 evolution points are converted into 2 Mega Evolution points, and these converted Mega Evolution points are assigned. Additionally, when attacking second, if there are 1 evolution point remaining in round 6, these 1 evolution point are converted into 1 Mega Evolution point, and these converted Mega Evolution points are assigned. Furthermore, when attacking second, if there are 0 evolution points remaining in round 6, no change in evolution points or assignment of Mega Evolution points occurs. For example, if the player attacks second and has 4 evolution points in round 6, 2 evolution points are converted into Mega Evolution points. As a result of this conversion, the player has 2 evolution points and 2 Mega Evolution points.

[0176] However, the number of evolution points that can be converted into super evolution points when the super evolution unlocks is not limited to the examples above. That is, it is sufficient as long as at least some or all of the evolution points can be converted into super evolution points.

[0177] Figure 14 A is the first image, illustrating an example of a battle scene during the evolution unlocking round. Figure 14 Image B is the second image illustrating an example of the battle screen during the evolution unlock round. When the player's evolution unlock round (in this case, the 5th round with the first turn) begins, firstly, as... Figure 14 As shown in Figure A, the touch panel 26 displays the information indicating the player's turn, along with images stating "Your Turn" and "0 turns remaining until you can evolve." Then, as... Figure 14 As shown in B, an image labeled "Able to Evolve" is displayed in the center of the touch panel 26 to notify the player that the evolution unlock round has been reached.

[0178] In addition, such as Figure 14 As shown in Figure B, the display method of the icon image displayed in the evolution / mega-evolution point display area 44a has changed to indicate the methods that can be used for evolution (marked in black in the figure). Additionally, the display method of the evolution information display area 43a has changed to indicate the methods that can be evolved (marked in black in the figure).

[0179] Figure 15 A is the first image, illustrating an example of a battle scene during evolution. Figure 15 B is the second image, illustrating an example of a battle scene during evolution. Figure 15 Image C is the third image, illustrating an example of a battle scene during evolution. For example, as shown... Figure 15As shown in Figure A, an unevolved minion card is placed on battlefield 47a in the 5th turn (the first turn). When the minion card placed on battlefield 47a is clicked, as shown... Figure 15 As shown in Figure A, the card details tab 63 is displayed on the touch panel 26.

[0180] The abilities of the clicked card are displayed in the card details tab 63. Additionally, if the follower card clicked by the player can evolve, its abilities before and after evolution are displayed in the card details tab 63. Furthermore, an evolution button 63a is displayed in the card details tab 63.

[0181] Furthermore, in this embodiment, only minion cards are set to be able to evolve. Therefore, the evolve button 63a is only displayed in the card details tab 63 of minion cards, while the evolve button 63a is not displayed in the card details tab 63 of spell cards and amulet cards.

[0182] Additionally, when evolution is possible, the Evolution button 63a functions as an operation unit that accepts player clicks. When the Evolution button 63a on the card details tab 63 is clicked, the follower card evolves. On the other hand, when evolution is not possible, the Evolution button 63a is displayed without accepting player clicks. Alternatively, the Evolution button 63a can be set to not be displayed when evolution is not possible. Specifically, situations where evolution is not possible include, for example, not reaching the turn where evolution is unlocked, not having evolution points or super evolution points, or the follower card being unable to evolve.

[0183] Furthermore, when the evolution information display area 43a changes to indicate that evolution is possible (blacked out), the control unit functions as a continuous input for swiping actions—that is, receiving input from the evolution information display area 43a to the evolved follower cards positioned on the battlefield 47a. Additionally, even if the evolution information display area 43a is displayed in a blacked-out manner, swiping actions on cards other than evolved follower cards positioned on the battlefield 47a are considered invalid. Furthermore, when the evolution information display area 43a is displayed in a way that indicates evolution and mega-evolution are unavailable (highlighted), the evolution information display area 43a considers the player's swiping actions invalid.

[0184] like Figure 15 As shown in B, when a continuous input, i.e. a swipe operation, is performed from the evolution information display area 43a (which indicates the ability to evolve, indicated by black) to an evolution-capable follower card positioned on the battlefield 47a, the evolution of that follower card is executed. In this way, the evolution of follower cards can be performed via a swipe operation, thus improving player convenience.

[0185] When a minion card evolves, an evolution animation is displayed. During the evolution animation, after showing the card before evolution, an animated image (not shown) depicting the changes to the card is displayed. Then, when the evolution animation ends, as... Figure 15 As shown in C, the evolved card is displayed on battlefield 47a. Additionally, the icon displayed in the Evolution / Mega Evolution point display area 44a shows a decrease of 1. Furthermore, the evolved card's attack power (56) and health (57) increase. Also, if it is a follower card with the "Evolve" ability (55), that ability is activated.

[0186] Additionally, player terminal 1 sends evolution information (evolution) of the evolved minion card to server 1000. When server 1000 receives the evolution information (evolution), player terminal 1, set as the opponent, can obtain the evolution information (evolution). In the opponent's player terminal 1, the received evolution information (evolution) allows them to know that the card has evolved and the evolved card.

[0187] Additionally, player terminal 1 sends evolution point consumption operation information to server 1000, indicating that an operation consuming evolution points has been performed. Based on the received evolution point consumption operation information, server 1000 updates the player's evolution / mega-evolution point information in a way that reduces the player's existing evolution points. Server 1000 is configured so that both player terminal 1 and the opponent's player terminal 1 can obtain the updated player's evolution / mega-evolution point information. Therefore, both player terminal 1 and the opponent's player terminal 1 can know that the player's evolution points have decreased.

[0188] Figure 16 Image A is the first image, illustrating an example of a battle scene during the Super Evolution unlock round. Figure 16 Image B is the second image illustrating an example of the battle screen during the Mega Evolution unlock round. When the player's Mega Evolution unlock round (in this case, the 7th round with the first turn) begins, firstly, as... Figure 16 As shown in Figure A, the touch panel 26 displays the player's turn information as "Your Turn" and an image indicating "0 turns remaining until Mega Evolution is possible." Furthermore, at the start of the player's turn after the Mega Evolution unlock round, the number of turns remaining until the Mega Evolution unlock round is displayed. Figure 16 In the case shown in A, an image displaying "0 turns remaining until Mega Evolution" is shown on touch panel 26. Then, as... Figure 16 As shown in B, an image labeled "Able to Mega Evolve" is displayed in the center of the touch panel 26 to notify the player that the Mega Evolution unlock round has been reached. Furthermore, at the start of the player's turn after the Mega Evolution unlock round, an image labeled "Your Turn" is displayed, indicating the player's turn, instead of showing the remaining number of turns until the Mega Evolution unlock round or the Mega Evolution unlock round.

[0189] Additionally, upon reaching the round where Mega Evolution is unlocked, evolution points will be adjusted. Figure 16 B shows the case where the player has 3 evolution points. In this case, 2 evolution points are converted into Mega Evolution points. As a result of this conversion, the player has 1 evolution point and 2 Mega Evolution points. Furthermore, corresponding to the change in evolution points, part of the icon image displayed in the evolution / mega evolution point display area 44a (the part corresponding to 2 points) changes to indicate that evolution and mega evolution are possible (shown as a cross-shaded line in the diagram). Additionally, the evolution information display area 43a changes to indicate that evolution and mega evolution are possible (shown as a cross-shaded line in the diagram). Furthermore, when the evolution information display area 43a is displayed as indicating that evolution and mega evolution are possible (cross-shaded line), the evolution information display area 43a functions as a control unit for receiving the player's swipe input.

[0190] Figure 17 A is the first image, illustrating an example of a battle scene during Mega Evolution. Figure 17 Image B is the second image, illustrating an example of a battle scene during Mega Evolution. For example, as shown... Figure 17 As shown in Figure A, assume that an unevolved minion card is placed on battlefield 47a in the 7th turn (first turn). If the minion card placed on battlefield 47a can Mega Evolve, then... Figure 17 As shown in Figure A, the display for this follower card emphasizes the effect image that allows for Mega Evolution. Furthermore, when the follower card configured in Battlefield 47a is clicked, as shown... Figure 17 As shown in Figure A, the card details tab 63 is displayed on the touch panel 26.

[0191] When a follower card clicked by a player can undergo Mega Evolution, the card details tab 63 displays its pre-evolution stats, post-evolution stats, and Mega Evolution stats. Additionally, the card details tab 63 displays an Evolve button 63a and a Mega Evolution button 63b.

[0192] Furthermore, the Mega Evolution button 63b is only displayed if the follower card clicked by the player can Mega Evolve. That is, if Mega Evolution is not possible, the Mega Evolution button 63b is not displayed. However, it is also possible that the Mega Evolution button 63b is displayed without accepting player clicks if Mega Evolution is not possible. Specifically, situations where Mega Evolution is not possible include, for example, not reaching the Mega Evolution unlock round, not having Mega Evolution points, or being a follower card that cannot be Mega Evolved. When the Mega Evolution button 63b on the card details tab 63 is clicked, the follower card's Mega Evolution is performed.

[0193] When a minion card undergoes Mega Evolution, a Mega Evolution animation is displayed. In the Mega Evolution animation, after showing the card before Mega Evolution, an unillustrated animated image showing the card's transformation is displayed. Alternatively, the Mega Evolution animation may differ from the Evolution animation in at least some of its animation images. Furthermore, the display time for the animation images in the Mega Evolution animation and the Evolution animation may differ or be the same. For example, the Mega Evolution animation may be longer and have more elaborate animation images than the Evolution animation.

[0194] Then, when the display of the super evolution animation ends, as... Figure 17 As shown in B, the Mega Evolution card is displayed on battlefield 47a. Additionally, the icons corresponding to Mega Evolution points displayed in area 44a show a decrease of 1. Furthermore, the Mega Evolution card's Attack (56) and Health (57) increase. Also, if it is a follower card with the "When Mega Evolved" ability (55), that ability is activated.

[0195] Additionally, player terminal 1 sends evolution information (meta-evolution) of the follower card to server 1000. When server 1000 receives the evolution information (meta-evolution), it allows the opponent's player terminal 1 to access this evolution information (meta-evolution). The opponent's player terminal 1 can then use the received evolution information (meta-evolution) to understand that a card has been meta-evolved and what the meta-evolved card is like.

[0196] Additionally, player terminal 1 sends an Mega Evolution Point consumption operation message to server 1000, indicating that an operation consuming Mega Evolution Points has been performed. Based on the received Mega Evolution Point consumption operation message, server 1000 updates the player's Evolution / Mega Evolution Point information in a way that reduces the player's Mega Evolution Points. Server 1000 is configured so that both player terminal 1 and the opponent's player terminal 1 can receive the updated player's Evolution / Mega Evolution Point information. Therefore, both player terminal 1 and the opponent's player terminal 1 can know that the player's Mega Evolution Points have decreased.

[0197] Figure 18 Image A is the third image, illustrating an example of a battle scene during Mega Evolution. Figure 18 B is an example diagram illustrating the selection screen. In Figure 18 Figure A shows a scenario where a follower card deployed in Battlefield 47a can Mega Evolve, and the player has Evolution Points and Mega Evolution Points.

[0198] In this case, when a swipe is made from the evolution information display area 43a to the follower card capable of mega-evolution positioned on the battlefield 47a, the following is displayed in the touch panel 26: Figure 18The selection screen shown in B. Specifically, after the turn when Mega Evolution is unlocked, and if the player has both Evolution Points and Mega Evolution Points, the selection screen appears when a player slides from the Evolution information display area 43a towards a follower card capable of Mega Evolution positioned on the battlefield 47a. However, in turns before the turn when Mega Evolution is unlocked, the selection screen does not appear even if a slide is performed. Even after the turn when Mega Evolution is unlocked, if the player does not have Mega Evolution Points, the selection screen does not appear even if a slide is performed. Furthermore, this prevents the selection screen from appearing unintentionally more frequently, thus reducing concerns about diminished enjoyment of the game.

[0199] like Figure 18 As shown in Figure B, the follower card that has been selected by the swipe operation starting from the evolution information display area 43a is displayed in the center of the selection screen. Additionally, an evolution button 70a is displayed to the right of the follower card, used to consume evolution points to perform evolution. When the evolution button 70a is clicked, the follower card evolves. Furthermore, a super evolution button 70b is displayed to the left of the follower card, used to consume super evolution points to perform super evolution. When the super evolution button 70b is clicked, the follower card undergoes super evolution.

[0200] In this implementation, evolution and super evolution are limited to once per turn, and can only be performed a limited number of times during the entire card battle game. That is, evolution and super evolution can be considered factors that significantly impact the strategy of the card battle game. By displaying a selection screen that allows players to choose which of these two factors—evolution and super evolution—to perform, which are considered to have a significant impact on the strategy of the card battle game, player convenience can be improved.

[0201] Figure 19 A is the first image, illustrating an example of a battle scene where evolution points are exhausted. Figure 19 Image B is the second image, illustrating an example of a battle scene where evolution points are exhausted. Figure 19 Figure A shows a scenario where a follower card deployed in Battlefield 47a can Mega Evolve, and the player does not have Evolution Points but has Mega Evolution Points.

[0202] In this case, when a swipe is made from the evolution information display area 43a to a follower card capable of mega-evolution positioned on the battlefield 47a, the selection screen is not displayed. Figure 18 B), and execute the Mega Evolution of the minion card. In this way, the Mega Evolution of the minion card can be executed by swiping, thus improving the convenience for players.

[0203] When a minion card undergoes Mega Evolution, as mentioned above, after the Mega Evolution animation is displayed, such as... Figure 19As shown in B, the evolved cards are displayed on battlefield 47a. Additionally, the icons corresponding to the Mega Evolution Points displayed in the Evolution / Mega Evolution Points display area 44a show a decrease of 1.

[0204] Figure 20 Image A is the third image, illustrating an example of a battle scene where evolution points are exhausted. Figure 20 Image B is the fourth image, illustrating an example of a battle scene where evolution points are exhausted. Figure 20 C is an example image illustrating a notification screen. In Figure 20 A, Figure 20 In section B, it is shown that the minion card deployed in battlefield 47a is a minion card that cannot be upgraded and can only be upgraded. Additionally, in... Figure 20 A and Figure 20 In section B, we show a scenario where the player has Mega Evolution Points but no Evolution Points.

[0205] At this point, when you click on the minion card configured in Battlefield 47a, as follows: Figure 20 As shown in Figure A, the card details tab 63 is displayed in the touch panel 26. At this time, the Evolution button 63a is displayed in the card details tab 63, but the Mega Evolution button 63b is not displayed. In this case, when the Evolution button 63a is clicked, the touch panel 26 displays a notification to the player to use Mega Evolution Points to perform an evolution. Figure 20 The notification screen shown in C. Furthermore, if a follower card deployed on battlefield 47a is capable of Mega Evolution, and the player has Mega Evolution points but no Evolution points, a notification screen will also be displayed on touch panel 26 when the Evolution button 63a is clicked. That is, after the Mega Evolution unlocks, and the player has Mega Evolution points but no Evolution points, a notification screen will be displayed when the Evolution button 63a is clicked.

[0206] In addition, such as Figure 20 As shown in B, when a swipe operation is performed from the evolution information display area 43a to a follower card that cannot be super-evolved and can only evolve, located on the battlefield 47a, the following is displayed in the touch panel 26: Figure 20 The notification screen shown in C. That is, after the round in which Mega Evolution is unlocked, and if the player does not have Evolution Points but has Mega Evolution Points, the notification screen is displayed when the player slides from the Evolution Information Display Area 43a to the follower card that can evolve and is placed on the battlefield 47a.

[0207] like Figure 20As shown in Figure C, the center of the notification screen displays an image that reads, "May I use 'Mega Evolution Points' to 'evolve'?" Additionally, the notification screen displays an Evolution button 72a for consuming Mega Evolution Points to perform an evolution. When the Evolution button 72a is clicked, Mega Evolution Points are consumed to evolve the follower card. By displaying this notification screen, concerns about accidentally using Mega Evolution Points for evolution can be reduced.

[0208] Additionally, a cancel button 72b is displayed in the notification screen. When the cancel button 72b is clicked, the consumption of Mega Evolution Points and evolution are not performed, and the notification screen becomes inactive.

[0209] Figure 21 This image illustrates an example of a battle scene where Mega Evolution Points are exhausted. Figure 21 The image shows a scenario where a player has consumed all their Mega Evolution Points after the Mega Evolution unlock round. In this case, assuming the player still has Evolution Points, such as... Figure 21 As shown, the display method of evolution information display area 43a changes from indicating that Mega Evolution can be used (crossed-out shading) to indicating that evolution can be used (blacked out). On the other hand, when the player does not have evolution points, the display method of evolution information display area 43a changes from indicating that Mega Evolution can be used (crossed-out shading) to indicating that evolution and Mega Evolution cannot be used (highlighted).

[0210] Figure 22 This diagram details the changes in the display methods of the evolution information display area 43a and the evolution / super-evolution point display area 44a. Figure 22 A illustrates a scenario where the player reaches the Mega Evolution unlock round with 4 Evolution Points. In this case, as mentioned above, the 2 Evolution Points are converted into 2 Mega Evolution Points. Accompanying this, as... Figure 22 As shown in Figure A, the display method of the icon images displayed in boxes "1" and "2" in the evolution / mega-evolution point display area 44a changes from the way they can be used for evolution (blacked out) to the way they can be used for both evolution and mega-evolution (crossed-out shaded lines). That is, when the evolution points change to mega-evolution points after reaching the mega-evolution unlock round, the two icon images corresponding to the evolution points displayed in the left box change to the icon images corresponding to the mega-evolution points.

[0211] exist Figure 22 Section B illustrates the scenario where evolution points are consumed when the player has 2 evolution points and 2 mega evolution points. In this case, as... Figure 22As shown in B, the player is notified that evolution points have been consumed by making the icon image displayed in box "4" of the evolution / mega-evolution point display area 44a invisible. That is, when evolution points are consumed, the icon image corresponding to the evolution points displayed in the rightmost box becomes invisible.

[0212] exist Figure 22 C illustrates the scenario where a player has 2 Evolution Points and 2 Mega Evolution Points, and then consumes Mega Evolution Points. In this case, as... Figure 22 As shown in C, firstly, the icon image corresponding to the Mega Evolution Points displayed in box "2" of the Evolution / Mega Evolution Points display area 44a becomes invisible. The icon images corresponding to the Evolution Points displayed in boxes "3" and "4" are moved to boxes "2" and "3" for display. That is, when Mega Evolution Points are consumed, the icon image corresponding to the Mega Evolution Points displayed in the rightmost box becomes invisible. Afterwards, the icon image corresponding to the Evolution Points is moved left-aligned to the box where the now-invisible icon image corresponding to the Mega Evolution Points was previously displayed.

[0213] exist Figure 22 D shows the situation where evolution points are restored (increased) through the ability 55 of various cards. Furthermore, in Figure 22 D shows a scenario where the player has 1 Evolution Point and 1 Mega Evolution Point. In this case, as... Figure 22 As shown in D, the icon image corresponding to the evolution points in the evolution / mega-evolution point display area 44a is newly displayed in box "3". That is, when evolution points are restored through the ability 55 of various cards, the icon image corresponding to the evolution points is newly displayed in the leftmost box (here, box "3" and box "4") of the empty column boxes (here, box "3").

[0214] exist Figure 22 E illustrates how Evolution Points can be converted into Mega Evolution Points through the power of various cards (55). Furthermore, in Figure 22 E shows a scenario where the player has 2 evolution points and 1 mega evolution point. In this case, as... Figure 22 As shown in E, the icon image corresponding to evolution points displayed in box "2" of the evolution / mega-evolution point display area 44a changes to the icon image corresponding to mega-evolution points. That is, when evolution points are changed to mega-evolution points based on the abilities 55 of various cards, the icon image corresponding to evolution points displayed in the leftmost box of the icon images corresponding to evolution points changes to the icon image corresponding to mega-evolution points.

[0215] In this implementation, it can be said that Mega Evolution Points, which can be used for both Evolution and Mega Evolution, are more advantageous to the player than Evolution Points, which can only be used for Evolution. The following rule is set: these advantageous Mega Evolution Points are always placed in the box to the left of the Evolution Points and are consumed starting from the right. This allows the player to instantly grasp the remaining number of Mega Evolution Points and Evolution Points, improving player convenience. Alternatively, it can be configured so that Mega Evolution Points are always placed in the box to the right of the Evolution Points and are consumed starting from the left.

[0216] Furthermore, in this embodiment, after granting evolution points to the player, some or all of those evolution points are converted into Mega Evolution Points, which are more advantageous to the player than regular evolution points. This enhances strategic depth and increases player engagement. For example, if a strategy is adopted to use up all evolution points by the turn before the Mega Evolution unlock is activated, evolution can be used to advantageously advance the battle in the turns leading up to the Mega Evolution unlock. Conversely, if a strategy is adopted to not use evolution points in the turns before the Mega Evolution unlock is activated, the maximum number of Mega Evolution Points can be obtained in the Mega Evolution unlock turn, allowing for advantageous evolution to advance the battle in the turns following the Mega Evolution unlock.

[0217] The following describes the processing of the player terminal 1 and server 1000 used to implement the card battle game described above, as well as the functional units that perform these processes. Furthermore, the following description specifically addresses the processing related to evolution or super evolution, while omitting descriptions of other processes.

[0218] (Functional Department of Player Terminal 1)

[0219] Figure 23 This is a functional block diagram of player terminal 1. The storage unit 12 of player terminal 1 includes a program storage area 12a and a data storage area 12b. At the start of the game, the CPU 10 stores the game control program (module) on the terminal side into the program storage area 12a.

[0220] The terminal-side game control program includes a game execution control program 300, a card battle game execution control program 301, and a display control program 302. Furthermore, Figure 23 The program listed is just one example; in addition, there are many other programs set up in the game control program on the terminal side.

[0221] The CPU 10 causes the programs stored in the program storage area 12a to operate, thereby updating the data in each storage unit of the data storage area 12b. Furthermore, by causing the programs stored in the program storage area 12a to operate, the CPU 10 enables the player terminal 1 (computer) to function as the terminal control unit 1A. The terminal control unit 1A includes a game execution control unit 300a, a card battle game execution control unit 301a, and a display control unit 302a.

[0222] Specifically, the CPU 10 causes the game execution control program 300 to operate so that the computer functions as the game execution control unit 300a. Similarly, the CPU 10 causes the card battle game execution control program 301 and the display control program 302 to operate so that they function as the card battle game execution control unit 301a and the display control unit 302a, respectively.

[0223] The data storage area 12b includes a game information storage unit 400, a player information storage unit 401, and a card management information storage unit 402 as storage units for data. Furthermore, these are just one example; many other storage units are also provided in the data storage area 12b.

[0224] The game execution control unit 300a controls the overall progress of the game. For example, the game execution control unit 300a logs into the game based on player actions, or determines whether overall game information has been updated.

[0225] The card battle game execution control unit 301a is responsible for controlling the execution of the card battle game. For example, the card battle game execution control unit 301a controls the progress of the card battle game based on the operations input on the player terminal 1.

[0226] The display control unit 302a controls the display of images on the touch panel 26 based on the player's actions and the progress of the game.

[0227] (Functional Department of Server 1000)

[0228] Figure 24 This is a functional block diagram of server 1000. The storage unit 1012 of server 1000 includes a program storage area 1012a and a data storage area 1012b. Program storage area 1012a stores game execution control program 1300 and card battle game execution control program 1301 as server-side game control programs. Furthermore, Figure 24 The program listed is just one example; in addition, there are many other programs set up in the game control program on the server side.

[0229] The CPU 1010 causes the programs stored in the program storage area 1012a to operate, thereby updating the data in each storage unit of the data storage area 1012b. Furthermore, by causing the programs stored in the program storage area 1012a to operate, the CPU 1010 enables the server 1000 (computer) to function as a server control unit 1000A. The server control unit 1000A includes a game execution control unit 1300a and a card battle game execution control unit 1301a.

[0230] Specifically, the CPU 1010 causes the game execution control program 1300 to perform actions so that the computer functions as a game execution control unit 1300a. Similarly, the CPU 1010 causes the card battle game execution control program 1301 to perform actions so that it functions as a card battle game execution control unit 1301a.

[0231] The data storage area 1012b includes a game information storage unit 1400, a player information storage unit 1401, and a card management information storage unit 1402 as storage units for data. Furthermore, these are just one example; in addition to these, many other storage units are provided in the data storage area 1012b.

[0232] The game execution control unit 1300a controls the overall progress of the game. For example, when the game execution control unit 1300a receives login information from the player terminal 1, it is configured to enable the player terminal 1 to access the player information (card deck information, BP, etc.) stored in the player information storage unit 1401. Furthermore, when the overall game information (including card count information, card information, attack information, attack result information, game point information, card play information, ability activation information, turn start information, turn end information, evolution / mega-evolution point information, evolution information (evolution), evolution information (mega-evolution), win / loss information, etc.) is updated, the game execution control unit 1300a reads the updated game information from the game information storage unit 1400 and is configured to enable the player terminal 1 to access this updated game information.

[0233] The Card Battle Game Execution Control Unit 1301a is responsible for controlling the execution of the card battle game.

[0234] (Communication processing between player terminal 1 and server 1000)

[0235] The following describes the basic processing of player terminal 1 and server 1000. Furthermore, in the following description, the processing performed in player terminal 1 will be denoted as Pn (n is any integer). Similarly, the processing performed in server 1000 will be denoted as Sn (n is any integer).

[0236] Figure 25This is a flowchart illustrating an example of the terminal-side card battle game execution process in player terminal 1. When the single-player game selection operation unit 30b or the multiplayer game selection operation unit 30c of the menu bar 30 is clicked, various setting screens are displayed. When settings are made in the setting screen, the terminal-side card battle game execution process begins.

[0237] When the card battle game execution process begins, the card battle game execution control unit 301a sends initial information (P1-1) to the server 1000, which includes deck information to be used in the card battle game and leader information representing the player's leader.

[0238] When the card battle game execution process begins, the card battle game execution control unit 301a sends the deck information (P1-1) to be used in the card battle game to the server 1000.

[0239] The card battle game execution control unit 301a receives initial information (first attack / second attack information, index information, exchange information) from server 1000 (P1-2).

[0240] Additionally, the card battle game execution control unit 301a receives and stores the evolution / mega-evolution point information (P1-3) contained in the initial information from the server 1000. At this time, if the player goes first, 3 evolution points are stored. If the player goes second, 4 evolution points are stored.

[0241] The card battle game execution control unit 301a receives and stores the evolution / mega-evolution turn information (P1-4) contained in the initial information from the server 1000. At this time, if the player goes first, turn 5 is stored as the evolution unlock turn. Additionally, if the player goes first, turn 7 is stored as the mega-evolution unlock turn. Additionally, if the player goes second, turn 4 is stored as the evolution unlock turn. Additionally, if the player goes second, turn 6 is stored as the evolution unlock turn. Furthermore, the evolution / mega-evolution turn information may not be stored in the player's terminal 1.

[0242] The display control unit 302a, based on the attack-first and attack-later information contained in the initial information received from the server 1000, performs the following: Figure 10 As shown in Figure A, the touch panel 26 displays whether it's an attack first or second (P1-5). Then, the card battle game execution control unit 301a performs initial card decision processing, in which the initial card is determined based on the exchange information included in the initial information (P1-6). Here, the display control unit 302a, based on the initial information (attack first or second information), as... Figure 10As shown in B, the three initial candidate cards are arranged in the initial card display area 60, and the exchange display area 61 for configuring the cards to be exchanged is displayed in the touch panel 26.

[0243] Moreover, such as Figure 10 As shown in Figure C, when the player clicks the "Confirm" button 62, the card battle game execution control unit 301a returns the cards that have been moved to the exchange display area 61 to the deck area 45a, and determines the initial candidate cards as the initial cards, including the initial candidate cards that have not been exchanged and an equal number of exchange candidate cards. Then, the card battle game execution control unit 301a sends the initial card information representing the initial cards to the server 1000, and also receives the opponent's card count information (P1-7).

[0244] like Figure 11 As shown in Figure A, the display control unit 302a displays the battle screen on the touch panel 26 and arranges the determined initial cards in the hand area 46a in a recognizable manner. In addition, based on the received information about the number of cards the opponent has, the display control unit 302a arranges 3 cards in the hand area 46b (P1-8) in a non-recognizable manner.

[0245] Next, the card battle game execution control unit 301a determines whether it is the player's turn (P1-9) based on the first-attack / second-attack information or the turn start information received from the server 1000. Then, if it is the player's turn ("Yes" in P1-9), the card battle game execution control unit 301a performs the player's turn control process (P2). On the other hand, if it is not the player's turn, that is, the opponent's turn ("No" in P1-9), the card battle game execution control unit 301a performs the opponent's turn control process (P3).

[0246] Then, if the card battle game execution control unit 301a does not receive win / loss information from the server 1000, that is, if no winner has been decided ("No" in P1-10), it returns the process to P1-10. Alternatively, if the card battle game execution control unit 301a receives win / loss information from the server 1000, that is, if a winner has been decided ("Yes" in P1-10), it executes the card battle game ending process (P1-11) to terminate the card battle game execution process.

[0247] Figure 26 This is a flowchart illustrating an example of player turn control processing (P2) in player terminal 1. When a player's turn begins, as... Figure 11As shown in Figure B, the display control unit 302a displays an image (P2-1) on the touch panel 26 indicating that it is the player's turn, labeled "Your Turn". Additionally, the display control unit 302a displays the number of turns remaining until the player can perform an evolution unlock. Figure 11 B) or the number of remaining rounds until the player can perform a super evolution. Figure 16 A)(P2-2).

[0248] The card battle game execution control unit 301a receives card information (P2-3) from the cards in the deck area 45a, which are selected by drawing cards in the server 1000. Furthermore, the display control unit 302a configures (displays) the selected cards in a recognizable manner in the hand area 46a (P2-3) based on the received card information.

[0249] Furthermore, if the game point information is updated in server 1000, the card battle game execution control unit 301a receives the updated game point information (P2-5). Additionally, the display control unit 302a updates the game point display unit 49a (P2-5) based on the received game point information. As a result, the game points are increased by 1 at the start of each turn.

[0250] Additionally, if the evolution / meta-evolution point information is updated in server 1000, the card battle game execution control unit 301a receives the updated evolution / meta-evolution point information (P2-5). Furthermore, the display control unit 302a updates the evolution / meta-evolution point display area 44a based on the received evolution / meta-evolution point information (P2-6).

[0251] Furthermore, if the server 1000 newly sets ability activation information indicating the activation of various card abilities, the card battle game execution control unit 301a receives this ability activation information (P2-6). Based on the received ability activation information, the card battle game execution control unit 301a executes ability activation processing to activate various abilities (P2-7).

[0252] The card battle game execution control unit 301a determines whether the player has input an operation to play a card (P2-8). If the result is that no card-playing operation was detected ("No" in P2-8), the card battle game execution control unit 301a transfers the processing to step P2-11. Alternatively, if a card-playing operation was detected ("Yes" in P2-8), the card battle game execution control unit 301a sends card-playing information to the server 1000 indicating that a card configured in hand area 46a has been played onto battlefield 47a. Furthermore, the display control unit 302a performs card-playing display processing based on the card-playing operation, displaying the card previously configured in hand area 46a onto battlefield 47a (P2-10). Additionally, in a turn after the number of turns since the Mega Evolution unlocked, and if the player has Mega Evolution points and a follower card configured on battlefield 47a is capable of Mega Evolution, the display control unit 302a displays an effect image for that follower card. Figure 17 A).

[0253] The card battle game execution control unit 301a determines whether the player has input an operation to cause a card configured on the battlefield 47a to attack the opponent's follower card or leader 41b (P2-11). If the result is that no attack operation is detected ("No" in P2-11), the process proceeds to step P2-14. Alternatively, if an attack operation is detected ("Yes" in P2-11), the card battle game execution control unit 301a sends attack information to the server 1000 based on the detected attack operation. This attack information includes information for identifying the card that launched the attack and information for identifying the attacked opponent's follower card or leader 41b.

[0254] The card battle game execution control unit 301a receives attack result information (P2-13) set in the server. This attack result information includes details such as the result of reducing the health of the attacked opponent's follower card or leader 41b, and the result of reducing the health of the follower card that launched the attack. Furthermore, the display control unit 302a executes various animations based on the received attack result information.

[0255] The card battle game execution control unit 301a, referring to card management information, determines whether the prescribed conditions for evolution and mega-evolution are met for all follower cards displayed on the battlefield 47a (P2-14). In this embodiment, if it is after the evolution unlock turn, the player has evolution points or mega-evolution points, and the card being judged is a follower card capable of evolution, the evolution condition is determined to be met. Similarly, if it is after the mega-evolution unlock turn, the player has mega-evolution points, and the card being judged is a follower card capable of mega-evolution, the evolution condition is determined to be met. Furthermore, this embodiment shows the case where the determination of whether the evolution and mega-evolution conditions are met for all follower cards displayed on the battlefield 47a, as described in P2-14, is performed on the player terminal 1 side; however, this determination can also be performed on the server 1000 side.

[0256] The card battle game execution control unit 301a determines whether a card displayed on the battlefield 47a has been clicked (P2-15). If the card has been clicked ("Yes" in P2-15), the display control unit 302a displays the card details label 63 based on the determination result in step P2-14 above (P2-16). Specifically, if the conditions for evolution are met for the clicked card, the display control unit 302a activates the evolution button 63a in the card details label 63 (sets it to an operable state). Furthermore, if the conditions for mega-evolution are met for the clicked card, the display control unit 302a activates the mega-evolution button 63b in the card details label 63 (sets it to an operable state).

[0257] Additionally, the card battle game execution control unit 301a performs the first execution process of evolution / mega-evolution (P4). Details of this first execution process of evolution / mega-evolution (P4) will be described later.

[0258] The Card Battle Game Execution Control Unit 301a executes the second execution process for evolution / mega-evolution (P5). Details of this second execution process for evolution / mega-evolution (P5) will be described later.

[0259] If the card battle game execution control unit 301a receives victory / defeat information from the server 1000, that is, if a victory / defeat has been determined ("Yes" in P2-17), it ends the control process for its own turn. Alternatively, if the card battle game execution control unit 301a does not receive victory / defeat information from the server 1000, that is, if a victory / defeat has not been determined ("No" in P2-17), it transfers the processing to P2-18.

[0260] The card battle game execution control unit 301a determines whether the player's turn has ended based on the player's action on the end-of-turn button 48 (P2-18). If the player's turn has not ended (P2-18 "No"), the card battle game execution control unit 301a transfers the processing to P2-4; if the player's turn has ended (P2-18 "Yes"), the card battle game execution control unit 301a executes the end-of-turn processing (P2-19). Furthermore, if a card with an ability 55 that activates at the end of the player's turn exists, during the end-of-turn processing, information is received from the server 1000 and processing to activate that ability 55 is executed.

[0261] Figure 27 This is a flowchart illustrating an example of the first execution process of evolution / meta-evolution in player terminal 1. The card battle game execution control unit 301a determines whether a sliding operation (P4-1) is detected from the evolution information display area 43a to a follower card capable of evolution or meta-evolution positioned on the battlefield 47a. If the result is that no sliding operation is detected ("No" in P4-1), the card battle game execution control unit 301a terminates the first execution process of evolution / meta-evolution.

[0262] If a swipe operation is detected ("Yes" in P4-1), the card battle game execution control unit 301a refers to card management information to determine whether the follower card to which the swipe operation was input is a card capable of Mega Evolution (P4-2). If the result is that the card is not a card capable of Mega Evolution ("No" in P4-2), the card battle game execution control unit 301a transfers the processing to step P4-11.

[0263] Furthermore, if the card is capable of Mega Evolution ("Yes" in P4-2), the Card Battle Game Execution Control Unit 301a determines whether the player has 1 or more Evolution Points (P4-3). If the result is that the player has 1 or more Evolution Points ("Yes" in P4-3), the Card Battle Game Execution Control Unit 301a transfers the processing to step P4-5.

[0264] Furthermore, if the player does not possess 1 or more evolution points, i.e., if the player does not possess any evolution points ("No" in P4-3), the card battle game execution control unit 301a determines whether the player possesses 1 or more Mega Evolution Points (P4-4). If the result is that the player possesses 1 or more Mega Evolution Points ("Yes" in P4-4), the card battle game execution control unit 301a transfers the processing to step P4-9.

[0265] Additionally, if the player does not have more than 1 Mega Evolution Point, that is, if the player does not have Mega Evolution Point (No in P4-4), the Card Battle Game Execution Control Unit 301a terminates the first execution process of that evolution / meta evolution.

[0266] The card battle game execution control unit 301a determines whether the player has 1 or more Mega Evolution Points (P4-5). If the result is that the player does not have 1 or more Mega Evolution Points, that is, if the player does not have Mega Evolution Points ("No" in P4-5), the card battle game execution control unit 301a transfers the processing to step P4-13.

[0267] Additionally, if the player has 1 or more Mega Evolution Points ("Yes" in P4-5), the display control unit 302a will display a selection screen on the touch panel 26. Figure 18 B)(P4-6).

[0268] Card battle game execution control unit 301a judgment selection screen ( Figure 18 B) Whether the Evolution button 70a is clicked (P4-7). If the result is that the Evolution button 70a is clicked ("Yes" in P4-7), the Card Battle Game Execution Control Unit 301a transfers the processing to step P4-13.

[0269] If the evolution button 70a is not clicked (No in P4-7), the card battle game execution control unit 301a determines the selection screen ( Figure 18 B) Whether the Mega Evolution button 70b was clicked (P4-8). If the result is that the Mega Evolution button 70b was not clicked ("No" in P4-8), the Card Battle Game Execution Control Unit 301a ends the first execution process of this evolution / mega evolution. Alternatively, if the Mega Evolution button 70b was clicked ("Yes" in P4-8), the Card Battle Game Execution Control Unit 301a transfers the process to step P4-9.

[0270] The card battle game execution control unit 301a sends evolution information (meta-evolution) indicating that a card is to be meta-evolved to the server 1000 (P4-9). In addition, the card battle game execution control unit 301a sends meta-evolution point consumption operation information indicating that meta-evolution points are consumed to the server 1000 (P4-10), and transfers the processing to step P4-20.

[0271] If, in step P4-2 above, the card is determined not to be a card capable of Mega Evolution ("No" in P4-2), the Card Battle Game Execution Control Unit 301a determines whether the Follower card, as the object of the input swipe operation, is a card capable of evolution (P4-11). If the result is that the card is not a card capable of evolution ("No" in P4-11), the Card Battle Game Execution Control Unit 301a terminates the first execution process of evolution / mega evolution.

[0272] Furthermore, if the card is a card that can evolve ("Yes" on P4-11), the card battle game execution control unit 301a determines whether the player has 1 or more evolution points (P4-12). If the result is that the player does not have 1 or more evolution points, that is, if the player does not have any evolution points ("No" on P4-12), the card battle game execution control unit 301a transfers the processing to step P4-15.

[0273] Additionally, if the player has 1 or more evolution points ("Yes" in P4-12), the card battle game execution control unit 301a sends evolution information (mega evolution) indicating the card to be evolved to the server 1000 (P4-13). Furthermore, the card battle game execution control unit 301a sends evolution point consumption operation information indicating the consumption of evolution points to the server 1000 (P4-14), and transfers the processing to step P4-20.

[0274] The Card Battle Game Execution Control Unit 301a determines whether the player has 1 or more Mega Evolution Points (P4-15). If the result is that the player does not have 1 or more Mega Evolution Points, that is, if the player does not have Mega Evolution Points ("No" in P4-15), the Card Battle Game Execution Control Unit 301a terminates the first execution process of that evolution / meta evolution.

[0275] Additionally, if the player has 1 or more Mega Evolution Points ("Yes" in P4-15), the Card Battle Game Execution Control Unit 301a displays a notification screen on the touch panel 26. Figure 20 C)(P4-16).

[0276] Card battle game execution control unit 301a judgment notification screen ( Figure 20 C) Whether the evolution button 72a was clicked (P4-17). If the result is that the evolution button 72a was not clicked ("No" on P4-17), the card battle game execution control unit 301a ends the first execution process of this evolution / mega-evolution.

[0277] Additionally, when the Evolution button 72a is clicked ("Yes" on P4-17), the card battle game execution control unit 301a sends evolution information (evolution) indicating the card to be evolved to the server 1000 (P4-18). Furthermore, the card battle game execution control unit 301a sends Mega Evolution Point consumption operation information to the server 1000 indicating the consumption of Mega Evolution Points (P4-19). That is, in this embodiment, the Mega Evolution Point consumption operation information is sent to the server 1000 when Mega Evolution is performed by consuming Mega Evolution Points and when evolution is performed by consuming Mega Evolution Points. Additionally, when a player only has Mega Evolution Points and wants to consume them to perform an evolution, a notification screen is displayed.

[0278] The card battle game execution control unit 301a receives the updated evolution / meta-evolution point information from the server 1000 (P4-20). Additionally, the display control unit 302a, based on the received evolution / meta-evolution point information, performs a display update process that changes the display method of the icon images in the evolution / meta-evolution point display area 44a according to the player's own evolution and meta-evolution points (P4-21).

[0279] Additionally, the card battle game execution control unit 301a refers to card management information to improve and update the performance (e.g., attack power and health) of cards that evolve or super-evolve based on player actions (P4-22). At this time, when evolution is performed, the display control unit 302a displays the evolution animation, and when super-evolution is performed, the display control unit 302a displays the super-evolution animation.

[0280] Through the above processing, when a player has both Evolution Points and Mega Evolution Points, a selection screen is displayed when they slide from the Evolution Information Display Area 43a to a follower card capable of Mega Evolution positioned on the battlefield 47a. Conversely, when a player only has Mega Evolution Points, a notification screen is displayed when they slide to an evolveable follower card positioned on the battlefield 47a.

[0281] Additionally, if a player only has Evolution Points, even if they swipe on a follower card that can undergo Mega Evolution and is located in Battlefield 47a, the evolution will proceed without displaying a selection screen.

[0282] Figure 28This is a flowchart illustrating an example of the second execution process for evolution / mega-evolution in player terminal 1. The card battle game execution control unit 301a determines whether the evolution button 63a on the card details label 63 has been clicked (P5-1). If the result is that the evolution button 63a has been clicked ("Yes" in P5-1), the card battle game execution control unit 301a transfers the processing to step P5-5.

[0283] Additionally, if the evolution button 63a is not clicked (No in P5-2), the card battle game execution control unit 301a determines whether the super evolution button 63b on the card details label 63 has been clicked (P5-2). If the result is that the super evolution button 63b is not clicked (No in P5-2), the card battle game execution control unit 301a terminates the second execution process for evolution / super evolution.

[0284] Additionally, if the Mega Evolution button 63b is clicked ("Yes" on P5-2), the Card Battle Game Execution Control Unit 301a sends evolution information (Mega Evolution) indicating the card to be Mega Evolved to the server 1000 (P5-3). Furthermore, the Card Battle Game Execution Control Unit 301a sends Mega Evolution Point Consumption Operation Information (P5-4) indicating the consumption of Mega Evolution Points to the server 1000, and transfers the processing to step P5-12.

[0285] If, in step P5-1 above, it is determined that the evolution button 63a has been clicked (P5-1 "Yes"), the card battle game execution control unit 301a determines whether the player has 1 or more evolution points (P5-5). If the result is that the player has 1 or more evolution points (P5-5 "Yes"), the card battle game execution control unit 301a sends evolution information (mega evolution) indicating the card to be evolved to the server 1000 (P5-6). In addition, the card battle game execution control unit 301a sends evolution point consumption operation information indicating the consumption of evolution points to the server 1000 (P5-7), and transfers the processing to step P5-12.

[0286] If the player has no more than 1 evolution point, that is, if the player has no evolution points but only super evolution points ("No" in P5-5), the card battle game execution control unit 301a displays a notification screen on the touch panel 26. Figure 20 C)(P5-8).

[0287] Card battle game execution control unit 301a judgment notification screen ( Figure 20C) Whether the evolution button 72a was clicked (P5-9). If the result is that the evolution button 72a was not clicked ("No" on P5-9), the card battle game execution control unit 301a ends the second execution process of evolution / mega-evolution.

[0288] Additionally, when the Evolution button 72a is clicked ("Yes" on page 5-9), the card battle game execution control unit 301a sends evolution information (evolution) indicating the card to be evolved to the server 1000 (page 5-10). Furthermore, the card battle game execution control unit 301a sends Mega Evolution Point consumption operation information to the server 1000 indicating the consumption of Mega Evolution Points (page 5-19). That is, in this embodiment, the Mega Evolution Point consumption operation information is sent to the server 1000 when Mega Evolution is performed by consuming Mega Evolution Points and when evolution is performed by consuming Mega Evolution Points. Additionally, when a player only has Mega Evolution Points and wants to consume them to perform an evolution, a notification screen is displayed.

[0289] The card battle game execution control unit 301a receives the updated evolution / meta-evolution point information from the server 1000 (P5-12). Additionally, the display control unit 302a, based on the received evolution / meta-evolution point information, performs a display update process that changes the display method of the icon images in the evolution / meta-evolution point display area 44a according to the player's own evolution and meta-evolution points (P5-13).

[0290] Additionally, the card battle game execution control unit 301a refers to card management information to improve and update the performance (e.g., attack power and health) of cards that evolve or super-evolve based on player actions (P5-14). At this time, when evolution is performed, the display control unit 302a displays the evolution animation, and when super-evolution is performed, the display control unit 302a displays the super-evolution animation.

[0291] Through the above processing, when a player only has Mega Evolution Points, clicking the Evolution button 63a on card details label 63 displays a notification screen. Conversely, when a player has both Mega Evolution Points and Evolution Points, clicking the Evolution button 63a on card details label 63 executes the evolution without displaying a notification screen. Furthermore, when a player has only Mega Evolution Points, and when a player has both Mega Evolution Points and Evolution Points, clicking the Mega Evolution button 63b on card details label 63 executes the Mega Evolution without displaying a notification screen.

[0292] Figure 29 This is a flowchart illustrating an example of opponent turn control processing (P3) in player terminal 1. When the opponent's turn begins, as... Figure 12As shown in B, the display control unit 302a displays an image on the touch panel 26 that indicates the opponent's turn and is labeled "Enemy's Turn" (P3-1).

[0293] When the number of cards is received, the display control unit 302a, based on the received number of cards, places the cards in the opponent's hand area 46b (P3-2) in an unrecognizable manner.

[0294] In addition, when a card-playing information is received, the display control unit 302a displays the card in a recognizable manner on the opponent's battlefield 47b (P3-3) based on the received card-playing information.

[0295] In addition, when the opponent's game point information is received, the card battle game execution control unit 301a updates the game point display unit 49b (P3-4) based on the received game point information.

[0296] In addition, when evolution / mega-evolution point information is received, the display control unit 302a updates the display of the evolution / mega-evolution point display area 44b based on the received evolution / mega-evolution point information (P3-5).

[0297] The card battle game execution control unit 301a determines whether it has received ability activation information (P3-6). Then, if ability activation information has been received ("Yes" in P3-6), the display control unit 302a executes ability activation processing to activate various abilities based on the received ability activation information (P3-7).

[0298] The card battle game execution control unit 301a determines whether attack result information has been received (P3-8). Then, if attack result information has been received ("Yes" in P3-8), the display control unit 302a executes various animations when the attack was performed based on the received attack result information (P3-9).

[0299] The card battle game execution control unit 301a determines whether evolution information (evolution) has been received (P3-10). Then, if evolution information (evolution) has been received ("Yes" in P3-10), the card battle game execution control unit 301a refers to the received evolution information (evolution) and card management information to improve and update the performance (e.g., attack power and health) of the follower card to be evolved (P3-11).

[0300] The card battle game execution control unit 301a determines whether evolution information (mega-evolution) has been received (P3-12). Then, if evolution information (mega-evolution) has been received ("Yes" in P3-12), the card battle game execution control unit 301a refers to the received evolution information (mega-evolution) and card management information to improve and update the performance (e.g., attack power and health) of the follower card to be mega-evolved (P3-13).

[0301] The card battle game execution control unit 301a determines whether a card displayed on the battlefield 47a has been clicked (P3-15). If the card has been clicked ("Yes" in P3-15), the display control unit 302a displays the card details label 63 (P3-16). In this case, since it is the opponent's turn, the display control unit 302a disables the Evolution button 63a and the Mega Evolution button 63b in the card details label 63 (sets them to an inoperable state) before displaying them.

[0302] If the card battle game execution control unit 301a receives win / loss information from the server 1000, that is, if a win / loss has been determined ("Yes" in P3-17), it ends the opponent's turn control process. If the card battle game execution control unit 301a does not receive win / loss information from the server 1000, that is, if a win / loss has not been determined ("No" in P3-17), it transfers the processing to P3-18.

[0303] The card battle game execution control unit 301a determines whether it has received end-of-turn information (P3-18). If no end-of-turn information has been received ("No" in P3-18), the card battle game execution control unit 301a transfers the processing to step P3-2. Alternatively, if end-of-turn information has been received ("Yes" in P3-18), the card battle game execution control unit 301a executes end-of-turn processing (P3-19). Furthermore, if a card with the ability 55 that activates at the end of the opponent's turn exists, during the end-of-turn processing, ability activation information is received from the server 1000, and processing to activate ability 55 is executed.

[0304] Figure 30 This is a flowchart illustrating an example of server-side card battle game execution processing (S1) in server 1000. When the server-side card battle game execution processing begins, the card battle game execution control unit 1301a receives deck information from the player's and opponent's player terminals 1 (S1-1). Then, the card battle game execution control unit 1301a decides whether to attack first or second (S1-2) and assigns indexes to the cards contained in the deck information (S1-3), setting it so that the player's and opponent's player terminals 1 can obtain initial information (S1-4).

[0305] Furthermore, when the player goes first, the card battle game execution control unit 1301a assigns 3 evolution points to the player and 4 evolution points to the opponent, setting the resulting evolution / mega-evolution points in the initial information. Conversely, when the player goes second, the card battle game execution control unit 1301a assigns 4 evolution points to the player and 3 evolution points to the opponent, setting the resulting evolution / mega-evolution points in the initial information.

[0306] Furthermore, when the player goes first, the card battle game execution control unit 1301a sets the evolution / mega-evolution turn information (player's evolution unlock turn is 5, opponent's evolution unlock turn is 4, player's mega-evolution unlock turn is 7, opponent's mega-evolution unlock turn is 6) into the initial information. Similarly, when the player goes second, the card battle game execution control unit 1301a sets the evolution / mega-evolution turn information (player's evolution unlock turn is 4, opponent's evolution unlock turn is 5, player's mega-evolution unlock turn is 6, opponent's mega-evolution unlock turn is 7) into the initial information.

[0307] The card battle game execution control unit 1301a determines whether the player's or opponent's Mega Evolution unlock turn has begun (S1-5). If the result is that the player's or opponent's Mega Evolution unlock turn has begun (S1-5 "Yes"), the card battle game execution control unit 1301a transfers the processing to step S1-5. The card battle game execution control unit 1301a performs the change content determination processing (S1-6).

[0308] If the player reaches the required number of turns to unlock Mega Evolution, the Card Battle Game Execution Control Unit 1301a, in its Change Decision Process (S1-6), decides to convert up to 2 of the player's Evolution Points into Mega Evolution Points. Specifically, if the player has 2 or more Evolution Points, the Card Battle Game Execution Control Unit 1301a decides to convert those 2 Evolution Points into 2 Mega Evolution Points and grant them to the player. If the player has 1 Evolution Point, the Card Battle Game Execution Control Unit 1301a decides to convert that 1 Evolution Point into 1 Mega Evolution Point and grant it to the player. Furthermore, if the player has 0 Evolution Points, the Card Battle Game Execution Control Unit 1301a decides not to convert any Evolution Points into Mega Evolution Points.

[0309] Furthermore, if the opponent reaches the turn limit for unlocking Mega Evolution, the Card Battle Game Execution Control Unit 1301a, in its change content determination process (S1-6), decides to convert up to 2 evolution points from the opponent's total evolution points into Mega Evolution points. Specifically, if the opponent has 2 or more evolution points, the Card Battle Game Execution Control Unit 1301a decides to convert those 2 evolution points into 2 Mega Evolution points and grant them to the opponent. If the opponent has 1 evolution point, the Card Battle Game Execution Control Unit 1301a decides to convert that 1 evolution point into 1 Mega Evolution point and grant it to the opponent. Furthermore, if the opponent has 0 evolution points, the Card Battle Game Execution Control Unit 1301a decides not to perform any conversion to Mega Evolution points.

[0310] When a player is granted Mega Evolution Points through the aforementioned change content determination process (S1-6), the Card Battle Game Execution Control Unit 1301a updates the evolution / meta evolution point information, displaying the player's own evolution points and meta evolution points (S1-7). Similarly, when an opponent is granted Mega Evolution Points through the aforementioned change content determination process (S1-6), the Card Battle Game Execution Control Unit 1301a updates the opponent's evolution / meta evolution point information, displaying the opponent's own evolution points and meta evolution points (S1-7). Then, the Card Battle Game Execution Control Unit 1301a is configured so that both the player's terminal 1 and the opponent's player terminal 1 can obtain the updated evolution / meta evolution point information.

[0311] The card battle game execution control unit 1301a determines whether it is the start of the player's turn or the start of the opponent's turn (S1-8). If it is not the start of the player's or opponent's turn ("No" in S1-8), the card battle game execution control unit 1301a transfers the processing to step S1-8.

[0312] At the start of the player's turn (S1-8 "Yes"), the card battle game execution control unit 1301a selects one card from the cards configured in the player's deck area 45a by drawing a card, and sets the player terminal 1 to be able to obtain card information representing the selected card. In addition, the opponent's player terminal 1 can obtain the number of cards (S1-10).

[0313] At the start of the opponent's turn (S1-8 "Yes"), the card battle game execution control unit 1301a selects one card from the cards located in the opponent's deck area 45b by drawing, and sets the opponent's player terminal 1 to be able to obtain card information representing the selected card. Additionally, it sets the player terminal 1 to be able to obtain the number of cards (S1-10). Furthermore, the card battle game execution control unit 1301a executes ability activation processing (S2). Details of this ability activation processing (S2) will be described later.

[0314] The card battle game execution control unit 1301a determines whether a card-playing information has been received (S1-11). If no card-playing information has been received (S1-11 "No"), the card battle game execution control unit 1301a transfers the processing to step S1-13. If a card-playing information has been received (S1-11 "Yes"), the card battle game execution control unit 1301a sets the player terminal 1 of an opponent different from the player terminal 1 that received the card-playing information to be able to obtain the card-playing information (S1-12). In addition, the card battle game execution control unit 1301a executes the ability activation process described later (S2).

[0315] The card battle game execution control unit 1301a determines whether an attack message has been received (S1-13). If no attack message has been received ("No" in S1-13), the card battle game execution control unit 1301a transfers the processing to step S1-15. If an attack message has been received ("Yes" in S1-13), the card battle game execution control unit 1301a configures the player terminal 1 of the opponent, which is different from the player terminal 1 that received the attack message, to obtain attack result information. This attack result information includes information indicating the result of reducing the health of the attacked follower card or leader 41a, 41b, and information indicating the result of reducing the health of the follower card that made the attack (S1-14). In addition, the card battle game execution control unit 1301a executes the ability activation process described later (S2).

[0316] The card battle game execution control unit 1301a determines whether evolution information (evolution) has been received (S1-15). If no evolution information (evolution) has been received ("No" in S1-15), the card battle game execution control unit 1301a transfers the processing to step S1-17. If evolution information (evolution) has been received ("Yes" in S1-15), the card battle game execution control unit 1301a sets the player terminal 1 of an opponent different from the player terminal 1 that received the evolution information (evolution) to be able to acquire the evolution information (evolution) (S1-16). In addition, the card battle game execution control unit 1301a executes the ability activation process described later (S2).

[0317] The card battle game execution control unit 1301a determines whether evolution information (mega-evolution) has been received (S1-17). If no evolution information (mega-evolution) has been received ("No" in S1-17), the card battle game execution control unit 1301a transfers the processing to step S3. If evolution information (mega-evolution) has been received ("Yes" in S1-17), the card battle game execution control unit 1301a sets the player terminal 1 of an opponent different from the player terminal 1 that received the evolution information (mega-evolution) to be able to acquire the evolution information (mega-evolution) (S1-18). Additionally, the card battle game execution control unit 1301a executes the ability activation process described later (S2).

[0318] The card battle game execution control unit 1301a performs evolution point update processing (S3). Details of this evolution point update processing (S3) will be described later.

[0319] The card battle game execution control unit 1301a determines whether an end-of-turn message has been received (S1-19). If no end-of-turn message has been received ("No" in S1-19), the card battle game execution control unit 1301a transfers the processing to step S1-22. If an end-of-turn message has been received ("Yes" in S1-19), the card battle game execution control unit 1301a executes the ability activation process described later (S2). Furthermore, the card battle game execution control unit 1301a is configured so that player terminal 1 of an opponent different from the player terminal 1 that received the end-of-turn message can obtain both the end-of-turn message and the start-of-turn message (S1-20).

[0320] In addition, the card battle game execution control unit 1301a updates the game point information by adding 1 to the game points of the player or opponent at the start of the turn (S1-21). The card battle game execution control unit 1301a is configured so that the player terminal 1 and the opponent's player terminal 1 can obtain this updated game point information.

[0321] The card battle game execution control unit 1301a determines whether a winner has been decided, specifically whether the player's leader 41a's health or the opponent's leader 41b's health has reached 0 (S1-22). If the result is that no winner has been decided ("No" in S1-22), the card battle game execution control unit 1301a transfers the processing to step S1-11. Alternatively, if a winner has been decided ("Yes" in S1-22), it is configured so that both the player's terminal 1 and the opponent's player's terminal 1 can obtain information indicating that a winner has been decided and the winner's outcome.

[0322] Additionally, the card battle game execution control unit 1301a calculates the battle points of the player and the opponent (S1-24). Furthermore, the card battle game execution control unit 1301a is configured to enable both the player's terminal 1 and the opponent's player terminal 1 to acquire battle points and terminate the server-side card battle game execution process.

[0323] Figure 31 This is a flowchart illustrating an example of the ability activation process (S2) in server 1000. The card battle game execution control unit 1301a determines whether the conditions for activating the ability set in the card management information are met for each card displayed on the battlefield 47a and 47b, cards that have attacked, and cards that have undergone evolution or mega-evolution (S2-1). If the result is that the ability activation conditions are not met ("No" in S2-1), the card battle game execution control unit 1301a terminates the ability activation process.

[0324] Furthermore, if the activation conditions for an ability are met (S2-1 "Yes"), the card battle game execution control unit 1301a determines whether the ability for which the activation conditions are met includes the ability to restore evolution points (S2-2). If the result is that the ability to restore evolution points is not present (S2-2 "No"), the card battle game execution control unit 1301a transfers the processing to step S2-5. Alternatively, if the ability to restore evolution points is present (S2-2 "Yes"), the card battle game execution control unit 1301a assigns evolution points to the player or opponent based on the ability set in the card management information (S2-3). Then, the card battle game execution control unit 1301a configures the player terminal 1 and the opponent's player terminal 1 to obtain the player's or opponent's evolution / mega-evolution points based on the result of this assignment (S2-4).

[0325] The card battle game execution control unit 1301a determines whether the ability that triggers the activation condition includes the ability to restore Mega Evolution Points (S2-5). If the result is that the ability to restore Mega Evolution Points is not present ("No" in S2-5), the card battle game execution control unit 1301a transfers the processing to step S2-7. Alternatively, if the ability to restore Mega Evolution Points is present ("Yes" in S2-5), the card battle game execution control unit 1301a assigns Mega Evolution Points to the player or opponent based on the ability set in the card management information (S2-6). Then, the card battle game execution control unit 1301a configures the player terminal 1 and the opponent's player terminal 1 to obtain the player's or opponent's Evolution / Mega Evolution Points based on the result of this assignment (S2-7).

[0326] The card battle game execution control unit 1301a determines whether the ability that triggers the activation condition includes the ability to change evolution points into mega-evolution points (S2-8). If the result is that the ability to change evolution points into mega-evolution points is not included ("No" in S2-8), the card battle game execution control unit 1301a transfers the processing to step S2-11. Alternatively, if the ability to change evolution points into mega-evolution points is included ("Yes" in S2-8), the card battle game execution control unit 1301a performs a change process (S2-9). In this change process (S2-9), the card battle game execution control unit 1301a, based on the ability set in the card management information, changes a specified number of evolution points of the player or opponent into a specified number of mega-evolution points. Then, the card battle game execution control unit 1301a configures the player's terminal 1 and the opponent's player terminal 1 to obtain the player's or opponent's evolution / mega-evolution points based on the result of this change (S2-10).

[0327] The card battle game execution control unit 1301a is configured to enable both the player terminal 1 and the opponent's player terminal 1 to obtain ability activation information (S2-11) indicating that various card abilities have been activated, and to terminate the ability activation process.

[0328] Figure 32 This is a flowchart illustrating an example of the evolution / mega-evolution point management process (S3) in server 1000. The card battle game execution control unit 1301a of the server determines whether evolution point consumption operation information has been received from player terminal 1 or the opponent's player terminal 1 (S3-1). If the result is that no evolution point consumption operation information has been received ("No" in S3-1), the card battle game execution control unit 1301a transfers the processing to step S3-4.

[0329] Additionally, upon receiving evolution point consumption operation information from player terminal 1 ("Yes" in S3-1), the card battle game execution control unit 1301a reduces the evolution points possessed by the player (S3-2) and sets player terminal 1 and the opponent's player terminal 1 to be able to obtain the player's evolution / mega-evolution points based on the reduced result (S3-3).

[0330] In addition, when the player terminal 1 receives evolution point consumption operation information from the opponent's player terminal 1 ("Yes" in S3-1), the card battle game execution control unit 1301a reduces the opponent's evolution points (S3-2) and sets the player terminal 1 and the opponent's player terminal 1 to be able to obtain the opponent's evolution / mega-evolution points based on the reduced result (S3-3).

[0331] The card battle game execution control unit 1301a determines whether it has received a Mega Evolution Point consumption operation information from player terminal 1 or opponent's player terminal 1 (S3-4). If the result is that no Mega Evolution Point consumption operation information has been received ("No" in S3-4), the card battle game execution control unit 1301a terminates the evolution / meta evolution point management process.

[0332] Additionally, upon receiving information about the consumption of Mega Evolution Points from player terminal 1 ("Yes" in S3-4), the card battle game execution control unit 1301a reduces the Mega Evolution Points possessed by the player (S3-5) and sets player terminal 1 and the opponent's player terminal 1 to be able to obtain the player's Evolution / Mega Evolution Points based on the reduced result (S3-6).

[0333] In addition, when receiving the Mega Evolution Point consumption operation information from the opponent's player terminal 1 ("Yes" in S3-4), the card battle game execution control unit 1301a reduces the opponent's Mega Evolution Points (S3-4) and sets the player terminal 1 and the opponent's player terminal 1 to be able to obtain the opponent's Evolution / Mega Evolution Points based on the reduced result (S3-6).

[0334] As explained above, the player terminal 1 includes a game execution control program 300, a card battle game execution control program 301, and a display control program 302. Additionally, the player terminal 1 includes a game execution control unit 300a, a card battle game execution control unit 301a, and a display control unit 302a. However, some or all of these programs and functions may also be located on the server 1000. That is, these programs and functions may be located on one or both of the player terminal 1 and the server 1000.

[0335] Additionally, server 1000 is equipped with game execution control program 1300 and card battle game execution control program 1301. Server 1000 also includes game execution control unit 1300a and card battle game execution control unit 1301a. However, some or all of these programs and functions can also be located on player terminal 1. That is, these programs and functions can be located on one or both of player terminal 1 and server 1000.

[0336] The above description, with reference to the accompanying drawings, illustrates one embodiment; however, it is self-evident that the present invention is not limited to the above-described embodiment. Those skilled in the art will readily recognize various modifications and variations within the scope of the claims, and will understand that these modifications and variations also fall within the technical scope of the present invention.

[0337] In the above embodiments, a digital card game was used as an example for explanation, but the genre and content of the game are not particularly limited, such as a simulation game. In short, any battle game that uses a game medium is acceptable, and the opponent is not limited to a human but can also be a computer. Therefore, the game medium is not limited to digital cards, but can be any game medium provided in the game, such as characters, combat units, or pieces.

[0338] Furthermore, in the above embodiments, the information processing described above is performed by the information processing system S, which serves as a client-server system. However, the player terminal 1 may also possess the functions of the server 1000 in the above embodiments. Alternatively, the server 1000 may possess the functions of the player terminal 1 in the above embodiments. Additionally, communication functionality is not mandatory; for example, the game device G may be capable of executing computer-versus-player or multiplayer battles. In summary, the information processing program preferably enables the computer to perform the following processes.

[0339] (Processing performed by the computer)

[0340] The following process is applied: Players are granted a first set of points (in the above embodiment, for example, the number of turns after the evolution unlock) that can be used after the first opportunity (in the above embodiment, for example, evolution points) (in the above embodiment, for example, steps P1-4). Furthermore, while the above embodiment shows the case where evolution points are granted to players at the start of the card battle game, evolution points can also be granted to players at the number of turns after the evolution unlock.

[0341] The following process is performed: by consuming a first point (in the above embodiment, evolution points for example), a first change (in the above embodiment, evolution for example) is performed based on a game medium (in the above embodiment, follower cards for example) selected by the player from the game medium (in the above embodiment, follower cards for example) with associated parameters (in the above embodiment, attack power 56, health 57 for example) associated with the game medium (in the above embodiment, follower cards for example). (In the above embodiment, steps P4, P5, S1-15, S1-16, S2, S3 for example)

[0342] The following processing is performed: After the second timing (in the above embodiment, for example, the number of rounds to unlock evolution) which is later than the first timing (in the above embodiment, for example, the number of rounds to unlock super evolution), part or all of the first points (in the above embodiment, for example, evolution points) are changed to a second point (in the above embodiment, for example, super evolution points) that is different from the first points (in the above embodiment, for example, evolution points) (in the above embodiment, for example, steps S1-5 to S1-7).

[0343] The following process is performed: by consuming a second point (in the above embodiment, for example, a super evolution point), a second change (in the above embodiment, for example, a follower card) is performed based on the game medium selected by the player (in the above embodiment, for example, a follower card) (in the above embodiment, for example, steps P4, P5, S1-17, S1-18, S2, S3).

[0344] Alternatively, in the first change (evolution, as an example in the above embodiment) and the second change (hyper-evolution, as an example in the above embodiment), at least one of the following may differ: the way in which the game medium selected by the player (a follower card, as an example in the above embodiment) changes (illustration, as an example in the above embodiment); the way in which the parameters associated with the game medium selected by the player (a follower card, as an example in the above embodiment) change (attack power 56, health 57, as an example in the above embodiment); and the way in which the effect associated with the game medium selected by the player (a follower card, as an example in the above embodiment) changes (ability 55, as an example in the above embodiment).

[0345] Alternatively, in the first variation (evolution, as an example in the above embodiment) and the second variation (hyper-evolution, as an example in the above embodiment), at least one of the following is different after the game medium (follower card, as an example in the above embodiment) is changed: the display image associated with the game medium (illustration, as an example in the above embodiment), the parameters associated with the game medium (attack power 56, health 57, as an example in the above embodiment), and the effect associated with the game medium (ability 55, as an example in the above embodiment).

[0346] The computer can also perform the following process: by consuming a second point (in the above embodiment, for example, a super evolution point), a first change (in the above embodiment, for example, an evolution) is performed based on the game medium selected by the player (in the above embodiment, for example, a follower card) (in the above embodiment, for example, steps P4, P5, S1-15, S1-16, S2, S3).

[0347] Alternatively, the first changeability information (in the above embodiment, for example, evolution) indicating whether the game medium (in the above embodiment, for example, a follower card) can perform a first change (in the above embodiment, for example, evolution) can be managed in association with the game medium (in the above embodiment, for example, a follower card).

[0348] Alternatively, the second change information (in the above embodiment, as an example, super-evolution information) indicating whether the game medium (in the above embodiment, as an example, a follower card) can perform a second change (in the above embodiment, as an example, super-evolution) can be managed in association with the game medium (in the above embodiment, as an example, a follower card).

[0349] Alternatively, in the process of performing the first change (evolution, for example, in the above embodiment) by consuming the first point (evolution points, for example, in the above embodiment), if the player has the first point (evolution points, for example, in the above embodiment) and the second point (mega-evolution points, for example, in the above embodiment), the first change (evolution, for example, in the above embodiment) is performed by consuming the first point (evolution points, for example, in the above embodiment) based on the player's specific operation for instructing the performance of the first change (evolution, for example, in the above embodiment, clicking the evolution buttons 63a and 70a, for example, in the above embodiment).

[0350] Alternatively, the computer can perform the following processing: if the player does not possess the first set of points (evolution points, for example in the above embodiment) but possesses the second set of points (mega-evolution points, for example in the above embodiment), and a specific action is received (clicking evolution buttons 63a and 70a, for example in the above embodiment), a notification is displayed (for example, clicking evolution buttons 63a and 70a, for example in the above embodiment). Figure 20 The display of C's notification screen (in the above implementation, steps P4-16 and P5-8 are examples).

[0351] Alternatively, the computer may perform the following process: when the player has a second point (in the above embodiment, for example, a super evolution point), the game medium (in the above embodiment, for example, a follower card) that can perform a second change (in the above embodiment, for example, a super evolution) is highlighted (in the above embodiment, for example, step P2-10).

[0352] Alternatively, the computer can perform the following processing: If the player possesses a first point (evolution points, for example, in the above embodiment) and a second point (mega-evolution points, for example, in the above embodiment), and if the game medium selected by the player (a follower card, for example, in the above embodiment) can perform a first change (evolution, for example, in the above embodiment) and a second change (mega-evolution, for example, in the above embodiment), then a selection screen is displayed showing which of the first change (evolution, for example, in the above embodiment) and the second change (mega-evolution, for example, in the above embodiment) can be performed (for example, in the above embodiment...). Figure 18 The selection screen shown in B (in the above implementation, step P4-6 is an example).

[0353] Alternatively, in the selection screen (as an example in the above implementation), Figure 18 In the processing of the selection screen shown in B), if the player selects a game medium (in the above embodiment, a follower card) displayed in the second operation area (in the above embodiment, a follower card) based on continuous operation input from the first operation area (in the above embodiment, evolution information display area 43a) to the second operation area (in the above embodiment, battlefield 47a) (in the above embodiment, a sliding operation from evolution information display area 43a to a follower card that can evolve and is configured in battlefield 47a), and if the game medium (in the above embodiment, a follower card) can perform a first change (in the above embodiment, evolution) and a second change (in the above embodiment, mega-evolution), then the selection screen (in the above embodiment, a follower card) is displayed. Figure 18 (Selection screen shown in B).

[0354] Furthermore, the control processing described in the above embodiment is merely one example. In the above embodiment, the case where control processing for executing the game is performed on player terminal 1 was explained. That is, in the above embodiment, control processing for executing the game is performed only on player terminal 1. In this case, only player terminal 1 functions as the game device G. However, a portion of the above control processing can also be performed by server 1000. That is, information processing system S, which is a client-server system equipped with player terminal 1 and server 1000, can also function as the game device G.

[0355] Furthermore, in the above embodiments, the information processing program for implementing the game can also be stored on a computer-readable non-transitory storage medium. Moreover, the above embodiments can also serve as information processing methods for implementing the various functions and the steps shown in the flowchart.

[0356] Explanation of reference numerals in the attached figures

[0357] 1: Player terminal; 43a: Evolution information display area (first operation area); 47a: Battlefield (second operation area); 55: Ability (effect); 56: Attack power (parameter); 57: Stamina (parameter); 1000: Server; S: Information processing system.

Claims

1. An information processing system comprising one or more computers, wherein, The computer performs the following processing: Grant the player the first point they can use after the first opportunity; By consuming the first point, a first change is performed on the game medium selected by the player in the associated parameterized game medium; After a second timing point that is later than the first timing point, part or all of the first point number is changed to a second point number that is different from the first point number; as well as By consuming the second point, a second change is performed on the game medium selected by the player.

2. The information processing system according to claim 1, wherein, In the first change and the second change The manner in which the game medium selected by the player changes, the manner in which the parameters associated with the game medium selected by the player change, and the manner in which the effects associated with the game medium selected by the player change are different from at least one of these.

3. The information processing system according to claim 1 or 2, wherein, In the first change and the second change Make at least one of the following different from the game medium selected by the player: the display image associated with the game medium, the parameters associated with the game medium, and the effects associated with the game medium.

4. The information processing system according to claim 1 or 2, wherein, The computer performs the following process: by consuming the second points, it performs the first change based on the game medium selected by the player.

5. The information processing system according to claim 1 or 2, wherein, The computer manages the first changeable information, indicating whether the game medium is capable of performing the first change, in association with the game medium. The computer manages the second change information, which indicates whether the game medium is capable of performing the second change, in association with the game medium.

6. The information processing system according to claim 1 or 2, wherein, In the process of performing the first change by consuming the first point, If the player has the first point and the second point, the first change is performed by consuming the first point, based on the player's specific action to instruct the execution of the first change.

7. The information processing system according to claim 6, wherein, The computer performs the following process: if the player has the second point but not the first point, and if the specific operation is received, a notification is displayed.

8. The information processing system according to claim 1 or 2, wherein, The computer performs the following process: when the player has the second points, it highlights the game medium that is capable of performing the second change.

9. The information processing system according to claim 1 or 2, wherein, The computer performs the following process: if the game medium selected by the player can perform the first change and the second change when the player has the first point and the second point, then a selection screen is displayed to show which of the first change and the second change can be performed.

10. The information processing system according to claim 9, wherein, In the process of displaying the selection screen, If the player selects the game medium displayed in the second operation area based on continuous input from the first operation area to the second operation area, and the game medium is capable of performing the first change and the second change, then the selection screen is displayed.

11. An information processing method, executed by one or more computers, the information processing method comprising the following processes: Grant the player the first point they can use after the first opportunity; By consuming the first point, a first change is performed on the game medium selected by the player in the associated parameterized game medium; After a second timing point that is later than the first timing point, part or all of the first point number is changed to a second point number that is different from the first point number; as well as By consuming the second point, a second change is performed on the game medium selected by the player.

12. An information processing program that causes a computer to perform the following processes: Grant the player the first point they can use after the first opportunity; The first change is performed by consuming the first points, based on the game medium selected by the player in the associated parameterized game medium; After a second timing point later than the first timing point, part or all of the first point number is changed to a second point number different from the first point number; and The second change is performed by consuming the second points, based on the game medium selected by the player.