A programmable game card

CN122912447APending Publication Date: 2026-10-16SHANGHAI NIANFEI NETWORK TECH CO LTD
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Patent Information

Application Number
CN202610881175.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2020-11-13
Filing Date
2020-12-31
Publication Date
2026-10-16

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Abstract

The application discloses a programmed game card, which comprises a basic rule board and one or more different types of game cards, wherein the basic rule board comprises a basic rule main board and a plurality of basic rule sub-boards, the plurality of basic rule sub-boards are detachably connected on the basic rule main board in a shape-fitting mode, and each basic rule sub-board records a game rule; and the one or more different types of game cards comprise event cards, the event cards comprise direct execution type event cards, conditional execution type event cards and / or cyclic execution type event cards. The application not only can perform programming education on children in a game process, but also can reflect novel ideas of children in the game process in rules of the cards.
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Description

[0001] This application is a divisional application of Chinese patent application No. 202011638541.9, filed on December 31, 2020, entitled "A Programmable Game Card". Technical Field

[0002] This application relates to a game card, and more specifically, to a programmable game card. Background Technology

[0003] With the development of computer technology, basic computer programming education for children is becoming increasingly popular. However, current basic programming education requires the use of computers or similar electronic products, which leads to high educational costs and can also easily cause vision problems in children. Furthermore, children are prone to addiction to electronic products, resulting in decreased attention span in non-electronic learning environments.

[0004] However, basic programming education can greatly promote the development of children's mathematical and logical thinking. Individual programming skills are also very likely to become a universal skill like language and writing skills in the future. It is not advisable to completely abandon basic programming education because of the side effects of electronic products.

[0005] There is a need for a completely new model of basic programming education that can enable children to complete basic programming education without the aid of electronic products.

[0006] Children can play tabletop card games without electronic devices; however, the rules and card content in existing card games are fixed. Once children are familiar with a set of cards, the repetitive nature of the cards often leads to a lack of interest. Furthermore, children often have their own ideas about how to play the game, but these ideas cannot be expressed within the framework of traditional card games.

[0007] Application content This application provides a novel programmable game card that not only educates children about programming during gameplay, but also incorporates children's novel ideas into the card rules, thus achieving edutainment and making learning more enjoyable.

[0008] Another advantage of this application is that it does not require multiple players to play the card game; only one player is needed. This is particularly suitable for certain special conditions, such as greatly benefiting children's self-play at home without the worry of excessive screen time affecting their eyesight.

[0009] According to a key aspect of this application, a programmable game card system is provided, comprising a basic rules board and one or more different types of game cards. The basic rule board includes a basic rule main board and multiple basic rule sub-boards. The multiple basic rule sub-boards are detachably connected to the basic rule main board in a shape-matching manner, and each basic rule sub-board records one game rule. The game cards of one or more different types include event cards, which include direct execution event cards, conditional execution event cards, and / or cyclic execution event cards; The direct execution event card includes an execution section, which describes the actions that need to be performed. This conditional execution event card includes a condition section and an execution section, which are designed to be detachably connected in a shape-fitting manner; the condition section describes the conditions for the execution action. The cyclic execution event card includes a cyclic part and an execution part, which are designed to be detachably connected together in a shape-fitting manner; the cyclic part records the number of times or conditions of the cyclic execution action.

[0010] Preferably, the plurality of basic rule sub-boards have multiple levels, including at least a first-level sub-board and a second-level sub-board, wherein the second-level sub-board is a sub-board of the first-level sub-board.

[0011] Preferably, the direct execution event card also includes a prelude section, which uses more language to describe the event or develop a storyline to increase the fun of the game; the prelude section is designed as an integral part of the execution section, or designed to be detachably connected together in a shape-matching manner.

[0012] Preferably, the condition part is designed with an outwardly protruding arrow shape, while the execution part is designed with a recessed portion that matches the arrow shape, thereby connecting the two parts together.

[0013] Preferably, the execution part is designed to be divided into two parts, upper and lower. If the condition in the condition part is met, the upper part is executed; if the condition is not met, the lower part is executed. The upper and lower parts are respectively connected to the two sides of the arrow in the condition part.

[0014] Preferably, the loop section is designed as a surrounding or semi-surrounding box, while the execution section is designed as a card that can be embedded in the box.

[0015] Preferably, the one or more different types of game cards also include character cards, each character card comprising a main character portion, at least one parameter portion describing a game parameter, and at least one numerical portion describing a parameter value, wherein the parameter portion and the numerical portion are designed to be separably embedded in the character card.

[0016] Preferably, the one or more different types of game cards also include prop cards, which include a main prop part, at least one parameter part describing game parameters, and at least one numerical part describing parameter values, both of which are designed to be detachably embedded in the prop card.

[0017] Preferably, the character cards and prop cards are arranged to be detachably connected in a shape-matching manner.

[0018] Preferably, at least one protrusion is designed on the character card, and a recess matching the protrusion is designed on the prop card for connecting the character card and the prop card.

[0019] Preferably, at least one protrusion on the character card can be designed as a character's hand or foot, while the corresponding prop card is designed as a prop that matches the hand or foot.

[0020] Preferably, the one or more different types of game cards also include skill cards, which include a skill body, at least one parameter part describing game parameters, and at least one numerical part describing parameter values. The parameter part and the numerical part are designed to be detachably embedded in the skill card.

[0021] Preferably, the skill card also includes a condition section and an execution section, which are designed to be detachably connected together in a shape-fitting manner.

[0022] Preferably, the character card and skill card are designed to be detachably connected in a shape-matching manner.

[0023] Preferably, the game parameters include character attributes, and the parameter values ​​include attribute values.

[0024] Preferably, the parameter section is designed in the form of parameter cards, which are embedded in the one or more different types of game cards in a separable and replaceable manner.

[0025] Preferably, the numerical portion is designed in the form of small numerical cards, which are embedded in the one or more different types of game cards in a separable and replaceable manner.

[0026] Preferably, the parameter cards and the numerical cards have different shapes and / or different colors.

[0027] Preferably, the character cards also include skill cards named after the skills, which are embedded in the character cards in a detachable and replaceable manner.

[0028] Preferably, the programmable game card also includes a game map board, which includes multiple map tiles and connectors connecting the map tiles. The map tiles and connectors are configured to be detachably connected together in a shape-fitting manner to form a map.

[0029] Preferably, the map tiles are square, hexagonal, or circular.

[0030] Preferably, the map tiles are designed to include multiple types of map unit tiles, each with a different shape, size, or color to distinguish different map units.

[0031] Preferably, the concave and convex structures on the various types of map unit blocks used for mating with the connectors are consistent.

[0032] Preferably, the connector is provided with arrow marks to indicate the direction of movement on the map in the game.

[0033] Preferably, the map is designed with branching paths.

[0034] Preferably, the game rules include conditional statements and selection statements, used to select branch paths on the map.

[0035] Preferably, the basic rule sub-board includes a condition section and an execution section. The condition section is used to record condition judgment statements, and the execution section is used to record selection statements. The condition section and the execution section are designed to be detachably connected together in a shape-fitting manner.

[0036] Preferably, the basic rules also include loop statements, and the basic rules sub-board also includes a loop section for recording loop statements; the loop section and the execution section are designed to be detachably connected together in a shape-fitting manner.

[0037] Preferably, the one or more different types of game cards include map cards, which record map elements.

[0038] Preferably, map elements include terrain, events, and / or enemies. Attached Figure Description

[0039] A better understanding of the above overview and the following detailed description will be gained by reading in conjunction with the accompanying drawings. For ease of explanation, certain embodiments of this disclosure are illustrated in the drawings. However, it should be understood that the invention is not limited to the exact arrangements and tools shown. The accompanying drawings, which are incorporated in and form a part of this specification, illustrate implementations of systems and devices according to the invention and, together with this description, serve to illustrate the advantages and principles of the invention.

[0040] in, Figure 1The basic ruleboard of a programmable card according to a preferred embodiment of this application is shown.

[0041] Figure 2a The diagram schematically illustrates the form of map tiles and connectors separated according to a preferred embodiment of the invention; Figure 2b The diagram schematically illustrates how the connectors in this preferred embodiment link map tiles together.

[0042] Figure 3 An event board is schematically shown according to an embodiment of the present invention. Detailed Implementation

[0043] Before detailing at least one embodiment of this application, it should be understood that this application is not limited to the details of the construction and the arrangement of components shown in the following description or the accompanying drawings. The drawings and written description are provided to guide those skilled in the art in making and using this application, which seeks patent protection. This application is applicable to other embodiments and can be implemented and performed in various ways. Those skilled in the art will understand that not all features of a commercial embodiment are shown for clarity and ease of understanding. Furthermore, it should be understood that the terms and terminology used herein are for ease of description and should not be considered limiting. For example, the use of singular terms, such as "a" or "an," is not intended to limit the number of items. Additionally, the non-limiting use of relational terms such as "top," "bottom," "left," "right," "upper," "lower," "downward," "upward," and "side" is used in this description for clarity and specifically with reference to the accompanying drawings, and is not intended to limit the scope of this application or the appended claims. Moreover, it should be understood that any feature of this application may be used alone or in combination with other features. Other systems, methods, features, and advantages of this application will become apparent to those skilled in the art upon reading the accompanying drawings and detailed description. All such other systems, methods, features, and advantages are expected to be included within the scope of this description and protected by the appended claims.

[0044] The implementation of this application, as shown in the accompanying drawings, will now be described in detail.

[0045] In a preferred embodiment of this application, the programmable card includes a basic rules board, a game map board, and one or more different types of game cards.

[0046] Figure 1A basic rule board for a programmable card according to a preferred embodiment of this application is shown. As shown, the basic rule board includes a basic rule main board 11 and multiple basic rule sub-boards 12. The basic rule main board 11 is generally vertical and has a serrated structure on its right side, while each basic rule sub-board 12 is generally horizontal and has a recess on its left side that can precisely accommodate a small tooth of the serrated structure of the basic rule main board 11. It should be understood that the purpose of this application can be achieved as long as the basic rule sub-boards can be detachably connected to the basic rule main board in a form-fitting manner. For example, the right side of the basic rule main board may not be a serrated structure, but rather has a recess at regular intervals, and the basic rule sub-boards have corresponding protrusions that can be snapped onto the basic rule main board. Alternatively, the basic rule main board may not be generally vertical, but rather generally horizontal, with a raised and recessed structure on its upper part, while the basic rule sub-boards are generally vertical, with a corresponding raised and recessed structure on their lower part for embedding into the basic rule main board. For example, the basic rule main board can be set to a tree trunk shape, while the basic rule sub-board can be set to a tree branch shape.

[0047] It should be understood that although each basic rule sub-board is connected to the basic rule main board in the above implementation, in other implementations, only some basic rule sub-boards may be connected to the basic rule main board, while others may be connected only to other basic rule sub-boards. Of course, the basic rule sub-boards can also be designed with multiple levels, for example, two levels; in this case, the first-level sub-board acts as a sub-board of the main board, and the second-level sub-board acts as a sub-board of the first-level sub-board.

[0048] Each basic rule sub-board records one game rule. Preferably, the basic rule main board also records one or more game rules. Since the basic rule sub-boards are detachably connected to the basic rule main board, preferably, each basic rule sub-board can be replaced with another basic rule sub-board, thus effectively creating new game rules.

[0049] In a preferred embodiment of this application, the game map board includes multiple map tiles and connectors connecting the map tiles. Preferably, each map tile has at least one recess, while the connector has at least two protrusions for connecting the recesses of different map tiles respectively. Of course, it is understood that the map tiles can also have protrusions and the connectors can have corresponding recesses. These map tiles are generally preferably square, but other shapes are also possible, such as regular hexagons or circles. The map tiles can be designed to have multiple types, each type having a different shape, size, or color to distinguish different map units. Multiple different types of connectors can be used to accommodate different types of map tiles. However, preferably, the protrusions and recesses on the multiple types of map tiles for mating with the connectors are consistent, so only one type of connector is needed.

[0050] The connector is preferably provided with an arrow mark. When the connector connects two or more map tiles, it can indicate which map tile the game should proceed from and to, that is, it can indicate the direction in which the player moves on the map during the game.

[0051] Figure 2a The diagram schematically illustrates the form of map tiles and separate connectors according to a preferred embodiment of the invention. Figure 2b The diagram schematically illustrates how the connector in this preferred embodiment links the map tiles. Each map tile 21 is square, with an arrow-shaped indentation on each of its four sides. The connector 22 is double-arrow shaped and can be embedded into two map tiles to connect them. One side of the connector 22 can be painted with only the arrow portion (as shown in the shaded area in the diagram) to clearly indicate the direction of travel.

[0052] It should be understood that it is also possible to piece together the map pieces directly without using connectors. The direction of movement on the map can be determined directly from the shape of the pieced-together map (e.g., a map that moves in sequence), or it can be specified by the player.

[0053] For the map, preferably, a branching path selection can be added. Different directions of travel can be indicated by different arrow connectors. For branching path selection, conditional statements and selection statements can be added; these statements can be added to the basic rule panel, for example, designed as a basic rule sub-panel. For a basic rule sub-panel with conditional and selection statements, it can be designed to be divided into a condition section (containing conditional statements) and an execution section (containing selection statements), with the condition and execution sections designed to be detachably connected in a shape-fitting manner. If, in some embodiments, the basic rule sub-panel contains loop statements (e.g., loop count, loop condition, etc.), it can be designed to be divided into a loop section (containing loop statements) and an execution section, with the loop and execution sections also designed to be detachably connected in a shape-fitting manner. Preferably, the execution section can be replaced with another execution section, which is equivalent to changing the game rules. Of course, replacing the condition or loop section is also possible.

[0054] It should also be understood that in some implementations, a game map board may not be necessary. This could be, for example, eliminating both the game map board and map tiles, and replacing them with map cards. Alternatively, map cards could be omitted altogether, meaning no map elements are required in the game.

[0055] As mentioned above, the programmable cards of this application include one or more different types of game cards. These game card types may include, for example, map cards, event cards, character cards, item cards, skill cards, etc. It should be understood that the classification and names of these card types can be determined according to different game methods or rules, and do not affect the spirit and scope of this application. It should also be understood that the descriptions on these cards may also constitute part of the game rules; therefore, the aforementioned ruleboard is referred to as the "basic" ruleboard.

[0056] The following examples will illustrate these game cards.

[0057] Map cards, as mentioned earlier, can replace map tiles. Map cards contain map elements that tell the player what kind of scene they have encountered, such as a certain terrain, a certain event, a certain enemy, etc.; according to the scene on the map elements, the corresponding game card is called.

[0058] Event cards inform players about current events. Events can generally be categorized as beneficial or detrimental to the player, or even without distinguishing between beneficial and detrimental events, they typically affect certain game attribute values ​​of the player's character. These attributes can include, for example, money or health points. Event cards usually provide a description of the event and then require a specific action; or, a judgment must be made before an action is performed; or, an action must be performed until a certain condition is met; or, an action must be performed a certain number of times. For example, an event could be "If player A's money is greater than 2000, then deduct 100 from their money," or "Restore player A's health by 1 point," or "Player A moves one space at a time until they roll a 6," or "Player A attacks 3 times consecutively." Making a judgment involves calculating the value of a parameter, and performing an action involves adjusting that parameter. Here, the parameter can be, for example, "spaces" or "times" in the previous examples; or, for example, "money" or "health"—in some game formats, these parameters are also called "attributes."

[0059] In a preferred embodiment of this application, the numerical portion of the event cards is designed as small cards embedded within the cards, with the values ​​recorded on these small cards. There can be multiple numerical cards, including values ​​between 0 and 9, or any value suitable for the game; furthermore, each value can appear multiple times, especially values ​​that appear frequently in the game, for which multiple numerical cards will record them. The numerical cards in the event cards can be replaced. Thus, in the game, in addition to the values ​​pre-designed by the game designer, players can also place values ​​they deem appropriate in the event cards.

[0060] Preferably, the parameter section of the event card (especially parameters like "attributes") is also designed as a small card embedded in the card. These parameter cards can also be replaced within the event card. This way, in the game, in addition to the parameters pre-designed by the game designer, players can also place their own suitable parameters in the event card. Of course, the parameter cards and value cards can be designed with different shapes or different colors.

[0061] Figure 3An event card according to an embodiment of the present invention is schematically shown. The event card 31 has two parameter cards 32 and two value cards 33 embedded in it. The parameter cards 32 are generally rectangular, while the value cards 33 are generally elliptical. Both can be easily removed from the event card 31 and replaced with another similar card. Although not shown in the figure, it should be understood that the two parameter cards 32 can be different colors to help the player quickly distinguish which parameter it is, and the colors of the two value cards 33 can follow the colors of the corresponding parameter cards 32. Of course, the value cards 33 can also use their own color system; for example, high values ​​can use dark colors, and low values ​​can use light colors.

[0062] Event cards can be categorized into direct execution, conditional execution, and cyclic execution types based on the method of execution. Other types and hybrid types are also possible. Preferably, different event card structures are designed according to different execution types. For example, for conditional event cards, the condition part (including conditional statements) and the execution part (including execution statements) can be designed to be detachably connected in a shape-matching manner. More specifically, for event cards where the condition is judged first and the action is executed later, the condition part can be designed with an outwardly protruding arrow shape, and the execution part can be designed with a recessed portion matching the arrow shape, thus connecting the two parts. If the condition part executes regardless of whether it is met or not, the execution part can be designed as, for example, two parts, upper and lower. If the condition is met, the upper part is executed; if not, the lower part is executed. The upper and lower parts can be designed to connect to the two sides of the arrow in the condition part. As another example, for cyclic execution event cards, the loop part (including loop statements) and the execution part can be designed to be detachably connected in a shape-matching manner. Specifically, for example, the loop section can be designed as a surrounding or semi-surrounding box, while the execution section can be designed as a card that can be embedded in the box. For event cards that directly execute actions, they can be designed as having a prelude section (containing prelude statements) and an execution section (or they can be designed as a single unit), with the prelude and execution sections designed to be detachably connected in a shape-matching manner. More specifically, the connection method between the condition and execution sections of conditional execution event cards can be referenced. Preferably, the prelude section can use more language to describe the event or develop a storyline to increase the game's appeal; of course, it is also feasible to leave it blank. For mixed-type event cards, the corresponding sections can be designed according to the type of mixture, referring to the aforementioned scheme.

[0063] Of course, in some implementations, a card frame can also be designed for the event cards. The aforementioned conditional, execution, loop, and preparatory parts can all be designed as cards that can be detachably embedded in the card frame. Preferably, the connection design between the conditional, execution, loop, and preparatory parts can also refer to the above-described form.

[0064] Alternatively, these conditional, execution, loop, and preparatory parts can be replaced with another conditional, execution, loop, or preparatory part, which is equivalent to changing the event card.

[0065] Players also typically use character cards. Character cards usually possess attributes, such as stamina and money, as mentioned earlier. In some combat games, characters can also be designed with skills; of course, to increase the game's fun, "spirit points" (or "magic points," or "skill points") can be designed to control the use of skills, thus adding another attribute. In short, character cards can have attributes, and attributes can have numerical values. Referring to the methods described above, the attribute and numerical parts of the character card can be designed as replaceable small cards that can be separably embedded within the character card. Character cards are also called role cards in some games, but in others, a distinction is made; it should be understood that within the spirit and scope of this application, they are not different.

[0066] Item cards are typically used to alter a character's attributes, affecting their numerical values ​​either by addition or subtraction. The description of each item card includes both attribute and numerical values. Preferably, following the method described above, both the attribute and numerical values ​​of the item card are designed as replaceable small cards that can be detachably embedded within the character card. Additionally, item cards may be called equipment cards or device cards in some games, but in others, a distinction is made; it should be understood that within the spirit and scope of this application, they are not different.

[0067] Skill cards typically alter a character's attributes through certain actions, affecting the numerical values ​​of those attributes by adding or subtracting them. The description of a skill card usually includes both an attribute section and a numerical value section. Preferably, following the method described above, both the attribute and numerical value sections of the skill card are designed as replaceable small cards that can be detachably embedded within the character card. Additionally, in some games, skill cards are designed to be triggered based on certain conditions, which may include a condition section and an execution section, similar to event cards. In a preferred embodiment, the condition and execution sections of the skill card are designed to be detachably connected in a shape-matching manner. It is understood that if the skill card also includes a cyclical section or a prelude section, its design can also refer to the design of event cards described above; designs including card frames can also be referenced. Furthermore, skill cards may also be called function cards or magic cards in some games, but in other games, skill cards are distinguished from function cards or magic cards; it should be understood that within the spirit and scope of this application, they are not different.

[0068] It should be noted that in some games, item cards are designed to function like skill cards, and may include conditional, execution, loop, setup, and card frame components. These item cards can be viewed as skill cards, or designed in a similar manner.

[0069] Of course, in some games, item cards and skill cards are designed to change game parameters (in which case the parameter is not necessarily the character's attribute), causing an increase or decrease in the value of the parameter. In this sense, the attribute part of the aforementioned item cards and skill cards can be collectively referred to as the parameter part.

[0070] Furthermore, props are often equipped on characters in games. Therefore, to reflect the relationship between props and characters, in a preferred embodiment of this application, the character card and prop card are detachably connected in a shape-matching manner. For example, depending on the type or number of props a character can equip, a certain number of protrusions are designed on the character card, while corresponding recesses are designed on the prop card for connection between the two. To increase the fun of the game, preferably, the protrusions on the character card can be designed to correspond to the character's hands or feet, while the prop card is designed to correspond to the props that can be worn on the hands or feet, such as weapons, shoes, or horses. Of course, it should be understood that within the spirit and scope of this application, any shape-matching form that allows the character card and prop card to be detachably connected is feasible.

[0071] Skills are also "equipped" on characters. Therefore, to reflect the relationship between skills and characters, in a preferred embodiment of this application, character cards and skill cards are detachably connected in a shape-matching manner. This can be referenced to the design of character cards and prop cards described above. Furthermore, compared to props, skills are often considered an intrinsic element of a character; therefore, in some preferred embodiments, small cards named after skills can be placed within the character card. These skill cards are embedded in the character card in a detachable and replaceable manner. Preferably, this embedding can be enclosed or semi-enclosed.

[0072] It should be understood that although the concept of "board" is used in this application to describe the rule board and map board of the programmable cards, it is only to illustrate that they are primarily two-dimensional but also have a certain thickness and rigidity. However, they can also have other forms, such as a three-dimensional structure with significant thickness, or a thin "paper" form without significant thickness. Within the spirit and scope of this application, these forms are essentially the same as the form of "board" in this application.

[0073] It should also be understood that in this application, these replaceable components, including but not limited to replaceable basic rule sub-boards, the condition, execution, and loop parts of replaceable basic rule sub-boards, the condition, execution, loop, setup, and card frame parts of replaceable game cards, the parameter, numerical, and skill parts of replaceable game cards, and even the game cards themselves, can be designed to be blank, so that players can design the game according to their own creativity.

[0074] Those skilled in the art will understand that modifications can be made to the above embodiments without departing from their broad application overview. Therefore, it should be understood that the present application disclosed herein is not limited to the specific embodiments disclosed, but is intended to cover all variations within the spirit and scope of the present application as defined by the appended claims. Furthermore, even when interpreting the spirit and scope of the present application as defined by the appended claims according to the embodiments disclosed herein, unless expressly stated by the applicant, the principle of donation should not be applied to exclude or reject the spirit and scope of the present application.

Claims

1. A programmable game card system comprising a basic rules board and one or more different types of game cards. in, The basic rule board includes a basic rule main board and multiple basic rule sub-boards. The multiple basic rule sub-boards are detachably connected to the basic rule main board in a shape-fitting manner, and each basic rule sub-board records one game rule. The game cards of one or more different types include event cards, which include direct execution event cards, conditional execution event cards, and / or cyclic execution event cards; The direct execution event card includes an execution section, on which the action to be performed is recorded; the direct execution event card also includes a prelude section, which uses more language to describe the event or develops a storyline to increase the fun of the game; the prelude section is designed as an integral part of the execution section, or designed to be detachably connected together in a shape-matching manner; The conditional execution event card includes a condition section and an execution section, which are designed to be detachably connected together in a shape-fitting manner. The condition section describes the conditions for performing the action; the condition section is designed with an outwardly protruding arrow shape, while the execution section is designed with a recessed portion that matches the arrow shape, thereby connecting the two parts together. The cyclic execution event card includes a cyclic part and an execution part, which are designed to be detachably connected together in a shape-fitting manner; The loop section records the number of times or conditions for the looping action; the loop section is designed as a surrounding or semi-surrounding box, while the execution section is designed as a card that can be embedded in the box.

2. The programmable game card according to claim 1, characterized in that, The execution part is designed to be divided into two parts, upper and lower. If the conditions in the condition part are met, the upper part is executed; if not, the lower part is executed. The upper and lower parts are respectively connected to the two sides of the arrow in the condition part.

3. The programmable game card according to claim 1, characterized in that, The one or more different types of game cards also include character cards, each character card comprising a main character portion, at least one parameter portion describing a game parameter, and at least one numerical portion describing a parameter value, both of which are designed to be separably embedded within the character card.

4. The programmable game card according to claim 3, characterized in that, The one or more different types of game cards also include prop cards, which include a prop body, at least one parameter part describing game parameters, and at least one numerical part describing parameter values, both of which are designed to be separably embedded in the prop card.

5. The programmable game card according to claim 4, characterized in that, Design at least one raised section on the character card and a corresponding recess on the prop card to connect the character card and the prop card; the raised section of the character card can be designed as a hand or foot of a character, and the corresponding prop card can be designed as a prop that matches the hand or foot.

6. The programmable game card according to claim 3, characterized in that, The one or more different types of game cards also include skill cards, which include a skill body, at least one parameter part describing game parameters, and at least one numerical part describing parameter values, both of which are designed to be separably embedded in the skill card.

7. The programmable game card according to claim 6, characterized in that, The skill card also includes a condition section and an execution section, which are designed to be detachably connected together in a shape-fitting manner.

8. The programmable game card according to claim 7, characterized in that, The character cards and skill cards are designed to be detachably connected in a shape-matching manner; each character card also contains a skill card named after the skill, which is embedded in the character card in a detachable and replaceable manner.

9. The programmable game card according to claim 3, 4 or 6, characterized in that, The parameter section is designed in the form of parameter cards, which are embedded in one or more different types of game cards in a separable and replaceable manner; and / or The numerical component is designed in the form of small numerical cards, which are embedded in one or more different types of game cards in a separable and replaceable manner.

10. The programmable game card according to claim 1, characterized in that, The programmable game cards also include a game map board, which consists of multiple map tiles and connectors that connect the map tiles. The map tiles and connectors are configured to be separably connected in a shape-fitting manner to form a map.