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

HK40138084APending Publication Date: 2026-09-25CYGAMES INC
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Patent Information

Application Number
HK62026125665
Authority / Receiving Office
HK · HK
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-12-05
Filing Date
2026-07-03
Publication Date
2026-09-25
Estimated Expiration
2044-11-19

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Abstract

The information processing program causes the computer to execute the following processes: progressing a game including a plurality of rounds; determining a usage time of the player in the turn on the basis of the end of the turn; deciding a first point number based on a result of the game; determining a second point number at least based on the usage time; and assigning privileges to the player ID based on the first point number and the second point number.
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Description

(19) State Intellectual Property Office (12) Invention Patent Application (10) Application Publication Number (43) Application Publication Date (21) Application Number 202480076612.0 (22) Application Date 2024.11.20 (30) Priority Data 2023-205204 2023.12.05 JP (85) PCT International Application Entering National Phase Date 2026.06.03 (86) PCT International Application Application Data PCT / JP2024 / 041106 2024.11.20 (87) PCT International Application Publication Data WO2025 / 121137 JA 2025.06.12 (71) Applicant CY Games Company Address Japan (72) Inventor Kenta Ashizawa (74) Patent Agency Beijing Linda Liu Intellectual Property Agency (General Partnership) 11277 Patent Attorneys Wang Xiaoxiang and Zhang Wenhui (51) Int.Cl. A63F 13 / 69 (2006.01) A63F 13 / 46 (2006.01) A63F 13 / 80 (2006.01) (54) Invention Title Information Processing Program, Information Processing Method, Information Processing System and Game Device (57) Abstract The information processing program enables a computer to perform the following processes: to advance a game consisting of multiple rounds; to determine the player's usage time in a round based on the end of the round; to determine a first point based on the result of the game; to determine a second point based at least on the usage time; and to grant privileges to the player ID based on the first and second points. Claims 2 pages, Description 36 pages, Drawings 28 pages, CN 122319023 A 2026.06.30 CN 1 22 31 90 23 A 1. An information processing program that causes a computer to perform the following processes: Progressing a game comprising multiple rounds; Determining the player's usage time in a round based on the round having ended; Determining a first point based on the outcome of the game; Determining a second point based at least on the usage time; and Granting privileges to a player ID based on the first point and the second point. 2. The information processing program of claim 1, wherein the information processing program causes a computer to perform the following processes: Determining the total usage time spent up to the end of the game based on the usage time; Determining the player's operable time in each round; and Determining the sum of the operable times in each round executed up to the end of the game, i.e., the total operable time, wherein in the process of determining the second point, the second point is determined based on the ratio of the total usage time to the total operable time. 3. The information processing program according to claim 1, wherein,The information processing program causes the computer to perform the following processes: determining the player's operable time in each round; and in the process of determining the second point, determining the second point based on the ratio of the used time to the operable time in each round executed up to the end of the game. 4. The information processing program according to claim 2 or 3, wherein it includes a plurality of rounds with mutually different operable times. 5. The information processing program according to any one of claims 1 to 3, wherein the plurality of rounds includes the player's round and the opponent's round; in the process of determining the used time, if the player's round has ended, the player's used time in that round is determined; and if the opponent's round has ended, if the player made an action in the opponent's round, the player's used time in the opponent's round is determined. 6. An information processing method, executed by one or more computers, the information processing method comprising: progressing a game comprising multiple rounds; determining the usage time of a player in a round based on the end of the round; determining a first point based on the result of the game; determining a second point based at least on the usage time; and granting privileges to a player ID based on the first point and the second point. 7. An information processing system comprising one or more computers, wherein the computers perform the following processes: progressing a game comprising multiple rounds; determining the usage time of a player in a round based on the end of the round; determining a first point based on the result of the game; determining a second point based at least on the usage time; and granting privileges to a player ID based on the first point and the second point. 8. A gaming device comprising one or more computers, wherein the computers perform the following processing: progressing a game comprising multiple rounds; determining the player's usage time in a round based on the round having ended; determining a first point based on the result of the game; determining a second point based at least on the usage time; and granting privileges to a player ID based on the first point and the second point. Claims 2 / 2 Page 3 CN 122319023 A Information processing program, information processing method, information processing system and gaming device Technical Field

[0001] The present invention relates to an information processing program, information processing method, information processing system and gaming device. Background Art

[0002] For example, Patent Document 1 discloses a digital card that enables players to engage in battles via communication.Game. In this digital card game, players create a deck, which is a group of cards selected from multiple cards. Then, players use the deck to play the game.

[0003] Prior Art Documents

[0004] Patent Documents

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

[0006] Problems to be Solved by the Invention

[0007] In the above-described competitive games, there is a problem that when players repeatedly engage in long periods of thinking about the game content, the game progress is delayed.

[0008] The object of the present invention is to provide an information processing program, information processing method, information processing system, and game device that can suppress the possibility of game progress delays.

[0009] Solution to the Problem

[0010] To solve the above problem, the information processing program causes the computer to perform the following processes:

[0011] Progressing a game consisting of multiple rounds;

[0012] Determining the player's usage time in a round based on the round having ended;

[0013] Determining a first point based on the outcome of the game;

[0014] Determining a second point based at least on the usage time; and

[0015] Assigning privileges to the player ID based on the first point and the second point.

[0016] Alternatively, the information processing program may cause the computer to perform the following processes:

[0017] determining the total usage time spent up to the end of the game based on the usage time;

[0018] determining the player's operable time in each round; and

[0019] determining the sum of the operable time in each round executed up to the end of the game, i.e., the total operable time;

[0020] in the process of determining the second point, determining the second point based on the ratio of the total usage time to the total operable time.

[0021] Alternatively, the information processing program may cause the computer to perform the following processes: determining the player's operable time in each round;

[0022] in the process of determining the second point,

[0023] determining the second point based on the ratio of the usage time to the operable time in each round executed up to the end of the game. Instruction manual, page 1 / 36, CN 122319023 A

[0024] Alternatively, it may include multiple rounds with different operable times.

[0025] Alternatively, the multiple rounds may include the player's round and the opponent's round.

[0026] In the process of determining the usage time,

[0027] if the player's round has ended, the player's usage time in that round is determined.

[0028] if the opponent's round has ended, if the player entered during the opponent's round...Once the operation is performed, the player's usage time in the opponent's round is determined.

[0029] To solve the above problem, the information processing method is an information processing method executed by one or more computers, including the following processes:

[0030] Proceeding a game comprising multiple rounds;

[0031] Determining the player's usage time in the round based on the round having ended;

[0032] Determining a first point based on the result of the game;

[0033] Determining a second point based at least on the usage time; and

[0034] Assigning privileges to the player ID based on the first point and the second point.

[0035] To solve the above problems, the information processing system is an information processing system comprising one or more computers, which perform the following processes:

[0036] Proceeding a game comprising multiple rounds;

[0037] Determining the player's usage time in a round based on the end of the round;

[0038] Determining a first point based on the result of the game;

[0039] Determining a second point based at least on the usage time; and

[0040] Granting privileges to a player ID based on the first point and the second point.

[0041] To solve the above problems, the game device comprises one or more computers, which perform the following processes:

[0042] Proceeding a game comprising multiple rounds;

[0043] Determining the player's usage time in a round based on the end of the round;

[0044] Determining a first point based on the result of the game;

[0045] Determining a second point based at least on the usage time; and

[0046] Granting privileges to a player ID based on the first point and the second point.

[0047] Effects of the Invention

[0048] According to the present invention, the possibility of game progress delays can be suppressed. Brief Description of the Drawings

[0049] [Fig. 1] Fig. 1 is an explanatory diagram showing the outline structure of an information processing system.

[0050] [Fig. 2] Fig. 2A is a diagram illustrating the hardware structure of a player terminal. Fig. 2B is a diagram illustrating the hardware structure of a server.

[0051] [Fig. 3] Fig. 3A is a diagram showing an example of a home screen. Fig. 3B is a diagram illustrating an example of a card setting screen. Fig. 3C is a diagram illustrating an example of a deck selection screen. Fig. 3D is a diagram illustrating an example of a deck assembly screen in its initial state.

[0052] [Fig. 4] Fig. 4A is a diagram illustrating an example of a deck assembly screen in progress. Fig. 4B is a diagram illustrating an example of a card overview screen. Fig. 4C is a diagram illustrating an example of a card generation screen. Fig. 4D is a diagram illustrating an example of a card details screen.

[0053] [Figure 5] Figure 5 is an illustration of an example of a battle scene. Manual 2 / 36, page 5, CN 122319023 A

[0054] [Figure 6] Figure 6A is the first illustration of an example of a follower card. Figure 6B is the first illustration of an example of a follower card.

[0055] [Figure 7] Figure 7A is an illustration of an example of a spell card. Figure 7B is an illustration of an example of an amulet card.

[0056] [Figure 8] Figure 8 is an illustration of an example of an ability.

[0057] [Figure 9] Figure 9A is the first illustration of an example of a battle screen transition. Figure 9B is the second illustration of an example of a battle screen transition. Figure 9C is the third illustration of an example of a battle screen transition.

[0058] [Figure 10] Figure 10A is the fourth illustration of an example of a battle screen transition. Figure 10B is the fifth illustration of an example of a battle screen transition. Figure 10C is the sixth illustration of an example of a battle screen transition.

[0059] [Figure 11] Figure 11A is the seventh illustration of an example of a battle screen transition. Figure 11B is the eighth illustration of an example of a battle screen transition. Figure 11C is the ninth figure illustrating an example of the change in the battle screen.

[0060] [Figure 12] Figure 12A is the tenth figure illustrating an example of the change in the battle screen. Figure 12B is the eleventh figure illustrating an example of the change in the battle screen.

[0061] [Figure 13] Figure 13A is the first figure illustrating an example of the battle screen during the evolution unlocking round. Figure 13B is the second figure illustrating an example of the battle screen during the evolution unlocking round.

[0062] [Figure 14] Figure 14A is the first figure illustrating an example of the battle screen during evolution. Figure 14B is a figure illustrating an example of the evolution screen. Figure 14C is the second figure illustrating an example of the battle screen during evolution.

[0063] [Figure 15] Figure 15A is the first figure illustrating an example of the battle screen during the mega-evolution unlocking round. Figure 15B is the second figure illustrating an example of the battle screen during the mega-evolution unlocking round.

[0064] [Figure 16] Figure 16A is the first figure illustrating an example of the battle screen during mega-evolution. Figure 16B is an example of a super evolution screen. Figure 16C is a second example of a battle screen during super evolution.

[0065] [Figure 17] Figure 17 is an example of a breakdown of level points.

[0066] [Figure 18] Figure 18 is an example of an operable time and usage time.

[0067] [Figure 19] Figure 19A is an example of an ending screen upon victory. Figure 19B is an example of an ending screen upon defeat.

[0068] [Figure 20] Figure 20 is a functional block diagram of the player terminal.

[0069] [Figure 21] Figure 21 is a functional block diagram of the server.

[0070] [Figure 22] Figure 22 is a flowchart illustrating an example of terminal-side card battle game execution processing in the player terminal.

[0071] [Figure 23] Figure 23 is a flowchart illustrating an example of player terminal's own turn control processing.

[0072] [Figure 24] Figure 24 is a flowchart illustrating an example of evolution / mega-evolution execution processing in a player terminal.

[0073] [Figure 25] Figure 25 is a flowchart illustrating an example of opponent turn control processing in a player terminal.

[0074] [Figure 26] Figure 26 is a flowchart illustrating an example of server-side card battle game execution processing in a server.

[0075] [Figure 27] Figure 27 is a flowchart illustrating an example of ability activation processing in a server.

[0076] [Figure 28] Figure 28 is a flowchart illustrating an example of evolution association processing in a server. Detailed Description

[0077] An embodiment of the present invention will now be described in detail with reference to the accompanying drawings. 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 present invention unless otherwise stated. Furthermore, in this specification and the accompanying drawings, elements having substantially the same function and structure are labeled with the same reference numerals, thereby omitting repeated descriptions. In addition, elements not directly related to the present invention are omitted from the description. (See page 3 / 36 of the specification, CN 122319023 A)

[0078] (Overall Structure of Information Processing System S)

[0079] FIG1 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 having a communication base station Na.

[0080] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of making wireless or wired communication connections with the server 1000. Examples of player terminals 1 include smartphones, mobile phones, tablets, personal computers, gaming devices, etc. In this embodiment, the case of using a smartphone as the player terminal 1 will be described.

[0081] The server 1000 can make communication connections with multiple player terminals 1. The server 1000 accumulates various information (player information) for each player playing the game. In addition, the server 1000 updates the accumulated information based on the operations input from the player terminal 1.

[0082] The communication base station Na is connected to the communication network N and performs wireless information transmission and reception with the player terminal 1. The communication network N consists of mobile phone networks, the Internet, LANs (Local Area Networks), dedicated lines, etc., to realize wireless or wired communication connections between player terminal 1 and server 1000.

[0083] In the information processing system S of this embodiment, player terminal 1 and server 1000 function as game devices G. Player terminal 1 and server 1000 respectively share the role of controlling the progress of the game. Through the cooperation of player terminal 1 and server 1000, the game can progress.

[0084] (Hardware Structure of Player Terminal 1 and Server 1000)

[0085] FIG2A is a diagram illustrating the hardware structure of player terminal 1. FIG2B is a diagram illustrating the hardware structure of server 1000. As shown in FIG2A, player terminal 1 is configured to include CPU (Central Processing Unit) 10, storage unit 12, bus 14, input / output interface 16, storage device 18, communication unit 20, input unit 22, and output unit 24.

[0086] As shown in FIG2B, server 1000 is configured to include CPU 1010, storage unit 1012, bus 1014, input / output interface 1016, storage device 1018, communication unit 1020, input unit 1022, and output unit 1024.

[0087] 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.

[0088] The CPU 10 causes the program stored in the storage unit 12 to operate in order to control 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 the bus 14.

[0089] An input / output interface 16 is connected to the 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.

[0090] 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.

[0091] The communication unit 20 communicates with the communication base station Na wirelessly and sends and receives various data and program information with the server 1000 via the communication network N. In the player terminal 1, programs and the like received from the server 1000 are saved to the storage unit 12 or the storage device 18. Specification 4 / 36 pages 7 CN 122319023 A

[0092] The input unit 22 is, for example, a touch panel, button, keyboard, mouse, etc., that can input player operations (acceptance operations).The input unit 22 is configured with a cross-shaped key, an analog controller, etc. Additionally, 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 be configured with an accelerometer for detecting the tilt and movement of the player terminal 1, or a microphone for detecting the player's voice. That is, the input unit 22 broadly includes devices that allow the player's intention to be input in a recognizable manner.

[0093] The output unit 24 is configured to include a display device and a speaker. Furthermore, the output unit 24 may be a device connected (externally) to the player terminal 1. In this embodiment, the player terminal 1 has a touch panel 26 that functions as both the input unit 22 and the output unit 24.

[0094] (Game Content)

[0095] 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, etc., and use the cards they own to battle against the computer or other players. The game content of this embodiment is described in detail below.

[0096] FIG3A is a diagram showing an example of the home screen. FIG3B is a diagram illustrating an example of the card setting screen. FIG3C is a diagram illustrating an example of the deck selection screen. FIG3D is a diagram illustrating an example of the deck assembly screen in the initial state. FIG4A is a diagram illustrating an example of the deck assembly screen in the process of assembling. FIG4B is a diagram illustrating an example of the card overview screen. FIG4C is a diagram illustrating an example of the card generation screen. FIG4D is a diagram illustrating an example of the card details screen.

[0097] When the application for this game is launched on the player terminal 1, communication between the player terminal 1 and the server 1000 begins and the player terminal becomes logged in, and the game begins. When the game starts, various game screens are displayed on the touch panel 26 of the player's terminal 1. In this embodiment, the game screens are roughly divided into normal screens and battle screens.

[0098] The normal screen is mainly used for players to confirm various settings and information. On the other hand, the battle screen is the screen displayed on the touch panel 26 from the start to the end of the card battle game. Here, all screens other than the battle screen are normal screens. Regarding the normal screens, there are multiple screens such as the home screen shown in FIG3A, the card setting screen shown in FIG3B, the shop screen (not shown), and the menu screen.

[0099] The home screen shown in FIG3A is the screen initially displayed after logging in. As shown in FIG3A, a menu bar 30 is displayed at the bottom of the touch panel 26 in the home screen. The menu bar 30 is provided with multiple operation units that the player can operate (click). The menu bar 30 is provided with a home screen selection operation unit 30a labeled "Home", a single-player screen selection operation unit labeled "Single-player Game".The system includes a game selection operation unit 30b, 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".

[0100] When the home screen selection operation unit 30a is clicked, the home screen shown in FIG. 3A is displayed on the touch panel 26. Additionally, when the single-player game selection operation unit 30b is clicked, various setting screens are displayed. When settings are made in the setting screen, a card battle game based on computer-based combat begins. When the multiplayer game selection operation unit 30c is clicked, various setting screens are displayed. When settings are made in the setting screen, a card battle game based on communication combat with other players begins.

[0101] When the card setting screen selection operation unit 30d is clicked, the card setting screen shown in FIG. 3B is displayed on the touch panel 26, where card deck assembly, card overview display, card disassembly, and generation can be performed, as described later. Additionally, when the shop screen selection operation unit 30e is clicked, the shop screen is displayed on the touch panel 26, where cards can be obtained through a draw by consuming in-game currency and items. Furthermore, when the menu screen selection operation unit 30f is clicked, the menu screen (not shown) is displayed on the touch panel 26, where the game settings and various information can be checked.

[0102] A header display area 31 is provided in the upper left corner of the home screen shown in FIG. 3A. The header display area 31 displays the player name, player icon, and level points (XP) associated with the player ID. Level points are assigned to the player ID based on the execution content and results of the card battle game based on communication battles with other players, which will be explained in detail later. However, player IDs can also be assigned level points based on the execution content and results of card battle games based on computer-based combat. For example, the total level points associated with a player ID can be used as an indicator of a player's strength. Furthermore, levels such as Bronze, Silver, and Gold can be assigned based on the total level points associated with the player ID. Rankings can also be based on the total level points associated with the player ID. Moreover, as a player's level or rank increases, various game media and in-game currencies can be assigned to their player ID. Additionally, during pre-set event periods or other designated times, various game media and in-game currencies can be assigned to player IDs based on the total level points associated with their player ID. Furthermore, level points can also be used for...This is used as in-game currency. That is, players can also use (consuming) level points to purchase various game media.

[0103] A 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".

[0104] When the gift screen selection operation unit 32a is clicked, a gift screen (not shown) for displaying items such as those distributed by the operator is displayed on the touch panel 26. In addition, when the information screen selection operation unit 32b is clicked, an information screen (not shown) for displaying update information, maintenance information, etc. is displayed on the touch panel 26. In addition, when the task screen selection operation unit 32c is clicked, a task screen (not shown) for displaying pre-set tasks is displayed on the touch panel 26. Additionally, when the guild screen selection operation unit 32d is clicked, a guild screen (not shown) related to a guild (group) composed of multiple players is displayed on the touch panel 26.

[0105] By clicking the card setting screen selection operation unit 30d, the card setting screen shown in FIG. 3B is displayed on the touch panel 26. The card setting screen displays the deck grouping tab 33a and the card list generation tab 33b. When the deck grouping tab 33a is clicked, the deck selection screen shown in FIG. 3C is displayed. The deck selection screen displays a list of the decks created by the player. When creating a deck, the player can name the deck. In the deck selection screen, the deck name is displayed on the icon corresponding to each deck.

[0106] In addition, the deck selection screen displays a deck creation tab 34 marked "New Creation". By clicking the deck creation tab 34, the player can create a new deck by displaying the deck grouping screen shown in FIG. 3D on the touch panel 26.

[0107] 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 shown in FIG4A, by sliding an owned card displayed at the bottom to the top, the slid-out owned card is placed into an empty slot at the top. In this way, in the deck building screen, the owned cards placed at the top are temporarily registered.

[0108] Moreover, when the save tab 35 set to "Save" in the deck building screen is clicked, the deck information is stored. This deck information is assigned a deck ID. Additionally, deck information that identifies all temporarily registered owned cards is stored in association with the deck ID. Furthermore, although the illustration is omitted, when the save tab 35 is clicked, a screen for editing the deck name is displayed. When the deck name editing is completed, the deck information is stored in association with the deck ID.In addition, the deck name and the icon displayed in the deck selection screen are stored in association with the deck ID.

[0109] Furthermore, when an icon is clicked in the deck selection screen shown in FIG3C, the deck assembly screen is also displayed as shown in FIG4A, page 6 / 36 of the manual, 9 CN 122319023 A. However, in this case, the cards constituting 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 cards displayed at the top can be changed to the owned cards displayed at the bottom through the player's operation.

[0110] Furthermore, in card battle games, a fixed number of cards (for example, 40 cards) are used. Therefore, in the deck assembly screen, usually, after the fixed number of owned cards are temporarily registered by the player, the save tag 35 is clicked, thereby storing deck information containing deck information of the fixed number of cards. However, even if the number of temporarily registered cards is less than the required number or exceeds the required number, the deck information can still be saved, but this deck information cannot be used in the card battle game.

[0111] When the card list generation tab 33b is clicked in the card setting screen, the card list screen shown in Figure 4B is displayed on the touch panel 26. In this card list screen, the lower part of the touch panel 26 is provided with a card ownership tab 36a, a generation mode tab 36b, and a coin ownership display bar 36c. The card ownership tab 36a and the generation mode tab 36b are configured to accept the player's click operation. The card ownership tab 36a and the generation mode tab 36b are also displayed in the card generation screen. When the card ownership tab 36a is clicked, the card list screen shown in Figure 4B is displayed. When the generation mode tab 36b is clicked, the card generation screen shown in Figure 4C is displayed. On the other hand, the number of coins (coins owned) that the player possesses as in-game currency is displayed in the coin display bar 36c.

[0112] As shown in FIG4B, the player's owned cards and their quantities are displayed in the card overview screen. In addition, cards that the player does not own can also be displayed in the card overview screen. In addition, in the card generation screen, as shown in FIG4C, all the cards provided are displayed regardless of whether the player already owns them. However, the cards owned by the player are displayed in color, while the cards that the player does not own are displayed in gray (represented by dashed lines in FIG4C). Thus, the player can easily identify whether a card is owned by them.

[0113] When a card is clicked in the card overview screen and the card generation screen, as shown in FIG4D, the card details screen is displayed. In the card details screen, various information related to the clicked card is displayed. In addition, the card details screen is provided with a decomposition label 37a and a generation label 37b. The amount of coins obtained is displayed in the "Decompose" tab (37a). When you click "Decompose".When tag 37a is used, the currently selected card is disassembled, and the player receives the amount of coins displayed on tag 37a. Furthermore, when a card is disassembled, the number of cards owned decreases.

[0114] Additionally, the amount of coins consumed is displayed on tag 37b. When tag 37b is clicked, the number of coins displayed on tag 37b is consumed 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 tag 37b. This card generation function can be performed regardless of whether the player owns the cards. That is, players can generate cards for both owned and unowned cards.

[0115] Furthermore, among the provided cards, it is possible to set which cards can be generated and which cannot be generated, or to generate all cards. It may also include cards with a set period for which they can and cannot be generated.

[0116] In addition, the card set includes cards that can evolve during card battle games, which will be described in detail later. In this embodiment, "evolution" means that the card selected by the player is changed into another card. When a card evolves, the card's performance is enhanced.

[0117] A first button 37c and a second button 37d are provided in the card details screen. In the card details screen of a card that can evolve, the first button 37c is active. Although the illustration is omitted, when the first button 37c is clicked, the details of the evolved card are displayed in the card details screen.

[0118] Furthermore, the above-mentioned card details specification page 7 / 36 10 CN 122319023 A screen is displayed both during and outside of card battle games. During card battle games, the card details screen can be displayed not only for the player's own cards but also for the opponent's cards. Therefore, during the card battle game, players can know what kind of cards their opponents can evolve into.

[0119] Next, the card battle game will be explained. Below, after explaining the overview of the card battle game, the details of the cards and the details of the card battle game will be explained in turn. In addition, the card battle game in which you battle against other players will be explained here. In addition, below, other players who are your opponents will be referred to as opponents.

[0120] FIG5 is a diagram illustrating an example of the battle screen. When the multiplayer selection operation unit 30c of the menu bar 30 is clicked to display various setting screens and settings are made in the setting screen, the card battle game starts. During the execution of the card battle game, the battle screen shown in FIG5 is displayed on the touch panel 26.

[0121] The battle screen is divided into a player display area 40a that displays the player's cards, information, etc., and an area that displays the opponent's cards.Opponent display area 40b displays cards, information, etc. The player's main character 41a is displayed in the center below the player display area 40a.

[0122] Additionally, a health display area 42a, representing the health 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, as described later. Additionally, 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.

[0123] Similarly, the opponent's main character 41b is displayed in the center above the opponent display area 40b. Additionally, a health display area 42b, representing the health of the opponent's main character 41b, is displayed near the opponent's main character 41b. Additionally, an evolution information display area 43b is displayed near the opponent's leader 41b. This evolution information display area 43b is used to display information related to whether evolution or super evolution is available, as detailed later. Additionally, an evolution / super evolution point display area 44b is displayed near the opponent's leader 41b. This evolution / super evolution point display area 44b indicates the remaining number of evolution points or super evolution points possessed by the opponent, as detailed later.

[0124] Furthermore, in this embodiment, the player's leader 41a's health, i.e., the value displayed in the health display area 42a, is set to 20 as an initial value. Similarly, the opponent's leader 41b's health, i.e., the value displayed in the health display area 42b, is set to 20 as an initial value.

[0125] Furthermore, in the player display area 40a, the player's deck area 45a is located at the right end, the player's hand area 46a is located at the lower right, and the player's battlefield 47a is located in the center. Unused cards of the player are placed face down, i.e., in an unidentifiable state, in the deck area 45a. Cards that are part of 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 on the battlefield 47a in a way that the player can identify.

[0126] Similarly, in the opponent display area 40b, the opponent's deck area 45b is located at the right end, the opponent's hand area 46b is located at the upper left, and the opponent's battlefield 47b is located in the center. Unused cards of the opponent are placed face down in the deck area 45b. Cards that are part of the opponent's hand are placed face down, i.e., in the hand area 46b in a way that the player cannot identify, i.e., face down. Cards played from the hand area 46b are placed on the battlefield 47b in a way that the player can identify.

[0127] An end-of-turn button 48 for accepting player clicks and a notification pin are provided in the upper right part of the player display area 40a.An operable time meter 48a is provided for each round, and a game point display unit 49a is provided to display the player's game points (PP).

[0128] The operable time meter 48a is displayed around the round end button 48. The operable time meter 48a is displayed at the start of the player's round. Moreover, as time passes, the black portion changes into a crosshair. That is, as time passes, the black portion gradually decreases. In other words, the operable time meter 48a visually indicates the remaining operable time in the round by the length and area of ​​the black portion. In addition, when the player's round ends, the operable time meter 48a becomes undisplayed.

[0129] Furthermore, in this embodiment, different operable times are set before and after the evolution unlock round when the player can use evolution, which will be described in detail later. In this embodiment, the length of the black portion after the initial display of the operable time meter 48a varies depending on the length of the operable time set for each round. That is, the length of the black portion after the initial display of the operable time meter 48a in rounds with relatively long operable times is displayed longer than the length of the black portion after the initial display of the operable time meter 48a in rounds with relatively short operable times.

[0130] However, the length of the black portion after the initial display of the operable time meter 48a may be set to a common length regardless of the length of the operable time set for each round. In this case, it is sufficient to make the rate of decrease of the black portion of the operable time meter 48a in rounds with relatively long operable times slower than the rate of decrease of the black portion of the operable time meter 48a in rounds with relatively short operable times.

[0131] In addition, in this embodiment, the remaining time of operable time in each round is visually indicated by the operable time meter 48a, but the remaining time of operable time may also be indicated directly as a numerical value. Alternatively, the remaining playable time in each round can be indirectly indicated by changes in the display methods such as background images and special effects.

[0132] In the game point display unit 49a, the maximum game point in the current round is displayed as the denominator, and the playable game point is displayed as the numerator. In addition, in the game point display unit 49a, the maximum game point and the playable game point are displayed in a recognizable manner by displaying dots. In addition, a game point display unit 49b that displays the opponent's game points is provided near the main player 41b in the opponent display area 40b.

[0133] In addition, a battle log button 50 is provided at the left end of the battle screen. The battle log button 50 is configured to enable...The player's click operation is accepted. When the battle log button 50 is clicked, the battle log is overlaid on the battle screen. The battle log represents various events that occur during the battle game after the battle log button 50 is clicked.

[0134] The card battle game in this embodiment is a two-player battle type. Cards are randomly assigned to the player's hand from the deck selected by the player. Similarly, cards are randomly assigned to the opponent's hand from the deck selected by the opponent. In addition, in the card battle game, the player's turn and the opponent's turn are repeated alternately. In each turn, cards randomly selected from the deck are added to the hand.

[0135] During their turn, the player selects follower cards or amulet cards from the cards configured in their hand area 46a according to the prescribed rules and plays them to the battlefield 47a, or uses spell cards to activate the prescribed effects. Furthermore, the following situations will be referred to as "playing": playing follower cards or amulet cards placed in hand zones 46a and 46b onto the battlefield 47a and 47b, or using spell cards placed in hand zones 46a and 46b to activate a specified effect, that is, moving cards placed in hand zones 46a and 46b to other zones.

[0136] In the card battle game, the player's leader 41a and the opponent's leader 41b are each given health. The side that first reduces the opponent's health to 0 through attacks using cards, etc., wins. Next, details of the cards used in the card battle game of this embodiment will be explained.

[0137] Figure 6A is a first diagram illustrating an example of a follower card. Figure 6B is a second diagram illustrating an example of a follower card. Figure 7A is a diagram illustrating an example of a spell card. Figure 7B is a diagram illustrating an example of an amulet card. In this embodiment of the card battle game, the cards used are classified into any one of the following card categories: follower cards, spell cards, and amulet cards.

[0138] As shown in Figures 6A, 6B, 7A, and 7B, each card, regardless of its category, is assigned a name 51, a class 52, a type 53, and a cost 54. The name 51 is inherently assigned to each card. That is, the name 51 can also be called the card name. The class 52 has multiple categories, and each card is classified into a certain class. The type 53 has multiple categories, and for each card, there are cards classified into a certain type and cards not classified into any type. The cost 54 represents the game points required to play the card. By consuming game points equivalent to the cost, the card can be played.

[0139] The follower cards shown in Figures 6A and 6B are the leader 41b and his companion cards that can attack the opponent in card battle games.The card is a follower card 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 a follower card placed on the opponent's battlefield 47b when the follower card attacks. When damaged, health 57 decreases by an amount equivalent 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 the state of being removed from the battlefield 47b, there is also a state of destruction, such as being annihilated instead of being sent to the graveyard.

[0140] 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. Furthermore, follower cards can be super-evolved 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.

[0141] In addition, in this embodiment, for follower cards capable of evolution and super-evolution, the degree to which performance and effects (ability 55, attack power 56, health 57) are enhanced is set higher in the super-evolution case compared to the evolution case. That is, for follower cards capable of evolution and super-evolution, super-evolution is more advantageous to the player than the evolution case. However, for follower cards that can evolve and mega-evolve, it is also possible to set the degree to which their performance and effects (ability 55, attack power 56, health 57) are enhanced equally when they evolve and when they mega-evolve. However, evolution and mega-evolution only need to differ in 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.

[0142] The spell card shown in Figure 7A is set with name 51, class 52, type 53, cost 54, and ability 55. The spell card activates its ability 55 (effect) by being played, and the spell card is destroyed. That is, the spell card cannot be played on the battlefield 47a or 47b.

[0143] The amulet card shown in Figure 7B is set with name 51, class 52, type 53, cost 54, and ability 55. The amulet card is a card that stays on the battlefield 47a and activates its ability 55 by being played.

[0144] Figure 8 is a diagram illustrating one example of capability 55. Furthermore, capability 55 shown in Figure 8 is an example, and other capabilities may also be provided.Ability 55 is optional; some abilities may not be set to 55. Furthermore, this explanation assumes the player's cards are the same, but the opponent's cards are also considered.

[0145] As shown in Figure 8, regarding ability 55, there are abilities such as Entry, Last Words, Guard, Rush, Dash, Destruction, Siphon, Direct Summon, Evolve, and Fusion. Entry is an ability that activates the effect described in "Entrance" when a card is played from hand zone 46a to battlefield 47a (when the card is played). For example, in the follower card example shown in Figure 6A, when the follower card is played to battlefield 47a, the effect "Draw 1 Card" is activated, drawing 1 card from the cards configured in deck zone 45a and configuring the chosen card in hand zone 46a.

[0146] Last Words is an ability that activates the effect described in "Last Words" when a card is destroyed. **Guard:** When a card with Guard is placed on the battlefield 47a, the opponent is unable to attack cards other than those with Guard. **Rush:** During the turn the card is played onto the battlefield 47a, the opponent's follower cards can be attacked.

[0147] **Rush:** During the turn the card is played onto the battlefield 47a, the opponent's follower cards and leader 41b can be attacked. **Destroy:** When damage is dealt to an opponent's follower card, the follower card's health is destroyed regardless of its health. **Siphon:** During the player's turn, when damage is dealt to an opponent's follower card or leader 41b, the health displayed in the leader 41a's health display area 42a is restored by an amount equal to the damage dealt.

[0148] Direct Summoning is the ability to directly play a card from Deck Zone 45a to Battlefield 47a when pre-set conditions are met.

[0149] Evolution is the ability to activate the effect described in "Evolution" when a follower card evolves. Mega Evolution is the ability to activate the effect described in "Mega Evolution" when a follower card Mega Evolves.

[0150] Fusion is the ability granted to a base card that becomes the fusion source. It is the ability to strengthen a card by fusing it with a card that meets pre-set conditions and is placed in Hand Zone 46a as a material card. In addition, there are cases where multiple abilities 55 are set on a single card, and there are also cases where no ability 55 is set on a single card.

[0151] Moreover, 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 will be explained below.

[0152] Figure 9A is a first figure illustrating an example of a battle screen transition. Figure 9B is an example illustrating a battle screen transition.The second figure. Figure 9C is the third figure illustrating an example of the change in the battle screen. Figure 10A is the fourth figure illustrating an example of the change in the battle screen. Figure 10B is the fifth figure illustrating an example of the change in the battle screen. Figure 10C is the sixth figure illustrating an example of the change in the battle screen. Figure 11A is the seventh figure illustrating an example of the change in the battle screen. Figure 11B is the eighth figure illustrating an example of the change in the battle screen. Figure 11C is the ninth figure illustrating an example of the change in the battle screen. Figure 12A is the tenth figure illustrating an example of the change in the battle screen. Figure 12B is the eleventh figure illustrating an example of the change in the battle screen.

[0153] When the card battle game starts, the deck information to be used is sent from player terminal 1 to server 1000. In addition, deck information is also sent from the opponent's player terminal 1 to server 1000. Server 1000 randomly determines who goes first and who goes second. In addition, server 1000 randomly assigns an index (e.g., numbers 1 to 40) to all cards represented by the deck information. Additionally, server 1000 determines 3 initial candidate cards and 3 exchange candidate cards from the cards represented by the deck information.

[0154] Then, server 1000 is configured so that player terminal 1 can obtain initial information. The initial information includes first-attack and second-attack information indicating whether the player goes first or second. In addition, the initial information includes index information indicating the index of the player's cards. In addition, the initial information includes exchange information indicating the initial cards and exchange candidate cards. In addition, the initial information includes evolution / mega-evolution turn information, which indicates 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. In addition, the initial information includes evolution / mega-evolution point information indicating the number of evolution points and mega-evolution points assigned to the player ID and the opponent's player ID.

[0155] Furthermore, when an operation to consume evolution points or super evolution points is performed on player terminal 1, server 1000 updates the player's evolution / super evolution point information in a manner that reduces the number of evolution points and super evolution points possessed by the player. Then, server 1000 is configured so that player terminal 1 and the opponent's player terminal 1 can obtain the updated player's evolution / super evolution point information. Similarly, when an operation to consume 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 in a manner that reduces the number of evolution points and super evolution points possessed by the opponent. Then, server 1000 is configured so that player terminal 1 and the opponent's player terminal 1 can obtain the updated opponent's evolution / super evolution point information. (See specification page 11 / 36, 14 CN 122319023 A)Therefore, it is possible to know the changes in the player's or opponent's evolution points and mega-evolution points on both player terminals 1.

[0156] In player terminal 1, when the card battle game starts, as shown in FIG9A, the first attack or second attack information is displayed on the touch panel 26. Then, in player terminal 1, as shown in FIG9B, based on the exchange information, 3 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 on the touch panel 26.

[0157] If there are cards to be exchanged in the initial candidate cards, as shown in FIG9C, the player moves the cards to be exchanged to the exchange display area 61 by sliding. Then, when the player clicks the decision button 62, player terminal 1 returns the cards moved to the exchange display area 61 to the deck area 45a, and determines the initial cards as the initial cards, including the initial candidate cards that have not been exchanged and the number of exchange candidate cards that are equivalent to the number of initial candidate cards that have been exchanged. Then, player terminal 1 sends initial card information representing the determined initial cards to server 1000.

[0158] 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 to the player can obtain card count information showing only the number of cards contained 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 to the opponent can obtain card count information showing only the number of cards contained in the player's initial card information.

[0159] When player terminal 1 receives the card count information, as shown in FIG10A, the battle screen is displayed on touch panel 26. At this time, the determined initial cards are configured in a recognizable manner in hand area 46a, and 3 cards are configured in a non-recognizable manner in hand area 46b based on the received opponent's card count information. At this time, the operable time meter 48a is not displayed.

[0160] Subsequently, when the player goes first, as shown in FIG10B, the player terminal 1 displays an image on the touch panel 26 indicating the player's turn as "Your Turn". At this time, the player terminal 1 also displays the number of turns remaining until the player can use the evolution unlock. In the case shown in FIG10B, the touch panel 26 displays an image indicating "4 turns remaining until evolution is possible".

[0161] In addition, based on the evolution / mega-evolution point information, three icon images representing 3 evolution points associated with the player ID of the player who goes first (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 turn (5th turn in this embodiment) has not yet been reached, the evolution / mega-evolution...The point display area 44a displays three icons in a way that indicates that the card is unusable (highlighted in white in the image). Additionally, the evolution information display area 43a displays evolution information in a way that indicates that evolution and super evolution are unusable (highlighted in white in the image).

[0162] Furthermore, the evolution / super evolution point display area 44b displays four icon images representing the 4 evolution points assigned to the opponent's player ID who attacks second. At this time, since the opponent's evolution unlock turn (turn 4 in this embodiment) has not yet arrived, four icons in the evolution / super evolution point display area 44a are displayed in a way that indicates that the card is unusable (highlighted in white in the image). Additionally, the evolution information display area 43b displays evolution information in a way that indicates that evolution and super evolution are unusable (highlighted in white in the image).

[0163] Then, in the server 1000, one index is determined by drawing from the indexes of the cards in the deck area 45a. That is, here, one card is determined by drawing from the cards in the deck area 45a. Then, as shown in FIG12C, player terminal 1 configures the cards determined by drawing into hand area 46a.

[0164] In addition, at the start of the turn, the player's game points are incremented by 1 in server 1000. Player terminal 1 updates the game point display unit 49a (here, the game points are set to 1). Manual 12 / 36 pages 15 CN 122319023 A

[0165] In addition, the start time of the turn and the scheduled end time of the turn are stored in server 1000. The scheduled end time of the turn is the time obtained by adding the operable time set for the start of the turn to the start time of the turn. In addition, in server 1000, when the player's turn begins, player terminal 1 is configured to obtain the operable time, i.e., the remaining time, of the start of the turn. In addition, when the opponent's turn begins, the opponent's player terminal 1 is configured to obtain the operable time, i.e., the remaining time, of the start of the turn.

[0166] Player terminal 1 starts displaying the operable time meter 48a based on the remaining time information received from server 1000. Furthermore, in this embodiment, the operable time is set to 45 seconds in rounds before the evolution unlock round (rounds 1 to 3 in this embodiment). In rounds after the evolution unlock round (rounds 4 and later in this embodiment), the operable time is set to 70 seconds. In rounds before the evolution unlock round, the length of the black portion of the operable time meter 48a at the beginning of its display is approximately 3 / 4 of the circumference. Moreover, as shown in Figures 10B and 10C, the black portion of the operable time meter 48a gradually decreases as time passes.

[0167] Furthermore, when communication of player terminal 1 is interrupted during a player's round, and communication of player terminal 1 afterwards...If the player's turn resumes, player terminal 1 can also obtain the remaining time of the operable time from server 1000 and restart the display of operable time meter 48a based on the obtained remaining time of operable time. Furthermore, if player terminal 1's communication is interrupted during the opponent's turn, and then resumes during the player's turn, player terminal 1 can similarly obtain the remaining time of the operable time from server 1000 and restart the display of operable time meter 48a based on the obtained remaining time of operable time.

[0168] Furthermore, in this embodiment, the following situation is shown: in a turn after the evolution unlocking turn, even if the player uses up both evolution points and mega-evolution points, the operable time does not change. However, it is also possible to shorten the operable time if the player uses up all evolution points and mega-evolution points.

[0169] Additionally, when the player's or opponent's turn begins, server 1000 stores the predetermined end time of that turn. Furthermore, when a player's turn begins, the remaining time information, indicating the operable time of the started turn (i.e., the remaining time), is sent to player terminal 1. Similarly, when an opponent's turn begins, the remaining time information, indicating the operable time of the started turn (i.e., the remaining time), is sent to the opponent's player terminal 1.

[0170] Subsequently, as shown in FIG11A, for example, when a follower card with a cost of 1 is played from the hand area 46a to the battlefield 47a via a swipe operation based on the player's action, the server 1000 decrements the player's game points by 1. When the server 1000 decrements the player's game points by 1, player terminal 1 updates the game point display unit 49a. Furthermore, when an ability 55 is activated through a played card, the server 1000 is configured so that both player terminal 1 and the opponent's player terminal 1 can obtain ability activation information containing the content of the ability 55 to be activated. Therefore, both player terminal 1 and the opponent's player terminal 1 can know the content of the activation of ability 55 due to the playing of a card and the activated ability 55.

[0171] In addition, player terminal 1 sends playing information to server 1000, which includes card information indicating that the card was played on battlefield 47a. When server 1000 receives the playing information, it is set so that the opponent's player terminal 1 can obtain the received playing information. In addition, the server reduces the player's game points based on the card played on battlefield 47a. Therefore, in the opponent's player terminal 1, the card indicated by the playing information is played on the opponent's battlefield 47b, and the display of the opponent's game points is updated on the display unit 49b.

[0172] Afterwards, when the player clicks the end of turn button 48, player terminal 1 sends a turn information to server 1000.End-of-turn information. When the server 1000 receives the end-of-turn information, it ends the player's turn. Furthermore, if the end-of-turn button 48 is not clicked by the scheduled end-of-turn time (page 13 / 36 of the specification, CN 122319023 A), the server 1000 ends the player's turn based on the scheduled end-of-turn time having been reached.

[0173] Furthermore, if a card that activates ability 55 under the condition of end-of-turn is played out of the battlefield (47a, 47b), the server 1000 configures the player's terminal 1 and the opponent's player terminal 1 to be able to obtain ability activation information.

[0174] Additionally, when the player's turn ends, the display of the operable time meter 48a stops. Furthermore, the server 1000, based on the elapsed time from the start of the turn at the time the player's turn ends, exports the usage time during the ended player's turn and stores it in association with the player ID. Furthermore, when the opponent's turn ends, the server 1000 exports the usage time during the ended opponent's turn based on the elapsed time from the start of the turn at the time the opponent's turn ends, and stores it in association with the opponent's player ID. However, it is also possible not to export the usage time every time the turn ends, but to export the usage time for each turn after the game ends.

[0175] That is, in this embodiment, when the player or opponent clicks the turn end button 48, or when the predetermined turn end time is reached, the turn end condition is met, and the turn ends.

[0176] When the player's turn ends, the server 1000 sets turn start information to start the opponent's turn, so that the opponent's player terminal 1 starts the turn.

[0177] Then, in the player's player terminal 1, as shown in FIG11B, an image indicating that it is the opponent's turn and recorded as "enemy's turn" is displayed on the touch panel 26. Then, in the server 1000, two indices are determined by drawing from the indices of the cards in the deck area 45b. In other words, here, two cards are selected from the cards in deck area 45b by drawing. When player terminal 1 receives the number of cards from server 1000, as shown in FIG11C, it arranges the cards in hand area 46b in an unidentifiable manner based on the number of cards.

[0178] Furthermore, at the start of the turn, one card is usually selected by drawing, but only in the first turn of the second turn is two cards selected by drawing. In addition, when the opponent's game points are increased by 1 in server 1000, player terminal 1 increases the opponent's game points by 1 and updates the game point display unit 49b.

[0179] Afterwards, when the opponent ends their turn and receives the turn start information from server 1000, as shown in FIG12A, player terminal 1 displays an image on touch panel 26 indicating that it is the player's turn, recorded as "Your Turn". At this time, the player endsThe terminal 1 displays the number of turns remaining until the player's evolution is unlocked. In the case shown in Figure 12A, the touch panel 26 displays an image stating "3 turns remaining until evolution is possible".

[0180] Additionally, when the server 1000 selects an index from the card in the deck area 45a by drawing, the player terminal 1 places the selected card into the hand area 46a. Additionally, when the server 1000 increments the player's game points by 1, the player terminal 1 updates the game points display section 49a (here, the game points are set to 2).

[0181] Then, as shown in Figure 12B, the player slides a follower card placed on the battlefield 47a to the opponent's leader 41b. Based on this slide, the player terminal 1 sends attack information to the server 1000 indicating that the follower card that attacked and the follower card or leader 41b that became the target of the attack. When server 1000 receives an attack message, it is configured so that player terminal 1 and opponent's player terminal 1 can obtain attack result information. This attack result information 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 follower card that made the attack, etc. Then, based on the received attack result information, player terminal 1 reduces the health displayed in the health display area 42b of opponent's leader 41b by a value equivalent to the attack power 56 of that follower card. In addition, when the ability 55 is activated by attack, server 1000 is configured so that player terminal 1 and opponent's player terminal 1 can obtain ability activation information. Specification 14 / 36 pages 17 CN 122319023 A

[0182] As described above, the player's turn and the opponent's turn are repeated alternately. Whenever the player or the opponent plays a card or makes an attack, the information is sent to server 1000, thereby the card battle game gradually progresses. Furthermore, server 1000 exports the usage time at the end of each round during the card battle game and stores the exported usage time sequentially in association with the player ID or the opponent's player ID.

[0183] Then, when the health displayed in the health display area 42a of the player's leader 41a or the health displayed in the health display area 42b of the opponent's leader 41b becomes 0, the winner is determined and the card battle game ends. In addition, conditions other than the health of the leader 41a or leader 41b becoming 0 can also be included in the conditions for determining the winner. For example, the winner can also be determined based on the complete disappearance of cards in deck area 45a or deck area 45b, i.e., the deck is exhausted. Alternatively, the winner can also be determined based on drawing a special card that is configured at the bottom of deck area 45a and deck area 45b.Alternatively, the outcome can be determined based on pre-set special conditions other than those mentioned above. For example, the special conditions can be met when the ability 55 of a card with a special ability 55 set to determine the outcome is activated. When the card battle game ends, the ending screen described later is displayed (Figs. 19A and 19B).

[0184] Next, the evolution of follower cards will be explained. In the card battle game of this embodiment, after the evolution unlocking turn, follower cards can be evolved by consuming the evolution points displayed in the evolution / meta-evolution point display areas 44a and 44b. In this embodiment, the evolution unlocking turn is set to the 5th turn for the first player and the 4th turn for the second player. However, the evolution unlocking turn is not limited to this. For example, the evolution unlocking turn may be at the start of the card battle game, i.e., the 1st turn.

[0185] In addition, after the meta-evolution unlocking turn, players can consume the meta-evolution points displayed in the evolution / meta-evolution point display areas 44a and 44b to meta-evolve follower cards. In this embodiment, the Mega Evolution unlock round is set to the 7th round for the first attacker and the 6th round for the second attacker. However, the Mega Evolution unlock round is not limited to this. In short, the Mega Evolution unlock round can be later than the Evolution unlock round.

[0186] Furthermore, in this embodiment, 3 Evolution Points are assigned when attacking first and 4 Evolution Points are assigned when attacking second.

[0187] In addition, in this embodiment, when attacking first, in the 7th round, a maximum of 2 Evolution Points are converted into 2 Mega Evolution Points, and the converted Mega Evolution Points are assigned. Specifically, when attacking first, if there are 2 or more Evolution Points remaining in the 7th round, the 2 Evolution Points are converted into 2 Mega Evolution Points, and the converted Mega Evolution Points are assigned. In addition, when attacking first, if there are 1 Evolution Point remaining in the 7th round, the 1 Evolution Point is converted into 1 Mega Evolution Point, and the converted Mega Evolution Points are assigned. Furthermore, in the case of going first, if the remaining evolution points in round 7 are 0, then no change in evolution points or the granting of mega evolution points will occur. For example, if the player goes first and has 3 evolution points in round 7, then 2 evolution points will be converted into mega evolution points. As a result of this conversion, the player will have 1 evolution point and 2 mega evolution points.

[0188] In addition, in this embodiment, in the case of going second, in round 6, a maximum of 2 evolution points will be converted into 2 mega evolution points, and the converted mega evolution points will be granted. Specifically, in the case of going second, if the remaining evolution points in round 6 are 2 or more, then the 2 evolution points will be converted into 2 mega evolution points, and the converted mega evolution points will be granted. In addition, in the case of going second, if the remaining evolution points in round 6 are 1,Then, 1 evolution point is converted into 1 super evolution point, and the converted super evolution point is assigned. Furthermore, in the case of attacking second, if the remaining evolution points in round 6 are 0, then no evolution point conversion or super evolution point assignment occurs. For example, if the player attacks second and has 4 evolution points in round 6, 2 evolution points are converted into super evolution points. As a result of this conversion, the player has 2 evolution points and 2 super evolution points.

[0189] However, the number of evolution points that can be converted into super evolution points when the super evolution unlock round is reached is not limited to the above example. That is, it is acceptable as long as at least a portion or all of the evolution points can be converted into super evolution points.

[0190] Figure 13A is a first figure illustrating an example of the battle screen in the evolution unlock round. Figure 13B is a second figure illustrating an example of the battle screen in the evolution unlock round. When the player's evolution unlock round (in this case, the 5th round with initiative) begins, firstly, as shown in Figure 13A, the touch panel 26 displays an image indicating the player's turn, stating "Your turn" and "0 turns remaining until evolution is possible." Then, as shown in Figure 13B, an image stating "Able to evolve" is displayed in the center of the touch panel 26 to notify the player that the evolution unlock round has arrived.

[0191] Additionally, as shown in Figure 13B, the display method of the icon image displayed in the evolution / mega-evolution point display area 44a changes to indicate that evolution is possible (blacked out in the figure). Additionally, the display method of the evolution information display area 43a changes to indicate that evolution is possible (blacked out in the figure).

[0192] Furthermore, at the start of the evolution unlock round, firstly, as shown in Figure 13A, the operable time meter 48a is displayed in the same manner as the rounds before the evolution unlock round. Then, as shown in Figure 13B, a performance is executed where the black portion extends along the entire circumference. Therefore, the player is notified that the playable time set in the round has increased compared to the round before the evolution unlock round. Furthermore, in this embodiment, the animation of the black portion extending along the entire circumference is only performed at the start of the evolution unlock round, but it can also be performed in all rounds after the evolution unlock round. Additionally, the animation of the black portion extending along the entire circumference can also be performed at the start of the round of a player whose playable time is set to be longer than the playable time set in the previous player's round. Alternatively, the animation of the black portion shortening can also be performed at the start of the round of a player whose playable time is set to be shorter than the playable time set in the previous player's round.

[0193] Figure 14A is a first figure illustrating an example of the battle screen during evolution. Figure 14B is an example illustrating the evolution screen.Figure 14C is a second figure illustrating an example of a battle screen during evolution. For example, as shown in Figure 14A, a follower card that has not evolved in the 5th turn (first turn) is placed on the battlefield 47a. At this time, when the follower card placed on the battlefield 47a is clicked, as shown in Figure 14A, the card details label 63 is displayed in the touch panel 26.

[0194] The abilities of the clicked card are displayed in the card details label 63. In addition, if the follower card clicked by the player can evolve, the abilities before and after evolution are displayed in the card details label 63. In addition, the evolution button 63a is displayed in the card details label 63.

[0195] Furthermore, in this embodiment, only follower cards are set as cards that can evolve. Therefore, the evolution button 63a is displayed only in the card details label 63 of follower cards, and the evolution button 63a is not displayed in the card details label 63 of spell cards and amulet cards.

[0196] Furthermore, 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 label 63 is clicked, the follower card is evolved. On the other hand, when evolution is not possible, the evolution button 63a is displayed without accepting player clicks. Alternatively, the evolution button 63a may be set to not be displayed when evolution is not possible. Specifically, the inability to evolve may be due to the following: not reaching the evolution unlock round, not having evolution points or mega-evolution points, or being a follower card that cannot evolve.

[0197] When the follower card is evolved, an evolution animation is displayed as shown in FIG14B. In the evolution animation, after displaying the card before evolution, an animated image of the card changing is displayed. In this embodiment, the evolution animation is displayed for a first time period (e.g., 2 seconds). In addition, in this embodiment, the decrement of the operable time meter 48a is stopped during the period from the start of the evolution animation display to the end of the evolution animation display, that is, during the period before the first time period has elapsed. Therefore, concerns can be suppressed that the operable time meter 48a decreases during periods when player input is not allowed, such as when the evolution animation is being displayed, thus diminishing player interest in the game. Furthermore, the player terminal 1 (instruction manual, pages 16 / 36, 19 CN 122319023 A) can also obtain the remaining operable time at the end of the evolution animation display from the server 1000, and restart the display of the operable time meter 48a based on the obtained remaining operable time.

[0198] Then, when the evolution animation display ends, as shown in FIG14C, the evolved card is displayed on the battlefield 47a. Additionally, the icon displayed in the evolution / super evolution point display area 44a shows a decrease of 1. Moreover, the attack of the evolved card...Attack power increases by 56 and health by 57. Additionally, if a follower card has the ability "When Evolved" (55), that ability is activated.

[0199] Furthermore, player terminal 1 sends evolution information (evolution) indicating the evolved follower card to server 1000. When server 1000 receives the evolution information (evolution), it is configured so that the opponent's player terminal 1 can obtain the evolution information (evolution). The opponent's player terminal 1 can then use the received evolution information (evolution) to understand the evolved card and the evolved card.

[0200] Additionally, player terminal 1 sends evolution point consumption operation information to server 1000 indicating that an operation consuming evolution points has been performed. Server 1000 updates the player's evolution / meta-evolution point information based on the received evolution point consumption operation information, reducing the player's 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 / meta-evolution point information. As a result, the number of evolution points that can be grasped by the player in both player terminal 1 and the opponent's player terminal 1 is reduced.

[0201] In addition, when the server 1000 receives evolution information (evolution), it stores the time obtained by adding a first time (e.g., 2 seconds) to the predetermined time of the end of the round as the new predetermined time of the end of the round. That is, the predetermined time of the end of the round is changed considering the time required for the display of the evolution animation in player terminal 1. By changing the predetermined time of the end of the round in this way, concerns about the reduction of the player's actual operable time due to the display of the evolution animation can be suppressed, thereby suppressing concerns about the player suffering disadvantages.

[0202] FIG15A is a first figure illustrating an example of the battle screen in the super evolution unlock round. FIG15B is a second figure illustrating an example of the battle screen in the super evolution unlock round. When the player's super evolution unlock round (here, the 7th round with the first attack) begins, firstly, as shown in FIG15A, the touch panel 26 displays an image indicating that it is the player's round, which reads "Your round" and "0 rounds remaining until super evolution is possible". Furthermore, at the start of a player's turn after the evolution unlock round, the number of turns remaining until the Mega Evolution unlock round is displayed. In the case shown in Figure 15A, an image stating "0 turns remaining until Mega Evolution is possible" is displayed on the touch panel 26. Then, as shown in Figure 15B, an image stating "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 a player's turn after the Mega Evolution unlock round, an image stating "Your Turn" is displayed, indicating the player's turn, instead of displaying the number of turns remaining until the evolution unlock round or the Mega Evolution unlock round.

[0203] Additionally, when the Mega Evolution unlock round is reached, evolution points are changed. This is shown in Figure 15B.The player has 3 evolution points. In this case, 2 evolution points are converted into Mega Evolution points. As a result of this change, the player has 1 evolution point and 2 Mega Evolution points. Moreover, corresponding to the change in evolution points, part of the display method of the icon image displayed in the evolution / mega evolution point display area 44a (the part corresponding to 2 points here) changes to indicate that evolution and mega evolution are possible (crossed shaded lines in the figure). In addition, the display method of the evolution information display area 43a changes to indicate that evolution and mega evolution are possible (crossed shaded lines in the figure).

[0204] In this embodiment, the operable time set for the rounds after the mega evolution unlocking round is the same as the operable time set for the rounds from the evolution unlocking round to the mega evolution unlocking round. Therefore, at the start of the mega evolution unlocking round, the performance of the black part of the operable time meter 48a extending along the circumference is not executed. However, the operable time set for the turn after the unbanning turn (page 17 / 36 of the Super Evolution manual, 20 CN 122319023 A) can also be longer than the operable time set for the turn from the unbanning turn of evolution to the turn before the unbanning turn of super evolution. In this case, it is also possible that at the beginning of the unbanning turn of super evolution, the black part of the operable time meter 48a extends along the entire circumference.

[0205] Figure 16A is a first figure illustrating an example of the battle screen during super evolution. Figure 16B is a figure illustrating an example of the super evolution screen. Figure 16C is a second figure illustrating an example of the battle screen during super evolution. For example, as shown in Figure 16A, suppose that a follower card that has not evolved in the 7th turn of the first turn is placed on the battlefield 47a. If the follower card placed on the battlefield 47a can super evolve, as shown in Figure 16A, an effect image for emphasizing the ability to super evolve is displayed for the follower card. Furthermore, when a follower card configured on battlefield 47a is clicked, as shown in Figure 16A, a card details label 63 is displayed on the touch panel 26.

[0206] If the follower card clicked by the player can undergo Mega Evolution, the abilities before evolution, the abilities after evolution, and the abilities after Mega Evolution are displayed in the card details label 63. Additionally, an Evolution button 63a and a Mega Evolution button 63b are displayed in the card details label 63.

[0207] Furthermore, the Mega Evolution button 63b is only displayed if the follower card clicked by the player can undergo Mega Evolution. That is, the Mega Evolution button 63b is not displayed if the follower card cannot undergo Mega Evolution. However, it is also possible that the Mega Evolution button 63b is displayed without accepting player clicks if the follower card cannot undergo Mega Evolution. Specifically, situations where Mega Evolution cannot be performed include, for example, not reaching the Mega Evolution unlock round, not having Mega Evolution points, or being a follower card that cannot undergo Mega Evolution.When the Mega Evolution button 63b of the card details tab 63 is clicked, the Mega Evolution of the follower card is performed.

[0208] When the Mega Evolution of the follower card is performed, as shown in FIG16B, a Mega Evolution animation is displayed. In the Mega Evolution animation, after the card before Mega Evolution is displayed, animated images such as the card changing are displayed. In this embodiment, the Mega Evolution animation is displayed during a second time period (e.g., 3 seconds). In this embodiment, the second time period is longer than the first time period (e.g., 2 seconds) of displaying the evolution animation. However, the first time period and the second time period may be the same length, or the first time period may be longer than the second time period.

[0209] In addition, in this embodiment, the decrease of the operable time meter 48a is stopped during the period from the start of the display of the Mega Evolution animation to the end of the display of the Mega Evolution animation, that is, during the period before the second time period. As a result, the concern that the operable time meter 48a decreases during the period when various inputs of player operations are not accepted, such as during the display of the Mega Evolution animation, can be suppressed, thereby causing a loss of interest in the game. In addition, player terminal 1 can also obtain the remaining time of operable time at the time when the display of the super evolution animation ends from server 1000, and restart the display of operable time meter 48a based on the obtained remaining time of operable time.

[0210] In addition, it is also possible that the super evolution animation and the evolution animation have at least some animation images different. For example, it is also possible that the super evolution animation has a longer display time than the evolution animation and the displayed animation images are more gorgeous.

[0211] Then, when the display of the super evolution animation ends, as shown in FIG16B, the super evolved card is displayed on the battlefield 47a. In addition, the icon corresponding to the super evolution points displayed in the evolution / super evolution point display area 44a is reduced by 1. Moreover, the attack power 56 and health 57 of the super evolved card increase. In addition, if it is a follower card with the ability 55 "when super evolution", then the ability is activated.

[0212] In addition, player terminal 1 sends evolution information (super evolution) of follower card to server 1000. When server 1000 receives evolution information (mega-evolution), it is configured so that the opponent's player terminal 1 can obtain this evolution information (mega-evolution). The opponent's player terminal 1 can then use the received evolution information (mega-evolution) to understand whether a card has been mega-evolved and what the card has become after mega-evolution.

[0213] Additionally, player terminal 1 sends mega-evolution point consumption operation information to server 1000, indicating that an operation consuming mega-evolution points has been performed. Server 1000 updates the player's evolution / mega-evolution point information based on the received mega-evolution point consumption operation information, reducing the player's available mega-evolution points. Server 1000 is configured to allow player terminal 1 to obtain this evolution information.Player terminal 1 of the opposing player can obtain the updated evolution / mega-evolution point information of the player. As a result, the player's mega-evolution points can be reduced in both player terminal 1 and player terminal 1 of the opposing player.

[0214] In addition, when the server 1000 receives mega-evolution information (evolution), it stores the time obtained by adding a second time (e.g., 3 seconds) to the predetermined time of the end of the round as the new predetermined time of the end of the round. That is, the predetermined time of the end of the round is changed considering the time required for the display of the mega-evolution animation in player terminal 1. By changing the predetermined time of the end of the round in this way, concerns about the reduction of the player's actual operable time due to the display of the mega-evolution animation can be suppressed, thereby suppressing concerns about the player suffering disadvantages.

[0215] Furthermore, in this embodiment, the case of determining the timing of the end of the round based on the predetermined time of the end of the round is shown, but it is not limited to this. For example, it is also possible to set an operable time timer at the beginning of the round to keep track of the time until the end of the round, that is, the operable time, and gradually decrease the value of the operable time timer until the value of the operable time timer becomes 0. In this case, the round can also end when the value of the operable timer becomes 0. Alternatively, when evolution information (evolution) is received, a first time (e.g., 2 seconds) can be added to the operable timer. Or, it can be set to temporarily stop the decrease of the value of the operable timer in the server 1000 during the display of the evolution animation in the player terminal 1. Similarly, when evolution information (mega-evolution) is received, a second time (e.g., 3 seconds) can be added to the operable timer. Or, it can be set to temporarily stop the decrease of the value of the operable timer in the server 1000 during the display of the mega-evolution animation in the player terminal 1.

[0216] As described above, when the health displayed in the health display area 42a of the player's main player 41a or the health displayed in the health display area 42b of the opponent's main player 41b becomes 0, the winner is determined and the card battle game ends. When the card battle game ends, server 1000 determines the level points assigned to the player ID and the opponent's player ID based on the execution content and result of the card battle game.

[0217] Figure 17 is a diagram illustrating an example of the details of the level points. As shown in Figure 17, in this embodiment, multiple items are set regarding level points. Server 1000 determines the level points corresponding to each item based on the execution content and result of the card battle game, and derives the total value of the determined level points.

[0218] Specifically, in the item "Battle Victory", it is set that 100 level points are assigned in the case of winning the card battle game.

[0219] Furthermore, the "Winning Streak" item is set to award level points based on the number of consecutive wins in the card battle game. Specifically, 30 level points are awarded for 2-5 consecutive wins. Additionally, 60 level points are awarded for 6-10 consecutive wins. And 100 level points are awarded for 11 or more consecutive wins.

[0220] Furthermore, the "Number of Game Turns" item is set to award level points corresponding to the number of turns played until the end of the card battle game. Specifically, 5 level points are awarded for 1-5 turns. Additionally, 10 level points are awarded for 6-10 turns. And 20 level points are awarded for 11 or more turns.

[0221] Furthermore, the "Number of Follower Cards Played" item is set to award level points corresponding to the number of follower cards "played" by the player until the end of the card battle game. Specifically, a level point of 5 is awarded for "playing" 1 to 5 minion cards. Furthermore, a level point of 10 is awarded for "playing" 6 to 10 minion cards. Additionally, a level point of 20 is awarded for "playing" 11 or more minion cards.

[0222] Furthermore, in the item "Number of Spell Cards Played," a level point is awarded corresponding to the number of spell cards "played" by the player until the end of the card battle game. Specifically, a level point of 5 is awarded for "playing" 1 to 5 spell cards. Furthermore, a level point of 10 is awarded for "playing" 6 to 8 spell cards. Additionally, a level point of 20 is awarded for "playing" 9 or more spell cards.

[0223] Furthermore, in the item "Number of Amulet Cards Played," a level point system is set: Level points are awarded based on the number of Amulet Cards "played" by the player until the end of the card battle game. Specifically, 5 level points are awarded for playing 1 to 3 Amulet Cards. Additionally, 10 level points are awarded for playing 4 to 5 Amulet Cards. Furthermore, 20 level points are awarded for playing 6 or more Amulet Cards.

[0224] Furthermore, in the item "Number of Evolutions / Mega Evolutions," a level point system is set: Level points are awarded based on the number of times the player has performed an evolution or mega evolution until the end of the card battle game. Specifically, a level point system is set based on the number of times an player has performed an evolution or mega evolution.In the case of Mega Evolution, 5 level points are awarded. Additionally, 10 level points are awarded if two evolutions or Mega Evolutions have been performed. Furthermore, 20 level points are awarded if three or more evolutions or Mega Evolutions have been performed.

[0225] Furthermore, in the item "Remaining HP of Your Leader," level points are awarded based on the value of the player's leader's remaining HP at the end of the card battle game. Specifically, 5 level points are awarded if the player's leader's remaining HP is 1 to 10. Additionally, 10 level points are awarded if the player's leader's remaining HP is 11 to 15. Furthermore, 20 level points are awarded if the player's leader's remaining HP is 16 or higher.

[0226] Furthermore, in the item "Damage Dealt to Opponent's Leader," level points are awarded based on the value of the damage dealt to the opponent's leader until the end of the card battle game. Specifically, a level point of 5 is assigned when the damage dealt to the opponent's leader is 1 to 5. Additionally, a level point of 10 is assigned when the damage dealt to the opponent's leader is 6 to 10. Furthermore, a level point of 20 is assigned when the damage dealt to the opponent's leader is 11 or more.

[0227] Furthermore, in the "Play Time" item, a three-tiered rating (A, B, and C) is set based on the usage time at the end of each turn in the card battle game, and level points are assigned based on the rating results. Specifically, a level point of 20 is assigned when the rating is A. Additionally, a level point of 10 is assigned when the rating is B. Additionally, a level point of 5 is assigned when the rating is C. An example of the rating method is given below.

[0228] Figure 18 is a diagram illustrating an example of operable time and usage time. The server 1000 exports the total usage time obtained by summing all the usage times of each exported turn. Furthermore, if an evolution is performed during a round, the server 1000 calculates the time obtained by subtracting the first time from the elapsed time from the start of the round at the end of the round as the usage time. Additionally, if a super evolution is performed during a round, the server 1000 calculates the time obtained by subtracting the second time from the elapsed time from the start of the round at the end of the round as the usage time. Furthermore, the server 1000 calculates the total operable time by summing the operable time of all rounds already performed in the card battle game.

[0229] In this embodiment, the server 1000 calculates the ratio of the total usage time to the total operable time (hereinafter, see page 20 / 36 of the specification, CN 122319023 A).Also known as the usage time ratio). Then, an evaluation is performed based on this usage time ratio. Specifically, if the usage time ratio is less than 50%, it is rated A. If the usage time ratio is more than 51% and less than 60%, it is rated B. If the usage time ratio is more than 61%, it is rated C. That is, the lower the usage time ratio, the higher the evaluation.

[0230] In Figure 18, four common modes of total usage time are shown. In mode 1, it shows the case where 50% of the operable time is used in all rounds. In mode 2, it shows the case where rounds end relatively quickly in rounds before the evolution unlocking round and relatively slowly in rounds after the evolution unlocking round. In mode 3, it shows the case where rounds end relatively slowly in rounds before the evolution unlocking round and relatively quickly in rounds after the evolution unlocking round. In mode 4, it shows the case where rounds end at a time with deviation in each round.

[0231] In this embodiment, in the cases of Modes 1 to 4 described above, although the usage time in each round is sometimes different, the usage time ratio is a common value. Therefore, as a result, the same evaluation (e.g., evaluation A) is obtained in all cases. That is, regardless of the time allocation in each round, as long as the total usage time is the same, the same evaluation result will be derived. Furthermore, in this embodiment, the case of deriving the usage time in each round separately is shown, but the usage time may not be derived.

[0232] For example, a level point number corresponding to the ratio of the remaining time of the operable time at the end of each round to the total operable time may be assigned.

[0233] Alternatively, the ratio of usage time to operable time in each round may be derived separately. In this case, the ratio of usage time to operable time in each round may be averaged, and a level point number corresponding to the value obtained by averaging may be assigned. In this case, the ratio is derived to 50% in Modes 1 and 4. In Mode 2, the ratio is derived to 44%. In Mode 3, the ratio is derived to 57%. That is, in this case, when the time used is the same in cases of long operable time and short operable time, the ratio of the latter's usage time to operable time is derived to be lower. In other words, it can be said that 1 second in the round before the evolution unlocking round has a higher value for evaluation contribution than 1 second in the round after the evolution unlocking round. Thus, evaluation can be based on the length of operable time in each round.

[0234] Alternatively, the ratio of the remaining operable time at the end of each round to the total operable time can also be derived separately. In this case, the remaining operable time at the end of each round can also be used to calculate the remaining operable time.The value of each round is averaged relative to the operable time in each round, and a level point is assigned to the value obtained by averaging. That is, the level point can also be determined based on the ratio of the remaining time in each round to the total operable time.

[0235] Alternatively, the evaluation score can be derived separately based on the value of the usage time in each round. In this case, a level point can be assigned to the total evaluation score obtained by summing all the evaluation scores in each round. In this case, it is preferable to pre-set the benchmark for determining the evaluation score for each round. For example, in rounds before the evolution unlocking round, a benchmark such as 3 points for usage time of 23 seconds or less, 2 points for usage time of 24 to 30 seconds, and 1 point for usage time of 31 seconds or more can be set. In addition, in rounds after the evolution unlocking round, a benchmark such as 3 points for usage time of 35 seconds or less, 2 points for usage time of 36 to 45 seconds, and 1 point for usage time of 46 seconds or more can be set. Furthermore, the criteria for determining the evaluation score can be different for each round of multiple rounds with the same operable time.

[0236] Alternatively, the average value of the usage time in each round can be derived. In this case, level points can be assigned corresponding to the average value of the usage time in each round. Additionally, regarding the usage time in each round, as per the manual (pages 21 / 36, CN 122319023 A), level points can be assigned based on the number of rounds shorter than a preset baseline time. Alternatively, the player's usage time in each round can be compared with the opponent's usage time, and level points can be assigned to the side with more rounds of shorter usage time.

[0237] Alternatively, the average value of the remaining operable time at the end of each round can be derived. In this case, level points can be assigned corresponding to the average value of the remaining operable time at the end of each round.

[0238] Furthermore, this embodiment illustrates a situation where the player cannot perform actions such as playing cards during the opponent's turn. However, it is also possible to perform actions such as playing cards during the opponent's turn if certain conditions are met. In this case, the player's actionable time during the opponent's turn is set. Additionally, in this case, if the player performs actions such as playing cards at the end of the opponent's turn, the player's usage time during the opponent's turn is stored. Furthermore, it is also possible that if the player is able to perform actions such as playing cards during the opponent's turn even though certain conditions are met, but the player does not perform any action, the player's usage time during the opponent's turn is not stored. Moreover, it is also possible...The evaluation is performed based on the player's available time and usage time during the opponent's turn, and the player's available time and usage time during the player's turn.

[0239] In short, the server 1000 only needs to determine the level points for the player and the opponent based on usage time, respectively.

[0240] The server 1000 determines the level points corresponding to each item for the player and the opponent as described above. In addition, when the server 1000 derives the total value of the determined level points, it assigns the total value of the determined level points to the player ID and the opponent's player ID, respectively.

[0241] However, it is also possible to derive the value obtained by adding the top 3 level points (item "Battle Victory") that are higher than the level points corresponding to each item in each item set in FIG17, excluding "Battle Victory", to the base point (item "Battle Victory").

[0242] Then, the server 1000 is configured so that the player terminal 1 and the opponent's player terminal 1 can obtain the corresponding level point information.

[0243] Figure 19A is an example of the ending screen when winning. Figure 19B is an example of the ending screen when losing. The player terminal 1 and the opponent's player terminal 1 display the ending screen based on the received level point information. The ending screen displays the total level points assigned and the details of the level points assigned. However, the details of the level points may not be displayed, or only a portion may be displayed. Alternatively, the details of the level points may be displayed in a scrolling manner. Furthermore, items for which no level points were assigned may not be displayed on the ending screen.

[0244] In addition, in this embodiment, when winning in the card battle game, as shown in Figure 19A, an image indicating victory is displayed as the result of the win or loss. On the other hand, when losing in the card battle game, as shown in Figure 19B, the result of the win or loss is not directly displayed. This can suppress concerns about the player's willingness to play the game decreasing.

[0245] When the ending screen is clicked, the display of the ending screen ends, and the display switches from the battle screen to the normal screen. In other words, the ending screen is part of the battle screen. Furthermore, the normal screen to which the player switches from the ending screen can be a screen that was displayed before switching to the battle screen, or a pre-defined screen such as the home screen.

[0246] As described above, in this embodiment, in the item "play time," regardless of victory or defeat, the less time a player spends in each round, the more level points they are awarded. Therefore, players will focus on quick actions to obtain more level points. This can suppress concerns about delayed game progress and reduced interest in the game. Specification 22 / 36 pages 25 CN 122319023 A

[0247] 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 processing.

[0248] (Functional Units of Player Terminal 1)

[0249] FIG20 is a functional block diagram of player terminal 1. A program storage area 12a and a data storage area 12b are provided in the storage unit 12 of player terminal 1. At the start of the game, CPU 10 stores the terminal-side game control program (module) in the program storage area 12a.

[0250] 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. In addition, the program listed in FIG20 is one example, and many other programs are provided in the terminal-side game control program.

[0251] CPU 10 causes each program stored in program storage area 12a to perform operations to update the data in each storage unit of data storage area 12b. Furthermore, the CPU 10 enables the player terminal 1 (computer) to function as the terminal control unit 1A by executing the programs stored in the program storage area 12a. 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.

[0252] Specifically, the CPU 10 enables the game execution control program 300 to function as the game execution control unit 300a. Similarly, the CPU 10 enables the card battle game execution control program 301 and the display control program 302 to function as the card battle game execution control unit 301a and the display control unit 302a, respectively.

[0253] A game information storage unit 400 and a player information storage unit 401 are provided in the data storage area 12b as storage units for storing data. In addition to the above-mentioned storage units, many other storage units are provided in the data storage area 12b.

[0254] 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 the player's operation, or determines whether the overall game information has been updated.

[0255] 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 operation input on the player's terminal 1.

[0256] The display control unit 302a controls the display of the image displayed on the touch panel 26 based on the player's operation and the progress of the game.

[0257] (Functional units of server 1000)

[0258] FIG21 is a functional block diagram of server 1000. A program storage area is provided in the storage unit 1012 of server 1000.Domain 1012a and data storage area 1012b. The program storage area 1012a stores a game execution control program 1300, a card battle game execution control program 1301, a time management program 1303, and a level point management program 1304 as server-side game control programs. Furthermore, the program listed in Figure 21 is one example; many other programs are also included in the server-side game control programs.

[0259] The CPU 1010 causes each program stored in the program storage area 1012a to operate, thereby updating the data in each storage unit of the data storage area 1012b. Moreover, the CPU 1010 causes each program stored in the program storage area 1012a to operate, thereby enabling the server 1000 (computer) to function as a server control unit 1000A. The server control unit 1000A includes a game execution control unit 1300a, a card battle game execution control unit 1301a, a time management unit 1303a, and a level point management unit 1304a.

[0260] Specifically, the CPU 1010 causes the game execution control program 1300 to perform actions so that the computer functions as the game execution control unit 1300a. Similarly, the CPU 1010 causes the card battle game execution control program 1301, the time management program 1303, and the level point management program 1304 to perform actions so that they function as the card battle game execution control unit 1301a, the time management unit 1303a, and the level point management unit 1304a.

[0261] A game information storage unit 1400 and a player information storage unit 1401 are provided in the data storage area 1012b as storage units for storing data. In addition, the above-mentioned storage units are just one example. In addition to the data storage area 1012b, there are many other storage units.

[0262] 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 set to enable the player terminal 1 to obtain the player information (card deck information, level points, etc.) stored in the player information storage unit 1401. In addition, when the overall game information (including card information, attack information, attack result information, game point information, card playing information, ability activation information, turn start information, turn end information, evolution / super evolution point information, evolution information (evolution), evolution information (super evolution), win / loss information, remaining time information, level points information, etc.) is updated, the game execution control unit 1300a reads the updated game information from the game information storage unit 1400 and is set to enable the player terminal 1 to obtain the updated game information.

[0263] The card battle game execution control unit 1301a is responsible for controlling the execution of the card battle game.

[0264] The time management unit 1303a manages the operable time and end time usage time in each round of the card battle game. For example, when a player's turn begins, the time management unit 1303a stores the turn start time and the scheduled turn end time associated with the player ID. Similarly, when the opponent's turn begins, the time management unit 1303a stores the turn start time and the scheduled turn end time associated with the opponent's player ID. The scheduled turn end time is the time obtained by adding the operable time set for the started turn to the turn start time.

[0265] Furthermore, the time management unit 1303a, based on the elapsed time from the turn start time at the end time of a player's turn, derives the usage time in the ended player's turn and stores it associated with the player ID. Additionally, when the opponent's turn ends, the server 1000, based on the elapsed time from the turn start time at the end time of the opponent's turn, derives the usage time in the ended opponent's turn and stores it associated with the opponent's player ID. However, instead of exporting the usage time at the end of each round, the usage time can be exported for each round after the game ends.

[0266] Furthermore, if an evolution is performed during a round, the time management unit 1303a exports the usage time obtained by subtracting the first time from the elapsed time from the start of the round at the end of the round. Additionally, if a super evolution is performed during a round, the time management unit 1303a exports the usage time obtained by subtracting the second time from the elapsed time from the start of the round at the end of the round.

[0267] Furthermore, the time management unit 1303a exports and stores the total operable time obtained by summing all operable times of the player's rounds already performed in the card battle game, associated with the player ID. Additionally, the time management unit 1303a exports and stores the total operable time obtained by summing all operable times of the opponent's rounds already performed in the card battle game, associated with the opponent's player ID.

[0268] The level point management unit 1304a determines the level points assigned to the player ID and the level points assigned to the opponent's player ID based on the execution content and execution result of the card battle game.

[0269] (Communication processing between player terminal 1 and server 1000)

[0270] The basic processing between player terminal 1 and server 1000 will be described below. In addition, in the following description, the processing executed in player terminal 1 will be represented as Pn (n is any integer). In addition, the processing executed in server 1000 will be represented as Sn (n is any integer).

[0271] FIG22 is a flowchart illustrating an example of the terminal-side card battle game execution processing in player terminal 1. When the pointWhen 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 (pages 24 / 36, CN 122319023 A). When settings are made in the setting screen, the terminal-side card battle game execution processing begins.

[0272] When the card battle game execution processing begins, the card battle game execution control unit 301a sends the deck information to be used in the card battle game (P1-1) to the server 1000.

[0273] The card battle game execution control unit 301a obtains initial information (first attack / second attack information, index information, exchange information) from the server 1000 (P1-2).

[0274] In addition, the card battle game execution control unit 301a receives and stores the evolution / mega-evolution point information contained in the initial information from the server 1000 (P1-3). At this time, if the player goes first, 3 evolution points are stored. Additionally, when the player attacks second, 4 evolution points are stored.

[0275] The card battle game execution control unit 301a receives and stores the evolution / mega-evolution round information (P1-4) contained in the initial information from the server 1000. At this time, when the player attacks first, the 5th round is stored as the evolution unlock round. Additionally, when the player attacks first, the 7th round is stored as the mega-evolution unlock round. Additionally, when the player attacks second, the 4th round is stored as the evolution unlock round. Additionally, when the player attacks second, the 6th round is stored as the evolution unlock round. Furthermore, the evolution / mega-evolution round information may not be stored in the player terminal 1.

[0276] The display control unit 302a displays whether the player attacks first or second (P1-5) on the touch panel 26 as shown in FIG9A, based on the attack first / attack information contained in the initial information received from the server 1000. Afterwards, the card battle game execution control unit 301a performs initial card decision processing, in which the initial cards (P1-6) are determined based on the exchange information contained in the initial information. Here, the display control unit 302a, based on the initial information (first attack then attack information), arranges the three initial candidate cards in the initial card display area 60 as shown in FIG9B, and displays the exchange display area 61 for configuring the cards to be exchanged in the touch panel 26.

[0277] Moreover, as shown in FIG9C, when the player clicks the decision 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 that have not been exchanged and the number of exchange candidate cards that are equivalent to the number of initial candidate cards that have been exchanged as the initial 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 initial card information.The number of cards in the hand (P1-7).

[0278] As shown in FIG10A, 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 opponent's number of cards information, the display control unit 302a arranges 3 cards in the hand area 46b in a non-recognizable manner (P1-8).

[0279] Then, 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 obtained 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 processing (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 processing (P3).

[0280] Then, if the card battle game execution control unit 301a does not receive win / loss information from the server 1000, that is, if no win / loss has been decided ("No" in P1-10), the process returns to P1-9. Alternatively, 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 decided ("Yes" in P1-10), the card battle game execution control unit 301a executes the card battle game ending process (P1-11) to end the card battle game.

[0281] Furthermore, the display control unit 302a obtains level point information from the server 1000, displays the ending screen (Fig. 19A or Fig. 19B) on the touch panel 26 based on the obtained level point information (P1-12), and ends the card battle game execution process. Instruction manual, pages 25 / 36, CN 122319023 A

[0282] Figure 23 is a flowchart illustrating an example of the player's turn control processing (P2) in the player terminal 1. When the player's turn begins, as shown in Figure 10B, the display control unit 302a displays an image on the touch panel 26 indicating that it is the player's turn, labeled "Your Turn" (P2-1). In addition, the display control unit 302a displays the number of turns remaining until the turn when the player can perform an evolution unlock (Figure 10B) or the number of turns remaining until the turn when the player can perform a mega evolution unlock (Figure 15A) (P2-2).

[0283] In addition, the display control unit 302a obtains and stores the remaining time information from the server 1000 (P2-3). In addition, based on the obtained remaining time information, the display control unit 302a displays an operable time meter 48a on the touch panel 26 (P2-4). Furthermore, at the start of the evolution unlocking round, a performance is executed in which the black portion extends along the entire circumference (Fig. 13A, Fig. 13B).

[0284] The card battle game execution control unit 301a receives card information (P2-5) determined by drawing cards from the deck area 45a in the server 1000. Additionally, the display control unit 302a, based on the received card information, configures (displays) the determined card in a recognizable manner in the hand area 46a (P2-5).

[0285] Furthermore, if the game point information is updated in the server 1000, the card battle game execution control unit 301a receives the updated game point information (P2-6). Additionally, the display control unit 302a updates the game point display unit 49a (P2-6) based on the received game point information. As a result, the game points are incremented by 1 at the start of the turn.

[0286] Furthermore, if the evolution / mega-evolution point information is updated in the server 1000, the card battle game execution control unit 301a receives the updated evolution / mega-evolution point information (P2-7). Additionally, the display control unit 302a updates the display area 44a for the evolution / meta-evolution points based on the received evolution / meta-evolution point information (P2-7).

[0287] Furthermore, if new ability activation information indicating the activation of various card abilities is set in the server 1000, the card battle game execution control unit 301a receives this ability activation information (P2-8). The card battle game execution control unit 301a executes ability activation processing for activating various abilities based on the received ability activation information (P2-9).

[0288] The card battle game execution control unit 301a determines whether the player has input an operation to play a card (P2-10). If the result is that no card playing operation is detected ("No" in P2-10), the card battle game execution control unit 301a transfers the processing to step P2-13. Additionally, upon detecting a card-playing operation ("Yes" in P2-10), 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 (P2-11). Furthermore, the display control unit 302a performs card-playing display processing based on the card-playing operation to display the card configured in hand area 46a onto battlefield 47a (P2-12). Additionally, here, if it is a turn after the number of turns after the Mega Evolution unlock, and the player has Mega Evolution points, and the follower card configured on battlefield 47a can perform Mega Evolution, the display control unit 302a displays a special effect image (Fig. 16A).

[0289] The card battle game execution control unit 301a determines whether the player has input an operation to cause the card configured on battlefield 47a to attack the opponent's follower card or leader 41b (P2-13). If no attack operation is detected,If the condition is "No" in P2-13, the processing is transferred to step P2-16. Alternatively, if an attack operation is detected ("Yes" in P2-13), the card battle game execution control unit 301a sends attack information (P2-14) to the server 1000 based on the detected attack operation. This information includes information for identifying the card that launched the attack and information for identifying the attacked opponent's follower card or leader 41b.

[0290] The card battle game execution control unit 301a receives attack result information set in the server (P2-15). This attack result information includes information indicating the result of reducing the health of the attacked opponent's follower card or leader 41b, information indicating the result of reducing the health of the attacking follower card, etc. Furthermore, the display control unit 302a executes various animations based on the received attack result information. Instruction manual, pages 26 / 36, CN 122319023 A

[0291] The card battle game execution control unit 301a determines whether the prescribed conditions for evolution and the prescribed conditions for mega-evolution are met for all follower cards displayed on the battlefield 47a (P2-16). In this embodiment, if it is after the evolution unlocking turn, and the player has evolution points or mega-evolution points, and the card being judged is a follower card that can be evolved, the evolution condition is determined to be met. In addition, if it is after the mega-evolution unlocking turn, and the player has mega-evolution points, and the card being judged is a follower card that can mega-evolve, the evolution condition is determined to be met. Furthermore, in this embodiment, the determination of whether the evolution condition and mega-evolution condition are met for all follower cards displayed on the battlefield 47a as described in P2-16 is shown, but this determination can also be performed on the server 1000 side.

[0292] The card battle game execution control unit 301a determines whether a card displayed on the battlefield 47a has been clicked (P2-17). If a card has been clicked ("Yes" in P2-17), the display control unit 302a displays the card details label 63 based on the determination result in step P2-16 (P2-18). 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). In addition, if the conditions for super evolution are met for the clicked card, the display control unit 302a activates the super evolution button 63b in the card details label 63 (sets it to an operable state).

[0293] Furthermore, the card battle game execution control unit 301a executes the evolution / super evolution execution process (P4). Details of this evolution / super evolution execution process (P4) will be described later.

[0294] The display control unit 302a performs an update process (P2-19) in which the black portion of the operable time meter 48a gradually decreases as time passes. However, the display control unit 302a may also obtain the remaining operable time from the server 1000 and update the display of the operable time meter 48a based on the obtained remaining operable time.

[0295] When the card battle game execution control unit 301a receives victory or defeat information from the server 1000, that is, when a victory or defeat has been decided ("Yes" in P2-20), it ends the control process for its own turn. In addition, when the card battle game execution control unit 301a does not receive victory or defeat information from the server 1000, that is, when a victory or defeat has not been decided ("No" in P2-20), it transfers the process to P2-21.

[0296] The card battle game execution control unit 301a determines whether the player's turn has ended based on the player's operation of the turn-end button 48 (P2-21). Then, if the player's turn has not ended ("No" in P2-21), the card battle game execution control unit 301a transfers the processing to P2-6.

[0297] Alternatively, if the player's turn has ended ("Yes" in P2-21), the display control unit 302a sets the operable time meter 48a to non-display based on the end of the player's turn (P2-22).

[0298] Furthermore, the card battle game execution control unit 301a performs turn-end processing (P2-23). ​​In addition, if there is a card with an ability 55 that activates at the end of the player's turn, during the turn-end processing, information is received from the server 1000 and processing to activate the ability 55 is performed. In addition, the card battle game execution control unit 301a sends a turn end message to the server 1000 indicating that the player's turn has ended.

[0299] FIG23 is a flowchart illustrating an example of the evolution / mega-evolution execution process in the player terminal 1. The card battle game execution control unit 301a determines whether the evolution button 63a of the card details label 63 has been clicked (P4-1). If the evolution button 63a has been clicked ("Yes" in P4-1), the card battle game execution control unit 301a transfers the process to step P4-6.

[0300] If the evolution button 63a has not been clicked ("No" in P4-1), the card battle game execution control unit 301a determines whether the mega-evolution button 63b of the card details label 63 has been clicked (P4-2).

[0301] When the super evolution button 63b is clicked ("Yes" on P4-2), the card battle game execution control unit instruction manual 27 / 36 pages 30 CN 122319023 A 301a sends the evolution information (super evolution) of the card to be super evolved to the server 1000 (P4-3).

[0302] Additionally, the display control unit 302a stops the decrease display of the operable time meter 48a during the second time period (P4-4), and displays the super evolution animation on the touch panel 26 during the second time period (P4-5), causing the process to transfer to step P5-10.

[0303] When the evolution button 63a is clicked ("Yes" in P4-1), the card battle game execution control unit 301a sends evolution information (evolution) indicating the card to be evolved to the server 1000 (P4-6).

[0304] Additionally, the display control unit 302a stops the decrease display of the operable time meter 48a during the first time period (P4-7), and displays the evolution animation on the touch panel 26 during the first time period (P4-8), causing the process to transfer to step P4-9.

[0305] The card battle game execution control unit 301a determines whether the player has less than 1 evolution point (P4-9). If the result is that the player has at least 1 evolution point, i.e., the player has evolution points ("No" in P4-9), the card battle game execution control unit 301a transfers the processing to step P4-11. If the player has less than 1 evolution point ("Yes" in P4-9), the card battle game execution control unit 301a transfers the processing to step P4-10.

[0306] The card battle game execution control unit 301a sends a super evolution point consumption operation message (P4-10) to the server 1000, indicating the consumption of super evolution points. That is, in this embodiment, the super evolution point consumption operation message is sent to the server 1000 when super evolution points are consumed to perform super evolution and when evolution points are consumed.

[0307] The card battle game execution control unit 301a sends an evolution point consumption operation message (P4-11) to the server 1000, indicating the consumption of evolution points. That is, in this embodiment, when evolution points are consumed to perform evolution, evolution point consumption operation information is sent to server 1000.

[0308] Card battle game execution control unit 301a receives the updated evolution / super evolution point information in server 1000 (P4-12). In addition, display control unit 302a performs display update processing based on the received evolution / super evolution point information, according to the player's own evolution points and super evolution points, to change the display mode of the icon image in evolution / super evolution point display area 44a (P4-13).

[0309] In addition, card battle game execution control unit 301a improves or updates the performance (e.g., attack power and health) of evolved or super evolved cards based on the player's operation (P4-14). That is, when the evolution button 63a is clicked, it is updatedThe evolved performance of the card selected by the player. In addition, when the Mega Evolution button 63b is clicked, the evolved performance of the card selected by the player is updated.

[0310] FIG25 is a flowchart illustrating an example of the opponent's turn control processing (P3) in the player terminal 1. When the opponent's turn begins, as shown in FIG11B, the display control unit 302a displays an image on the touch panel 26 indicating that it is the opponent's turn and is recorded as "Enemy's Turn" (P3-1). In addition, the card battle game execution control unit 301a increments the opponent's game points by 1 (P3-2). In addition, the display control unit 302a updates the game point display unit 49b.

[0311] When the number of cards is received, the display control unit 302a, based on the received number of cards, configures the card in the opponent's hand area 46b in an unidentifiable manner (P3-2).

[0312] Additionally, when 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.

[0313] Additionally, when game point information is received from the opponent, the card battle game execution control unit 301a updates the game point display unit 49b (P3-4) based on the received game point information.

[0314] Additionally, 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 (P3-5) based on the received evolution / mega-evolution point information.

[0315] The card battle game execution control unit 301a determines whether ability activation information has been received (P3-6). Then, upon receiving ability activation information ("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).

[0316] The card battle game execution control unit 301a determines whether attack result information has been received (P3-8). Then, upon receiving attack result information ("Yes" in P3-8), the display control unit 302a executes various animations when an attack is performed based on the received attack result information (P3-9).

[0317] The card battle game execution control unit 301a determines whether evolution information (evolution) has been received (P3-10). Then, upon receiving evolution information (evolution) ("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).

[0318] 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).

[0319] The card battle game execution control unit 301a determines whether the card displayed on the battlefield 47a has been clicked (P3-14). If the card has been clicked ("Yes" in P3-14), the display control unit 302a displays the card details label 63 (P3-15). 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) to display them.

[0320] When the card battle game execution control unit 301a receives win / loss information from the server 1000, that is, when a win / loss has been determined ("Yes" in P3-16), it ends the opponent's turn control process. Alternatively, when the card battle game execution control unit 301a does not receive win / loss information from the server 1000, that is, when a win / loss has not been determined ("No" in P3-16), it transfers the process to P3-17.

[0321] The card battle game execution control unit 301a determines whether it has received turn-end information (P3-17). If it has not received turn-end information ("No" in P3-17), the card battle game execution control unit 301a transfers the process to step P3-2. Alternatively, if it has received turn-end information ("Yes" in P3-17), the card battle game execution control unit 301a executes turn-end processing (P3-18). Furthermore, in the case where there is a card with the ability 55 that activates at the end of the opponent's turn, during the end-of-turn processing, the ability activation information is received from the server 1000 and the processing to activate the ability 55 is executed.

[0322] FIG26 is a flowchart illustrating an example of the server-side card battle game execution processing (S1) in the 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 an index to the cards included in the deck information (S1-3), setting it so that the player's and opponent's player terminals 1 can obtain the initial information (S1-4).

[0323] Furthermore, in the case where the player attacks first, the card battle game execution control unit 1301a assigns 3 points to the player.Evolution points are assigned to the opponent, granting 4 evolution points, and the resulting evolution / mega-evolution points are set in the initial information. Additionally, 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, and sets the resulting evolution / mega-evolution points in the initial information. (Instruction manual 29 / 36 pages 32 CN 122319023 A

[0324] ) Furthermore, when the player goes first, the card battle game execution control unit 1301a sets the evolution / mega-evolution turn information, indicating that the player's evolution unlock turn is turn 5, the opponent's evolution unlock turn is turn 4, the player's mega-evolution unlock turn is turn 7, and the opponent's mega-evolution unlock turn is turn 6, into the initial information. Furthermore, when the player is going second, the card battle game execution control unit 1301a sets the evolution / meta evolution turn information, indicating that the player's evolution unlock turn is turn 4, the opponent's evolution unlock turn is turn 5, the player's mega evolution unlock turn is turn 6, and the opponent's mega evolution unlock turn is turn 7, into the initial information.

[0325] In addition, the time management unit 1303a stores the turn start time (S1-5). Specifically, when the player's turn begins, the time management unit 1303a stores the turn start time associated with the player ID. In addition, when the opponent's turn begins, the time management unit 1303a stores the turn start time associated with the opponent's player ID.

[0326] In addition, the time management unit 1303a stores the turn end predetermined time (S1-6). Specifically, when the player's turn begins, the time management unit 1303a stores the turn end predetermined time associated with the player ID, wherein the turn end predetermined time is the time obtained by adding the operable time set for the start of the turn. Additionally, when the opponent's turn begins, the time management unit 1303a stores the predetermined end time of the turn in association with the opponent's player ID.

[0327] Furthermore, when the player's turn begins, the time management unit 1303a is configured to allow the player terminal 1 to obtain the remaining time information, i.e., the remaining time, indicating the operable time of the turn that has started (S1-7). Furthermore, when the opponent's turn begins, the time management unit 1303a is configured to allow the opponent's player terminal 1 to obtain the remaining time information (S1-7).

[0328] The card battle game execution control unit 1301a determines whether the player's or opponent's super evolution unlocking turn has started (S1-8). If the result is that the player's or opponent's super evolution unlocking turn has started ("Yes" in S1-8), the card battle game execution control unit 1301a transfers the processing to step S1-9. Card BattleThe card battle game execution control unit 1301a performs change content determination processing (S1-9).

[0329] When the player reaches the number of turns required to unlock Mega Evolution, the card battle game execution control unit 1301a decides in the change content determination processing (S1-9) to change up to 2 evolution points from the player's total 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 change the 2 evolution points into 2 Mega Evolution points and assign them to the player's ID. In addition, if the player has 1 evolution point, the card battle game execution control unit 1301a decides to change the 1 evolution point into 1 Mega Evolution point and assign it to the player's ID. Furthermore, if the player has 0 evolution points, the card battle game execution control unit 1301a decides not to perform the change to Mega Evolution points.

[0330] Furthermore, if the opponent's Mega Evolution unlock turn has been reached, the Card Battle Game Execution Control Unit 1301a decides in the Change Content Determination Processing (S1-9) to change a maximum of 2 evolution points from the opponent's 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 change the 2 evolution points into 2 Mega Evolution points and assign them to the opponent's player ID. If the opponent has 1 evolution point, the Card Battle Game Execution Control Unit 1301a decides to change the 1 evolution point into 1 Mega Evolution point and assign it to the opponent's player ID. Furthermore, if the opponent has 0 evolution points, the Card Battle Game Execution Control Unit 1301a decides not to perform the change to Mega Evolution points.

[0331] When a player is given Mega Evolution Points through the above-described change content determination process (S1-9), the Card Battle Game Execution Control Unit 1301a updates the evolution / meta evolution point information indicating the player's evolution points and meta evolution points (S1-10). Similarly, when an opponent is given Mega Evolution Points through the above-described change content determination process (S1-9), the Card Battle Game Execution Control Unit 1301a updates the opponent's evolution / meta evolution point information (S1-10). 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 (S1-10).

[0332] 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.When (S1-11). If it is not the start of the player's or opponent's turn (S1-11 "No"), the card battle game execution control unit 1301a transfers the processing to step S1-14.

[0333] When it is the start of the player's turn (S1-11 "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, and sets the player terminal 1 to be able to obtain card information representing the selected card (S1-12). In addition, it is set that the opponent's player terminal 1 can obtain the number of cards (S1-13).

[0334] When it is the start of the opponent's turn (S1-11 "Yes"), the card battle game execution control unit 1301a selects one card from the cards configured 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 (S1-12). Additionally, player terminal 1 is configured to acquire card count information (S1-13). 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.

[0335] The card battle game execution control unit 1301a determines whether card play information has been received (S1-14). If no card play information has been received ("No" in S1-14), the card battle game execution control unit 1301a transfers the processing to step S1-15. If card play information has been received ("Yes" in S1-14), the card battle game execution control unit 1301a configures player terminal 1 of an opponent different from the player terminal 1 whose card play information was received to acquire the card play information (S1-15). Furthermore, the card battle game execution control unit 1301a executes the ability activation processing (S2) described later.

[0336] The card battle game execution control unit 1301a determines whether attack information has been received (S1-15). If no attack information is received ("No" in S1-15), the card battle game execution control unit 1301a transfers the processing to step S3. If attack information is received ("Yes" in S1-15), the card battle game execution control unit 1301a configures the player terminal 1 of an opponent different from the player terminal 1 that received the attack information to obtain attack result information, which includes information indicating the result of reducing the health of the attacked follower card or leader 41a, 41b, information indicating the result of reducing the health of the follower card that made the attack, etc. (S1-16). In addition, the card battle game execution control unit 1301a executes the ability activation processing (S2) described later.

[0337] The card battle game execution control unit 1301a executes the evolution association processing (S3). Details of the evolution association processing (S3) described later.

[0338] The card battle game execution control unit 1301a determines whether the prescribed turn-end condition is met (S1-17). In this embodiment, the card battle game execution control unit 1301a determines that the turn-end condition is met when the player or opponent clicks the turn-end button 48 or when the predetermined turn-end time is reached.

[0339] If the result is that the turn-end condition is not met ("No" in S1-17), the card battle game execution control unit 1301a transfers the processing to step S1-24. Alternatively, if the turn-end condition is met ("Yes" in S1-17), the card battle game execution control unit 1301a executes the ability activation processing described later (S2).

[0340] The time management unit 1303a derives and stores the usage time in the ended turn based on the elapsed time from the start time of the turn-end time point (S1-18). Furthermore, if an evolution is performed during a turn, the time management unit 1303a extracts the time obtained by subtracting the first time from the elapsed time since the start of the turn at the end of the turn as the usage time. Additionally, if a super evolution is performed during a turn, the time management unit 1303a extracts the time obtained by subtracting the second time from the elapsed time since the start of the turn at the end of the turn as the usage time. (See page 31 / 36 of the specification, CN 122319023 A).

[0341] Furthermore, if the player's turn ends, the card battle game execution control unit 1301a is configured so that the opponent's player terminal 1 can obtain turn end information and turn start information (S1-19). Furthermore, if the opponent's turn ends, the card battle game execution control unit 1301a is configured so that the player terminal 1 can obtain turn end information and turn start information (S1-19).

[0342] Additionally, the time management unit 1303a stores the turn start time of the turn to be started (S1-20). In addition, the time management unit 1303a stores the scheduled end time of the round to be started (S1-21). Furthermore, the time management unit 1303a sets the remaining time information, indicating the operable time of the already started round, i.e., the remaining time (S1-22).

[0343] Furthermore, the card battle game execution control unit 1301a updates the game point information by incrementing the game points of the player or opponent at the start of the round by 1 (S1-23). ​​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 this updated game point information.

[0344] The card battle game execution control unit 1301a determines whether a winner has been decided, i.e., whether the health of the player's leader 41a or the opponent's leader 41b has become 0 (S1-24). Additionally, it can also determine whether the health of the leader 41a or the opponent's leader has become 0 (S1-24).Conditions other than 41b's health becoming 0 are included in the conditions for determining the winner. For example, the winner can also be determined based on the complete disappearance of cards in deck area 45a or deck area 45b, i.e., the deck being exhausted. Alternatively, the winner can be determined based on drawing a special card located at the bottom of deck area 45a and deck area 45b. Alternatively, the winner can be determined based on the fulfillment of a pre-set special condition other than the above. For example, the special condition can be fulfilled when the ability 55 of a card with a special ability 55 set to determine the winner is activated. If the result is that no winner is determined ("No" in S1-24), the card battle game execution control unit 1301a transfers the processing to step S1-8.

[0345] In addition, if a winner is determined ("Yes" in S1-24), the time management unit 1303a derives and stores the usage time in the ended turn based on the elapsed time from the start of the turn when the winner is determined (S1-25). Furthermore, if an evolution is performed during a round, the time management unit 1303a calculates the usage time by subtracting the first time from the elapsed time from the start of the round at the end of the round. Additionally, if a super evolution is performed during a round, the time management unit 1303a calculates the usage time by subtracting the second time from the elapsed time from the start of the round at the end of the round.

[0346] Furthermore, the card battle game execution control unit 1301a is configured to allow both the player terminal 1 and the opponent's player terminal 1 to obtain information indicating that a winner has been determined and the winner's outcome (S1-26).

[0347] Additionally, the time management unit 1303a calculates the total usage time by summing all the players' usage time up to the round where the winner is determined, and stores it in association with the player ID (S1-27). Additionally, the time management unit 1303a calculates the total usage time by summing all the opponent's usage time up to the round where the winner is determined, and stores it in association with the opponent's player ID (S1-27).

[0348] In addition, the time management unit 1303a exports the total operable time obtained by summing up all the players' operable time up to the round that determines the winner, and stores it in association with the player ID (S1-28). In addition, the time management unit 1303a exports the total operable time obtained by summing up all the opponents' operable time up to the round that determines the winner, and stores it in association with the opponent's player ID (S1-28).

[0349] Furthermore, the level point management unit 1304a determines the level points assigned to the player ID and the opponent's level points based on the values ​​exported in the above steps S1-18, S1-25, S1-27, and S1-28, as well as the execution content and execution result of the card battle game.The player ID of the player is assigned a level point (S1-29). In addition, the level point management unit 1304a assigns the determined level points to the player ID and the opponent's player ID. Specification 32 / 36 pages 35 CN 122319023 A

[0350] Furthermore, the level point management unit 1304a is configured so that the player terminal 1 and the opponent's player terminal 1 can obtain the corresponding level point information (S1-30), and ends the server-side card battle game execution process.

[0351] FIG27 is a flowchart illustrating an example of the ability activation process (S2) in the server 1000. The card battle game execution control unit 1301a sets the card as the processing target from the cards displayed on the battlefield 47a, 47b, the cards that have attacked, and the evolved or super-evolved cards (S2-1). The card battle game execution control unit 1301a determines whether the conditions for activating the ability are met for the card set as the processing target in step S2-1 (S2-2). If the result is that the activation condition of the ability is not met (S2-2 "No"), the card battle game execution control unit 1301a ends the ability activation process.

[0352] Furthermore, if the activation condition of the ability is met (S2-2 "Yes"), the card battle game execution control unit 1301a is configured to allow both the player terminal 1 and the opponent's player terminal 1 to obtain ability activation information indicating that the activation condition of the ability has been met (S2-3).

[0353] The card battle game execution control unit 1301a determines whether the above steps S2-1 to S2-3 have been executed for each card displayed on the battlefield 47a, 47b, the card that has attacked, and the card that has evolved or super-evolved (S2-4). If the result is that the process has been executed for all cards (S2-4 "Yes"), the card battle game execution control unit 1301a ends the ability activation process. Furthermore, if not all cards have been processed (S2-4 "No"), the card battle game execution control unit 1301a transfers the processing to step S2-1.

[0354] FIG28 is a flowchart illustrating an example of the evolution association processing (S3) in the server 1000. The card battle game execution control unit 1301a determines whether evolution information (evolution) has been received (S3-1). If evolution information (evolution) has not been received (S3-1 "No"), the card battle game execution control unit 1301a transfers the processing to step S3-4. If evolution information (evolution) has been received (S3-1 "Yes"), the time management unit 1303a updates the turn end predetermined time (S3-2). Specifically, the time management unit 1303a stores the time obtained by adding a first time (e.g., 2 seconds) to the turn end predetermined time as the new turn end predetermined time.

[0355] 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 evolution information (evolution) can obtain the evolution information (evolution) (S3-3). In addition, the card battle game execution control unit 1301a performs ability activation processing (S2).

[0356] The card battle game execution control unit 1301a determines whether evolution information (super evolution) has been received (S3-4). If evolution information (super evolution) has not been received ("No" in S3-4), the card battle game execution control unit 1301a transfers the processing to step S3-7. If evolution information (super evolution) has been received ("Yes" in S3-4), the time management unit 1303a updates the turn end predetermined time (S3-5). Specifically, the time management unit 1303a stores the time obtained by adding a second time (e.g., 3 seconds) to the turn end predetermined time as the new turn end predetermined time.

[0357] The card battle game execution control unit 1301a is configured so that the player terminal 1 of an opponent, which is different from the player terminal 1 that received the evolution information (mega-evolution), can obtain the evolution information (mega-evolution) (S3-6). Additionally, the card battle game execution control unit 1301a performs capability activation processing (S2).

[0358] The card battle game execution control unit 1301a determines whether evolution point consumption operation information has been received from either the player terminal 1 or the opponent's player terminal 1 (S3-7). If the result is that no evolution point consumption operation information has been received ("No" in S3-7), the card battle game execution control unit 1301a transfers the processing to step S3-10.

[0359] Furthermore, upon receiving evolution point consumption operation information from player terminal 1 (S3-7 "Yes"), the card battle game execution control unit 1301a reduces the player's evolution points (S3-8) and is configured so that player terminal 1 and the opponent's player terminal 1 can obtain the player's evolution / mega-evolution points based on the reduced result (S3-9).

[0360] Furthermore, upon receiving evolution point consumption operation information from the opponent's player terminal 1 (S3-7, page 33 / 36, CN 122319023 A "Yes"), the card battle game execution control unit 1301a reduces the opponent's evolution points (S3-8) and is configured so that player terminal 1 and the opponent's player terminal 1 can obtain the opponent's evolution / mega-evolution points based on the reduced result (S3-9).

[0361] The card battle game execution control unit 1301a determines whether it has received super evolution point consumption operation information from the player terminal 1 or the opponent's player terminal 1 (S3-10). If the result is that no super evolution point consumption operation information has been received ("No" in S3-10), the card battle game execution control unit 1301a ends the evolution association processing.

[0362] Furthermore, when receiving the Mega Evolution Point consumption operation information from the player terminal 1 (S3-10 "Yes"), the card battle game execution control unit 1301a reduces the Mega Evolution Points possessed by the player (S3-11), and is configured so that both the player terminal 1 and the opponent's player terminal 1 can obtain the player's Evolution / Mega Evolution Points based on the reduced result (S3-12).

[0363] Furthermore, when receiving the Mega Evolution Point consumption operation information from the opponent's player terminal 1 (S3-10 "Yes"), the card battle game execution control unit 1301a reduces the opponent's Mega Evolution Points possessed (S3-11), and is configured so that both the player terminal 1 and the opponent's player terminal 1 can obtain the opponent's Evolution / Mega Evolution Points based on the reduced result (S3-12).

[0364] As explained above, the player terminal 1 is equipped with a game execution control program 300, a card battle game execution control program 301, and a display control program 302. Additionally, 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 in server 1000. That is, these programs and functions may also be located in one or both of player terminal 1 and server 1000.

[0365] Furthermore, server 1000 is provided with game execution control program 1300, card battle game execution control program 1301, time management program 1303, and level / point management program 1304. Additionally, server 1000 includes a game execution control unit 1300a, a card battle game execution control unit 1301a, a time management unit 1303a, and a level / point management unit 1304a. However, some or all of these programs and functions may also be located in player terminal 1. That is, these programs and functions may also be located in one or both of player terminal 1 and server 1000.

[0366] The embodiments have been described above with reference to the accompanying drawings, but it is self-evident that the present invention is not limited to the above embodiments. Those skilled in the art will understand that various modifications or variations can be conceived within the scope of the claims, and that these modifications or variations also fall within the technical scope of the present invention.

[0367] In the above embodiments, a digital card game was used as an example for explanation, but the genre and content of games such as simulation games, mahjong games, baseball games, and sugoroku games are not particularly limited. In short, any turn-based game using a game medium is acceptable. The opponent is not limited to a human and 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 chess pieces. Furthermore, it is not limited to...It is defined as a battle game. For example, it can also be a turn-based game in which multiple players inherit the results of the previous player in turn.

[0368] In addition, in the above embodiment, the above-described information processing is performed by the information processing system S, which is a client server system. However, the player terminal 1 may also have the functions of the server 1000 in the above embodiment. In addition, the server 1000 may also have the functions of the player terminal 1 in the above embodiment. In addition, communication function is not necessary. For example, it may be possible to perform computer battles or battles between multiple players in the game device G. In short, the information processing program preferably causes the computer to perform the following processing.

[0369] (Processes performed by the computer)

[0370] The following processing: making the game (in the above embodiment, for example, a card battle game) progress (in the above embodiment, for example, steps P1, P2, P3, P4, S1, S2, S3). Instruction manual, pages 34 / 36, 37 CN 122319023 A

[0371] The following process: Based on the end of the round, determine the player's usage time in that round (in the above embodiment, as an example, steps S1-18 and S1-25).

[0372] The following process: Based on the result of the game, determine the first point (in the above embodiment, as an example, the level point corresponding to the item "Battle Victory") (in the above embodiment, as an example, step S1-29).

[0373] The following process: Based at least on the usage time, determine the second point (in the above embodiment, as an example, the level point corresponding to the item "Playing Time") (in the above embodiment, as an example, step S1-29).

[0374] The following process: Based on the first point and the second point, grant privileges to the player ID (in the above embodiment, as an example, the total value of the level points corresponding to each item in Figure 17) (in the above embodiment, as an example, steps S1-29 and S1-30).

[0375] The computer may also perform the following processing: determining the total usage time spent until the end of the game based on the usage time (in the above embodiment, step S1-27 is an example).

[0376] The computer may also perform the following processing: determining the player's operable time in each round (in the above embodiment, steps S1-6, S1-7, S1-21, S1-22 are an example).

[0377] The computer may also perform the following processing: determining the total operable time in each round executed until the end of the game, i.e., the total operable time (in the above embodiment, step S1-28 is an example).

[0378] Alternatively, in the processing of determining the second point (in the above embodiment, step S1-29 is an example),The second point is determined based on the ratio of total usage time to total operable time.

[0379] Alternatively, in the process of determining the second point (as an example in the above embodiment, step S1-29), the second point is determined based on the ratio of usage time to operable time in each round executed up to the end of the game.

[0380] It may also include multiple rounds with different operable times (as an example in the above embodiment, the operable time is different in rounds before the evolution unlock round and in rounds after the evolution unlock round).

[0381] It may also include the player's round and the opponent's round among the multiple rounds.

[0382] Alternatively, in the process of determining usage time (as an example in the above embodiment, S1-18, S1-25), if the player's round has ended, the player's usage time in that round is determined; if the opponent's round has ended, and if the player performed an action in the opponent's round, the player's usage time in the opponent's round is determined.

[0383] 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 the player terminal 1 is described. That is, in the above embodiment, control processing for executing the game is performed only on the player terminal 1. In this case, only the player terminal 1 functions as the game device G. However, a portion of the above control processing may also be performed by the server 1000. That is, the information processing system S, which is a client-server system equipped with the player terminal 1 and the server 1000, may also function as the game device G.

[0384] Furthermore, in the above embodiment, the information processing program for implementing the game may also be stored on a computer-readable non-transitory storage medium. Moreover, the above embodiment may also serve as an information processing method for implementing each function and the steps shown in the flowchart.

[0385] Explanation of reference numerals

[0386] 1: Player terminal;

[0387] 1000: Server;

[0388] G: Game device; 38 CN 122319023 A, Page 35 / 36 of the specification

[0389] S: Information processing system. 39 CN 122319023 A, Page 36 / 36 of the specification

[0389] Figure 1, Figure 1, Page 40 CN 122319023 A, Figure 2, Page 41 CN 122319023 A, Figure 3, Page 42 CN 122319023 A, Figure 4, Page 43 CN 122319023 A, Figure 5, Page 44 CN 122319023 A, Figure 5, Page 44CN 122319023 A Figure 6, Appendix 6 of the Specification, page 45 (28 pages) CN 122319023 A Figure 7, Appendix 7 of the Specification, page 46 (28 pages) CN 122319023 A Figure 8, Appendix 8 of the Specification, page 47 (28 pages) CN 122319023 A Figure 9, Appendix 9 of the Specification, page 48 (28 pages) CN 122319023 A Figure 10, Appendix 10 of the Specification, page 49 (28 pages) CN 122319023 A Figure 11, Appendix 11 of the Specification, page 50 (28 pages) CN 122319023 A Figure 12, Appendix 12 of the Specification, page 51 (28 pages) CN 122319023 A Figure 13, Appendix 13 of the Specification, page 52 (28 pages) CN 122319023 A Figure 14, Appendix 14 of the Specification, page 53 (28 pages) CN 122319023 A Figure 15 Figure 16 of 122319023 A, page 15 / 28; Figure 17 of 122319023 A, page 17 / 28; Figure 18 of 122319023 A, page 18 / 28; Figure 19 of 122319023 A, page 19 / 28; Figure 20 of 122319023 A, page 20 / 28; Figure 21 of 122319023 A, page 21 / 28; Figure 22 of 122319023 A, page 22 / 28; Figure 23 of 122319023 A, page 23 / 28; Figure 24 of 122319023 A, page 24 / 28; Figure 25 of 122319023 A, page 23 / 28; Figure 24 of 122319023 A, page 24 / 28; Figure 25 of 122319023 A, page 28; Figure 25 of 122319023 A, page 28; Figure 26 of 122319023 A, page 28; Figure 27 of 122319023 A, page 28; Figure 28 ...9 of 122319023 A, page 28; Figure 29 of 122319023 A 122319023 A Figure 25 Instruction Manual Appendix 25 / 28 Page 64 CN 122319023 A Figure 26 Instruction Manual Appendix 26 / 28 Page 65 CN 122319023 A Figure 27 Instruction Manual Appendix 27 / 28 Page 66 CN 122319023 A Figure 28 Instruction Manual Appendix 28 / 28 Page 67 CN 122319023 A

Claims

1. An information processing program that causes a computer to perform the following processes: To enable game progression that includes multiple rounds; Based on the fact that the round has ended, determine the player's usage time in that round; The first point is determined based on the outcome of the game. The second number should be determined based at least on the aforementioned usage time; as well as Privileges are granted to player IDs based on the first and second points.

2. The information processing program according to claim 1, wherein, The information processing program causes the computer to perform the following processes: Based on the usage time, the total usage time spent until the end of the game is determined; Determines the amount of time a player can act in each round; as well as The total operable time is determined by summing the operable time in each round performed up to the end of the game. In the process of determining the second point count, the second point count is determined based on the ratio of the total usage time to the total operable time.

3. The information processing program according to claim 1, wherein, The information processing program causes the computer to perform the following processing: determining the player's available time for action in each round. In the process of determining the second point number, The second point number is determined based on the ratio of the time used to the operable time in each round executed up to the end of the game.

4. The information processing program according to claim 2 or 3, wherein, This includes multiple rounds with different operable times.

5. The information processing program according to any one of claims 1 to 3, wherein, The multiple rounds include the player's round and the opponent's round. In the process of determining the usage time, If a player's turn has ended, determine the player's usage time for that turn. If a player performs an action during the opponent's turn after the opponent's turn has ended, the player's usage time during that turn is determined.

6. An information processing method, executed by one or more computers, the information processing method comprising the following processes: To enable game progression that includes multiple rounds; Based on the fact that the round has ended, determine the player's usage time in that round; The first point is determined based on the outcome of the game. The second number should be determined based at least on the aforementioned usage time; as well as Privileges are granted to player IDs based on the first and second points.

7. An information processing system comprising one or more computers, wherein, The computer performs the following processing: To enable game progression that includes multiple rounds; Based on the fact that the round has ended, determine the player's usage time in that round; The first point is determined based on the outcome of the game. The second number should be determined based at least on the aforementioned usage time; as well as Privileges are granted to player IDs based on the first and second points.

8. A gaming device comprising one or more computers, wherein, The computer performs the following processing: To enable game progression that includes multiple rounds; Based on the fact that the round has ended, determine the player's usage time in that round; The first point is determined based on the outcome of the game. The second number should be determined based at least on the aforementioned usage time; as well as Privileges are granted to player IDs based on the first and second points.