Program, information processor, information processing method, and method for aiding game

JP2023152814A5Pending Publication Date: 2025-06-27CYGAMES INC
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Patent Information

Application Number
JP2023039608
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-03-14
Publication Date
2025-06-27

AI Technical Summary

Technical Problem

Players in face-to-face competitive games using real game media may lose motivation due to the inability to communicate verbally during situations where verbal interaction is discouraged, such as during a disease outbreak.

Method used

A program and information processing method that utilizes a display control unit to show game progress and receive player input, a sound output unit to provide game-related sounds, and a setting unit to associate characters with players, allowing the game to proceed without verbal communication.

Benefits of technology

Enables the game to continue smoothly and enhance player motivation by reducing the burden of managing parameters and facilitating emotional expression through sound, thus maintaining engagement in the absence of verbal interaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enhance interest in a game to be competed by using an actual game medium.SOLUTION: Since a game can be progressed pleasantly and smoothly even if communication cannot be performed orally while reducing a burden of each player to manage various kinds of parameters, the willingness of players to play a card game face to face can be increased even if it is difficult to communicate orally as in a situation in which an infectious disease is prevalent.SELECTED DRAWING: Figure 8
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Description

Technical Field

[0001] The present invention relates to a program, an information processing apparatus, an information processing method, and a method for assisting a game.

Background Art

[0002] Conventionally, there has been known a game in which players play against each other using a physical game medium, such as a card game or a board game, virtually on an information processing apparatus such as a smartphone. For example, in a virtual card game, while a game progresses with an image of a card being displayed and game parameters being automatically calculated and displayed, an effect image is displayed or an effect sound is output in accordance with the progress of the game, thereby producing the progress of the game (see Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Here, when players play a game against each other using a physical game medium face-to-face, they can enjoy the game while communicating verbally. However, in a situation where verbal communication is discouraged, such as when an infectious disease is spreading, there is a risk that the willingness of players to play a game against each other using a physical game medium face-to-face may decline.

[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a program, an information processing apparatus, an information processing method, and a method for assisting a game that improve the enjoyment of a game in which players play against each other using a physical game medium. [Means for solving the problem]

[0006] (1) The present invention relates to a program for assisting a game in which players compete against each other using a physical game medium, and to a program that causes a computer to function as a display control unit which displays progress indicators corresponding to the progress of the game on a display unit, an input receiving unit which receives player input corresponding to the progress indicators, and a sound control unit which, upon receiving player input corresponding to the progress indicators, outputs progress sounds related to the progress of the game on a sound output unit.

[0007] In this invention, when the system receives player input corresponding to the progress display, it outputs progress sounds related to the game's progress to the sound output unit, allowing the game to proceed smoothly without the need for verbal communication.

[0008] (2) The present invention may further enable the computer to function as a setting unit that sets one of several types of characters in association with the player based on the player's input, and the sound control unit may cause the sound output unit to output the progression sound corresponding to the character set in association with the player.

[0009] In this way, the audio output unit outputs the corresponding voice prompts for the character selected by the player, allowing for a fun and smooth gameplay experience without the need for verbal communication.

[0010] (3) The present invention may further enable a computer to function as a specific information acquisition unit that acquires specific information corresponding to an actual game medium, and the sound control unit may cause the sound output unit to output the progress sound corresponding to the acquired specific information.

[0011] In this way, the audio output unit outputs the progression sounds corresponding to the actual game media, allowing for a fun and smooth game progression without verbal communication, while also increasing the motivation to acquire the actual game media.

[0012] (4) The present invention may also be configured such that the display control unit causes the display unit to display multiple types of emotion displays corresponding to multiple types of emotion expressions, the input receiving unit receives input from a player corresponding to any of the multiple types of emotion displays, and the sound control unit, upon receiving input from a player corresponding to any of the multiple types of emotion displays, outputs the sound of the emotion expression corresponding to the emotion display input by the player to the sound output unit.

[0013] In this way, multiple types of emotional expressions can be output to the sound output unit in response to player input, allowing for enjoyable and smooth gameplay without the need for verbal communication.

[0014] (5) The present invention may also be configured such that the display control unit causes the display unit to display a parameter display indicating the parameters of the game, and changes the parameter display based on the player's input.

[0015] This approach reduces the burden on players in managing various parameters, while also allowing for enjoyable and smooth gameplay without the need for verbal communication.

[0016] (6) The present invention also relates to an information processing device for assisting a game in which players compete against each other using a physical game medium, the information processing device including a display control unit that displays a progress display corresponding to the progress of the game on a display unit, an input receiving unit that receives player input corresponding to the progress display, and a sound control unit that, upon receiving player input corresponding to the progress display, outputs progress sounds related to the progress of the game to a sound output unit.

[0017] (7) The present invention also relates to an information processing method for assisting a game in which players compete against each other using a physical game medium, the method being executable by a computer, which displays a progress indicator corresponding to the progress of the game on a display unit, receives player input corresponding to the progress indicator, and when player input corresponding to the progress indicator is received, outputs progress sounds related to the progress of the game on a sound output unit.

[0018] (8) The present invention also relates to a method for assisting a game in which players take turns using a physical game medium, the method comprising the steps of displaying a specific indicator on a display unit corresponding to a player change, receiving input from a player corresponding to the specific indicator, and, upon receiving input from a player corresponding to the specific indicator, outputting a specific sound corresponding to a player change to a sound output unit.

[0019] (9) The present invention also relates to a non-temporarily computer-readable information storage medium that stores a program for assisting a game in which players compete against each other using a physical game medium, the program for storing a program that causes the computer to function as a display control unit that displays a progress indicator corresponding to the progress of the game on a display unit, an input receiving unit that receives player input corresponding to the progress indicator, and a sound control unit that, upon receiving player input corresponding to the progress indicator, outputs progress sounds related to the progress of the game on a sound output unit. [Brief explanation of the drawing]

[0020] [Figure 1] This is a schematic block diagram showing the configuration of an information processing system according to an embodiment of the present invention. [Figure 2] This is a functional block diagram showing the functions of a server device according to an embodiment of the present invention. [Figure 3] This is a functional block diagram showing the functions of a terminal device according to an embodiment of the present invention. [Figure 4] This figure shows an example of a card according to an embodiment of the present invention. [Figure 5] It is a diagram for explaining the procedure of the card game according to an embodiment of the present invention. [Figure 6] It is a diagram showing an image displayed in the display area of the terminal device according to an embodiment of the present invention. [Figure 7] It is a diagram showing an image displayed in the display area of the terminal device according to an embodiment of the present invention. [Figure 8] It is a diagram showing an image displayed in the display area of the terminal device according to an embodiment of the present invention. [Figure 9] It is a diagram showing an image displayed in the display area of the terminal device according to an embodiment of the present invention. [Figure 10] It is a diagram showing an image displayed in the display area of the terminal device according to an embodiment of the present invention. [Figure 11] It is a diagram for explaining the audio data according to an embodiment of the present invention. [Figure 12] It is a diagram showing an image displayed in the display area of the terminal device according to an embodiment of the present invention. [Figure 13] It is a diagram showing an image displayed in the display area of the terminal device according to an embodiment of the present invention. [Figure 14] It is a diagram showing an image displayed in the display area of the terminal device according to an embodiment of the present invention. [Figure 15] It is a flowchart showing the processing in the terminal device according to an embodiment of the present invention. [Figure 16] It is a flowchart showing the processing in the terminal device according to an embodiment of the present invention. [Figure 17] It is a flowchart showing the processing in the terminal device according to an embodiment of the present invention.

Embodiments for Carrying Out the Invention

[0021] Hereinafter, embodiments of the present invention will be described. Note that the embodiments described below do not unduly limit the content of the present invention described in the claims. Also, not all of the configurations described in the embodiments are essential constituent elements of the present invention.

[0022] 1. Configuration of the Information Processing System Figure 1 is a schematic block diagram showing the configuration of the information processing system 10 of this embodiment. As shown in Figure 1, in the information processing system 10, a server device 12 (information processing device) and a plurality of terminal devices 14 (information processing devices) are connected by a network 16 such as the Internet, a mobile phone network, LAN, or WAN, forming a so-called client-server communication system. Each of the plurality of terminal devices 14 communicates with the server device 12 via the network 16 to send and receive various information, and also communicates with other terminal devices 14 via the network 16 and the server device 12 to send and receive various information.

[0023] The server device 12 is equipped with a processor such as a CPU, main memory such as ROM and RAM, external storage such as a hard disk, input devices such as a keyboard, display devices such as an LCD, and communication devices. The CPU in the server device 12 executes various processes according to programs stored in the main memory and programs loaded into the main memory from the external storage, and receives information from and transmits information to the terminal device 14 via the communication device.

[0024] The terminal device 14 can be various forms of information processing equipment, such as smartphones, tablets, personal computers, portable game consoles, and stationary game consoles installed in stores or homes. These devices also include a processor such as a CPU, main memory such as ROM or RAM, external storage such as flash memory or hard disk, input devices such as touch panels, keyboards, and microphones, display devices such as liquid crystal displays or organic EL displays, sound output devices such as speakers, and communication devices. In the terminal device 14, the CPU executes various processes according to programs stored in the main memory or programs loaded into the main memory from external storage, and receives information from the server device 12 or transmits information to the server device 12 or other terminal devices 14 via the communication device.

[0025] Figure 2 is a functional block diagram showing the functions of the server device 12 of this embodiment. As shown in Figure 2, the server device 12 of this embodiment includes a server information storage medium 20, a server storage unit 30, a server communication unit 36, and a server information processing unit 40. Note that some of the components (each part) in Figure 2 may be omitted.

[0026] The server information storage medium 20 stores programs and data for the server information processing unit 40 and the server communication unit 36 ​​to perform various processes, as well as programs and data to be downloaded to the terminal device 14. This function can be realized using flash memory, a hard disk, an optical disc (DVD, BD), etc. In other words, the server information storage medium 20 stores programs that enable the computer to function as each part of this embodiment (programs that cause the computer to execute the processing of each part).

[0027] The server storage unit 30 serves as the work area for the server information processing unit 40 and the server communication unit 36, and its functions can be realized by RAM (main memory) and VRAM (video memory). More specifically, the server storage unit 30 includes a main memory unit 32 from which programs and data are read from the server information storage medium 20.

[0028] The server communication unit 36 ​​performs various controls for communication with an external network (for example, other server devices 12 or terminal devices 14), and its functions can be realized by hardware such as various processors (CPU (main processor), DSP, etc.) or communication ASICs, or by programs.

[0029] The server information processing unit 40 performs various processes based on the received data received by the server communication unit 36, the results of various processes performed by the server information processing unit 40, and programs and data loaded into the main memory unit 32. Its functions can be realized by various processors, ASICs and other hardware, or by programs. The server information processing unit 40 also includes the server communication control unit 42.

[0030] The server communication control unit 42 performs processing to send and receive various information by causing the server communication unit 36 ​​to communicate with other server devices 12 or terminal devices 14. For example, the server communication control unit 42 performs processing to receive download requests for programs and data from terminal devices 14, and to send programs and data to the terminal devices 14 that made the download request.

[0031] Figure 3 is a functional block diagram showing the functions of the terminal device 14 of this embodiment. As shown in Figure 3, the terminal device 14 of this embodiment includes a player input detection unit 50, a display unit 52, an audio output unit 54, a terminal information storage medium 56, a terminal storage unit 60, a terminal communication unit 66, and a terminal information processing unit 100. Note that some of the components (each part) in Figure 3 may be omitted.

[0032] The player input detection unit 50 is for detecting input from the player to the terminal device 14 as player input, and this function can be realized by a touch sensor, switch, optical sensor, microphone, etc.

[0033] The display unit 52 displays an image on the display screen, and this function can be realized by a liquid crystal display or an organic EL display.

[0034] The sound output unit 54 outputs sound, and this function can be achieved through speakers, headphones, etc.

[0035] The terminal information storage medium 56 stores programs and data for the terminal information processing unit 100 and the terminal communication unit 66 to perform various processes, and its function can be realized by flash memory, hard disk, optical disc (DVD, BD), etc. In other words, the terminal information storage medium 56 stores programs for making the computer function as each part of this embodiment (programs for making the computer execute the processing of each part).

[0036] The terminal storage unit 60 serves as the work area for the terminal information processing unit 100 and the terminal communication unit 66, and its functions can be realized by RAM (main memory) and VRAM (video memory). In detail, the terminal storage unit 60 includes a main memory unit 62 from which programs and data are read from the terminal information storage medium 56, and a drawing buffer 64 from which images to be displayed on the display unit 52 are drawn.

[0037] The terminal communication unit 66 performs various controls for communication with an external network (for example, a server device 12 or other terminal devices 14), and its functions can be realized by hardware such as various processors or communication ASICs, or by programs.

[0038] The terminal communication unit 66 performs various controls for short-range wireless communication with tags and chips, and this function can be realized by an RFID (Radio Frequency Identifier) ​​reader or an NFC (Near Field Communication) reader.

[0039] In this embodiment, the programs (data) for making the computer function may be downloaded from the server device 12 to the terminal information storage medium 56 (or main memory unit 62) of the terminal device 14 via the network 16 and the terminal communication unit 66, and the use of such a server device 12 can also be included within the scope of the present invention.

[0040] The terminal information processing unit 100 performs various processes such as game processing, image generation processing, and sound generation processing using the main memory unit 62 as a work area, based on player input detected by the player input detection unit 50, received data received by the terminal communication unit 66, and various programs and data in the terminal memory unit 60. This function can be realized by various hardware such as processors (CPU (main processor), GPU (graphics processor), DSP, etc.) and ASICs, or by programs.

[0041] The terminal information processing unit 100 includes an input reception unit 101, a setting unit 102, a specific information acquisition unit 103, a display control unit 104, a sound control unit 106, an image generation unit 108, a sound generation unit 110, and a terminal communication control unit 112. Note that some of these units may be omitted.

[0042] The input receiving unit 101 accepts player input as a type of input appropriate to the situation, and sets the player input to an enabled state or an disabled state depending on the situation, based on the player input detected by the player input detection unit 50 and the programs and data loaded into the main memory unit 62. For example, when a GUI such as a button is displayed and the GUI is tapped, the unit performs processing to accept it as input appropriate to the type of GUI being displayed, or processes to not accept it as invalid input even if the GUI is tapped.

[0043] Based on the player input received by the input receiving unit 101, the received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, and the programs and data loaded into the main memory unit 62, the setting unit 102 sets one of several types of classes to associate with the player, or sets one of several types of characters to associate with the player.

[0044] For example, the setting unit 102 may, based on player input, set one of several classes to associate with the player, and then automatically set the character corresponding to the class to associate with the player. Alternatively, based on player input, the setting unit 102 may, when it sets one of several characters to associate with the player, automatically set the class corresponding to the character to associate with the player.

[0045] The specific information acquisition unit 103 acquires specific information read from tags and chips by RFID readers, NFC readers, and other devices that perform short-range wireless communication within the terminal communication unit 66, based on player input received by the input reception unit 101, received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, and programs and data loaded into the main memory unit 62.

[0046] The display control unit 104 controls the display of images shown on the display unit 52. Specifically, it controls the display content, display mode, and display timing of various objects and pre-rendered images (movie images) based on player input received by the input reception unit 101, specific information acquired by the specific information acquisition unit 103, received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, and programs and data loaded into the main memory unit 62.

[0047] In this embodiment, object data for various objects such as character objects for displaying characters, background objects for displaying backgrounds, effect objects for displaying effects, and GUI objects for displaying GUIs (Graphic User Interfaces) such as buttons, as well as image data for various pre-rendered images, are stored in the terminal information storage medium 56. The display control unit 104 then controls the display of objects and pre-rendered images based on the object data and pre-rendered image data read into the main memory unit 62.

[0048] The sound control unit 106 controls the sound output from the sound output unit 54. Specifically, it controls the content, manner, and timing of the sound to be output based on player input received by the input receiving unit 101, specific information acquired by the specific information acquisition unit 103, received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, and programs and data loaded into the main memory unit 62.

[0049] In this embodiment, various sound data, such as voice data for outputting character lines, sound effect data, and music data, are stored in the terminal information storage medium 56. The sound control unit 106 then controls the output of various sounds to the sound output unit 54 based on the sound data read into the main memory unit 62.

[0050] The image generation unit 108 generates a game image that displays various objects and various pre-rendered images by drawing a game image to the drawing buffer 64 every frame, based on the player input acquired by the input reception unit 101, the received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, in particular the results of various processes performed by the display control unit 104, and the program and data loaded into the main memory unit 62. The generated game image is then output to the display unit 52 to display the game image.

[0051] The sound generation unit 110 performs sound processing based on the results of various processes performed by the sound control unit 106 to generate game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 54.

[0052] The terminal communication control unit 112 performs processing to cause the terminal communication unit 66 to communicate with the server device 12 and other terminal devices 14, and to send and receive various information. For example, the terminal communication control unit 112 causes the terminal communication unit 66 to send and receive information necessary for the process of registering a player to the information processing system 10 and information necessary for the process of logging a player into the information processing system 10. The terminal communication control unit 112 also causes the terminal communication unit 66 to send and receive destination information indicating the destination of the information, source information indicating the source of the information, and identification information that identifies the information processing system 10 that generated the information.

[0053] Furthermore, the server device 12 may be equipped with all or part of the functions of the terminal information storage medium 56, all or part of the functions of the terminal storage unit 60, all or part of the functions of the terminal game processing unit 102, all or part of the functions of the display control unit 104, or part of the functions of the image generation unit 108 of the terminal device 14. Alternatively, the terminal device 14 may be equipped with all or part of the functions of the server information storage medium 20, all or part of the functions of the server storage unit 30, or all or part of the functions of the server game processing unit 41 of the server device 12.

[0054] 2. The method of this embodiment In the following, the method of this embodiment will be explained in detail, using as an example the case in which a program to assist in a card game in which two players compete using actual cards (game medium) is applied to an application software for a smartphone (terminal device 14).

[0055] The card game of this embodiment is called a TGC (Trading Card Game) or CCG (Collectible Card Game), in which each player selects 40 to 50 cards from their collection to build a deck (a group of game media), and then takes turns adding cards from their deck to their hand or playing cards from their hand to the table to compete.

[0056] In detail, the cards of this embodiment include class-specific cards belonging to one of six classes, Class A to Class F, and class-common cards that do not belong to any class. Each player constructs a deck using the class-specific cards and class-common cards belonging to the class they have chosen. Note that a deck may or may not contain multiple copies of the same type of card.

[0057] Figure 4 shows an example of a card according to this embodiment. As shown in Figure 4, the card according to this embodiment includes a leader card 200, a follower card 202, an evolution card 204, a spell card 206, and an amulet card 208.

[0058] Leader Card 200 is a card that represents the leader character of each class, and there is a Leader Card 200 for each class from Class A to Class F. Each Leader Card 200 displays the name and image of the leader character of that class, as well as an initial health indicator 210 that shows the initial health (parameter) of that card.

[0059] Furthermore, each class has two types of Leader Card 200: a regular Leader Card 200-1 and a special Leader Card 200-2. The regular Leader Card 200-1 is included in the starter pack, which is sold as a set containing all the cards necessary to start the card game of this embodiment. The special Leader Card 200-2, however, is not included in the starter pack and is a so-called rare card that may be included at a low probability in additional packs, which are sold with 8 cards randomly enclosed and the contents unknown.

[0060] Both the regular leader card 200-1 and the special leader card 200-2 display the name of the same leader character, different illustrations of the same leader character, and the same initial health value of 210.

[0061] In the example in Figure 4, the regular Class A leader card 200-1 displays the name of character A, an image of character A standing with both arms down, and an initial health indicator of 20 (210). The special Class A leader card 200-2 displays the name of character A, an image of character A standing with both arms raised, and an initial health indicator of 20 (210).

[0062] Each class of special reader card 200-2 is equipped with an NFC tag 211. When a smartphone is brought close to each class of special reader card 200-2, the NFC reader on the smartphone can read the identification information (specific information) of the special reader card 200-2 stored in the NFC tag 211.

[0063] Furthermore, each class's leader character is identified as a regular leader character until the identification information of the corresponding class's special leader card 200-2 is read, at which point they are identified as a special leader character.

[0064] Follower cards 202 are cards that can attack the opponent's leader card 200 while on the field. There are class-specific follower cards 202 and class-common follower cards 202. Each follower card 202 displays the name and artwork of the follower, an initial health display 210, an attack power display 212 showing the card's attack power (parameter), and a play cost display 214 showing the play cost (parameter) required to play the card.

[0065] Additionally, there are two types of follower cards 202: evolvable follower cards 202 and non-evolvable follower cards 202. Evolvable follower cards 202 display an evolution cost indicator 216, which shows the evolution cost (parameter) required to evolve that card.

[0066] Evolution Card 204 is a card that is played when an evolvable Follower Card 202 is on the field and the evolution conditions are met. There are Evolution Cards 204 for each class of Follower Card 202 and Evolution Cards 204 for all classes of Follower Card 202. Each Evolution Card 204 displays the name and artwork of the evolved Follower, as well as its initial health (210) and attack power (212). However, since there is no play cost, the play cost (214) is not displayed. Note that the initial health or attack power of each Evolution Card 204 is higher than the initial health or attack power of the pre-evolution Follower Card 202.

[0067] Spell Card 206 is a card that, upon being played, immediately activates its effect and is removed from the field. There are class-specific Spell Cards 206 and class-common Spell Cards 206. Each Spell Card 206 displays the name and image of the spell, as well as the play cost display 214. However, since each Spell Card 206 cannot be attacked by other cards and does not attack other cards, its initial health display 210 and attack power display 212 are not displayed.

[0068] Amulet cards 208 are cards that, once played, activate their effects when predetermined effect conditions are met and are removed from the field when predetermined removal conditions are met. There are class-specific amulet cards 208 and class-common amulet cards 208. Each amulet card 208 displays the name and image of the amulet, as well as an effect display 218 that shows the card's effect. However, since each amulet card 208 cannot be attacked by other cards, does not attack other cards, and has no play cost, its initial health display 210, attack power display 212, and play cost display 214 are not displayed.

[0069] Figure 5 is a diagram illustrating the procedure of the card game according to this embodiment. In Figure 5, the player's cards are placed in the lower half, and the opponent's cards are placed in the upper half. To the right of each player's playing area, a leader card 200 of the class selected by each player is placed face up, and in front of the leader card 200, each player's main deck 220 is placed face down. In the example in Figure 5, the player's leader card 200 is a Class A leader card 200, and the opponent's leader card 200 is a Class B leader card 200.

[0070] Furthermore, when each player constructs their main deck 220, they construct an evolution deck 224 using evolution cards 204 that correspond to the evolvable follower cards 202 included in their main deck 220. The evolution deck 224 is placed face down on the left side of each player's field. In this embodiment, the evolution deck 224 can contain a maximum of 10 evolution cards 204.

[0071] Then, each player decides who will go first and second, and randomly draws three (a predetermined number) cards from their shuffled main deck of 220 cards as their initial hand, without knowing what cards they are. However, they can redraw all or some of their initial three cards once.

[0072] Each player keeps their hand so that they can see the contents but their opponent cannot. Once each player has determined their initial hand, the first player takes their first turn, drawing one card from their main deck of 220 cards and adding it to their hand.

[0073] When it's a player's turn, they can play cards from their hand onto the field. However, cards with a play cost displayed can only be played within the limits of the play points (parameters) that are awarded to the player whose turn it is each time the turn changes.

[0074] When a card with a play cost is played, the play cost displayed on that card is deducted from your play points. When your play points reach 0, you can no longer play cards with a play cost during that turn.

[0075] In this embodiment, the first player is initially given 1 play point for their first turn, the second player is also initially given 1 play point for their first turn, the first player is then given 2 play points for their second turn, and so on. Both the first and second players are given the same initial play points each turn, but the initial play points given each turn increase by 1 point. Any remaining play points not used in a turn are not carried over to the next turn.

[0076] Additionally, the maximum initial play points awarded in a single turn is 10 points. If both the first and second players are awarded 10 points as their initial play points on their 10th turn, they will be awarded 10 points as their initial play points for their 11th turn and beyond.

[0077] Therefore, in the first turn, regardless of whether you are the first or second player, you are initially given 1 play point. If you play one card with a play cost of 1, your play points will become 0, and you will not be able to play any more cards with a play cost displayed. However, cards with no play cost displayed, i.e., cards with a play cost of 0, can be played without consuming play points, so you can play them even if your play points become 0.

[0078] Each player is limited to playing up to 5 cards at a time. If a player already has 5 cards on the table, they cannot play any more cards until the number of cards on the table drops to 4 or less.

[0079] Once the first player finishes their first turn, the second player's first turn begins, and the second player draws two cards from their main deck of 220 and adds them to their hand. In subsequent turns, each player draws one card from their main deck of 220 and adds it to their hand. In this embodiment, there is an element that gives the first player an advantage, so only in the first turn, the second player adds two cards to their hand.

[0080] Each player is limited to holding up to nine cards in their hand. Players who already have nine cards in their hand cannot add any more cards until they have eight or fewer cards.

[0081] Additionally, when it is a player's turn, they can evolve one of their 202 follower cards that is eligible for evolution, within the limits of the play points they are granted. More specifically, they can evolve a follower card by drawing an evolution card 204 corresponding to an evolvable follower card 202 on the field from their evolution deck 224 and placing it on top of the evolvable follower card 202 on the field. In the example in Figure 5, an evolution card 204 has been placed on the leftmost follower card 202 on the field.

[0082] When Evolution Card 204 is played, the evolution cost displayed on the evolved Follower Card 202 is deducted from your play points. When your play points reach 0, you will no longer be able to evolve any other evolvable Follower Card 202 during that turn, and you will no longer be able to play any cards with displayed costs.

[0083] However, in this embodiment, there are elements that give the first player an advantage, so the second player can evolve the evolvable follower card 202 once without consuming play points.

[0084] Additionally, when it is a player's turn, they can use any of their 202 follower cards that were played in a previous turn to attack the opponent's leader card 200, or any of the opponent's 202 follower cards or evolution cards 204 that are currently on the field.

[0085] However, a follower card 202 newly played on the field this turn cannot attack the opponent's leader card 200, follower card 202, or evolution card 204. In other words, a follower card 202 played on the field this turn cannot, in principle, attack the opponent's leader card 200, follower card 202, or evolution card 204 during that turn.

[0086] However, an evolved card 204 on the field can attack the opponent's leader card 200, follower card 202, or evolved card 204, even if the pre-evolved follower card 202 was played on the field this turn.

[0087] Additionally, any attacking follower card 202 or evolution card 204 that attacked the opponent's leader card 200, follower card 202, or evolution card 204 this turn cannot attack again this turn.

[0088] Each player, after each attack, subtracts the attack power of the attacking follower card 202 or evolution card 204 from the current health of the attacked leader card 200, follower card 202, or evolution card 204, and also subtracts the attack power of the attacked follower card 202 or evolution card 204 from the current health of the attacking follower card 202 or evolution card 204.

[0089] In other words, if the target of the attack is follower card 202 or evolution card 204, the current health of both the attacker and the target is reduced. However, if the target of the attack is leader card 200, leader card 200 cannot attack, so leader card 200's current health is reduced unilaterally.

[0090] Additionally, when it is a player's turn, they can restore the health of their Leader Card 200 by playing their Spell Card 206, which has the effect of restoring the health of Leader Card 200, or by having their Amulet Card 208, which has the effect of restoring the health of Leader Card 200, on the field and fulfilling its effect conditions.

[0091] When Follower Card 202's current health drops to 0 or below, it is removed from the field and placed face up in the Main Graveyard area 226 in front of the Main Deck 220, becoming unusable. Also, when Evolution Card 204's current health drops to 0 or below, Evolution Card 204 with 0 or below current health is removed from the field and placed face up in the Evolution Graveyard area 228 in front of the Evolution Deck 224, becoming unusable. The Follower Card 202 corresponding to Evolution Card 204 with 0 or below current health is also removed from the field and placed face up in the Main Graveyard area 226, becoming unusable.

[0092] Furthermore, if the current health of Leader Card 200 drops to 0 or below, the player corresponding to that Leader Card 200 loses, and the other player wins. Also, even if the current health of Leader Card 200 does not drop to 0 or below, if there are 0 cards remaining in Main Deck 220, the player corresponding to that Main Deck 220 loses, and the other player wins.

[0093] Thus, in this embodiment, the first and second players take turns, and each time the turns change, they need to add play points to the players, subtract play costs and evolution costs from the current play points, and each time an attack is made, subtract the attack power of the attacking card from the current health of the card being attacked, and subtract the attack power of the card being attacked from the current health of the attacking card, in order to advance the card game. As a result, the burden on each player to manage various parameters becomes significant.

[0094] Furthermore, when players of this embodiment play the card game face-to-face, they can enjoy the game while communicating verbally. However, in situations where verbal communication is discouraged, such as during an infectious disease outbreak, players may be less inclined to play this card game face-to-face.

[0095] Therefore, the program for assisting the card game of this embodiment, as shown in Figure 5, allows each player to manage the current health of their own and their opponent's leader cards 200, as well as their own current play points, on their smartphone, while enabling the game to proceed smoothly and enjoyably without the need for verbal communication.

[0096] Figure 6 shows an example of an image displayed in the display area 240 of a smartphone's touch panel display by a program to assist the card game of this embodiment. When the program of this embodiment is started, first, as shown in Figure 6, a class input image 242 for inputting the class selected by the opponent and the class selected by the player is displayed in the display area 240.

[0097] In the class input image 242, six first class input buttons 244 for inputting the class selected by the opponent are displayed at the top of the display area 240, and six second class input buttons 246 for inputting the class selected by the player are displayed in the center of the display area 240. Additionally, a menu button 248 for displaying a menu image is displayed on the lower left side of the display area 240, and a match start button 250 (progress indicator) corresponding to the start of the match is displayed on the lower right side of the display area 240.

[0098] When menu button 248 is tapped, a menu image (not shown) is displayed. This menu image includes items for accessing the website for inquiries about the card game of this embodiment or a program that assists the card game, as well as for navigating to the official website of the card game of this embodiment.

[0099] Then, when either of the first class input buttons 244 in the class input image 242 is tapped, and either of the second class input buttons 246 is tapped, and the match start button 250 is tapped, the class corresponding to the selected second class input button 246 is set as the class selected by the player.

[0100] Then, the voice of the regular leader character of the class you selected, which corresponds to the start of the battle (progression voice), is output from the smartphone's speaker, and as shown in Figure 7, a management image 252 for managing various parameters is displayed in the display area 240.

[0101] In the management image 252, the top of the display area 240 displays the first class display 254, which shows the class corresponding to the first class input button 244 tapped in the class input image 242, i.e., the class selected by the opponent, and the first leader health display 256, which shows the current health of the opponent's leader card 200. In the center of the display area 240, the second class display 258, which shows the class corresponding to the second class input button 246 tapped in the class input image 242, i.e., the class selected by the player, and the second leader health display 260, which shows the current health of the player's leader card 200.

[0102] Furthermore, each time the first plus button 262 to the right of the first leader's health indicator 256 is tapped, the value of the first leader's health indicator 256 increases by 1, and each time the first minus button 264 to the left of the first leader's health indicator 256 is tapped, the value of the first leader's health indicator 256 decreases by 1. Also, each time the second plus button 266 to the right of the second leader's health indicator 260 is tapped, the value of the second leader's health indicator 260 increases by 1, and each time the second minus button 268 to the left of the second leader's health indicator 260 is tapped, the value of the second leader's health indicator 260 decreases by 1.

[0103] Additionally, below the second leader's health indicator 260, there is a meter indicator 270 showing the initial and current play points for the current turn, and a fraction indicator 272 showing the initial and current play points for the current turn as fractions.

[0104] The meter display 270 shows the initial play points for the current turn based on the number of double circles among the 10 circles arranged in a horizontal row, and the current play points based on the number of double circles with a black inner circle.

[0105] In the example in Figure 7, the number of double circles is 5, indicating that the initial play points for this turn are 5. The number of double circles with black circles inside is 3, indicating that the current play points are 3.

[0106] Then, when any of the circles on the meter display 270 are tapped, all the double circles to the left of the tapped circle become black double circles, the other circles become single circles or double circles with a white circle inside, and the numerator of the fraction display 272 changes to match the number of black double circles, thereby changing the current play points.

[0107] Additionally, when the third plus button 274 to the right of the fraction display 272 is tapped, the denominator value of the fraction display 272 increases, and the circles change from single circles on the far left to double white circles, increasing the initial play points for the current turn. Conversely, when the third minus button 276 to the left of the fraction display 272 is tapped, the denominator value of the fraction display 272 decreases, and the circles change from double white circles on the far right to single white circles, decreasing the initial play points for the current turn.

[0108] In addition, in management image 252, the normal leader character image corresponding to the illustration on the normal leader card 200-1 of the class you selected is displayed in the center of the bottom of the display area 240. Also, the menu button 248 is displayed on the left side of the bottom of the display area 240, the turn end button 278 (progress display) corresponding to the end of the turn is displayed on the right side of the bottom of the display area 240, and the first emotion button 280 (emotion display) corresponding to emotion expression is displayed above the turn end button 278.

[0109] Then, when the turn end button 278 is tapped, the voice of the normal leader character of the class you selected, corresponding to the end of the turn (progression voice), is output from the smartphone's speaker.

[0110] Furthermore, when the first emotion button 280 is tapped, multiple types of second emotion buttons 282 (emotion displays) corresponding to multiple types of emotional expressions are displayed, as shown in Figure 8. However, in the management image 252 where the leader character image is normally displayed, if the first emotion button 280 is tapped, some of the second emotion buttons 282 are displayed grayed out.

[0111] In detail, multiple types of secondary emotion buttons 282 are displayed, including secondary emotion button 282-1 for greetings, secondary emotion button 282-2 for gratitude, secondary emotion button 282-3 for apologies, secondary emotion button 282-4 for praise, secondary emotion button 282-5 for surprise, secondary emotion button 282-6 for confusion, and secondary emotion button 282-7 for provocation. However, in the management image 252 where the leader character image is normally displayed, if the primary emotion button 280 is tapped, secondary emotion buttons 282-2 for gratitude, 282-3 for apologies, 282-5 for surprise, and 282-6 for confusion are displayed grayed out.

[0112] When the second emotion button 282-1, which corresponds to a greeting, is tapped, the voice of the normal leader character of the class you selected, corresponding to a greeting (voice of emotional expression), is output from the smartphone's speaker. When the second emotion button 282-4, which corresponds to praise, is tapped, the voice of the normal leader character of the class you selected, corresponding to praise (voice of emotional expression), is output from the smartphone's speaker. When the second emotion button 282-7, which corresponds to provocation, is tapped, the voice of the normal leader character of the class you selected, corresponding to provocation (voice of emotional expression), is output from the smartphone's speaker.

[0113] On the other hand, the grayed-out second emotion buttons 282-2 (corresponding to gratitude), 282-3 (corresponding to apology), 282-5 (corresponding to surprise), and 282-6 (corresponding to confusion) do not accept input when tapped, and no audio corresponding to the emotion is output.

[0114] The voice data for each regular leader character corresponding to the start of a match, the end of a turn, greetings, praise, and taunts are downloaded when you download the program of this embodiment.

[0115] Furthermore, when the back button 284, which is displayed to the left of the second emotion button 282-1 corresponding to the greeting, is tapped, the multiple types of second emotion buttons 282 disappear, as shown in Figure 7, and the first emotion button 280 is displayed.

[0116] Furthermore, in the class input image 242 shown in Figure 6, a read button 286 is displayed below the six second class input buttons 246, which is used to allow the smartphone's NFC reader to read the identification information of the special reader card 200-2. When the read button 286 is tapped, as shown in Figure 9, an instruction image 286 is displayed in front of the class input image 242, instructing the user to bring the special reader card 200-2 into contact with the smartphone, and the NFC reader begins reading the card.

[0117] When the identification information of the special reader card 200-2 is read by the smartphone's NFC reader, the class corresponding to the read identification information is set as the class selected by the user. If the identification information of the special reader card 200-2 has been read for the first time, a download permission image 288 is displayed in front of the class input image 242, as shown in Figure 10, to allow the download of data.

[0118] When the download button 290 is tapped, the identification information of the read special reader card 200-2 is sent to the server device 12, and the download of data corresponding to the identification information of the read special reader card 200-2 from the data stored in the server information storage medium 20 of the server device 12 begins. Specifically, the special reader character image corresponding to the picture drawn on the special reader card 200-2 from which the identification information was read, and the voice data of the special reader character corresponding to the read identification information are downloaded and stored in the terminal information storage medium 56.

[0119] Figure 11 shows the types and content of voice data for each class's special leader character. In this embodiment, there is one special leader character for each class from A to F, and as shown in Figure 11, 10 types of voice data are prepared for each class's special leader character.

[0120] Here, among the 10 types of voice data for each class's special leader character shown in Figure 11, the voice data corresponding to the start of the match (number 2), the voice data corresponding to the end of the turn (number 3), the voice data corresponding to a greeting (number 4), the voice data corresponding to praise (number 7), and the voice data corresponding to a taunt (number 10) have different voice content from the voice data corresponding to the start of the match, the voice data corresponding to the end of the turn, the voice data corresponding to a greeting, the voice data corresponding to praise, and the voice data corresponding to a taunt for the normal leader character mentioned above. However, since the normal leader character and the special leader character of each class are recognized as the same leader character by the player, the voice data for the normal leader character and the voice data for the special leader character of each class are voice data from the same voice actor or the same virtual voice actor (artificial voice synthesized by a computer).

[0121] Once the download is complete, the second class input button 246 of the class input image 242 shown in Figure 6 will be replaced with the downloaded special reader character image, i.e., the special reader character image corresponding to the read identification information, along with the read button 286 and the reset button 292, as shown in Figure 12. At the same time, the voice of the special reader character corresponding to the read identification information, which corresponds to the voice when the reader card is read, will be output from the smartphone's speaker.

[0122] On the other hand, if the identification information of the special reader card 200-2 that has been read is not the first time it has been read, that is, if the data corresponding to the identification information of the special reader card 200-2 that has been read has already been downloaded, the download permission image 288 shown in Figure 10 will not be displayed. Instead, the class input image 242 showing the special reader character image corresponding to the read identification information, as shown in Figure 12, will be displayed, and the voice of the special reader character corresponding to the read identification information, which corresponds to the voice when the reader card is read, will be output from the smartphone's speaker.

[0123] Then, when the read button 286 is tapped, the instruction image 286 shown in Figure 9 is displayed again, and reading by the NFC reader begins. On the other hand, when the reset button 292 is tapped, the class input image 242 showing the second class input button 246 shown in Figure 6 is displayed.

[0124] On the other hand, when the battle start button 250 is tapped in the class input image 242 where the special leader character image shown in Figure 12 is displayed, the voice of the special leader character corresponding to the read identification information, which corresponds to the start of the battle, is output from the smartphone's speaker, and instead of the normal leader character image shown in Figure 7, the management image 252 displaying the special leader character image is displayed in the display area 240 as shown in Figure 13.

[0125] Then, in the management image 252 where the special leader character image is displayed, when the first emotion button 280 is tapped, all seven types of second emotion buttons 282 corresponding to the seven types of emotional expressions are displayed without being grayed out, as shown in Figure 14.

[0126] Then, when the second emotion button 282-1 corresponding to a greeting is tapped, the voice of the special leader character corresponding to the read identification information, which corresponds to a greeting (voice expressing emotion), is output from the smartphone's speaker. When the second emotion button 282-2 corresponding to gratitude is tapped, the voice of the special leader character corresponding to the read identification information, which corresponds to gratitude (voice expressing emotion), is output from the smartphone's speaker. When the second emotion button 282-3 corresponding to an apology is tapped, the voice of the special leader character corresponding to the read identification information, which corresponds to an apology (voice expressing emotion), is output from the smartphone's speaker. When the second emotion button 282-4 corresponding to praise is tapped, the voice of the special leader character corresponding to the read identification information, which corresponds to praise When the character's voice, corresponding to praise (emotional expression), is output from the smartphone's speaker, and when the second emotion button 282-5, corresponding to surprise, is tapped, the voice of the special leader character corresponding to the read identification information, corresponding to surprise (emotional expression), is output from the smartphone's speaker, and when the second emotion button 282-6, corresponding to confusion, is tapped, the voice of the special leader character corresponding to the read identification information, corresponding to confusion (emotional expression), is output from the smartphone's speaker, and when the second emotion button 282-7, corresponding to provocation, is tapped, the voice of the special leader character corresponding to the read identification information, corresponding to provocation (emotional expression), is output from the smartphone's speaker.

[0127] If each player wishes to receive assistance from the program of this embodiment, they launch the program of this embodiment on their smartphone when starting the card game of this embodiment. Then, based on the opponent's leader card 200 that has been placed, each player taps the first class input button 244 corresponding to the class selected by the opponent in the class input image 242 shown in Figure 6, and while tapping the second class input button 246 corresponding to the class they have selected, they tap the start battle button 250, causing the voice of the normal leader character of the class they have selected, which corresponds to the start of the battle, to be output from the speaker of each player's smartphone, and the management image 252 showing the normal leader character image shown in Figure 7 to be displayed in the display area 240 of each player's smartphone.

[0128] Furthermore, a player possessing a special leader card 200-2 taps the first class input button 244 corresponding to the class selected by their opponent in the class input image 242 shown in Figure 6, and with the identification information of the special leader card 200-2 read, taps the battle start button 250 in the class input image 242 shown in Figure 12, causing the smartphone speaker to output the voice of the special leader character corresponding to the read identification information, which corresponds to the start of the battle, and to display a management image 252 showing the special leader character image shown in Figure 13 in the smartphone's display area 240.

[0129] Then, based on the initial health display 210 of the opponent's placed leader card 200, each player taps the first plus button 262 or the first minus button 264 in the management image 252 shown in Figure 7 to display the opponent's leader card 200's initial health in the first leader health display 256, and based on the initial health display 210 of their own placed leader card 200, they tap the second plus button 266 or the second minus button 268 in the management image 252 to display the second leader health display 260 to display their own leader card 200's initial health.

[0130] While the card game of this embodiment is in progress, the player who attacks the opponent's leader card 200 taps the first minus button 264 in the management image 252 based on the attack power display 212 of the attacking card, and displays the current health of the opponent's leader card 200 in the first leader health display 256.

[0131] Additionally, a player whose leader card 200 has been attacked taps the second minus button 268 in the management image 252, based on the attack power display 212 of the attacking card, to display the current health of their leader card 200 in the second leader health display 260.

[0132] Additionally, a player who has restored the health of their leader card 200 will tap the second plus button 266 in management image 252 to display the current health of their leader card 200 in the second leader health display 260, based on the recovery power of the card that caused the recovery effect.

[0133] Additionally, each player, each time their turn comes around, taps the third plus button 274 once in the management image 252. After that, from the 11th turn onwards, 10 points are awarded as initial play points, so instead of tapping the third plus button 274, they tap the double circle icon on the far right to display the initial play points for the current turn in the meter display 270 and the fraction display 272.

[0134] Additionally, each time a player spends play points, they tap the third minus button 276 in the management image 252 based on the play points spent, to display the current play points for the current turn in the meter display 270 and the fraction display 272.

[0135] Furthermore, each player, after their turn ends, taps the end-of-turn button 278 in management image 252 to have the voice of the regular leader character of the class they selected or the voice of the special leader character corresponding to the recognition information read, which corresponds to the end of their turn, output from the speaker of their smartphone.

[0136] Furthermore, each player can, at any time, tap the first emotion button 280 on the management image 252 and then tap any second emotion button 282 to output from the speaker of their smartphone the voice of the normal leader character of the class they selected or the voice of the special leader character corresponding to the recognition information read, which corresponds to any emotion expression.

[0137] Thus, in this embodiment, the burden on each player to manage various parameters is reduced, and the game can be played smoothly and enjoyably without verbal communication. Therefore, even in situations where verbal communication is discouraged, such as during an infectious disease outbreak, the willingness of players to play this card game in person can be increased.

[0138] In the following, the processing flow performed in the terminal device 14 of this embodiment will be explained using the flowcharts in Figures 15 to 17.

[0139] In the battle start processing shown in Figure 15, the input reception unit 101 determines whether the opponent's class and the player's class are selected based on whether either the first class input button 244 and either the second class input button 246 are selected, or whether either the first class input button 244 is selected and the identification information of the special leader card 200-2 is read (step S100). If the opponent's class and the player's class are selected (Y in step S100), the battle start button 250 is set to the enabled state (step S102).

[0140] The input reception unit 101 then determines whether or not the match start button 250 has been tapped (step S104). If the match start button 250 is tapped (Y in step S104), the setting unit 102 sets the currently selected class as the player's class (step S106).

[0141] The setting unit 102 then determines whether or not the identification information of the special reader card 200-2 has been read (step S107). If the identification information of the special reader card 200-2 has been read (Y in step S107), it sets the special reader character corresponding to the read identification information as its own leader character (step S108).

[0142] Then, the sound control unit 106 causes the sound output unit 54 to output a voice of a special leader character corresponding to the read identification information, which corresponds to the start of a battle (step S110).

[0143] On the other hand, if the identification information of special leader card 200-2 has not been read (N in step S107), the normal leader character of your class is set as your leader character (step S112).

[0144] Then, the sound control unit 106 causes the sound output unit 54 to output the voice of the normal leader character of its class, which corresponds to the start of a battle (step S114).

[0145] In the reader card reading process shown in Figure 16, the input reception unit 101 determines whether or not the read button 286 has been tapped (step S110). If the read button 286 is tapped (Y in step S110), the specific information acquisition unit 103 causes the NFC reader to start reading the identification information of the special reader card 200-2 (step S112).

[0146] Then, when the NFC reader reads the identification information, the specific information acquisition unit 103 acquires the identification information of the special reader card 200-2 (Y in step S114), and the setting unit 102 sets the class corresponding to the read identification information as its selected class (step S116).

[0147] The specific information acquisition unit 103 then determines whether the identified information it has read is identified information that has been read for the first time (step S118). If it is identified information that has been read for the first time (Y in step S118), the terminal communication control unit 112 performs the download process (step S120).

[0148] Then, when the download process is completed (Y in step S122), the display control unit 104 displays the class input image 242, which shows the special reader character image corresponding to the read identification information, on the display unit 52 (step S124), and the sound control unit 106 outputs the sound of the special reader character corresponding to the read identification information, which corresponds to the sound when the reader card is read, to the sound output unit 54 (step S126).

[0149] In the turn-end processing shown in Figure 17, the input reception unit 101 determines whether or not the turn-end button 278 has been tapped (step S140). If the turn-end button 278 has been tapped (Y in step S140), the setting unit 102 determines whether or not the identification information of the special reader card 200-2 has been read (step S142). If the identification information of the special reader card 200-2 has been read (Y in step S107), the sound control unit 106 causes the sound output unit 54 to output the voice of the special reader character corresponding to the read identification information, which corresponds to the end of the turn (step S144).

[0150] On the other hand, if the identification information of the special leader card 200-2 has not been read (N in step S142), the sound control unit 106 causes the sound output unit 54 to output the voice of the normal leader character of its class, which corresponds to the end of the turn (step S146).

[0151] 3. Variant The present invention is not limited to the embodiments described above, and various modifications are possible. Examples of such modifications are introduced below. The embodiments described above, as well as the various methods described below as modifications, can be appropriately combined and adopted as methods for realizing the present invention.

[0152] First, in the above embodiment, an example was given in which the normal reader card 200-1 does not have an NFC tag 211. However, the normal reader card 200-1 may also be equipped with an NFC tag 211. In this case, when the identification information (specific information) of the normal reader card 200-1 is read, the voice data of the normal reader character corresponding to the second emotion button 282, which was grayed out in the management image 252 shown in Figure 8, may be downloaded and stored in the terminal information storage medium 56.

[0153] Specifically, of the 10 types of voice data for each normal leader character, five types of voice data—number 2 for the start of a match, number 3 for the end of a turn, number 4 for a greeting, number 7 for praise, and number 10 for provocation—are downloaded along with the normal leader character image when the program of this embodiment is downloaded. However, five types of voice data—number 1 for when the leader card is read, number 5 for thanks, number 6 for apologies, number 8 for surprise, and number 9 for confusion—are not downloaded when the program of this embodiment is downloaded, but may be downloaded on the condition that the identification information of the normal leader card 200-1 is read.

[0154] In this case, when reading the first leader card of each normal leader character, the audio data for gratitude (number 5), apology (number 6), surprise (number 8), and confusion (number 9) can be made to have different audio content from the audio data for gratitude (number 5), apology (number 6), surprise (number 8), and confusion (number 9) when reading the first leader card of each special leader character.

[0155] Furthermore, a single class may be associated with one leader character, or a single class may be associated with multiple leader characters. Even when a single class is associated with multiple leader characters, each leader character in that class may have both a regular leader card 200-1 and a special leader card 200-2. In this case, after selecting a class, the player may choose one leader character from among the multiple leader characters in that class.

[0156] Furthermore, while one leader character in a class typically has both a regular leader card 200-1 and a special leader card 200-2, other leader characters in the same class may not have a regular leader card 200-1 but may have a special leader card 200-2. In this case, when the identification information of the special leader card 200-2 is read, the special leader character image may be displayed and the corresponding sound for the special leader character may be output.

[0157] In other words, multiple types of special leader characters may be associated with a single class, and a different special leader character image may be displayed for each special leader character, and a different special leader character's voice may be output.

[0158] In the above embodiment, an example was given in which the player selects a class in the class input image 242, which displays the normal leader character image corresponding to the selected class and outputs the voice of the normal leader character of the selected class. However, the player may select any leader character from multiple types of leader characters, which may then display the normal leader character image corresponding to the selected leader character and output the voice of the normal leader character of the selected class.

[0159] Furthermore, in the above embodiment, we have described an example in which, when the first emotion button 280 is tapped in the management image 252 where the leader character image is normally displayed, the second emotion button 282, which does not output sound, is grayed out. However, the second emotion button 282, which does not output sound, may not be displayed at all.

[0160] Furthermore, in the above embodiment, an example was given in which each player manually inputs the initial health to be displayed in the first leader health display 256 and the second leader health display 260. However, the initial health to be displayed in the first leader health display 256 and the second leader health display 260 may be automatically displayed based on the type of class and leader character selected by each player.

[0161] In the above embodiment, an example was given in which each player manually enters the initial play points for the current turn into the meter display 270 and the fraction display 272. However, when the end-of-turn button 278 is tapped, the initial play points for the next turn may be automatically displayed into the meter display 270 and the fraction display 272.

[0162] Furthermore, in the above embodiment, an example was given in which the management image 252 displays the first leader's health display 256, the second leader's health display 260, the meter display 270, and the fraction display 272. However, displays for managing other parameters common to each class, such as the number of turns, the number of evolutions, the number of evolutions remaining, the number of evolution points remaining required for evolution, and the health of follower cards or evolution cards on the field, may be changed to be displayed. Displays for managing ability parameters specific to a particular class, or ability parameters specific to a particular card of a particular class, may also be changed to be displayed. In addition, displays for managing ability parameters specific to a particular class may be displayed when a particular class is selected, but not when other classes are selected. Furthermore, displays for managing ability parameters specific to a particular card of a particular class may be displayed when a particular card of a particular class is included in the main deck 220, upon player input or by reading the identification information of the particular card, but not otherwise.

[0163] Furthermore, although the above embodiment described an example in which an NFC reader reads the NFC tag 211 of the special reader card 200-2, the identification information of the regular reader card 200-1 or the special reader card 200-2 may be obtained by having a camera read a two-dimensional code printed on the regular reader card 200-1 or the special reader card 200-2.

[0164] Furthermore, in the above embodiment, an example was given in which follower card 202 can be evolved by consuming play points, but the number of times follower card 202 can be evolved may be set regardless of play points. In this case, the number of times follower card 202 can be evolved may be set to 2 for the first player and to 3 for the second player.

[0165] Furthermore, although the above embodiment described the application of the present invention to a smartphone game application as an example, the present invention may also be applied to a game device (information processing device) installed in a store or to a home game device (information processing device). When the present invention is applied to a game device installed in a store or to a home game device, the terminal device may be used as the game device, and multiple game devices may communicate with each other using a server device. In this case, the present invention can be applied to either the game device or the server device. The present invention may also be applied to a standalone game device that is not connected to the server device 12. [Explanation of Symbols]

[0166] 10 Information processing system, 12 Server equipment, 14 Terminal equipment, 16 Network, 20 Server information storage medium, 30 Server storage unit, 36 Server communication unit, 40 Server information processing unit, 42 Server communication control unit, 50 Player input detection unit, 52 Display unit, 54 Sound output unit, 56 Terminal information storage medium, 60 Terminal storage unit, 62 Main memory unit, 64 Drawing buffer, 66 Terminal Communications Section, 100 Terminal information processing unit, 101 Input reception unit, 102 Setting unit, 103 Specific information acquisition unit, 104 Display control unit, 106 Sound control unit, 108 Image generation unit, 110 Sound generation unit, 112 Terminal communication control unit,

Claims

1. A program for assisting a game in which players play against each other using a physical game medium, a display control unit that causes a display unit to display a progress display corresponding to the progress of the game, an input reception unit that receives an input from a player corresponding to the progress display, a sound control unit that causes a sound output unit to output a voice of emotional expression during the progress of the game, causing a computer to function as a setting unit that sets, in association with a player, any one of a plurality of types of characters based on the player's input, wherein the sound control unit is a program that causes the sound output unit to output the voice of emotional expression corresponding to the character set in association with the player.

2. In claim 1, causing the computer to further function as a specific information acquisition unit that acquires specific information corresponding to the physical game medium, wherein the sound control unit is a program that causes the sound output unit to output the voice of emotional expression corresponding to the acquired specific information.

3. In any one of claims 1 to 2, wherein the display control unit is a program that causes the display unit to display a parameter display indicating a parameter of the game and changes the parameter display based on a player's input.

4. An information processing apparatus for assisting a game in which players play against each other using a physical game medium, a display control unit that causes a display unit to display a progress display corresponding to the progress of the game, an input reception unit that receives an input from a player corresponding to the progress display, a sound control unit that causes a sound output unit to output a voice of emotional expression during the progress of the game, including a setting unit that sets, in association with a player, any one of a plurality of types of characters based on the player's input, wherein the sound control unit is an information processing apparatus that causes the sound output unit to output the voice of emotional expression corresponding to the character set in association with the player.

5. An information processing method for assisting a game in which players play against each other using a physical game medium, setting, in association with a player, any one of a plurality of types of characters based on the player's input, causing a display unit to display a progress display corresponding to the progress of the game, receiving an input from a player corresponding to the progress display, An information processing method executable by a computer that causes a sound output unit to output, during the progress of a game, a voice corresponding to a character set in association with a player and expressing emotion.