Program, method, information processing device, and system
Patent Information
- Application Number
- JP2024100694
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-21
- Publication Date
- 2026-01-22
AI Technical Summary
In digital Trading Card Games (TCG), players lack emotional attachment to digital cards due to their intangible nature, and existing systems fail to account for the concept of card decks.
A program that uniquely identifies and manages digital cards, tracks their usage, and associates them with battles and user support, providing benefits based on usage history and support records.
Enhances user attachment to digital cards by recording and presenting usage and support history, motivating continued engagement and emotional investment.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a program, a method, an information processing device, and a system. [Background technology]
[0002] In recent years, digital TCGs (Trading Card Games) that are played using digital cards have been attracting attention. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2021-146030 A Summary of the Invention [Problem to be solved by the invention]
[0004] In digital TCGs, players build decks by combining their own digital cards to play. Since cards have no physical form and players own a large number of cards, it is difficult to become attached to the cards themselves, even when playing TCG matches using a deck.
[0005] In Patent Document 1, a competitive game in which multiple game objects can appear is executed, and the results of the competitive game are provided to each user's user terminal. The users cheer for the game objects, and when the competitive game between the game objects ends, they receive a reward based on the results of the competitive game and the degree of cheering.
[0006] In Patent Document 1, the server system sets a fan group for each character that can appear in the battle game and determines the fan group to which each user belongs. However, in Patent Document 1, there is no concept of cards that make up a deck.
[0007] An object of the present disclosure is to provide technology that allows players to retain their attachment to cards in a digital TCG. [Means for solving the problem]
[0008] A program to be executed by a computer having a processor and a memory. The program causes the processor to execute the steps of: storing information about a plurality of digital cards in such a manner that each digital card can be uniquely identified even if the digital cards are the same; storing information about the use of a card when one of the plurality of digital cards is used in association with the digital card used; and, when a selection of one of the plurality of digital cards is accepted, presenting information about the use of the card associated with the selected card. Effect of the Invention
[0009] According to the present disclosure, it is possible to retain emotional attachment to cards in a digital TCG. [Brief description of the drawings]
[0010] [Figure 1] FIG. 2 is a diagram showing a situation in which a TCG match is being prepared according to the present embodiment. [Diagram 2] FIG. 2 is a diagram showing a situation in which a TCG match according to the present embodiment is about to begin. [Diagram 3] FIG. 2 shows a situation in which each user is progressing in a TCG match. [Figure 4] 1 is a block diagram showing an example of the overall configuration of a system 1. FIG. [Diagram 5] 5 is a block diagram illustrating an example of the configuration of a terminal device 10 shown in FIG. 4. [Figure 6] FIG. 2 is a diagram illustrating an example of a functional configuration of a server 20. [Figure 7] FIG. 13 is a diagram showing the data structure of card information 182. [Figure 8] FIG. 13 is a diagram showing the data structure of deck information 183. [Figure 9]FIG. 2 is a diagram showing the data structure of a user information table 2021. [Figure 10] FIG. 2 shows the data structure of a card master table 2022. [Figure 11] FIG. 23 is a diagram showing the data structure of a deck information table 2023. [Figure 12] 13 is a diagram showing the data structure of a match information table 2024. FIG. [Figure 13] FIG. 23 is a diagram showing the data structure of a benefit information table 2025. [Figure 14] FIG. 2 shows the data structure of a card management table 2026. [Figure 15] FIG. 2 is a diagram illustrating an example of the operations of the terminal device 10 and the server 20 when a user purchases a card. [Figure 16] FIG. 13 is a diagram illustrating an example of the operation of the terminal device 10 and the server 20 when managing cards used by users in a match. [Figure 17] FIG. 13 is a diagram illustrating an example of the operation of the terminal device 10 and the server 20 when managing cards based on the support of users. [Figure 18] 2 is a schematic diagram showing a display example of a display 141 of a terminal device 10. FIG. [Figure 19] 13 is a schematic diagram showing an example of detailed card information displayed on a display 141. FIG. [Figure 20] 13A and 13B are schematic diagrams showing other examples of detailed card information displayed on the display 141. [Figure 21] FIG. 2 is a block diagram showing the basic hardware configuration of a computer 90. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, an embodiment of the present disclosure will be described with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed description thereof will not be repeated.
[0012] <Summary> The program according to this embodiment is a program that manages the history of use of a digital card owned by a user. In this embodiment, the use of a digital card includes, for example, the use of a deck constructed by organizing a plurality of digital cards, or the support of another player who is using a deck selected in association with a digital card. The program grants a predetermined benefit to the user who owns the digital card based on the history of use of the digital card.
[0013] First, an overview of the TCG according to this embodiment will be described, followed by a description of the card management system.
[0014] <0 Overview of TCG> Fig. 1 is a diagram showing a situation in which a TCG match according to the present embodiment is being prepared. Fig. 2 is a diagram showing a situation in which a TCG match according to the present embodiment is about to start. Fig. 3 is a diagram showing a situation in which each user is progressing in a TCG match.
[0015] A user places a play mat 30 and plays a TCG match using a deck constructed by combining cards to be used in the TCG match.
[0016] <0.1 Composition of 30 playmats> With reference to Fig. 1, various items used by each user in a TCG match will be described. As shown in Fig. 1, when a user 5A (first user) and a user 5B (second user) start a TCG match, a play mat 30 is placed between the user 5A and the user 5B. The play mat 30 is for placing cards included in a deck. Each user places cards on the play mat 30 as a deck or the like, and proceeds with the TCG match while adding cards from the deck to their hand.
[0017] The configuration of the play mat 30 will be described. The play mat 30 includes, for example, a mat on which the positions for placing cards are indicated. The play mat 30 includes, for example, a deck placement section 31A and a deck placement section 31B (hereinafter, sometimes collectively referred to as the "deck placement section 31"); a preparation card placement section 32A and a preparation card placement section 32B (hereinafter, sometimes collectively referred to as the "preparation card placement section 32"); a win / lose condition card placement section 33A and a win / lose condition card placement section 33B (hereinafter, sometimes collectively referred to as the "win / lose condition card placement section 33"); a battle card placement section 34A and a battle card placement section 34B (hereinafter, sometimes collectively referred to as the "battle card placement section 34"); and a consumption card placement section 35A and a consumption card placement section 35B (hereinafter, sometimes collectively referred to as the "consumption card placement section 35"). The play mat 30 may be arranged for each user. In this case, for example, the play mat 30 includes an area related to one user. Specifically, for example, the play mat 30 includes a deck card placement area 31A, a preparation card placement area 32A, a win / lose condition card placement area 33A, a battle card placement area 34A, and a consumption card placement area 35A.
[0018] As shown in Fig. 3, in a TCG match, each user replenishes their hand with cards from the deck while progressing through a card battle. In the example of Fig. 3, user 5A has hand 93A (two cards in the hand in the example of Fig. 3). User 5B has hand 93B (three cards in the hand in the example of Fig. 3).
[0019] The deck placement section 31 is an area for placing any of the cards constituting the deck owned by each user as a deck. The deck placement section 31A is an area for the user 5A to place cards as a deck. The deck placement section 31B is an area for the user 5B to place cards as a deck.
[0020] 2, when each user starts a TCG match, each user shuffles the cards that make up the deck and places the cards face down in the deck placement section 31. User 5A places cards in the deck placement section 31A as a deck 91A. User 5B places cards in the deck placement section 31B as a deck 91B.
[0021] The preparation card placement section 32 is an area for preparing cards that can be used to fight against the opponent's cards. Each user switches the cards placed in the preparation card placement section 32 with the cards placed in the battle card placement section 34, and makes the cards placed in the battle card placement section 34 fight each other.
[0022] As shown in Fig. 2, before the start of a TCG match, no cards are placed in the preparation card placement unit 32 and the battle card placement unit 34. On the other hand, as shown in Fig. 3, as the TCG match progresses, each user places cards in the preparation card placement unit 32 and the battle card placement unit 34, and the cards are made to fight each other in the battle card placement unit 34. Each user places cards to be used in the battle from their hand in the preparation card placement unit 32 and the battle card placement unit 34 while replenishing their hand from the deck. User 5A places cards in the preparation card placement unit 32A. User 5B places cards in the preparation card placement unit 32B.
[0023] The win / loss condition card placement section 33 is an area showing to what extent each player has satisfied the win condition. In this embodiment, each player places a predetermined number of cards from the deck face down in the win / loss condition card placement section 33. As shown in FIG. 2, user 5A places cards in the win / loss condition card placement section 33A. User 5B places cards in the win / loss condition card placement section 33B.
[0024] The battle card placement section 34 is an area for placing cards that will fight against the opponent's cards. The user 5A places cards in the battle card placement section 34A. The user 5B places cards in the battle card placement section 34B. In this embodiment, the cards placed in the battle card placement section 34A and the cards placed in the battle card placement section 34B basically fight based on the vitality, attack power, character attributes shown on the cards, weak point attributes, and other parameters set for each card. The cards placed in the battle card placement section 34 are given damage according to the attack power, card attributes, weak points, etc., and the given damage is reduced from the vitality. When the vitality set for a card is lost due to being attacked, etc., the card is removed from the battle card placement section 34 and placed in the consumption card placement section 35.
[0025] The consumed card placement section 35 is an area for placing cards consumed in a TCG match. For example, cards that have lost vitality in a battle, cards that have activated their effects, etc. are placed in the consumed card placement section 35. As shown in FIG. 3, user 5A places cards consumed in a match as cards 92A in the consumed card placement section 35A. User 5B places cards consumed in a match as cards 92B in the consumed card placement section 35B.
[0026] <0.2 Types of cards used in TCG> In the TCG of this embodiment, the types of cards include: (i) character cards that can be used in battle, (ii) action cards (energy cards) that are used in association with character cards, and (iii) effect cards (support cards, goods cards, stadium cards, etc.) that exert specific effects during battle.
[0027] (i) Character cards include cards that can be placed in the preparation card placement area 32 or the battle card placement area 34 when a user draws a card from the deck and adds it to their hand (also referred to as “unconditional cards”), and cards that can be placed in the preparation card placement area 32 or the battle card placement area 34 by satisfying certain conditions (also referred to as “conditional cards”).
[0028] (iA) For example, a conditional card can be placed on the condition that an unconditional card related to the conditional card is placed. For example, in analogy with character evolution, an unconditional card is first presented to an opponent user by placing it on the play mat 30, and then a conditional card related to the unconditional card is placed on the play mat 30. Such a conditional card is sometimes called an "evolved character" as it is evolved from an unconditional card. In addition, the unconditional card is sometimes called a "seed character" because it can be said to be a character that is the source of the "evolved character" to be placed.
[0029] (iB) For example, a conditional card can be placed in the preparation card placement section 32 or the battle card placement section 34 by consuming a specific card and moving it to the consumption card placement section 35. Specifically, it may be possible to consume an unconditional card placed on the play mat 30 as a specific card (by moving it to the consumption card placement section 35) and place the conditional card in the preparation card placement section 32 or the battle card placement section 34.
[0030] For example, a conditional card can be placed in the preparation card placement section 32 or the battle card placement section 34 in exchange for one or more character cards placed by the user on the play mat 30. For example, if each character card is provided with a parameter (e.g., an evolution level) indicating the overall performance of the character in addition to individual parameters such as the attack power of the character shown on the card, a conditional card having an evolution level corresponding to the evolution level value of the character card placed by the user may be placed. For example, with a character of evolution level 1 and a character of evolution level 2 placed on the play mat 30, a conditional card of evolution level 3 can be placed on top of the cards of these characters (or in exchange for these character cards).
[0031] In addition, the conditional card may be allowed to participate in the battle in exchange for a plurality of character cards defined by the conditional card. In this case, the conditional card may be allowed to participate in the battle by consuming an auxiliary card, which will be described later, different from the character card. For example, the effect indicated by the auxiliary card may be set such that a specific conditional card can be allowed to participate in the battle in exchange for a specific unconditional card in the battle card arrangement section 34, the consumption card arrangement section 35, or the like of the play mat 30.
[0032] (iC) These cards include cards that serve as multiple of the above-mentioned character cards, action power cards, and support cards described below. For example, special cards that can be used as both character cards and support cards may be included. When the user places the special card in a position where a character card should be placed (e.g., the preparation card placement area 32, the battle card placement area 34), the user can use the special card as a character card.
[0033] (ii) An action power card (energy card) is a card that a user draws from a deck and adds to his / her hand, and then associates it with a character card and places it on the play mat 30, thereby enabling the user to perform a predetermined action indicated on the character card. The operation of associating an action power card with a character card may be performed, for example, during the user's turn. For example, the action power card may be associated with a character card by placing the action power card near the character card placed on the play mat 30. In addition, the number of times that an action power card can be associated with a character card during a turn may be limited. For example, once during the user's turn, an action power card in the hand may be associated with any of the character cards placed on the play mat 30. For example, a first attack action and a second attack action are set to the character card. The first attack action may be available when one action power card is associated with the character card, and the second attack action may be available when one action power card is not enough and two action power cards are associated with the character card.
[0034] When a character card is removed from the battle card placement section 34 due to the exhaustion of its vitality value in a battle, the action power card associated with the character card may be made unusable during the battle. Also, the action power card associated with the character card may be moved to the consumption card placement section 35.
[0035] (iii) Support cards that assist in a match include card types that a user can use any number of times during a turn as long as they are in the user's hand, and card types that a user can use only one card during a turn. These support cards also include cards that have their effect activated when the user declares that they will use the effect of the support card.
[0036] In addition, the auxiliary card may be placed face down in advance in a predetermined position on the play mat 30 (in this embodiment, the predetermined position is not shown), and the effect of the auxiliary card may be exerted when the user declares the use of the auxiliary card by vocalization or the like.
[0037] <0.3 Overview of TCG battle rules> The play mat 30 and the types of cards used in the TCG match have been explained above. Next, the TCG match rules will be explained in detail.
[0038] In the TCG shown in this embodiment, as described above, each user performs an attack or defense (battle) based on the cards placed in the battle card placement section 34A and the battle card placement section 34B to progress the TCG battle. The TCG battle progresses as the users take turns to act. For example, when a first user acts and ends his turn, it becomes the second user's turn. The second user acts during his turn, and when he ends his action, it becomes the first user's turn.
[0039] Each time a turn comes, each user draws a predetermined number of cards from the deck and adds them to their hand.
[0040] Each user places, from among the cards in his / her hand, candidates for cards (character cards) to be used in attack or defense against the opponent user's cards in the preparation card placement section 32.
[0041] The user 5A can switch between the cards arranged in the preparation card placement unit 32A and the cards arranged in the battle card placement unit 34A during the turn of the user 5A. Also, the user 5B can switch between the cards arranged in the preparation card placement unit 32A and the cards arranged in the battle card placement unit 34A during the turn of the user 5B.
[0042] As described above, the win / loss condition card placement section 33A and the win / loss condition card placement section 33B are areas for notifying each user of the degree of progress toward the conditions for winning the match. Here, the condition for a user to win the match may be, for example, that all cards placed in the win / loss condition card placement section 33A or the win / loss condition card placement section 33B are collected. In other words, the outcome of the match may be decided when all cards are collected in either the win / loss condition card placement section 33A or the win / loss condition card placement section 33B.
[0043] For example, each user places a predetermined number of cards from the deck in the win / lose condition card placement section 33 before a TCG match. That is, the user 5A removes a predetermined number of cards from the deck 91A and places them in the win / lose condition card placement section 33A. The user 5B removes a predetermined number of cards from the deck 91B and places them in the win / lose condition card placement section 33B. The user 5A and the user 5B make the character card placed in the battle card placement section 34A and the character card placed in the battle card placement section 34B battle each other, and when the exit condition set for the character card is satisfied (for example, when the vitality value set for the character card is subtracted based on the attack power set for the opponent's character card and runs out), the character of the character card is considered to have fainted, and the character card is moved to the consumption card placement section 35 (also called "trash").
[0044] As a result, the user who has won the battle and dismissed the opponent's character card adds the cards placed in the win / loss condition card placement section 33A or the win / loss condition card placement section 33B to his / her hand. For example, when the user 5B dismisses the cards placed in the battle card placement section 34A by attacking the character card of the user 5A in his / her turn, he / she takes a predetermined number of cards from the cards placed in the win / loss condition card placement section 33B and adds them to his / her hand. On the other hand, when the user 5A dismisses the cards placed in the battle card placement section 34B by attacking the character card of the user 5B in his / her turn, he / she takes a predetermined number of cards from the cards placed in the win / loss condition card placement section 33A and adds them to his / her hand. By repeating these operations, when the user 5B collects all the cards placed in the win / loss condition card placement section 33B, or when the user 5A collects all the cards placed in the win / loss condition card placement section 33A, the user who has collected all the cards may be determined to be the user who won the TCG battle.
[0045] Alternatively, the winning condition of the match may be that a user loses if there is no character card in either the battle card placement unit 34 or the preparation card placement unit 32. Alternatively, the winning condition of the match may be that a user loses if he or she is unable to draw a deck from the deck placement unit 31 during his or her turn.
[0046] 1 to 3 illustrate an example in which users face each other to play a TCG match. However, the TCG match is not limited to one in which users face each other. Users may connect to each other via the Internet and play a match by acquiring the opponent's voice and the opponent's card arrangement, etc., via the Internet. Specifically, for example, a user plays a match while taking a picture of his / her own area on the play mat 30 with a camera or the like. The taken image is transmitted to the opponent in real time. The user receives an image of the opponent's area sent from the opponent, and displays the received image on a display. This allows the user to check the opponent's cards in real time through the screen while handling his / her own cards in reality. In this way, the user may play a TCG match using analog cards online.
[0047] If there are multiple cameras or if there is a device that allows the viewing angle of the camera to be adjusted, the user's face may be photographed and the photographed image may be sent to the opponent. This allows the opponent's facial expression to be confirmed during the match, making it possible to obtain the same level of satisfaction in an online TCG match as in a face-to-face match.
[0048] <1 Overall system configuration> Fig. 4 is a block diagram showing an example of the overall configuration of the system 1. The system 1 shown in Fig. 4 includes, for example, a terminal device 10 and a server 20. The terminal device 10 and the server 20 are communicatively connected via a network 80, for example.
[0049] 4 shows an example in which the system 1 includes three terminal devices 10, but the number of terminal devices 10 included in the system 1 is not limited to three. The number of terminal devices 10 included in the system 1 may be two or less, or may be four or more.
[0050] 4 shows an example in which the system 1 includes one server 20, but the number of servers 20 included in the system 1 is not limited to one. The server 20 may be composed of multiple servers depending on the functions it has. Also, the server 20 may be, for example, a collection of multiple devices that constitutes one server. The method of allocating multiple functions required to realize the server 20 according to this embodiment to one or multiple pieces of hardware can be appropriately determined in consideration of the processing capacity of each piece of hardware and / or the specifications required for the server 20.
[0051] The terminal device 10 shown in Fig. 4 is, for example, an information processing device operated by a user who plays a digital TCG. The terminal device 10 is realized by, for example, a mobile terminal such as a smartphone or a tablet. The terminal device 10 may also be realized by a stationary PC (Personal Computer), a laptop PC, or a wearable terminal such as an HMD (Head Mount Display).
[0052] The terminal device 10 includes a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, a storage 16, and a processor 19. The input device 13 is a device (e.g., a touch panel, a touch pad, etc.) for receiving an input operation from a user. The output device 14 is a device (a display, a speaker, etc.) for presenting information to a user.
[0053] The server 20 is, for example, an information processing device that manages information related to cards and information related to decks.
[0054] The server 20 is realized by, for example, a computer connected to a network 80. As shown in Fig. 4, the server 20 includes a communication IF 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29. The input / output IF 23 functions as an interface with an input device for receiving an input operation from a user and an output device for presenting information to the user.
[0055] Each information processing device is configured by a computer equipped with a calculation device and a storage device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. For each of the terminal device 10 and the server 20, descriptions that overlap with the basic hardware configuration and basic functional configuration of the computer described later will be omitted.
[0056] <1.1 Terminal device configuration> Fig. 5 is a block diagram showing a configuration example of the terminal device 10 shown in Fig. 4. As shown in Fig. 5, the terminal device 10 includes a communication unit 120, an input device 13, an output device 14, an audio processing unit 17, a microphone 171, a speaker 172, a camera 160, a position information sensor 150, a storage unit 180, and a control unit 190. The blocks included in the terminal device 10 are electrically connected to each other, for example, by a bus or the like.
[0057] The communication unit 120 performs processing such as modulation and demodulation processing for the terminal device 10 to communicate with other devices. The communication unit 120 performs transmission processing on a signal generated by the control unit 190 and transmits the signal to the outside (for example, the server 20). The communication unit 120 performs reception processing on a signal received from the outside and outputs the signal to the control unit 190.
[0058] The input device 13 is a device for inputting instructions or information by a user who operates the terminal device 10. The input device 13 is realized, for example, by a touch-sensitive device 131 or the like in which an instruction is input by touching an operation surface. In the case where the terminal device 10 is a PC or the like, the input device 13 may be realized by a reader, a keyboard, a mouse, or the like. The input device 13 converts an instruction input by a user into an electrical signal, and outputs the electrical signal to the control unit 190. Note that the input device 13 may include, for example, a receiving port that receives an electrical signal input from an external input device.
[0059] The output device 14 is a device for presenting information to a user who operates the terminal device 10. The output device 14 is realized, for example, by a display 141 or the like. The display 141 displays data according to the control of the control unit 190. The display 141 is realized, for example, by an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display or the like.
[0060] The audio processing unit 17 performs, for example, digital-analog conversion processing of an audio signal. The audio processing unit 17 converts a signal provided from the microphone 171 into a digital signal and provides the converted signal to the control unit 190. The audio processing unit 17 also provides the audio signal to the speaker 172. The audio processing unit 17 is realized, for example, by a processor for audio processing. The microphone 171 accepts audio input and provides an audio signal corresponding to the audio input to the audio processing unit 17. The speaker 172 converts the audio signal provided from the audio processing unit 17 into audio and outputs the audio to the outside of the terminal device 10.
[0061] The camera 160 is a device for receiving light with a light receiving element and outputting the received light as an image capturing signal.
[0062] The position information sensor 150 is a sensor that detects the position of the terminal device 10, and is, for example, a GPS (Global Positioning System) module. The GPS module is a receiving device used in a satellite positioning system. In the satellite positioning system, signals are received from at least three or four satellites, and the current position of the terminal device 10 equipped with the GPS module is detected based on the received signals. The position information sensor 150 may detect the current position of the terminal device 10 from the position of the wireless base station to which the terminal device 10 is connected.
[0063] The storage unit 180 is realized by, for example, the memory 15, the storage 16, etc., and stores data and programs used by the terminal device 10. The storage unit 180 stores, for example, user information 181, card information 182, and deck information 183.
[0064] The user information 181 includes, for example, information about a user who plays the TCG. The information about the user includes, for example, a user ID, the user's name, age, address, date of birth, and date of registration.
[0065] The card information 182 includes, for example, information about cards. The card information 182 may include information about cards owned by the user. Details will be described later.
[0066] The deck information 183 includes, for example, information about a deck constructed by a user, which will be described in detail later.
[0067] The control unit 190 is realized by the processor 19 reading a program stored in the storage unit 180 and executing instructions included in the program. The control unit 190 controls the operation of the terminal device 10. The control unit 190 performs functions as an operation reception unit 191, a transmission / reception unit 192, a management unit 193, a display control unit 194, and a battle processing unit 195 by operating according to the program.
[0068] The operation reception unit 191 performs processing for receiving instructions or information input from the input device 13. Specifically, for example, the operation reception unit 191 receives instructions or information input from the touch-sensitive device 131 or the like.
[0069] Furthermore, operation acceptance unit 191 accepts an image input from camera 160. Specifically, operation acceptance unit 191 receives image data captured by camera 160, for example.
[0070] Furthermore, the operation reception unit 191 receives audio information input from the microphone 171. Specifically, for example, the operation reception unit 191 receives audio data that is input from the microphone 171 and converted into digital data by the audio processing unit 17.
[0071] The transmitting / receiving unit 192 performs processing for the terminal device 10 to transmit and receive data to and from an external device such as the server 20 in accordance with a communication protocol. Specifically, for example, the transmitting / receiving unit 192 transmits instructions input by the user or various pieces of acquired information to the server 20. The transmitting / receiving unit 192 also receives information provided from the server 20. The information provided from the server 20 includes, for example, information regarding a new card acquired by the user or information regarding a deck registered in the server 20.
[0072] The management unit 193 manages the user information 181, card information 182, and deck information 183 stored in the storage unit 180. For example, when information about a user is edited, the management unit 193 stores the edited information in the user information 181. Furthermore, when the management unit 193 receives information about a card, it updates the card information 182. Specifically, for example, when a match using cards is played, the management unit 193 updates the card information 182. Furthermore, when support is given via a card, the management unit 193 updates the card information 182. Furthermore, when a deck is organized, the management unit 193 updates the deck information 183.
[0073] The display control unit 194 controls the output device 14 to display a predetermined image to the user. For example, the display control unit 194 controls the display 141 to display a management screen of cards owned by the user based on information managed in the card information 182 and information managed in the deck information 183. The display control unit 194 also controls the display 141 to display information related to a card selected by the user and related to a match played using the card. The display control unit 194 also controls the display 141 to display information related to a card selected by the user and related to support via the card.
[0074] The match processing unit 195 controls processing for a match with another user. For example, the following modes of the match are assumed. - Play against the CPU using a deck built with digital cards - Play against other players using decks built with digital cards · Competition
[0075] <1.2 Functional configuration of the server> 6 is a diagram showing an example of a functional configuration of the server 20. As shown in FIG. 6, the server 20 exerts the functions of a communication unit 201, a storage unit 202, and a control unit 203.
[0076] The communication unit 201 performs processing for the server 20 to communicate with external devices.
[0077] The memory unit 202 has, for example, a user information table 2021, a card master table 2022, a deck information table 2023, a battle information table 2024, a benefit information table 2025, and a card management table 2026.
[0078] The user information table 2021 is a table that stores information about users who have registered for services related to the TCG, for example. Details will be described later.
[0079] The card master table 2022 is a table that stores, for example, information about cards that are available to users. Details will be described later.
[0080] The deck information table 2023 is a table that stores, for example, information about decks registered by users. Details will be described later.
[0081] The match information table 2024 is a table that stores, for example, information about matches that have been held in the past, as will be described in detail later.
[0082] The privilege information table 2025 is a table that stores, for example, information (privilege information) about privileges to be granted to users, as will be described in detail later.
[0083] The card management table 2026 is, for example, a table that stores information for managing cards acquired by users, as will be described in detail later.
[0084] The control unit 203 is realized by the processor 29 reading a program stored in the storage unit 202 and executing instructions included in the program. The control unit 203 performs functions as a reception control module 2031, a transmission control module 2032, a management module 2033, an assignment module 2034, and a battle processing module 2035 by operating according to the program.
[0085] The reception control module 2031 controls the process in which the server 20 receives a signal from an external device in accordance with a communication protocol.
[0086] The transmission control module 2032 controls the process in which the server 20 transmits signals to external devices in accordance with a communication protocol.
[0087] The management module 2033 manages tables stored in the storage unit 202. Specifically, for example, when an operation related to a deck is input, the management module 2033 updates the deck information table 2023. Furthermore, when information related to a battle is received, the management module 2033 updates the battle information table 2024 and the card management table 2026. Furthermore, when information related to cheering is received, the management module 2033 updates the card management table 2026.
[0088] The granting module 2034 grants a privilege to a user. For example, the granting module 2034 refers to the privilege information table 2025 and grants a privilege to a user who satisfies a condition.
[0089] The match processing module 2035 controls processing of a match between users. For example, the match processing module 2035 controls a match between players using decks constructed from digital cards.
[0090] <2 Data Structure> 7 and 8 are diagrams showing the data structure of information stored in the terminal device 10. Note that Figs. 7 and 8 are merely examples and do not exclude data not shown.
[0091] Fig. 7 is a diagram showing the data structure of card information 182. Card information 182 shown in Fig. 7 is a table having columns such as card ID, name, type, attribute, card information, match information, support information, image data, etc., with card management ID as a key. Card information 182 may also have information on regulations or rarity in addition to these.
[0092] The card management ID is an item that stores an identifier for uniquely identifying a card. In this embodiment, different card management IDs are assigned to cards with the same name, effect, rarity, and regulations, i.e., exactly the same cards. The card ID is an item that stores an identifier for uniquely identifying the type of card. In this embodiment, the same card ID is assigned to exactly the same cards. The name is an item that stores the name of the card. The type is an item that stores the type of card. In this embodiment, card types include, for example, character, energy, support, goods, stadium, etc.
[0093] An attribute is an item that stores the nature to which a character belongs. In this embodiment, attributes include, for example, fire, water, lightning, grass, super, steel, evil, fighting, etc. Attributes include attributes that are advantageous when faced against other characters, and attributes that are disadvantageous when faced against other characters. Card information is an item that stores information that explains the contents of a card. When the card type is a character, the card information includes, for example, the character's attack power, stamina, the amount of energy required to perform a technique, the amount of energy required to escape, weaknesses, resistance, special characteristics possessed by the character, and the like. When the card type is a support, goods, or stadium, the card information includes, for example, the requirements for using the card, effects that occur when the card is used, and the like.
[0094] The battle information is an item that stores information about a TCG battle that was conducted by incorporating the corresponding card into a deck. In this embodiment, a battle ID that can identify the battle is stored as the battle information. The server 20, for example, registers information that identifies a battle conducted by a user using a deck that incorporates the corresponding card as the battle information. The item "battle information" is, for example, battle information registered by the server 20 that is transmitted to and stored in the terminal device 10.
[0095] The cheering information is an item that stores information about the TCG match that was supported in association with the corresponding card. In this embodiment, a match ID that can identify the match that was supported is stored as the cheering information. For example, the server 20 manages the cheering provided by the user in association with the corresponding card by linking it to a card management ID. The item "cheering information" is the cheering information managed by the server 20 that is transmitted to the terminal device 10 and stored therein.
[0096] Image data is an item that stores an image. Image data may also store a reference (path) to an image data file located elsewhere.
[0097] Fig. 8 is a diagram showing the data structure of deck information 183. Deck information 183 shown in Fig. 8 is a table having columns such as name, organization cards, completion, update date, and registration information, with a deck ID as a key. In addition to these, deck information 183 may also have information related to the nickname of the deck, the deck usage history, etc. The nickname of the deck is a name given based on, for example, a characteristic card used in the deck, succinctly expresses the characteristics of the deck, and is given based on a common understanding among multiple users.
[0098] The deck ID is an item that stores an identifier for uniquely identifying a deck. The name is an item that stores the name of the deck. The name is given by, for example, the user. The organization card is an item that stores the cards that organize the deck. In the organization card, for example, the card management ID of the card that organizes the deck is stored.
[0099] Completed is an item that stores whether or not the deck is complete. In this embodiment, a circle indicates that the deck is complete, and a cross indicates that the deck is not complete. In this embodiment, a completed deck means, for example, that the deck has been assembled with a specified number of cards and is ready to be used in a battle. Update date is an item that stores the date on which the deck configuration was changed. In calculating the update date, the use of a card used in one deck in another deck may also be treated as a change. Registration information is an item that stores the relationship with a deck registered in the server 20. The registration information stores, for example, a deck code issued when the deck is registered in the server 20.
[0100] A record for a deck is added when a new deck is created on the terminal device 10 in response to an instruction from the user.
[0101] 9 to 14 are diagrams showing data structures of information stored in the server 20. Note that, Figs. 9 to 14 are merely examples, and do not exclude data that is not shown.
[0102] Fig. 9 is a diagram showing the data structure of a user information table 2021. The user information table 2021 shown in Fig. 9 is a table having columns such as name, age, address, date of birth, and date of registration, with a user ID as a key. The user information table 2021 is not limited to the above, and may also have a column for proficiency.
[0103] The user ID is an item that stores an identifier for uniquely identifying a user. The name is an item that stores the user's name. The age is an item that stores the user's age. The address is an item that stores the place where the user lives. The date of birth is an item that stores the date the user was born. The registration date is an item that stores the date the user began using services related to the TCG.
[0104] A record in the user information table 2021 is added when a new user is registered.
[0105] Fig. 10 is a diagram showing the data structure of the card master table 2022. The card master table 2022 shown in Fig. 10 is a table having columns such as name, type, attribute, card information, and image data, with the card ID as a key.
[0106] The card ID is an item that stores an identifier for uniquely identifying the type of card. The name is an item that stores the name of the card. The type is an item that stores the type of card. The attribute is an item that stores the nature to which the character belongs. The card information is an item that stores information that describes the contents of the card. The image data is an item that stores an image.
[0107] A record in the card master table 2022 is added, for example, when a new card is issued.
[0108] Fig. 11 is a diagram showing the data structure of the deck information table 2023. The deck information table 2023 shown in Fig. 11 is a table having columns such as name, user ID, registration date, first composition card, second composition card, and publication, with the deck code as a key. In addition to these, the deck information table 2023 may also have information regarding the nickname of the deck, etc.
[0109] The deck code is an item that stores an identifier for uniquely identifying a registered deck. The deck code is issued by the management module 2033 when a new deck is registered by a user. The deck code shown in FIG. 11 is an identifier that is different from, for example, the deck ID shown in FIG. 8. This is because the deck code shown in FIG. 11 is for managing publicly available decks, while the deck ID shown in FIG. 8 is for managing one's own deck. The name is an item that stores the name of the deck. The name is given by the user. The user ID is an item that stores the user ID of the user who registered the deck. The registration date is an item that stores the date the deck was registered.
[0110] The first organization card and the second organization card are items that store the cards that will be used to organize the deck. In the first organization card, for example, the card IDs of the cards that will be used to organize the deck are stored. In the second organization card, for example, the card management IDs of the cards that will be used to organize the deck are stored. "Public" is an item that stores whether or not the deck is publicly available to other users. In this embodiment, a circle indicates that the deck is publicly available to other users, and a cross indicates that the deck is not publicly available to other users. In this embodiment, a deck that is not public means that it can only be viewed by the player himself.
[0111] Records in the deck information table 2023 are added when a new deck is registered.
[0112] Fig. 12 is a diagram showing the data structure of the match information table 2024. The match information table 2024 shown in Fig. 12 is a table having columns such as date and time, opponent, deck code, winner, match log information, and tournament information, with a match ID as a key.
[0113] The battle ID is an item that stores an identifier for uniquely identifying a battle. The battle ID is issued by the management module 2033 when new information about a battle is registered. The date and time is an item that stores the date and time when the battle took place. The opponents is an item that stores information about the players who fought the battle. In this embodiment, for example, the opponents store the user IDs of the players who fought the battle.
[0114] The deck code is an item that stores a code that identifies the deck used in a match. In this embodiment, for example, a player who played a match is associated with the deck code of the deck used by that player. Note that the deck code does not necessarily have to be stored. In other words, the deck code does not necessarily have to be registered.
[0115] The winner is an item that stores the winner of the match. The match log information is an item that stores the moves adopted by the players during the match. Specifically, for example, the match log information stores the player drawing a card from a predetermined arrangement section (such as the deck or the win / lose condition card), the player placing a card in a predetermined arrangement section, the player using the effect of a predetermined card, and the like. The moves adopted by the players during the match may be referred to as deck rotation during the match. The tournament information is an item that stores information about the match. For example, the tournament information includes the name of the tournament in which the match was held and the number of rounds of the match in the tournament. The tournament information may include match information in a privately held tournament regardless of whether it was an officially held tournament. Furthermore, the tournament information is not limited to tournaments and may include match information in private matches.
[0116] A record is added to the match information table 2024 when a new match is registered.
[0117] Fig. 13 is a diagram showing the data structure of the privilege information table 2025. The privilege information table 2025 shown in Fig. 13 is a table having columns of privilege content, conditions, and the like, with a privilege ID as a key.
[0118] The privilege ID is an item for storing an identifier for uniquely identifying a privilege. The privilege content is an item for storing the content of the privilege. The condition is an item for storing the condition for granting the privilege.
[0119] Fig. 14 is a diagram showing the data structure of the card management table 2026. The card management table 2026 shown in Fig. 14 is a table having columns such as card ID, match information, support information, owner, transferee, transferor, transaction date, and value, with a card management ID as a key.
[0120] The owner is an item for storing information about the user who owns the card. In this embodiment, the owner stores the user ID of the user who owns the card.
[0121] The Transferee, Transferor, Transaction Date, and Consideration are items that store information about the transaction of the card identified by the card management ID. The Transferee, Transferor, Transaction Date, and Consideration are added for each transaction. The Transferee represents the person who received the card in the transaction. The Transferor represents the person who transferred the card in the transaction. The Transaction Date represents the date the transaction was carried out. The Consideration represents the fee paid by the Transferee to the Transferor when trading the card.
[0122] <3 operations> The operations of the terminal device 10 and the server 20 when managing digital cards will now be described.
[0123] (Card management table update process Card purchase) Server 20 sells, for example, digital cards. Server 20 sells, for example, cards in a manner in which the user can grasp the contents of the cards. Server 20 may also sell cards in a manner in which the user cannot grasp the contents of the cards. Server 20 sells a single card as a sales unit. Server 20 may also sell multiple cards as a sales unit.
[0124] Server 20 may also function as a platform for users to sell cards to other users. Server 20 makes cards available to other users for purchase, for which sales conditions such as price have been set by the user. If a user agrees with the sales conditions set by the other user, he or she can select the card and purchase it.
[0125] FIG. 15 is a diagram illustrating an example of the operations of the terminal device 10 and the server 20 when a user purchases a card.
[0126] When purchasing a card, a user accesses the server 20 using the terminal device 10. The terminal device 10 obtains information about cards being sold by the server 20 and displays it on the display 141. The user refers to the cards displayed on the display 141 and selects a desired card. The user inputs a request to purchase the selected card into the terminal device 10.
[0127] In step S11, the terminal device 10 accepts a card purchase request input by the user via the operation acceptance unit 191. The terminal device 10 transmits the accepted purchase request to the server 20 via the transmission / reception unit 192.
[0128] In step S12, the server 20 acquires a card based on a purchase request from the user. Specifically, for example, the server 20 acquires a card selected by the user by consuming information on a predetermined asset associated with the user through the management module 2033. The information on the predetermined asset is, for example, as follows: Game media used in the game Cryptocurrency ·token Currency information
[0129] When a user selects a card sold in a manner in which the card contents can be ascertained, the management module 2033 acquires the card ID of the card selected by the user. When a user selects a card sold in a manner in which the card contents cannot be ascertained, the management module 2033 executes a card lottery and acquires the card ID of the card selected by the lottery. When a user selects a card sold by another user, the management module 2033 acquires the card management ID of the card selected by the user from the card management table 2026.
[0130] In step S13, the management module 2033 updates the card management table 2026 based on the acquired card ID. Specifically, for example, when the management module 2033 acquires a card ID of a card that is sold in a manner that allows the card contents to be ascertained, or when the management module 2033 acquires a card ID of a card selected by lottery, the management module 2033 issues a card management ID for the corresponding card. The management module 2033 issues a record in the card management table 2026 using the card management ID as a key, and stores information on the card ID and the owner in the record.
[0131] Furthermore, for example, when the management module 2033 acquires a card management ID of a card being sold by another user, the management module 2033 changes the owner of the card in the card management table 2026. Instead of rewriting the owner of the card in the card management table 2026, the management module 2033 may add a new owner. Furthermore, the management module 2033 stores information about the transaction in a record using the acquired card management ID as a key. Specifically, for example, the management module 2033 stores the transferee, transferor, transaction date, and consideration in a record using the acquired card management ID as a key.
[0132] In step S14, the server 20 transmits information about the card purchased by the user to the terminal device 10. Specifically, for example, the management module 2033 reads information about the card purchased by the user from the card master table 2022 based on the card ID. The management module 2033 reads, for example, the name, type, attributes, card information, and image data as the information about the card from the card master table 2022. The transmission control module 2032 transmits the card ID, the read information, and the card management ID to the terminal device 10.
[0133] In step S15, the terminal device 10 receives the information transmitted from the server 20, and updates the card information 182 based on the received information. Specifically, for example, the terminal device 10 creates a new record in the card information 182 by the management unit 193, and stores the card management ID, card ID, name, type, attributes, card information, and image data.
[0134] (Card management table update process, battle information storage) The control unit 203 of the server 20 uses the management module 2033 to manage, for each card, information on which card has been used in a match.
[0135] A user constructs a deck by combining cards managed in card information 182. Management unit 193 manages information related to the deck constructed by the user in deck information 183.
[0136] Furthermore, the user registers the deck that he or she has constructed in the server 20. Specifically, the user accesses the server 20 using the terminal device 10. The terminal device 10 displays a deck registration form set in the server 20 on the display 141. The user uses the form displayed on the display 141 to select cards to construct the deck. The user inputs a request to register the deck constructed from the selected cards and the name of the deck in the terminal device 10. The user may set whether or not to make the registered deck public to other users.
[0137] When a deck registration request is input by a user, the management module 2033 issues a new deck code and creates a record with the issued deck code as a key in the deck information table 2023. The management module 2033 stores, for example, the name of the created record, the user ID, the registration date, the first organization card, the second organization card, and the publication based on the information input by the user.
[0138] FIG. 16 is a diagram illustrating an example of the operation of the terminal device 10 and the server 20 when managing cards used by users in a match.
[0139] When starting a match, the user accesses the server 20 using the terminal device 10. The terminal device 10 displays a registration form for match information set in the server 20 on the display 141. The user uses the form displayed on the display 141 to input information related to the match. The information related to the match is, for example, the date and time when the match will be held, the opponents, information related to the decks to be used in the match, tournament information, etc. After inputting the information related to the match, the user inputs a request to register the match information into the terminal device 10.
[0140] In step S21, the terminal device 10 accepts a registration request for the battle information input by the user via the operation acceptance unit 191. The terminal device 10 transmits the input battle information and the registration request to the server 20 via the transmission / reception unit 192.
[0141] In step S22, the server 20 updates the card management table 2026 based on the match information input by the user. Specifically, for example, when a match information registration request is input by the user, the management module 2033 issues a match ID and creates a record with the issued match ID as a key in the match information table 2024. The management module 2033 stores the date and time, opponent, deck code, and tournament information of the created record based on the information input by the user.
[0142] The date and time, opponents, and tournament information may be input in advance by the organizer of the tournament. In this case, a battle ID has already been issued, and a record has been created in the battle information table 2024. Information regarding the decks to be used in the battle may also be registered in advance by the user. For example, multiple decks to be used in the tournament may be registered before the battle, and the user may select one of the registered decks at the start of the battle.
[0143] When the management module 2033 stores information in the match information table 2024, it updates the card management table 2026. Based on the card management ID of a card included in the deck, the management module 2033 stores information about the match in which the deck is used, such as the match ID, in the "match information" item of the corresponding record in the card management table 2026. The more matches there are, the more information is stored in the match information. This makes it possible to know in which match a card was used.
[0144] In step S23, the server 20 transmits information managed in the card management table 2026 to the terminal device 10. Specifically, for example, when a new battle ID is stored in the item "battle information" of the card management table 2026, the management module 2033 reads out the newly stored battle ID, the card management ID, and the user ID of the owner. The transmission control module 2032 transmits the read battle ID and card management ID to the terminal device 10 owned by the user identified by the user ID.
[0145] In step S24, the terminal device 10 receives the information transmitted from the server 20, and updates the card information 182 based on the received information. Specifically, for example, the terminal device 10 causes the management unit 193 to store the battle information received from the server 20, for example, the battle ID, in the item “battle information” of the record identified by the card management ID.
[0146] When a match starts, the control unit 203 controls the match processing between players by the match processing module 2035. The match processing module 2035 stores information about the moves adopted by the players during the match in the memory unit 202. The management module 2033 stores information about the moves adopted by the players during the match in the match information table 2024 as match log information. When the match ends, the match processing module 2035 recognizes the player who won the match as the winner. The management module 2033 stores the winner in the match information table 2024.
[0147] (Card management table update process, support information storage) The control unit 203 of the server 20 manages, by the management module 2033, information on support for the deck related to the card for each card.
[0148] A user may support a player who uses a deck that includes cards that the user has a special attachment to. In this embodiment, support for a deck related to cards is managed in association with card information.
[0149] FIG. 17 is a diagram illustrating an example of the operation of the terminal device 10 and the server 20 when managing cards based on the support of users.
[0150] For example, before a tournament is held, information on the tournament participants and the decks used by the tournament participants is made public. A user refers to the tournament participants and the decks and selects a player to support. The user accesses the server 20 using the terminal device 10 before the tournament is held or a predetermined time on the day of the tournament. The terminal device 10 displays a support form set in the server 20 on the display 141. The user uses the form displayed on the display 141 to select a card that will be the basis of the support, and inputs another player who uses the deck to support in association with the selected card. After inputting the support information, the user inputs a request to register the support information to the terminal device 10. The support information includes, for example, the card management ID of the selected card and the user ID of the player to support. The user ID of the player to support may be a participant ID when participating in the tournament. The support information may include, for example, information identifying the tournament and information identifying the match in the tournament.
[0151] The card that is the basis of the support is, for example, a card that has the same effect as the cards that compose the support deck. Here, the card that has the same effect refers to, for example, a card that has the same effect on the progress of the game when each card is used when playing a TCG game. When a user has an attachment to a certain card, the user desires to support a player who uses a deck that includes cards that have the same effect as this card. Based on the cards that the user owns, the user supports a player who uses a deck that includes the cards. Note that the cards to be supported may have different rarities. If a deck does not include a card that has the same effect as the card that the user owns, the user may not be able to support the player who uses that deck.
[0152] For example, only one player can be supported based on one card. Note that the number of players that can be supported may be limited to one regardless of the number of cards. Also, a player may be supported throughout the tournament, or the supported player may be changed for each match.
[0153] Also, the target of support may not be the player, but may be the deck.
[0154] The control unit 190 may set, via the management unit 193, that the user cannot use the cards that are the basis of the support in the deck during the period in which the deck is being supported. This makes it possible for the user to take more care in selecting the deck to support, since the selected deck cannot be used while the deck is being supported.
[0155] In step S31, the terminal device 10 accepts a request to register cheering information input by a user via the operation acceptance unit 191. The terminal device 10 transmits the input cheering information and the registration request to the server 20 via the transmission / reception unit 192.
[0156] In step S32, the server 20 updates the card management table 2026 based on the information on cheering input by the user. Specifically, for example, when a request to register cheering information is input by the user, the management module 2033 reads information on the match from the match information table 2024. Based on the card management ID included in the cheering information input by the user, the management module 2033 stores information based on the information on the match in the item "cheering information" of the corresponding record in the card management table 2026. The predetermined information stored in the item "cheering information" includes, for example, the match ID and the user ID of the cheering player. As the number of cheers increases, the amount of cheering information stored increases. This makes it possible to grasp the cheering that has been done based on the card.
[0157] In step S33, the server 20 transmits information managed in the card management table 2026 to the terminal device 10. Specifically, for example, when a new battle ID and user ID are stored in the item "support information" of the card management table 2026, the management module 2033 reads out the newly stored battle ID and user ID, the card management ID, and the user ID as the owner. The transmission control module 2032 transmits the read battle ID, user ID, and card management ID to the terminal device 10 owned by the user identified by the user ID.
[0158] In step S34, the terminal device 10 receives the information transmitted from the server 20, and updates the card information 182 based on the received information. Specifically, for example, the terminal device 10 causes the management unit 193 to store the support information received from the server 20, such as the battle ID and user ID, in the item “support information” of the record identified by the card management ID.
[0159] When the match starts, the control unit 203 controls the match processing between the players by the match processing module 2035. The match processing module 2035 stores information about the moves adopted by the players during the match in the storage unit 202. The management module 2033 stores information about the moves adopted by the players during the match in the match information table 2024 as match log information. When the match ends, the match processing module 2035 recognizes the player who won the match as the winner. The management module 2033 stores the winner in the match information table 2024. The management module 2033 may store information about the win or loss in the item "support information" of the card management table 2026. The management module 2033 may store the result of the tournament in the match information table 2024. For example, when a player wins the final of the tournament, the winner may be stored in the match information table 2024, and the fact that the player won the tournament may be stored in the match information table 2024 as the result of the tournament.
[0160] (Benefit granting process) The awarding module 2034 awards a reward to a user who owns the card based on the history of the card's use and the history of support associated with the card.
[0161] Specifically, for example, the imparting module 2034 determines whether or not the information imparted to the card satisfies the conditions set in the benefit information table 2025. The conditions related to the battle information set in the benefit information table 2025 are, for example, as follows. - The card must have been used in a specified tournament - The card must have been included in a deck that reached a certain round in a certain tournament The card must have been included in a deck that achieved a certain result in a certain tournament. - The card must have been used more than the specified number of times.
[0162] The conditions related to the support information set in the bonus information table 2025 are, for example, as follows. The player you are supporting has reached a certain round in a certain tournament. The player you support has achieved a certain result in a certain tournament. The number of cheers has exceeded the designated number. - The number of times you cheer for a single player exceeds a certain number of times. The number of users supporting a player exceeds a certain number.
[0163] Other conditions set in the benefit information table 2025 are, for example, as follows: - The card must have been owned for a certain period of time. - The card must have been owned by a certain number of users in the past.
[0164] Predetermined contents of the benefit are set for each condition in the benefit information table 2025. For example, the contents of the benefit are as follows. -Card appearance changes · Card provision - Granting the right to create original cards Provision of original cards created by specific users (e.g., supporters of the winning team) · Granting card lottery rights -Advantageous effects in battle Advantageous effect in card draws
[0165] (Show card information) In response to an instruction from the user, the terminal device 10 displays a list of cards owned by the user. The control unit 190 of the terminal device 10 causes the display control unit 194 to display the list of cards on the display 141 based on the card information 182 and deck information 183.
[0166] Fig. 18 is a schematic diagram showing a display example of the display 141 of the terminal device 10. In Fig. 18, the display control unit 194 displays an area 1411 and an area 1412. The area 1411 is an area in which display conditions and the like are entered. The area 1412 is an area in which cards owned by the user are displayed in a manner conforming to the display conditions entered in the area 1411.
[0167] In the example shown in FIG. 18, a display order is displayed in area 1411 as a display condition. The display order indicates a rule of sequence. The display order is selected by the user from, for example, number order, name order, rarity order, acquisition date order, etc. The display order can be switched, for example, from number order to name order, rarity order, acquisition date order, etc. based on an instruction from the user. In the example shown in FIG. 18, "display order: number order" is displayed, and the cards are arranged in area 1412 in the order of card ID.
[0168] A search window 14111 is displayed in area 1411. When a user finds a desired card, the user inputs a keyword or the like into search window 14111 to search for the desired card.
[0169] When a card displayed in the area 1412 in FIG. 18 is selected by the user, the display control unit 194 displays detailed information about the selected card based on the card information 182.
[0170] Fig. 19 is a schematic diagram showing an example of detailed information of a card displayed on the display 141. In Fig. 19, the display control unit 194 displays an area 1413, an area 1414, and an area 1415. The area 1413 is an area in which information about the card is entered. The area 1414 is an area in which an image of the card is displayed. The area 1415 is an area in which battle information about the card is entered.
[0171] The display control unit 194 displays information about the card in an area 1413 based on information stored in the items “card management ID”, “name”, and “type” of the card information 182. The display control unit 194 displays an image in an area 1414 based on information stored in the item “image data” of the card information 182.
[0172] The display control unit 194 reads out information about the battle from the server 20 based on the information stored in the item "battle information" of the card information 182, and displays the read out information in the area 1415. Specifically, for example, the display control unit 194 reads out the battle ID stored in the item "battle information" of the card information 182, and requests information about the read out battle ID from the server 20. The server 20 reads out information about the requested battle ID from the battle information table 2024, and transmits the read out information to the terminal device 10. The display control unit 194 displays a list 14151 in the area 1415 based on the information received from the server 20. Information about the battle in which the player participated with a deck organized with the selected card is displayed in the list 14151.
[0173] For example, a button 14152 for switching the display to cheering information is displayed in the area 1415. When the user presses the button 14152, the display control unit 194 switches the display of the match information to the display of the cheering information.
[0174] Fig. 20 is a schematic diagram showing another display example of detailed information of a card displayed on display 141. In Fig. 20, display control unit 194 displays area 1413, area 1414, and area 1416. Area 1416 is an area in which support information based on a card is written.
[0175] The display control unit 194 reads out information about the match from the server 20 based on the information stored in the item "support information" of the card information 182, and displays the read out information in the area 1416. Specifically, for example, the display control unit 194 reads out the match ID stored in the item "support information" of the card information 182, and requests the server 20 for information about the read out match ID. The server 20 reads out information about the requested match ID from the match information table 2024, and transmits the read out information to the terminal device 10. The display control unit 194 displays a list 14161 in the area 1416 based on the information received from the server 20. The list 14161 displays information about the match of the supported player based on the selected card.
[0176] For example, a button 14162 for switching the display to the match information is displayed in the area 1416. When the user presses the button 14162, the display control unit 194 switches the display of the support information to the display of the match information.
[0177] The display control unit 194 may display information related to card transactions. Specifically, for example, the display control unit 194 reads a card management ID from the card information 182, and requests the server 20 for information related to the card transaction identified by the read card management ID. The server 20 reads the requested information from the match information table 2024, and transmits the read information to the terminal device 10. Based on the information received from the server 20, the display control unit 194 displays the information related to the card transaction on the display 141, for example in the form of a list.
[0178] As described above, in the above embodiment, the control unit 203 of the server 20 stores information related to a plurality of digital cards using the management module 2033. The management module 2033 stores information related to the use of a card when any of the plurality of digital cards has been used, in association with the digital card used. When the transmission control module 2032 accepts the selection of any of the plurality of digital cards, it transmits information related to the use of the card associated with that card to the terminal device 10 and presents it to the user. As a result, information on how much each digital card owned by the user has been used is retained for each owned digital card.
[0179] Therefore, according to this embodiment, it is possible to retain emotional attachment to cards in a digital TCG.
[0180] In the above embodiment, the information regarding card usage is information regarding battles played using decks constructed by combining cards, so that the number of battles played using the digital cards owned by the user is recorded as information for each of the owned digital cards.
[0181] In the above embodiment, the information about the match includes the date of the match, the result of the match, the opponent, information about the deck rotation during the match, information about the deck, or information about the tournament, which allows the user to look back at any time on the details of the match that was played using a deck that includes cards.
[0182] In the above embodiment, the information regarding the use of cards is information regarding the support of other users who use decks constructed using digital cards with the same effects as the owned digital cards. As a result, the extent to which a user has supported another user using the owned digital cards is recorded as information for each owned digital card.
[0183] In the above embodiment, the support-related information includes other users using the deck, the results of the match, the opponent in the match, information about the deck, information about the tournament, or the results of the tournament, which allows the user to look back at any time on the details of the matches that were played using the deck that the user supported by associating it with a card.
[0184] In the above embodiment, the management module 2033 manages the same digital cards so that each can be uniquely identified. This makes it possible to handle each digital card as a unique card like an analog card, rather than handling digital cards of the same type as a single digital card, and increases the user's attachment to the digital card.
[0185] In the above embodiment, the management module 2033 stores information about digital card transactions in association with the digital cards traded. This allows the user to understand the changes in ownership of the digital card. Information about past owners is also a factor in forming the attachment to the card.
[0186] In the above embodiment, the information about the transaction includes the date and time of the transfer, the transferor, the recipient, or the transfer price, which allows the user to check the details of the card transaction at any time.
[0187] In the above embodiment, the granting module 2034 grants a reward according to the information on the use. This allows the user to obtain a reward according to the track record of using the card. This provides an incentive to continue using the card for a long time.
[0188] In the above embodiment, the granting module 2034 grants a reward according to the information about the match. This allows the user to obtain a reward according to the performance of the match using the card. This motivates the user to use the deck containing the card for a long time.
[0189] In the above embodiment, the granting module 2034 grants a reward according to the information about the support. This allows the user to obtain a reward according to the achievements of the support based on the card. This provides an incentive to continue supporting the deck that includes the card for a long time.
[0190] <Modification> In the above embodiment, a case has been described in which the user information table 2021, the card master table 2022, the deck information table 2023, the battle information table 2024, the benefit information table 2025, and the card management table 2026 are stored in the server 20. However, the information stored in these tables does not have to be stored in the server 20. For example, at least the card information stored in the card management table 2026 may be stored in a block chain (distributed ledger) formed by a P2P computer network.
[0191] At this time, each digital card is traded on the blockchain as a non-fungible token (NFT). The card management ID in the above embodiment corresponds to, for example, a unique identifier (NFT-ID) for identifying the NFT.
[0192] Transactions for NFTs are executed, for example, by smart contracts implemented on the blockchain. The transaction history for NFTs is stored on the blockchain as transactions. This allows the history of NFT owners to be stored on the blockchain.
[0193] In addition, management of NFT usage is performed, for example, by a smart contract implemented on the blockchain. The history of NFT usage is stored on the blockchain as a transaction. This allows the history of using NFTs in battles and the history of supporting other players based on NFTs to be stored on the blockchain.
[0194] In addition, the granting of rewards related to the history of NFT usage is executed, for example, by a smart contract implemented in the blockchain. As a result, when the history of using an NFT in a match meets certain requirements, a specific reward is granted to the owner of the NFT at that time. In addition, when the history of supporting another player based on an NFT meets certain requirements, a specific reward is granted to the owner of the NFT at that time.
[0195] In this way, the control unit 203 of the server 20 stores information about multiple digital cards in a distributed ledger formed by a computer network using the management module 2033. Note that the control unit 190 of the terminal device 10 may store information about multiple digital cards in a distributed ledger formed by a computer network using the management unit 193. This makes it possible to treat the digital card as an NFT. It also makes it possible to keep a transparent record of the digital card.
[0196] Furthermore, the management module 2033 stores information regarding the use of the card in the distributed ledger as a transaction of the corresponding digital card. Alternatively, the management unit 193 may store information regarding the use of the card in the distributed ledger as a transaction of the corresponding digital card. This makes it possible to keep a transparent record of the usage history of the digital card.
[0197] In addition, the management module 2033 or the management unit 193 stores information about the battle in the distributed ledger as a transaction of the corresponding digital card. This makes it possible to keep a transparent record of information about the battle of digital cards.
[0198] In addition, the management module 2033 or the management unit 193 stores information about cheering in the distributed ledger as a transaction of the corresponding digital card. This makes it possible to keep a transparent record of information about cheering based on the digital card.
[0199] In addition, the management module 2033 or the management unit 193 stores information about the transaction in the distributed ledger as a digital card transaction, which makes it possible to leave a transparent record of the digital card transaction.
[0200] In the above embodiment, a case has been described in which the server 20 stores the match information table 2024. The match information of the user himself / herself may be stored in the storage unit 180 of the terminal device 10. The management unit 193 may update the match information in the card information 182 based on the match information stored in the storage unit 180. When the card information 182 is updated, the transmission / reception unit 192 transmits information related to the card to the server 20. The management module 2033 of the server 20 updates the match information table 2024 based on the information transmitted from the terminal device 10. This makes it possible for the terminal device 10 to grasp the match information.
[0201] In the above embodiment, examples of the use of cards have been described using a battle using a deck of cards and cheering based on cards. However, the use of cards is not limited to these. For example, the use of cards may also include displaying cards.
[0202] Furthermore, a user may, for example, lend a card. Specifically, for example, a user may transfer the right to use a card owned by the user to a player who uses a deck that includes cards that the user has a special attachment to. In other words, the user may allow a player he or she wants to support to use the user's card instead of the card owned by the player.
[0203] For example, before a tournament is held, information on the tournament participants and the decks used by the tournament participants is made public. A user refers to the tournament participants and the decks and selects a player to support. The user accesses the server 20 using the terminal device 10 before the tournament is held or a predetermined time on the day of the tournament. The terminal device 10 displays a loan application form set in the server 20 on the display 141. The user uses the form displayed on the display 141 to select a card to be loaned and inputs another player to whom the user wishes to loan the card in association with the selected card. After inputting the information on the loan, the user inputs a request to register the loan information into the terminal device 10. The information on the loan includes, for example, the card management ID of the selected card and the user ID of the player to whom the card is to be loaned. The user ID of the player to whom the card is to be loaned may be a participant ID when participating in the tournament. The information on the loan may include, for example, information identifying the tournament and information identifying the match in the tournament.
[0204] The terminal device 10 receives a request to register the rental information input by the user through the operation receiving unit 191. The terminal device 10 transmits the input rental information and the registration request to the server 20 through the transmitting / receiving unit 192.
[0205] The server 20 updates the card management table 2026 based on the information on lending input by the user. Specifically, for example, when a request to register lending information is input by the user, the management module 2033 determines whether to lend a card to a player. For example, the management module 2033 accepts a lending application from a user who meets a predetermined requirement. Alternatively, the management module 2033 accepts a lending application at random, for example. The management module 2033 reads out information on the match from the match information table 2024. Based on the card management ID included in the information on lending input by the user, the management module 2033 stores information based on the information on the match in the item "Lending Information" (not shown) of the corresponding record in the card management table 2026. The predetermined information stored in the item "Lending Information" includes, for example, the match ID and the user ID of the player being supported. The more times the lending information is increased, the more information is stored in the lending information. This makes it possible to grasp that the card was lent and used in a predetermined match. The user, who is the owner of the card, is able to develop a stronger attachment to the card because the card is remembered as having been used in a specific match.
[0206] The server 20 transmits information managed in the card management table 2026 to the terminal device 10. Specifically, for example, when a new battle ID and user ID are stored in the item "loan information" of the card management table 2026, the management module 2033 reads out the newly stored battle ID and user ID, the card management ID, and the user ID as the owner. The transmission control module 2032 transmits the read battle ID, user ID, and card management ID to the terminal device 10 owned by the user identified by the user ID.
[0207] The terminal device 10 receives the information transmitted from the server 20, and updates the card information 182 based on the received information. Specifically, for example, the terminal device 10 causes the management unit 193 to store the loan information received from the server 20, such as the battle ID and user ID, in the item "loan information" of the record identified by the card management ID.
[0208] When the match starts, the control unit 203 controls the match processing between the players by the match processing module 2035. The match processing module 2035 stores information about the hands adopted by the players during the match in the storage unit 202. The management module 2033 stores information about the hands adopted by the players during the match in the match information table 2024 as match log information. This allows a record to be kept of the situation in which the card lent by the user was used in the match. When the match ends, the match processing module 2035 recognizes the player who won the match as the winner. The management module 2033 stores the winner in the match information table 2024. The management module 2033 may store information about the win or loss in the item "lend information" of the card management table 2026. The management module 2033 may store the result of the tournament in the match information table 2024. For example, if a player wins the finals of a tournament, the winner may be stored in the tournament information table 2024, and the tournament result may also be stored in the tournament information table 2024 indicating that the player won.
[0209] <4 Basic hardware configuration of computer> 21 is a block diagram showing the basic hardware configuration of a computer 90. The computer 90 includes at least a processor 91, a main storage device 92, an auxiliary storage device 93, and a communication IF (interface) 99. These are electrically connected to each other by a bus.
[0210] The processor 91 is hardware for executing an instruction set described in a program, and is composed of an arithmetic unit, a register, a peripheral circuit, and the like.
[0211] The main storage device 92 is for temporarily storing programs, data to be processed by the programs, etc. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).
[0212] The auxiliary storage device 93 is a storage device for saving data and programs, such as a flash memory, a hard disk drive (HDD), a magneto-optical disk, a CD-ROM, a DVD-ROM, or a semiconductor memory.
[0213] The communication IF 99 is an interface for inputting and outputting signals for communicating with other computers via a network using a wired or wireless communication standard.
[0214] The network is composed of the Internet, a LAN, various mobile communication systems constructed by wireless base stations, etc. For example, the network includes 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), wireless networks that can connect to the Internet via a specified access point (e.g., Wi-Fi (registered trademark)), etc. In the case of wireless connection, communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), etc. In the case of wired connection, the network also includes a network that is directly connected by a USB (Universal Serial Bus) cable or the like.
[0215] It should be noted that the computer 90 can be virtually realized by distributing all or part of each hardware configuration among multiple computers 90 and connecting them together via a network. In this way, the computer 90 is a concept that includes not only a computer 90 housed in a single housing or case, but also a virtualized computer system.
[0216] <Basic functional configuration of computer 90> A description will now be given of the functional configuration of a computer realized by the basic hardware configuration of a computer 90 shown in Fig. 21. The computer includes at least the functional units of a control unit, a storage unit, and a communication unit.
[0217] The functional units of the computer 90 can also be realized by distributing all or part of the functional units among multiple computers 90 connected to each other via a network. The computer 90 is a concept that includes not only a single computer 90 but also a virtualized computer system.
[0218] The control unit is realized by the processor 91 reading out various programs stored in the auxiliary storage device 93, expanding the programs in the main storage device 92, and executing processes according to the programs. The control unit can realize functional units that perform various information processing depending on the type of program. In this way, the computer is realized as an information processing device that performs information processing.
[0219] The storage unit is realized by a main storage device 92 and an auxiliary storage device 93. The storage unit stores data, various programs, and various databases. Furthermore, the processor 91 can secure a storage area corresponding to the storage unit in the main storage device 92 or the auxiliary storage device 93 in accordance with a program. Furthermore, the control unit can cause the processor 91 to execute processes of adding, updating, and deleting data stored in the storage unit in accordance with the various programs.
[0220] A database refers to a relational database, which is used to manage data sets called tables, which are structured according to rows and columns, by relating them to each other. In a database, a table is called a table, a column in a table is called a column, and a row in a table is called a record. In a relational database, it is possible to set relationships between tables and associate them.
[0221] Usually, a column is set in each table as a key for uniquely identifying a record, but setting a key in the column is not essential. The control unit can cause the processor 91 to add, delete, or update records in a specific table stored in the storage unit according to various programs.
[0222] The communication unit is realized by the communication IF 99. The communication unit realizes a function of communicating with other computers 90 via a network. The communication unit can receive information transmitted from other computers 90 and input the information to the control unit. The control unit can cause the processor 91 to execute information processing on the received information in accordance with various programs. In addition, the communication unit can transmit information output from the control unit to other computers 90.
[0223] Although several embodiments of the present disclosure have been described above, these embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. These embodiments and modifications are within the scope of the invention and its equivalents as described in the claims, as well as the scope and spirit of the invention.
[0224] <Additional Notes> The matters described in the above embodiments will be supplemented below. (Appendix 1) A program to be executed by a computer having a processor and a memory, the program causing the processor to execute the steps of: distinguishing and storing information regarding a plurality of digital cards so that each digital card can be uniquely identified even if they are the same digital card; storing information regarding the use of a card using any of the plurality of digital cards in association with the digital card used; and, when a selection of any of the plurality of digital cards is accepted, presenting information regarding the use of the card associated with that card. (Appendix 2) The program according to claim 1, wherein in the step of storing information regarding card use, the information regarding card use is information regarding a match that was executed using a deck constructed by combining cards. (Appendix 3) The information regarding the match includes the date of the match, the result of the match, the opponent, information regarding the deck rotation during the match, information regarding the deck, or information regarding the tournament (Appendix 2). (Appendix 4) A program described in appendix 1, in which in the step of storing information regarding card use, the information regarding card use is information regarding support for other users who are using decks constructed using digital cards with the same effects as the owned digital cards. (Appendix 5) The support-related information includes other users using the deck, the results of the match, the opponent, information about the deck, information about the tournament, or the results of the tournament (Appendix 4). (Appendix 6) The program according to any one of (Supplementary Note 1) to (Supplementary Note 5), wherein in the step of storing information about digital cards, information about a plurality of digital cards is stored in a distributed ledger formed by a computer network. (Appendix 7) The program described in (Appendix 6), wherein in the step of storing information regarding card usage, the information regarding card usage is stored in a distributed ledger as a corresponding digital card transaction. (Appendix 8) A program as described in (Appendix 6), in which in the step of storing information regarding the use of cards, the information regarding the use of cards is information regarding a match performed using a deck constructed by combining cards, and the information regarding the match is stored in a distributed ledger as a transaction of a corresponding digital card. (Appendix 9) A program as described in (Appendix 6), in which in the step of storing information regarding card use, the information regarding card use is information regarding support for other users who use decks constructed using digital cards with the same effects as the owned digital cards, and the information regarding support is stored in the distributed ledger as a transaction of the corresponding digital card. (Appendix 10) The program according to any one of (Supplementary Note 1) to (Supplementary Note 9), which causes a processor to execute a step of storing information relating to a digital card transaction in association with the transacted digital card. (Appendix 11) A program described in claim 10, wherein in the step of storing information about the transaction, the information about the transaction includes the date and time of the transfer, the transferor, the recipient, or the consideration for the transfer. (Appendix 12) A program as described in (Appendix 10), in which in the step of storing information about the transaction, the information about the transaction is stored in a distributed ledger as a transaction of the transacted digital card. (Appendix 13) The program according to any one of (Supplementary Note 1) to (Supplementary Note 12), which causes a processor to execute a step of granting a reward according to information regarding usage. (Appendix 14) A program as described in Appendix 13, wherein in the step of storing information regarding card use, the information regarding card use is information regarding a match performed using a deck constructed by combining cards, and in the step of granting a benefit, a benefit is granted according to the information regarding the match. (Appendix 15) A program as described in claim 13, wherein in the step of storing information regarding card use, the information regarding card use is information regarding support for other users who use decks constructed using digital cards with the same effects as the owned digital cards, and in the step of granting a benefit, a benefit is granted in accordance with the information regarding support. (Appendix 16) A method executed by a computer having a processor and a memory, the method comprising the steps of: storing information relating to a plurality of digital cards in a manner that allows each of the same digital cards to be uniquely identified, storing information relating to the use of any of the plurality of digital cards in association with the digital card used, and, upon receiving a selection of any of the plurality of digital cards, presenting information relating to the use of the card associated with that card. (Appendix 17) An information processing device having a control unit and a memory unit, wherein the control unit executes the steps of: storing information regarding a plurality of digital cards in a manner that allows each card to be uniquely identified even if the digital cards are the same; storing information regarding the use of a card using any of the plurality of digital cards in association with the digital card used; and, when a selection of any of the plurality of digital cards is accepted, presenting information regarding the use of the card associated with that card. (Appendix 18) The system comprises a means for storing information about a plurality of digital cards in such a manner that each of the digital cards can be uniquely identified even if the digital cards are the same, a means for storing information about the use of any of the plurality of digital cards in association with the digital card used, and a means for presenting information about the use of the card associated with the selected card when any of the plurality of digital cards is selected. [Explanation of symbols]
[0225] 1. System 10...Terminal device 12…Communication Interface 120…Communications Department 13...Input device 131...Touch-sensitive devices 14...Output device 141…Display 15…Memory 150...Location information sensor 16…Storage 160…Camera 17...Audio processing unit 171…Mike 172…Speaker 180...Storage section 19…Processor 190...Control unit 20…Server
Claims
1. A program to be executed by a computer having a processor and a memory, the program causing the processor to: a step of storing information relating to a plurality of digital cards in such a manner that each digital card can be uniquely identified even if it is the same digital card; A step of registering a deck constructed by combining a plurality of the digital cards and acquiring information regarding the results of a tournament held in which the deck was registered; If the acquired information about the results satisfies a predetermined condition, storing the information about the results in association with each of the digital cards that constitute the deck; When receiving a selection of one of the plurality of digital cards, presenting information about the achievements associated with the selected digital card; A program that executes the following.
2. The program described in Claim 1, wherein the step of presenting the information includes changing the display mode of the selected digital card and displaying it when the information regarding the results meets specified conditions.
3. A method executed on a computer having a processor and a memory, wherein the processor: a step of storing information relating to a plurality of digital cards in such a manner that each digital card can be uniquely identified even if it is the same digital card; A step of registering a deck constructed by combining a plurality of the digital cards and acquiring information regarding the results of a tournament held in which the deck was registered; If the acquired information about the results satisfies a predetermined condition, storing the information about the results in association with each of the digital cards that constitute the deck; When receiving a selection of one of the plurality of digital cards, presenting information about the achievements associated with the selected digital card; How to do it.
4. An information processing device comprising a control unit and a storage unit, wherein the control unit: a step of storing information relating to a plurality of digital cards in such a manner that each digital card can be uniquely identified even if it is the same digital card; A step of registering a deck constructed by combining a plurality of the digital cards and acquiring information regarding the results of a tournament held in which the deck was registered; If the acquired information about the results satisfies a predetermined condition, storing the information about the results in association with each of the digital cards that constitute the deck; When receiving a selection of one of the plurality of digital cards, presenting information about the achievements associated with the selected digital card; An information processing device that executes the above.
5. A means for storing information about a plurality of digital cards in such a way that each digital card can be uniquely identified, even if it is the same digital card; a means for acquiring information about results in a tournament in which a deck constructed by combining a plurality of said digital cards is registered; a means for storing, when the acquired information about the results satisfies a predetermined condition, the information about the results in association with each of the digital cards constituting the deck; a means for presenting information about the achievements associated with the selected digital card when the selection of any one of the plurality of digital cards is accepted; A system comprising: