Program, terminal, and game method

The integration of group identification information and multi-leader cards in card games improves storytelling and gameplay interest by enabling diverse deck construction and supporting players with fewer resources.

JP2024174772AActive Publication Date: 2024-12-17BANDAI CO LTD
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Patent Information

Application Number
JP2023092791
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-05
Publication Date
2024-12-17
Estimated Expiration
2043-06-05

AI Technical Summary

Technical Problem

Existing card games lack a mechanism to enhance storytelling and maintain interest through versatile gameplay that integrates character group identification and deck construction.

Method used

Introduce game elements with visually identifiable group identification information, allowing for deck construction and combining elements to create a cohesive storyline, including a multi-leader card to support players with fewer game cards and enable mixed-color decks.

Benefits of technology

Enhances gameplay interest by maintaining a storyline and allowing diverse deck compositions, supporting players with limited resources while preserving the narrative integrity of the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2024174772000001_ABST
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Patent Text Reader

Abstract

To provide a game for increasing fun.SOLUTION: A program allows a computer to function as game element presentation means capable of presenting a first type game element that is associated with a first type character and includes multiple pieces of visually identifiable group identification information and a second type game element that is associated with a second type character and includes a piece of visually identifiable group identification information from among multiple pieces of group identification information, and as deck construction means capable of constructing a deck from a second type game element including a piece of group identification information from among multiple pieces of group identification information of the first type game element.SELECTED DRAWING: Figure 12
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Description

[Technical field]

[0001] The present invention relates to a program, a terminal, and a game method. [Background technology]

[0002] In competitive card games, there are games in which special effects are exerted by combining multiple types of cards placed on a play sheet (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2006-247178 A Summary of the Invention [Problem to be solved by the invention]

[0004] In such games, storylines are important, and a versatile game that maintains a storyline can ultimately increase the game's interest.

[0005] SUMMARY OF THE PRESENT EMBODIMENTS The present invention provides a program, a terminal, and a gaming method that improve the entertainment value of a game. [Means for solving the problem]

[0006] One aspect of the present invention is a program that causes a computer to function as game element presentation means capable of presenting a first type of game elements that are associated with a first type of character and include a plurality of visually identifiable group identification information, and a second type of game elements that are associated with a second type of character and include one visually identifiable group identification information of the plurality of group identification information, and deck construction means capable of constructing a deck from the second type of game elements that include one of the group identification information of the plurality of group identification information of the first type of game elements.

[0007] One aspect of the present invention is a terminal including: a game element presentation means capable of presenting a first type of game elements that are associated with a first type of character and include a plurality of visually identifiable group identification information; and a second type of game elements that are associated with a second type of character and include one of the visually identifiable group identification information of the plurality of group identification information; and a deck building means capable of building a deck from the second type of game elements that include one of the group identification information of the plurality of group identification information of the first type of game elements.

[0008] One aspect of the present invention is a game execution method in which a computer is capable of presenting a first type of game elements that are associated with a first type of character and include a plurality of visually identifiable group identification information, and is capable of presenting a second type of game elements that are associated with a second type of character and include one of the visually identifiable group identification information of the plurality of group identification information, and is capable of constructing a deck from the second type of game elements that include one of the group identification information of the plurality of group identification information of the first type of game elements. Effect of the Invention

[0009] According to the present invention, it is possible to provide a game that enhances entertainment value. [Brief description of the drawings]

[0010] [Figure 1] FIG. 1 is a schematic diagram of a play field 2 according to this embodiment. [Diagram 2] FIG. 2 is a diagram showing an example of the back side of the game card 1. As shown in FIG. [Diagram 3] FIG. 3 is a diagram showing an example of the front side of the cost card 10. As shown in FIG. [Figure 4] FIG. 4 is a diagram showing an example of the front side of a character card 20. [Diagram 5] FIG. 5 is a diagram showing an example of the front side of the leader card 30. As shown in FIG. [Figure 6]FIG. 6 is a diagram showing an example of the front side of the multi-reader card 40. As shown in FIG. [Figure 7] FIG. 7 is a diagram showing an example of the front side of the stage card 50. As shown in FIG. [Figure 8] FIG. 8 is a diagram showing an example of the front side of an event card 60. [Figure 9] FIG. 9 is a diagram showing an example of deck construction. [Figure 10] FIG. 10 is a diagram showing an example of the overall configuration of a game system according to this embodiment. [Figure 11] FIG. 11 is a diagram showing an example of the device configuration of a smartphone, which is an example of the player terminal 3. As shown in FIG. [Figure 12] FIG. 12 is a block diagram showing an example of the functional configuration of the player terminal 3. [Figure 13] FIG. 13 is an example of the game card database 140. [Figure 14] FIG. 14 is a diagram showing an example of the deck database 141. [Figure 15] FIG. 15 is a block diagram showing an example of the functional configuration of the game server 4. As shown in FIG. [Figure 16] FIG. 16 is an operational flowchart of the deck construction process. [Figure 17] FIG. 17 is an example of a deck building screen displayed by the deck building unit 124. [Figure 18] FIG. 18 is a diagram showing an example of a display of a game card having selected group identification information (color information 27). [Figure 19] FIG. 19 is a diagram showing an example of a display of a game card having selected group identification information (color information 27). [Figure 20] FIG. 20 is a diagram showing an example of a display of a game card compatible with a multi-reader card. [Figure 21] FIG. 21 is an operational flowchart of the play field presentation process. [Figure 22] FIG. 22 is a diagram showing an example of a leader card and deck selection screen. [Figure 23]FIG. 23 is a diagram showing an example of the play field 2 displayed on the player's terminal 3. [Figure 24] FIG. 24 is a diagram showing an example of the play field 2 displayed on the player's terminal 3. [Diagram 25] FIG. 25 is a flowchart of the card placement process. [Figure 26] FIG. 26 is a diagram for explaining the operation of placing cards. [Figure 27] FIG. 27 is a flowchart of the attack value increasing process. [Figure 28] FIG. 28 is a diagram for explaining the attack value increasing process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] An embodiment of the present invention will be described.

[0012] First, an overview of the game in this embodiment will be described.

[0013] The game in this embodiment is a battle-type game in which a player battles an opponent by placing game elements on a play field. A character is associated with each game element, and the play field is provided with a plurality of areas in which the game elements can be placed. A player places a game element in one of the areas on the play field, and executes the game using the abilities of the character associated with the game element.

[0014] The game elements are classified into a first type of game element, a second type of game element, a third type of game element, and a fourth type of game element. The first type of game element, the second type of game element, and the third type of game element are associated with specific characters. On the other hand, the fourth type of game element is not associated with specific characters. Here, the characters are people, animals, events, etc.

[0015] The first type of game element, the second type of game element, and the third type of game element each include visually identifiable identification information. This identification information is group identification information that identifies a group to which a character associated with each element belongs. Here, a group is a team to which a character belongs, an episode in which a character appears, or the like. The group identification information may be of any type as long as it can identify a group, and may be, for example, text information of a group name, color information for identifying a group, or the like.

[0016] The first type of game elements and the third type of game elements are associated with a first type of character. The first type of character is a leader of a group and is a central character in the group. The first type of game elements and the third type of game elements differ in the number of group identification information included. The first type of game elements include group identification information for all groups that exist in the game. On the other hand, the third type of game elements include group identification information for one or two of the groups that exist in the game.

[0017] The second type of game element is associated with a second type of character. The second type of character is a character that belongs to a group, and is a character that becomes a companion of the group leader or a character that initiates an event. The second type of game element includes group identification information of one of the groups that exist in the game.

[0018] Moreover, the second type of game element becomes a construction element of a collection of a plurality of second type game elements used in a battle game called a deck. However, the second type of game element that can be a construction element of a deck is limited to the second type of game element that includes the same group identification information as the group identification information included in the first type of game element or the third type of game element used in the game. In other words, the second type of game element that includes the same group identification information as the group identification information included in the first type of game element or the third type of game element used in the game can be a construction element of the deck used in the game. In this way, only the companions of the first type of character who is the leader and the second type of characters who appear in similar episodes appear in the game, and a story-like nature can be given to the game.

[0019] The fourth type of game element is not associated with a specific character, and serves as a cost for making the second type of game element appear in the game field. The fourth type of game element does not include group identification information for identifying a group.

[0020] Moreover, the first type of game element, the second type of game element, the third type of game element, and the fourth type of game element are associated with virtual goods. An example of a virtual goods is, for example, a virtual game card displayed on a computer. In the game of this embodiment, the first type of game element, the second type of game element, the third type of game element, and the fourth type of game element are assumed to be virtual game cards associated with characters whose behavior is controlled based on the operation of a player (including a non-player operated by a computer), and the game cards are described as having a design of the corresponding character (an image showing the appearance of the character). Furthermore, without being limited to this, it goes without saying that game cards for the purpose of specifying game elements of a game to be executed are not limited to those configured to be able to specify game elements such as characters, but may specify other game elements such as items and effects to be activated (for example, a fourth type of game element). Note that the goods are not limited to game cards, and are not limited to game cards as long as they are configured to be able to specify game elements associated with the goods. The virtual object may be, for example, a shaped object such as a figurine having the appearance of a character.

[0021] 1 is a schematic diagram for explaining a game according to this embodiment. As shown in FIG. 1, the game includes a game card 1 and a play field 2.

[0022] The game card 1 corresponds to the game element described above and is a card owned by a player. A player can obtain the game card 1 by purchasing it, exchanging it with another player, or distributing it to a player who meets certain conditions.

[0023] The game card 1 is composed of a front side and a back side. Regardless of the type of game card 1, the back side has one of the same pictures, letters, etc. written on it. In other words, the front side (the side that allows you to recognize what kind of card the game card 1 is) cannot be identified from the back side of the game card 1. FIG. 2 shows an example of the back side of a game card 1.

[0024] The game card 1 has a normal position, and the normal position is the state in which the contents written on the surface of the game card 1 can be read as is from the user's perspective. In the following explanation, the state in which the game card 1 is in the normal position is called the active state. The state in which the game card 1 is rotated 90 degrees from the normal position and facing sideways is called the rest state. Note that a predetermined orientation may be determined in advance as the active state, and a case in which the orientation of the game card is changed from the predetermined orientation may be determined as the rest state.

[0025] In the present embodiment, a plurality of types of surfaces of the game card 1 are prepared. The surfaces of the game cards 1 differ depending on the type of information written on them. In the following description, the cost card 10 (corresponding to a fourth type of game element) is taken as an example of the game card 1 that does not have color information, which is group identification information. In addition, the character card 20 (corresponding to a second type of game element), the normal leader card 30 (corresponding to a third type of game element), the multi-leader card 40 (corresponding to a first type of game element), the stage card 50 (corresponding to a second type of game element), and the event card 60 (corresponding to a second type of game element) are taken as examples of the game cards 1 that have color information. However, as long as there are cards that do not have color information and cards that have color information, any number of types of game cards 1 may be provided.

[0026] The color information is color information that identifies the group to which the character associated with the character card 20, the leader card 30, the multi-leader card 40, the stage card 50, and the event card 60 belongs. The color information is arranged at the same position on the character card 20, the leader card 30, the multi-leader card 40, the stage card 50, and the event card 60. In this embodiment, the character groups are six in total, and one of the color information colors, red, green, blue, purple, black, and yellow, is assigned to each group. An example will be described in which one color information is assigned to each triangular area obtained by dividing a hexagon that is the arrangement part of the color information into six equal parts. The number of groups or the color indicating each group can be changed as needed.

[0027] Characters associated with the character cards 20, leader cards 30, multi-leader cards 40, stage cards 50, and event cards 60 having the same color information belong to the same group. Groups include teams (friends), episodes, and the like. As will be described later, a deck can be constructed from character cards 20, stage cards 50, and event cards 60 having the same color information as the leader cards 30 and multi-leader cards 40. This allows the game to have a story-like quality.

[0028] <Cost Card 10> The cost cards 10 correspond to a fourth type of game element.

[0029] FIG. 3 is a diagram showing an example of the front side of a cost card. The cost card 10 is a card that fulfills a first function and a second function. The first function is a function that serves as an element of the cost for placing the character card 20, the stage card 50, and the event card 60 from the user's hand on the play field 2. In this card game, the game cards 1 that can be placed on the play field 2 from the hand are limited according to the number of cost cards 10 placed on the play field 2. That is, in order to place the game cards 1 from the hand on the play field 2, the number of cost cards 10 that meet the conditions of the game cards 1 are required. Therefore, the cost cards 10 serve as an element of the conditions for placing the game cards 1 on the play field 2 from the hand, which is the first function of the cost cards 10.

[0030] The second function is a function of increasing the attack value of the character card 20, leader card 30, or multi-leader card 40 combined with the cost card 10. In this card game, the cost card 10 placed on the play field 2 can be used in combination with the character card 20, leader card 30, or multi-leader card 40. By combining the cost card 10 with the character card 20, leader card 30, or multi-leader card 40 during the user's turn, the attack value of the combined character card 20, leader card 30, or multi-leader card 40 increases.

[0031] As shown in Fig. 3, the cost card 10 is recorded with card type information 11, which is information identifying it as a cost card, and second function information 12, which is information regarding the second function of the cost card 10. In the example shown in Fig. 3, "+1000 on your turn" is recorded as the second function information 12. In this example, it means that by combining the cost card 10 with the character card 20, leader card 30, or multi-leader card 40, the attack value of the character card 20, leader card 30, or multi-leader card 40 increases by "1000".

[0032] <20 character cards> The character card 20 corresponds to a second type of game element.

[0033] 4 is a diagram showing an example of the front side of a character card 20. On the character card 20, card type information 11, card identification information 21, power information 22, character name 23, character image 24, cost information 25, color information placement section 26, and color information 27 are written.

[0034] The card type information 11 describes the type of the card, and in the case of a character card 20, is information that identifies it as a character card. The card identification information 21 is information that uniquely identifies the game card 1, such as a card number. The power information 22 is numerical information that indicates the attack value of the opponent against the game card 1. The character name 23 is the name of the character associated with the character card 20. The character image 24 is a picture of the character associated with the game card.

[0035] The cost information 25 is a numerical value of the cost required for the user to place the character card 20 from his / her hand on the play field 2. In the example of FIG. 4, the cost information 25 is "2", which indicates that two cost cards 10 are required to place the character card 20 on the play field 2.

[0036] The color information placement section 26 is a section where color information 27 corresponding to the group to which the character associated with the character card 20 belongs is placed. In this embodiment, since there are a total of six character groups, the color information placement section 26 is hexagonal, and one piece of color information 27 is assigned to each of the six equal triangular shapes of the hexagon. The color indicated by the color information 27 indicates the group to which the character belongs. The character card 20 has only one color information 27. The example of the character card 20 in FIG. 4 shows an example of the color information 27 of "red", indicating that the character 1 of the character card 20 belongs to the group "red". Note that the example of FIG. 4 shows the color information 27 in text, but the color information 27 may be indicated by coloring the assigned triangular shape with the color of the group. For example, the triangular shape of the color information 27 in FIG. 4 may be colored "red".

[0037] <Leader Card 30> The leader card 30 corresponds to a third type of game element.

[0038] 5 is a diagram showing an example of the front side of the leader card 30. On the leader card 30, card type information 11, card identification information 21, power information 22, character name 23, character image 24, color information arrangement section 26, color information 27, and life information 28 are written.

[0039] The card type information 11 describes the type of the card, and in the case of a character card 30, is information that identifies it as a leader card. The card identification information 21 is information that uniquely identifies the game card 1, such as a card number. The power information 22 is numerical information that indicates the attack value of the opponent against the game card 1. The character name 23 is the character name of the character associated with the leader card 30. The character image 24 is a picture of the character associated with the leader card 30. The character associated with the leader card 30 is the character that will be the leader of the group specified by the color information 27.

[0040] The color information placement section 26 is a section in which color information 27 corresponding to the group to which the character associated with the leader card 30 belongs is placed, similar to the character card 20. In this embodiment, since the character groups are six in total, the color information placement section 26 is hexagonal, and one color information 27 is assigned to each of the six equal triangular shapes of the hexagon. The color indicated by the color information 27 indicates the group to which the character belongs. The leader card 30 has only one or two color information 27. The example of the leader card 30 in FIG. 5 shows an example of the color information 27 of "red", indicating that the leader 1 of the leader card 30 belongs to the group "red". Note that the example of FIG. 5 shows the color information 27 in text, but the color information 27 may be indicated by coloring the assigned triangular shape with the color of the group. For example, the triangular shape of the color information 27 in FIG. 5 may be colored "red". Note that the leader card 30 has only one or two color information 27, but the number of color information 27 may be less than the total number of groups.

[0041] Incidentally, the color information 27 of the leader card 30 serves as a guideline for constructing a deck, and when the leader card 30 is used in a game, the deck used in the game can be constructed from character cards 20, stage cards 50, and event cards 60 that have the same color information 27 as the color information 27 of the leader card 30. For example, when a leader card 30 having color information 27 of "red" is used in a game, the deck used in the game can be constructed from character cards 20, stage cards 50, and event cards 60 that have color information 27 of "red."

[0042] The life information 28 is the number of character cards 20 that can be placed in a life area of ​​the play field 2, which will be described later, at the start of the game.

[0043] <Multi-Reader Card 40> The multi-leader card 40 corresponds to a first type of game element.

[0044] 6 is a diagram showing an example of the front side of the multi-reader card 40. The multi-reader card 40 has card type information 11, card identification information 21, power information 22, character name 23, character image 24, color information arrangement section 26, color information 27, and life information 28 written thereon.

[0045] The card type information 11 describes the type of the card, and in the case of a multi-leader card 40, is information that identifies the card as a leader card. The card identification information 21 is information that uniquely identifies the game card 1, such as a card number. The power information 22 is numerical information that indicates the attack value of the opponent against the game card 1. The character name 23 is the name of the character associated with the multi-leader card 40. The character image 24 is a picture of the character associated with the multi-leader card 40. The character associated with the multi-leader card 40 is the character that will be the leader of the group identified by the color information 27.

[0046] The color information placement section 26, like the character card 20, is a section in which color information 27 corresponding to the group to which the character associated with the multi-leader card 40 belongs is placed.

[0047] The multi-leader card 40 differs from the leader card 30 in that the leader card 30 has the color information 27 of some (one or two) of all groups arranged in the color information arrangement section 26, whereas the multi-leader card 40 has the color information 27 (red, green, blue, purple, black, yellow) of all groups arranged in the color information arrangement section 26. As a result, when using the multi-leader card 40, it is possible to build a deck with the character cards 20, stage cards 50, and event cards 60 of the color information 27 (red, green, blue, purple, black, yellow) of all groups. In other words, it is possible to build one deck (mixed color deck) with the character cards 20, stage cards 50, and event cards 60 whose color information 27 is different.

[0048] One of the reasons for providing the multi-leader card 40 is for users who own a small number of game cards 1. In this game, as described above, a deck can only be constructed from character cards 20, stage cards 50, and event cards 60 that have the same color information 27 as the color information 27 of the leader card 30 used. However, if the number of game cards 1 owned is small, it is expected that the number of character cards 20, stage cards 50, and event cards 60 that have the same color information 27 as the leader card 30 required to construct a deck (for example, 50 cards) cannot be prepared. It is cruel to the user to leave such a case. Therefore, by providing the multi-leader card 40 that has all the color information 27, such a problem is solved.

[0049] Another reason is that since this game places importance on storylines, characters such as character cards 20 belong to one group or another, but a specific character such as character cards 20 does not necessarily belong to only one group. In such a case, it is possible to give the character cards 20 a plurality of color information 27. However, there may be a plurality of types of character cards 20 having different color information 27 for the same character, which weakens the storylines and makes the game complicated. Therefore, this problem is solved by providing a multi-leader card 40 having all the color information 27 so that a deck can be constructed from character cards 20, stage cards 50, and event cards 60 corresponding to characters belonging to a plurality of groups.

[0050] An example of the above is an event where a deck is constructed using only the game cards 1 included in a package sold for a limited time, and a game is played. As described above, game cards 1 with different color information 27 are mixed and sold in a package sold for a limited time. Even if all the game cards 1 included in this package do not have the same color information 27, a user can construct a deck using only the game cards 1 included in the package by using the multi-leader card 40. Note that the multi-leader card 40 can be obtained by distributing the multi-leader card 40 to users participating in the event, by including the multi-leader card 40 in all packages, or by clearly indicating that the package includes the multi-leader card 40.

[0051] Furthermore, the game cards 1 included in a package sold for a limited time only have a single color information 27 and can be used under normal rules even after the event ends, so the game cards 1 included in the package will not go to waste for the user.

[0052] The life information 28 is the number of character cards 20 that can be placed in a life area of ​​the play field 2, which will be described later, at the start of the game.

[0053] <Stage Card 50> The stage card 50 corresponds to a second type of game element.

[0054] 7 is a diagram for explaining an example of the front side of the stage card 50. By placing the stage card 50 on the play field 2 (appearing on the field), the effect written on the stage card 50 is exerted in the progress of the game.

[0055] On the stage card 50, card type information 11, card identification information 21, cost information 25, color information placement section 26, color information 27, a stage image 51, a stage name 52, and stage effect information 53 are written.

[0056] The card type information 11 describes the type of the card, and in the case of the stage card 50, is information that identifies it as a stage card, etc. The card identification information 21 is information that uniquely identifies the game card 1, such as a card number.

[0057] The cost information 25 is cost information required for the user to place the stage card 50 from his / her hand on the play field 2, and is a required cost value, etc. In the example of FIG. 7, the cost information 25 is "2", indicating that two cost cards 10 are required to place the stage card 50 on the play field 2.

[0058] The color information placement section 26 is a section in which color information 27 corresponding to the group to which the character associated with the stage card 50 belongs is placed. As described above, in this embodiment, there are a total of six character groups, so the color information placement section 26 is hexagonal, and one piece of color information 27 is assigned to each of the six equal triangular shapes into which the hexagon is divided. The color indicated by the color information 27 indicates the group to which the character belongs. There is only one piece of color information 27 on the stage card 50. The example of the stage card 50 in FIG. 7 shows an example of color information 27 for "red," indicating that the character on the stage card 50 belongs to the group "red."

[0059] The stage name 52 is the name of the stage (character) associated with the stage card 50. The stage image 51 is a picture of the stage (character). It is most preferable that the stage image 51 be a picture that allows at least a part of the effect exerted by the stage card 50 to be intuitively understood. By doing so, even if the player does not remember the effect of each and every stage card 50, the player can intuitively understand a part of the effect, so there is no possibility that the progress of the game will be impeded by understanding the effect exerted by the card, and the interest of the game will not be lost.

[0060] The stage effect information 53 is information regarding the effect when the stage card 50 is placed on the play field 2.

[0061] <Event Card 60> The event cards 60 correspond to a second type of game element.

[0062] 8 is a diagram illustrating an example of the front side of the event card 60. By placing the event card 60 on the play field 2 (appearing on the field), the effect of the event written on the event card 60 is exerted in the progress of the game.

[0063] On the event card 60, card type information 11, card identification information 21, cost information 25, color information placement section 26, color information 27, an event image 61, an event name 62, and event effect information 63 are written.

[0064] The card type information 11 describes the type of the card, and in the case of the event card 60, is information that identifies it as an event card. The card identification information 21 is information that uniquely identifies the game card 1, such as a card number.

[0065] The cost information 25 is cost information required for the user to place the event card 60 from his / her hand on the play field 2, and is a required cost value, etc. In the example of FIG. 8, the cost information 25 is "2", which indicates that two cost cards 10 are required to place the event card 60 on the play field 2.

[0066] The color information placement section 26 is a section where color information 27 corresponding to the group to which the event (character) associated with the event card 60 belongs is placed. As described above, in this embodiment, there are a total of six character groups, so the color information placement section 26 is hexagonal, and one piece of color information 27 is assigned to each of the six equal triangular shapes into which the hexagon is divided. The color indicated by the color information 27 indicates the group to which the character belongs. The event card 60 has only one piece of color information 27. The example of the event card 60 in FIG. 8 shows an example of color information 27 for "red," indicating that the character on the event card 60 belongs to the group "red."

[0067] The event name 62 is the name of the stage (character) associated with the event card 60. The event image 61 is a picture of the event (character). It is most preferable that the event image 61 be a picture that allows at least a part of the effect exerted by the event card 60 to be intuitively understood. By doing so, even if the player does not remember the effects of each and every event card 60, the player can intuitively understand a part of the effect, so there is no possibility that the progress of the game will be impeded by understanding the effects exerted by the cards, and the interest of the game will not be lost.

[0068] The event effect information 63 is information regarding the effect when the event card 60 is placed on the play field 2 .

[0069] Although each game card 1 described above is provided with card type information 11 indicating the type of each game card 1, the type of each game card 1 may be identified by the basic color of the card. In particular, it is preferable that the leader card 30 and the multi-leader card 40 corresponding to the first type of game element and the character card 20, the stage card 50 and the event card 60 corresponding to the second type of game element have different colors. The leader card 30 and the multi-leader card 40 corresponding to the first type of game element are not elements for constructing a deck, and the character card 20, the stage card 50 and the event card 60 are elements for constructing a deck. Therefore, as long as the character card 20, the stage card 50 and the event card 60 have the same color, the colors of the leader card 30 and the multi-leader card 40 may be different from those of the character card 20, the stage card 50 and the event card 60. Furthermore, the colors of the leader card 30 and the multi-leader card 40 may also be different.

[0070] <Playfield 2> Next, the play field 2 will be described with reference to Fig. 1. In the example shown in Fig. 1, the upper part of the play field 2 is shown as the opponent's side. As shown in Fig. 1, the play field 2 is formed in a rectangular shape, for example, a rectangular shape.

[0071] A plurality of areas (regions) are formed on the play field 2. These areas indicate the locations where the player places the game cards 1. In the following explanation, an example will be explained in which there are eight areas named a deck area 31, a character area 32, a leader area 33, a stage area 34, a cost deck area 35, a cost area 36, ​​a life area 37, and an outside area 38. Note that these eight areas may have different roles, and the names of the areas may be any names that the player can understand when playing.

[0072] As shown in FIG. 1, a character area 32 is formed along the end (corresponding to the first end) of the play field 2 on the opponent's side. As described later, the character area 32 is an area in which a character card 20, which is the center of the battle, is placed, so that the character area 32 is placed near the opponent's side so that the opponent can easily see it. The cost area 36 is formed along the end (corresponding to the second end) on the user's side, which is opposite the opponent's side. As described later, the cost area 36 is an area in which a cost card 10, which requires a user's operation, is placed, so that the cost area 36 is placed near the user's side. The deck area 31, the leader area 33, the stage area 34, and the outside area 38 are formed between the character area 32 and the cost area 36. The life area 37 and the cost deck area 35 are formed along the end (corresponding to the third end) sandwiched between the end on the opponent's side and the end on the user's side. In the example shown in FIG. 1, the life area 37 and the cost deck area 35 are formed along the left end of the play field 2.

[0073] The deck area 31 is an area where the decks constructed by the user are stacked in such a way that the game cards 1 cannot be identified. That is, the game cards 10 are placed in the deck area 31 with their faces down.

[0074] The character area 32 is an area in which the cost card 10 and the character card 20 can be placed. The character card 20 can be placed from the user's hand when the value of the cost information 25 is equal to or less than the total number of the cost cards 10 placed in the cost area 36. The cost cards 10 placed in the character area 32 are placed by moving from the cost area 36, ​​but the cost cards 10 placed in the cost area 36 in an active state can be moved. The cost cards 10 placed in the character area 32 are placed under the character cards 20 so that a part of the cost cards 10 is hidden. In the following description, placing the cost card 10 under the character card 20 is described as "granting power to the character card 20". The granting of this power increases the attack value of the character card 20. In the following description, in order to simplify the description, an example is used in which the attack value of the character card 20 increases by "1000" every time one cost card 10 is stacked.

[0075] A character card 20 placed in the character area 32 can attack either a character card 20 placed in the opponent's character area 32 or a leader card 30 or a multi-leader card 40 placed in the leader area 33.

[0076] The leader area 33 is an area where the leader card 30 or the multi-leader card 40 and the cost card 10 are placed. The leader card 30 or the multi-leader card 40 in the leader area 33 is placed from the start of the game. The cost card 10 placed in the leader area 33 is placed by moving from the cost area 36, ​​but the cost card 10 placed in the cost area 36 in an active state can be moved. The cost card placed in the leader area 33 is placed under the leader card 30 or the multi-leader card 40 so that a part of it is hidden. In the following description, placing the cost card 10 under the leader card 30 or the multi-leader card 40 is described as "granting power to the leader card 30 or the multi-leader card 40". The attack value of the leader card 30 or the multi-leader card 40 increases due to the granting of this power.

[0077] In the following description, in order to simplify the description, an example will be given in which the attack value of the leader card 30 or the multi-leader card 40 increases by "1000" every time one cost card 10 is stacked. In addition, as with the granting of power to the character card 20, an example will be given in which the attack value increases by "1000" every time one cost card 10 is stacked, but the increase value may be different between the granting of power to the character card 20 and the granting of power to the leader card 30 or the multi-leader card 40.

[0078] The stage area 34 is an area in which a stage card 50 can be placed. A stage card 50 can be placed from the user's hand if the value of the cost information 25 is equal to or less than the total number of cost cards 10 placed in the cost area 36.

[0079] The cost deck area 35 is an area in which the cost cards 10 can be placed. At the start of the game, a predetermined number of cost cards 10 are placed in a stack in the cost deck area 35. In the following explanation, for the sake of simplicity, it is assumed that 10 cost cards 10 are placed in a stack in the cost deck area at the start of the game.

[0080] The cost area 36 is an area in which a predetermined number of cost cards 10 are placed from the cost deck area 35. In the following explanation, an example in which two cost cards 10 are drawn from the cost deck area 35 and placed will be explained.

[0081] The life area 37 is an area in which at least one of the game cards, namely, the character card 20, the stage card 50, and the event card 60, is placed in the number of times indicated in the life information 27 of the leader card 30 or the multi-leader card 40 placed in the leader area 33.

[0082] The outside area 38 is an area where used game cards 1 are placed.

[0083] The above is an overview of the game card 1 and the play field 2 used in the game of this embodiment.

[0084] <Game Preparation> First, the deck used by the user will be described. FIG. 9 is a diagram for explaining the deck. As described above, the deck can be constructed from the character cards 20, stage cards 50, and event cards 60 having the same color information 27 as the leader card 30 to be used. For example, as shown in FIG. 9, if the leader card to be used is the leader card 30 having the single color information 27 of "red", the deck can be constructed from the character cards 20, stage cards 50, and event cards 60 whose color information 27 is "red".

[0085] However, characters other than the group leader may also fight together with other groups, and it may be desirable to realize such a situation in the game. One way to solve this problem is to provide multiple color information 27 for the character cards 20, stage cards 50, and event cards 60, but in this case, the concept of group (partners, episodes) may become ambiguous.

[0086] Therefore, in this embodiment, a multi-leader card 40 is introduced, making it possible to build a deck from character cards 20, stage cards 50, and event cards 60 that have different color information 27. In other words, a deck (mixed color deck) can be built from character cards 20, stage cards 50, and event cards 60 that have any of the color information 27 of all groups, namely "red," "green," "blue," "purple," "black," and "yellow."

[0087] However, if all the character cards 20, stage cards 50, and event cards 60 can be elements of the mixed color deck, the concept of a group (friends, episodes) may become ambiguous. Therefore, in this embodiment, the character cards 20, stage cards 50, and event cards 60 that can be elements of the mixed color deck are limited. In this way, the character cards 20, stage cards 50, and event cards 60 that can be elements of the mixed color deck are described as the character cards 20, stage cards 50, and event cards 60 that are compatible with the multi-leader cards. The acquisition of the character cards 20, stage cards 50, and event cards 60 that can be elements of the mixed color deck will be described later.

[0088] In the following description, in order to facilitate understanding of this embodiment, a case will be described in which the leader card used by the user is the leader card 30 having a single piece of color information 27.

[0089] The user selects character cards 20, stage cards 50, and event cards 60 that have the same color information 27 attached to them, and constructs a deck to be placed in the deck area 31. The number of cards in the deck to be constructed is predetermined. In the following explanation, 50 cards will be used as an example. The constructed deck is placed in the deck area 31 with its face down.

[0090] The user selects one leader card 30 having the same color information as the constructed deck, and places it face up in the leader area 33.

[0091] A predetermined number of cost cards 10 are placed in the cost deck area 35. In the following explanation, 10 cards will be used as an example.

[0092] The user draws a predetermined number of game cards as a hand from the game cards arranged in the deck area 31. Here, it is assumed that the user draws five game cards 1.

[0093] The user subtracts the number of game cards 1 placed in the deck area 31 equal to the number written in the life information 28 of the leader card 30 placed in the leader area 33 and places them face down in the life area 37.

[0094] <Game Flow> When the game starts, the opponent decides who will go first and who will go second, and turns are then taken alternately starting with the first player.

[0095] Each turn consists of multiple phases, such as a refresh phase, a draw phase, a cost phase, a main phase, and an end phase. In the following explanation, for simplicity, five phases will be used as an example, but each turn may have any number of phases.

[0096] In the refresh phase, the game cards 1 placed on the play field 2 (field) are set to the active state, and the cost cards 10 placed in the character area 32 and the leader area 33 are returned to the cost area 36 in the active state.

[0097] During your Draw Phase, draw 1 Game Card from Deck Area 31 and add it to your hand.

[0098] During the cost phase, draw two cost cards 10 from the cost deck area 35 and place them in the cost area 36 in active state.

[0099] In the main phase, Place 20 character cards from your hand in the character area 32. Place 50 Stage Cards from your hand in Stage Area 34 Place Event Card 60 on Playfield 2 At this time, the character cards 20, stage cards 40, and event cards 50 whose cost information 25 values ​​are equal to or less than the number of active cost cards 10 placed in the cost area 36 are placed in the active state from the hand onto the play field 2.

[0100] Next, in the main phase, it is possible to activate the effects of the stage cards 50 and the event cards 60. The stage cards 50 that have activated their effects are changed from the active state to the rest state. The event cards 60 that have activated their effects are moved to the outside area 38.

[0101] Furthermore, in the main phase, it is possible to impart power to the character cards 20 and leader cards 30.

[0102] Next, an attack is made against the opponent. The user determines the game card 1 (attack card) to be used for the attack from among the character cards 20 placed in the character area 32 of the user's area or the leader cards 30 placed in the leader area 33. Next, the character card 20 placed in the character area 32 of the opponent to be attacked or the leader card 30 placed in the leader area 33 (attack target card) is determined. The attack card is used to attack the attack target card. The outcome of the battle is determined by whether the numerical value of the power information 22 of the attack card is higher than the numerical value of the power information of the attack target card. If the numerical value of the power information 22 of the attack card is higher than the numerical value of the attack target card, the user wins.

[0103] If the attacked card is a character card 20 and the value of the power information 22 of the attacking card exceeds the value of the power information of the attacked card, the user wins the battle during that turn. The attacked opponent places the attacked character card 20 in the outside area 38.

[0104] When the attacked card is the leader card 30 and the numerical value of the power information 22 of the attacking card exceeds the numerical value of the power information 22 of the attacked leader card 30, the user wins the battle in that turn. The attacked opponent adds one game card placed in the life area 37 to his / her hand. At this time, if there is no game card in the life area 37 that the opponent wants to add to his / her hand, the user wins and the game ends.

[0105] In the end phase, game card 1 placed in a rest state on play field 2 is changed to an active state and the game ends.

[0106] The above is an overview of the game according to this embodiment.

[0107] Next, the overall configuration of a game system that realizes the above-mentioned game will be described.

[0108] [Overall configuration] Fig. 10 is a diagram showing an example of the overall configuration of a game system in this embodiment. As shown in Fig. 10, the game system includes a player terminal 3 provided for each of game players A and B, and a game server 4. The player terminal 3 and the game server 4 can be connected to a communication line N and can communicate with each other.

[0109] The communication line N means a communication path that allows data communication. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, regardless of whether the communication method is wired or wireless.

[0110] The player terminal 3 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and can perform data communication with the game server 4. The player terminal 3 is, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a personal computer, a tablet computer, a controller for a stationary home game device, etc. Basically, there are multiple player terminals 3, and each is operated by a player.

[0111] The game server 4 is a server system including one or more server devices, storage devices, etc. The game server 4 provides various services for operating the game of this embodiment, and can manage data required for operating the game, distribute game programs and data required for executing the game on the player terminals 3, etc.

[0112] [Each device configuration] Fig. 11 is a diagram showing an example of the device configuration of a smartphone, which is an example of the player terminal 3. As shown in Fig. 11, the player terminal 3 includes a display 101, a touch operation panel 102 that is integral with the display 101, and a speaker 103 that is provided inside the housing. The player terminal 3 also includes a control board, a built-in battery, a power button, a volume control button, etc., which are not shown.

[0113] The control board is equipped with various microprocessors such as a CPU, GPU, and DSP, various IC memories such as an ASIC, a VRAM, a RAM, and a ROM, and a wireless communication module for wireless communication with a mobile phone base station. The control board is also equipped with a so-called I / F circuit (interface circuit), such as a driver circuit for the touch operation panel 102. These elements mounted on the control board are electrically connected to each other via a bus circuit or the like, and are connected to enable reading and writing of data and sending and receiving of signals.

[0114] FIG. 12 is a block diagram showing an example of the functional configuration of the player terminal 3. As shown in FIG.

[0115] As shown in FIG. 12, the player terminal 3 includes a processing unit 110, an operation input unit 111, an image display unit 112, a sound output unit 113, a communication unit 114, and a storage unit 115.

[0116] The processing unit 110 comprehensively controls the operation of the player terminal 3 based on programs and data stored in the memory unit 115, operation input signals from the operation input unit 111, etc. The functions of the processing unit 110 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, an IC memory, etc. The processing unit 110 includes, as main functional units, a game calculation unit 120, an image generation unit 130, a sound generation unit 131, and a communication control unit 132.

[0117] The game calculation unit 120 executes various game processes for realizing the game of this embodiment, and outputs the processing results to the image generation unit 130 and the sound generation unit 131. The game calculation unit 120 includes a player information management unit 121, a game card acquisition unit 122, a game card presentation unit 123, a deck construction unit 124, a game field presentation unit 125, and a game execution unit 126.

[0118] The player information management unit 121 manages player information, including basic user information such as the player's nickname.

[0119] The game card acquisition management unit 122 performs processing related to the acquisition and management of the game card 1. The acquisition and management of the game card 1 is performed using the game card database 140. FIG. 13 is an example of the game card database 140. One record of the game card database 140 has fields for card type information, card identification information, character name, stage name, event name, image data, cost information, life information, group identification information, multi-leader card corresponding flag, and player possession flag. The card type information field describes the type of the card, and describes any one of a cost card, a leader card, a character card, a stage card, and an event card. The card identification information field describes a card number. The character name, stage name, and event name fields describe the character name, stage name, and event name associated with the card. The image data field is image data of the card. The cost information field describes the cost information of the card. The life information field describes the life information of the card. The group identification information field describes the group identification information of the group to which the character, stage, and event associated with the card belong. The multi-leader card compatible game card field describes whether the card can be a component of a mixed-color deck, as described below, and describes "1" if it can be, and "0" if it cannot. The possession flag describes "1" for game cards 1 that the player owns, and "0" for those not owned.

[0120] The game card database 140 is provided by the game server 4 or another application distribution server or the like when a player completes account registration, and the information on the game card 1 is updated every time a new game card 1 is provided (sold).

[0121] The game card 1 is provided to the player when a certain condition is met. The certain condition may include payment of a price (money, in-game currency, points acquired by the player by participating in a lottery event held on the Internet, etc.), exchange with a reward acquired for the player's actions in or outside the game, registration of a user account, etc. The game card acquisition management unit 122 transmits a game card provision request to the game server 4, and upon receiving card identification information and permission of the possession flag transmitted from the game server 4 when the game card provision condition is met, sets the possession flag of the record of the card identification information of the game card 1 to "1". This allows the player to possess the game card 1.

[0122] As one method of providing the game cards 1, in this embodiment, a predetermined pack is provided in which a plurality of game cards 1 are packaged, each of which has a single color information 27. The game cards 1 in each pack are not limited to having the same color information 27, and may have different color information 27. A plurality of such packs are provided. The plurality of packs include game cards 1 with different color information 27, and the characters associated with the game cards 1 are not originally members of the same group, but are specific characters (hereinafter, referred to as specific characters) that have some kind of relationship with each other. The game cards 1 of the specific characters (character cards 20, stage cards 50, and event cards 60) can be used to build a mixed-color deck by using the multi-leader card 40. Hereinafter, the game cards 1 of the specific characters (character cards 20, stage cards 50, and event cards 60) that can build a mixed-color deck by using the multi-leader card 40 are referred to as multi-leader card compatible game cards.

[0123] Incidentally, one multi-reader card 40 may be included in each pack, or a pack containing the multi-reader card 40 may be preset and it may be clearly indicated that the pack contains the multi-reader card 40.

[0124] When the game card acquisition management unit 122 acquires a multi-reader-card compatible game card, it sets the possession flag of the record of the card identification information of the game card 1 to "1."

[0125] The game card presenting unit 123 uses the game card database 140 to present to the player terminal 3 the cost cards 10, the character cards 20, the leader cards 30, the multi-leader cards 40, the stage cards 50, and the event cards 60 as shown in FIGS.

[0126] The deck construction unit 124 constructs a deck to be used in the game from the game cards owned by the player. As described above, a deck can be constructed from character cards 20, stage cards 50, and event cards 60.

[0127] In the game of this embodiment, as described above, if the deck is not constructed from the character cards 20, stage cards 50, and event cards 60 having the same group identification information (color information 27) as the group identification information (color information 27) of the leader card 30 and the multi-leader card 40 used in the game, the deck cannot be used with the leader card 30 and the multi-leader card 40. For example, in the example of FIG. 9, when the leader card 30 having the group identification information (color information 27) of red is used in the game, the deck cannot be used unless it is constructed from the character cards 20, stage cards 50, and event cards 60 having the group identification information (color information 27) of red. On the other hand, when the multi-leader card 40 is used in the game, the deck cannot be used unless it is constructed from the character cards 20, stage cards 50, and event cards 60 that are the multi-leader card compatible game cards.

[0128] Therefore, in order to enhance convenience for the player, the deck construction unit 124 displays a deck construction screen that displays on the player terminal 3 only the character cards 20, stage cards 50, and event cards 60 that correspond to the group identification information (color information 27) of the leader card to be used when selecting the character cards 20, stage cards 50, and event cards 60 to construct a deck.

[0129] Furthermore, the deck construction unit 124 manages the decks using a deck database 141. Fig. 14 is a diagram showing an example of the deck database 141. In the deck database 141 of Fig. 14, a field for the deck name, a field for the group identification information of the deck, and a field for the card identification information of the game cards that construct the deck are stored in association with each other. In addition, in the field for the group identification information of the deck, in the case of a single-color deck, its color information (in the case of multiple groups, the color information of each group) is described, and in the case of a mixed-color deck composed of multi-leader card-compatible game cards, "multi-leader card compatible deck" is described.

[0130] When a new deck is constructed, the deck construction unit 124 writes the deck name and the card identification information of the game cards that construct the deck into the deck database 141, thereby updating the deck database 141.

[0131] The play field presentation unit 125 displays the play field 2 shown in FIG.

[0132] The game execution unit 126 places and moves the game cards 1 in response to the operation of the game cards by the player. It also refers to the power information, cost information, and life information (hereinafter, may be collectively referred to as character information) of each game card 1, performs attack, defense, and activates effects and events of each game card 1, determines the outcome of the game, and manages the progress of the entire game.

[0133] The image generation unit 130 generates one game screen per frame time (e.g., 1 / 60 seconds) based on the processing results of the game calculation unit 120, and outputs an image signal of the generated game screen to the image display unit 112. The functions of the image generation unit 130 can be realized by, for example, a processor such as a GPU or a digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, an IC memory used for expanding texture data, and the like.

[0134] The sound generation unit 131 generates sound signals such as sound effects and background music related to the game, audio information of operation auxiliary information, various operation sounds, etc. based on the processing results of the game calculation unit 120, and outputs them to the sound output unit 113. The function of the sound generation unit 131 can be realized by, for example, a processor such as a digital signal processor (DSP) or a voice synthesis IC, an audio codec capable of playing back audio files, etc.

[0135] The communication control unit 132 performs communication connection and data processing for data communication with the game server 4 .

[0136] The operation input unit 111 allows the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 110. The function of the operation input unit 112 can be realized by, for example, an element that is directly operated by the player A's finger, such as a touch operation pad, a home button, a button switch, a joystick, or a trackball, as well as an element that detects movement or posture, such as an acceleration sensor, an angular velocity sensor, a tilt sensor, or a geomagnetic sensor. In FIG. 11, the touch operation panel 102 corresponds to this.

[0137] The image display unit 112 displays various game screens based on the image signal input from the image generation unit 130. The function of the image display unit 53 can be realized by a display device such as a flat panel display, a projector, or a head mounted display. In the player terminal 3 of FIG. 11, the image display unit 112 corresponds to the display 101.

[0138] The sound output unit 113 is for outputting sound effects and the like related to the game based on the sound signal input from the sound generation unit 131. In the player terminal 3 of FIG.

[0139] The communication unit 114 realizes communication by connecting to a communication line N. The function of the communication unit 114 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, and the like.

[0140] The storage unit 115 stores in advance or temporarily stores each time processing is performed programs for operating the player terminal 3 and implementing various functions of the player terminal 3, and data used during execution of these programs. The storage unit 115 can be realized by, for example, a RAM, a ROM, an IC memory such as a flash memory, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD, etc.

[0141] The storage unit 115 stores a system program and a game program. The system program is a program for realizing basic functions of the player terminal 3 as a computer. The game program is a program for causing the processing unit 110 to function as the game calculation unit 120. This program is distributed from the game server 4 or another application distribution server, etc., when the player completes account registration.

[0142] The storage unit 115 also stores the game card database 140 and deck database 141 described above.

[0143] Next, a description will be given of the configuration of the game server 4. Fig. 15 is a block diagram showing an example of the functional configuration of the game server 4.

[0144] The game server 4 includes a processing unit 200, a communication unit 201, and a storage unit 202.

[0145] The processing unit 200 includes a player management unit 211 , a card providing unit 212 , and a game management unit 213 .

[0146] The player management unit 211 uses the user information data to manage the account, game progress, and the like for each player of the player terminal 3. Moreover, management for each player is performed using a database similar to the game card database 140 prepared for each player. Moreover, when it is necessary to update the game card database 140, for example by adding a new game card 1, an update process for the game card database 140 of the terminal 3 of each player is performed.

[0147] The card providing unit 212 is a unit that provides cards to players, and provides a function called a shop. Specifically, in response to a request for providing a game card 1 from the player's terminal 3, the card providing unit 212 transmits a providing screen (for example, a top screen of a shop) to the terminal 3.

[0148] The card providing unit 212 provides cards as a shop in two ways: (1) providing only the desired game card 1; and (2) providing a package of multiple game cards 1 (a collection of multiple game cards 1 of the same series). Method (2) is, for example, a package including multiple multi-reader card compatible game cards as described above. The memory unit 202 stores the probability of acquiring each card, card identification information of the cards constituting each package, the acquisition price of each card, etc., and the card providing unit 212 uses this information to provide the card identification information of the card to be provided to the player terminal 1. The card providing unit 212 also settles the price (cash, in-game currency, ticket) for acquiring the card.

[0149] The game management unit 213 manages the entire game, including matching between the player and opposing players.

[0150] A communication unit 201 connects to a communication line N to realize communication.

[0151] The memory unit 202 stores a system program and a game program. The system program is a program for realizing the basic functions of the game server 4 as a computer. The game program is a program for causing the processing unit 200 to function as a player management unit 211, a card providing unit 212, and a game management unit 213. Furthermore, the memory unit 202 stores the various data described above.

[0152] Next, the operation of this embodiment will be described.

[0153] First, the operation of constructing a deck used in the game will be described.

[0154] <Deck building process> A description will now be given of the operation of the deck construction process by the deck construction unit 124. Fig. 16 is an operational flowchart of the deck construction process.

[0155] When the deck building screen is selected from the game menu screen, the deck building unit 124 displays the deck building screen (Step 100). Fig. 17 is an example of the deck building screen displayed by the deck building unit 124. On the deck building screen in Fig. 17, any of the group identification information (color information 27) of the leader card to be used, red, green, blue, purple, black, yellow, and multi-leader card (all colors), can be selected. Note that multiple color information may be selected at the same time.

[0156] The deck construction unit 124 judges the selection of group identification information (color information 27) by the user (Step 101). If the group identification information (color information 27) selected by the user is other than the multi-leader card (Step 102), the deck construction unit 124 reads out information (character information, image) of the character card 20, stage card 50, and event card 60 that have the selected group identification information (color information 27) and are owned by the player (possession flag "1") from among the game cards registered in the game card database 140 (Step 103). In the example of the deck construction screen in FIG. 17, red has been selected by the user, so information (card identification number, character information, image) of the character card 20, stage card 50, and event card 60 whose possession flag is "1" and whose group identification information (color information 27) is red is read out from the game card database 140.

[0157] The deck construction unit 124 displays the character cards 20, stage cards 50, and event cards 60 having the selected group identification information (color information 27) from the read information (Step 104). FIG. 18 is a diagram showing an example of the display of game cards having the selected group identification information (color information 27). In the example of FIG. 18, the character cards 20, stage cards 50, and event cards 60 whose group identification information (color information 27) is red are displayed. Then, the player can display other character cards 20, stage cards 50, and event cards 60 by scrolling the screen. In addition, a selection button for selecting a game card to be used as a construction element of the deck is arranged under each game card, and the player can select the character card 20, stage card 50, or event card 60 displayed above the selection button as a game card to be used as a construction element of the deck by selecting the selection button.

[0158] When the player has finished selecting the game cards to build the deck, he / she scrolls the screen to display the "Game Card Selection Complete" button as shown in FIG. 19, enters the deck name, and selects the "Game Card Selection Complete" button.

[0159] The deck construction unit 124 determines whether the game card selection completion button has been selected (Step 105). If the game card selection completion button has been selected, it determines whether a deck name has been entered (Step 106), and if a deck name has not been entered, displays a notice to enter a deck name (Step 109) and returns to Step 104.

[0160] When the game card selection completion button is selected and a deck name is input, the deck construction unit 124 obtains the card identification number and group identification information of the selected character card 20, stage card 50, or event card 60 (Step 107).

[0161] The deck construction unit 124 registers the deck name, the group identification information of the deck, and the obtained game card identification number in the deck database 141, and updates the deck database 141 (Step 108). This allows the player to build and register a new deck. A deck constructed in this way is a monochromatic deck.

[0162] On the other hand, if the group identification information (color information 27) selected by the user is a multi-leader card (Step 110), the deck construction unit 124 reads out information (character information, images) of the character cards 20, stage cards 50, and event cards 60 that are compatible with multi-leader cards (the flag for the multi-leader card compatible game card is “1”) and that are owned by the player (ownership flag is “1”) from among the game cards registered in the game card database 140 (Step 111).

[0163] The deck construction unit 124 displays the character card 20, stage card 50, and event card 60 corresponding to the multi-leader card from the read information (Step 104). FIG. 20 is a diagram showing an example of display of the game card corresponding to the multi-leader card. In the example of FIG. 20, the character card 20, stage card 50, and event card 60 usable in the game are displayed together with the multi-leader card 40, although they are game cards with different group identification information (color information 27). Then, the player can display other character cards 20, stage cards 50, and event cards 60 by scrolling the screen. In addition, a selection button for selecting a game card to be used as a construction element of the deck is arranged under each game card, and the player can select the character card 20, stage card 50, or event card 60 displayed above the selection button as a game card to be used as a construction element of the deck by selecting the selection button.

[0164] After displaying the character card 20, stage card 50, or event card 60 compatible with the multi-leader card, the deck construction unit 124 proceeds to Step 105 and performs the same process. This allows the player to build and register a new deck. A deck constructed in this way is a mixed-color deck. In addition, in the case of a deck compatible with the multi-leader card, the group identification information registered in the deck database 141 is that of a deck compatible with the multi-leader card.

[0165] <Playfield presentation process> Next, the process of presenting the play field will be described with reference to Fig. 21, which is a flowchart showing the operation of the process of presenting the play field.

[0166] Prior to a game, a player selects a leader card 30 or a multi-leader card 40 and a deck to be used in the game.

[0167] The game execution unit 126 displays a leader card and deck selection screen on the player's terminal 3 (Step 200). The game execution unit 126 reads out information on the leader card 30 or multi-leader card 40 owned by the player from the game card database 140, and reads out the name of the deck registered by the player from the deck database 141. Then, the leader card and deck selection screen is displayed based on the read out information. FIG. 22 is a diagram showing an example of the leader card and deck selection screen. The leader card 30 or multi-leader card 40 owned by the player is displayed on the leader card and deck selection screen in FIG. 22, and a selection button is displayed under each card. Also, the deck registered by the player can be selected. Then, when the selection of the leader card 30 or multi-leader card 40 and the deck is completed, the completion button is selected, and the selection of the leader card and deck to be used in the game is completed.

[0168] The game execution unit 126 determines whether the selection of the leader card and the deck is complete (Step 201). When the leader card and deck selection completion button is selected (Step 202), the game execution unit 126 determines the group identification information (color information 27) of the selected leader card and the group identification information (color information 27) of the selected deck (Step 203). The game execution unit 126 reads the group identification information (color information 27) of the selected leader card from the game card database 141, and reads the group identification information (color information 27) of the selected deck from the deck database 141. Then, the group identification information (color information 27) of the leader card is compared with the group identification information (color information 27) of the deck.

[0169] If the group identification information (color information 27) of the selected leader card and the group identification information (color information 27) of the selected deck are the same (Step 204), the game execution unit 126 instructs the play field presentation unit 125 to present the play field. On the other hand, if the group identification information (color information 27) of the selected leader card and the group identification information (color information 27) of the selected deck are not the same (Step 204), it is determined whether the selected leader card is a multi-leader card and the group identification information (color information 27) of the selected deck is a multi-leader card compatible deck (Step 205). If the selected leader card is a multi-leader card and the group identification information (color information 27) of the selected deck is a multi-leader card compatible deck, the game execution unit 126 instructs the play field presentation unit 125 to present the play field.

[0170] The playfield presentation unit 125 displays the playfield on the player's terminal 3 (Step 206). Then, the playfield presentation unit 125 places the selected leader card 30 or multi-leader card 40 in the leader area 33 of the playfield (Step 207). The playfield presentation unit 125 places the deck in the deck area 31, and places the cost deck (deck of cost cards 35) in the cost area deck 35 (Step 208). The playfield presentation unit 125 displays a predetermined number of game cards from the deck as a hand (Step 209). The playfield presentation unit 125 places the number of life information cards of the leader card 30 or multi-leader card 40 from the deck in the life area 37, and places a predetermined number (e.g., 3 cards) of cost cards 10 from the cost deck in the cost area 36 (Step 210).

[0171] 23 and 24 are diagrams showing an example of the play field 2 displayed on the player's terminal 3. The example shown in Fig. 23 is an example of a state in which the multi-leader card 40 selected by the player is placed in the leader card area 33, and the hand, deck, cost cards, etc. are placed in each area. The player can also check the play field of the opposing player by sliding the play field downward as shown in Fig. 24.

[0172] In this manner, the play field and the placement of each game card are completed, and the game is ready to play.

[0173] <Card placement process> The following describes the operation of processing for arranging (appearing) the character cards 20, stage cards 50, and event cards 60 on the game field. Figure 25 is a flowchart of the card arrangement processing.

[0174] The player selects from his / her hand the character cards 20, stage cards 50, and event cards 60 to be placed (appear) on the game field (Step 300).

[0175] The game execution unit 126 determines the cost of the selected card (Step 301). The game execution unit 126 counts the number of cost cards 10 placed in the cost area 36, ​​and determines whether the number of cost cards 10 placed in the cost area 36 is equal to or greater than the cost information of the selected card (Step 302). If the number of cost cards 10 placed in the cost area 36 is equal to or greater than the cost information of the selected card, the game execution unit 126 determines whether the number of active cost cards 10 among the cost cards 10 placed in the cost area 36 is equal to or greater than the cost information of the selected card (Step 303).

[0176] If the number of active cost cards 10 is equal to or greater than the cost information of the selected card, the game executing unit 126 places the selected card in the corresponding area (Step 304).

[0177] The game executing unit 126 changes the state of the cost cards 10, the number of which is equal to the cost information of the placed card, from the active state to the rest state (Step 305).

[0178] FIG. 26 is a diagram for explaining the operation of placing cards. In the example of FIG. 26, a hand is placed on the play field 2 in the main phase, and a cost is further assigned to the character card 20. As shown in FIG. 26, there is a character card 20_1 in the hand, and on the play field 2, -One Leader Card 30 in Leader Area 37 Three active cost cards 10_1 to 10_3 in cost area 36 An example of a state in which the following are arranged will be described.

[0179] In the main phase, the player touches and drags the character card 20_1, which has cost information 25 of "2" and attack value information 25 of "3000" in his / her hand, to the character area 32 in order to place the character card 20_1 therein.

[0180] Here, since the cost information 25 of the character card 20_1 is “2”, the game execution unit 126 places two of the three active cost cards 10 placed in the cost area 36 into a rest state, and places the character card 20_1 in the character area 32.

[0181] In this manner, the character cards 20, stage cards 50, and event cards 60 are placed on the game field.

[0182] <How the attack value of a card increases> The following describes the operation of the process for increasing the power information (attack value) of the character card 20, the stage card 50, and the event card 60. Figure 27 is a flowchart of the attack value increase process.

[0183] An active cost card 10 placed in the cost area is moved to a card (a character card 20, a stage card 50, or an event card 60) whose attack value is to be increased (Step 400).

[0184] When a card (character card 20, stage card 50, or event card 60) whose attack value is to be increased is specified (Step 401), the game execution unit 126 increases the attack value of that card (Step 402).

[0185] FIG. 28 is a diagram for explaining the attack value increase process. In FIG. 28, an example in which multiple powers are given to the multi-leader card 40 will be explained. As shown in FIG. 28, there is a character card 20_1 in the hand, and on the play field 2, -One Multi-Reader Card 40 in the Reader Area 37 Three active cost cards 10_1 to 10_3 in cost area 36 An example of a state in which the following are arranged will be described.

[0186] In the main phase, the player gives two costs to the multi-leader card 40_1. In this play, as shown in FIG. 28, the active cost cards 10_1 and 10_2 are dragged (moved) to the multi-leader card 40_1. This allows the game executing unit 126 to specify the multi-leader card 40_1 that increases the attack value. Since the attack value increases by 1000 for each cost card 10, the game executing unit 126 increases the attack value of the multi-leader card 40_1 placed on the cost cards 10_1 and 10_2 from 5000 to 7000.

[0187] In the above description, the power information 22 is described as an attack value against the opponent, but it may be at least one of an attack value and a defense value of an attack from the opponent against the player's game guard 2. In this way, the variety of the battle content increases, and the interest of the game increases.

[0188] According to this embodiment, the cost card 10 is configured to perform a second function of increasing the attack value of the game card combined with the cost card 10, so that the game progress becomes more diverse depending on the game cards that are combined, thereby increasing the interest of the game.

[0189] In this embodiment, the concept of group identification information is introduced to the game cards, allowing players to enjoy a story-like game. On the other hand, by providing a multi-leader card that has the group identification information of all groups, it is possible to accommodate players who have only a few game cards, or players who wish to use characters that are related to each other beyond the concept of a group.

[0190] A part or all of the above-described embodiments may be described as, but is not limited to, the following supplementary notes.

[0191] [Appendix 1] Computer, a game element presenting means capable of presenting a first type of game element, the first type of game element corresponding to a first type of character and including a plurality of visually identifiable group identification information, and a second type of game element corresponding to a second type of character and including one of the visually identifiable group identification information of the plurality of group identification information; a deck construction means for constructing a deck from a second type of game elements including any one of a plurality of group identification information of the first type of game elements; A program that functions as a

[0192] [Appendix 2] The first type of game element includes group identification information of all groups to which the second type of character belongs. 2. The program described in Appendix 1.

[0193] [Appendix 3] the game element presenting means is capable of presenting a third type of game element that is associated with the first type of character and includes one or two visually identifiable group identification information of the plurality of group identification information; The deck construction means is capable of constructing a deck from a second type of game element including group identification information identical to group identification information of the third type of game element. 2. The program according to claim 1 or 2.

[0194] [Appendix 4] the game element presenting means displays the group identification information at the same position of the first type of game element, the second type of game element, and the third type of game element. 4. A program according to any one of claims 1 to 3.

[0195] [Appendix 5] The group identification information is color information. 5. A program according to any one of claims 1 to 4.

[0196] [Appendix 6] the game element presenting means displays a plurality of types of color information adjacent to each other on the first type of game element. 6. The program according to any one of claims 1 to 5.

[0197] [Appendix 7] The deck construction means includes: a second type of game element presenting means for presenting a second type of game element of group identification information selected by the user from among the second type of game elements owned by the user; A selection means for selecting a second type of game element for constructing a deck from the second type of game elements of the presented same group identification information; A deck construction means for constructing a deck from the selected second type of game elements; Equipped with 7. A program according to any one of claims 1 to 6.

[0198] [Appendix 8] The deck construction means includes: a second type of game element presenting means for presenting a second type of game element that can be used when the first type of game element is used in a game, among game elements of a second type owned by a user; A selection means for selecting a second type of game element for constructing a deck from the presented second type of game elements; A deck construction means for constructing a deck from the selected second type of game elements; Equipped with 8. A program according to any one of claims 1 to 7.

[0199] [Appendix 9] The program causes the computer to functioning as an acquisition means capable of acquiring a second type of game element in the form of a collection including a plurality of game elements that can be used when the first type of game element is used in a game; 9. A program according to any one of claims 1 to 8.

[0200] [Appendix 10] the presentation means is capable of presenting a fourth type of game element that does not include the group identification information; the program causes the computer to function as game element placement means capable of placing the second type of game element in a game venue in exchange for a presented fourth type of game element; 10. The program according to any one of claims 1 to 9.

[0201] [Appendix 11] The program causes the computer to a game execution means for increasing the attack power of the second type of game element in exchange for the presented fourth type of game element; 11. The program according to any one of claims 1 to 10.

[0202] [Appendix 12] A computer is caused to function as a play field presenting means for presenting a play field which is a place for a game; the play field includes a first area in which the first type of game elements or the third type of game elements are arranged, a second area in which the second type of game elements are arranged, and a third area in which the fourth type of game elements are arranged; 12. A program according to any one of claims 1 to 11.

[0203] [Appendix 13] the presenting means presents the first type of game element, the second type of game element, the third type of game element, and the fourth type of game element in a card-shaped form. 13. A game toy according to any one of claims 1 to 12.

[0204] [Appendix 14] a game element presenting means capable of presenting a first type of game element, the first type of game element corresponding to a first type of character and including a plurality of visually identifiable group identification information, and a second type of game element corresponding to a second type of character and including one of the visually identifiable group identification information of the plurality of group identification information; a deck construction means capable of constructing a deck from a second type of game element including any one of a plurality of group identification information of the first type of game element; A terminal comprising:

[0205] [Appendix 15] The computer A first type of game element is presentable, the first type of game element including a plurality of visually identifiable group identification information associated with the first type of character; A second type of game element is associated with a second type of character and includes one visually identifiable group identification information of the plurality of group identification information; A deck can be constructed from a second type of game element that includes any one of a plurality of group identification information of the first type of game element. How to run the game.

[0206] Although the present invention has been described above with reference to preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be modified and embodied in various ways within the scope of the technical concept thereof. [Explanation of symbols]

[0207] 1 Game Card 2. Playing Field 3. Terminal 4 Game Server 10 Cost Cards 20 Character Cards 30 Leader Cards 40 Multi-Reader Card 50 Stage Card 60 Event Cards 121 Player Information Management Unit 122 Game Card Acquisition Department 123 Game Card Presentation 124 Deck Construction Department 125 Game Field Presentation Section 126 Game Execution Department

Claims

1. Computer, a game element presenting means capable of presenting a first type of game element, the first type of game element being associated with a first type of character and including a plurality of visually identifiable group identification information, and a second type of game element being associated with a second type of character and including one of the visually identifiable group identification information of the plurality of group identification information; a deck construction means for constructing a deck from a second type of game element including any one of a plurality of group identification information of the first type of game element; A program that functions as a

2. the first type of game element includes group identification information of all groups to which the second type of character belongs; The program according to claim 1.

3. the game element presenting means is capable of presenting a third type of game element that is associated with the first type of character and includes one or two visually identifiable group identification information of the plurality of group identification information; the deck construction means is capable of constructing a deck from a second type of game element including group identification information identical to group identification information of the third type of game element. The program according to claim 2.

4. the game element presenting means displays the group identification information at the same position of the first type of game element, the second type of game element, and the third type of game element. The program according to claim 3.

5. The group identification information is color information. The program according to claim 4.

6. the game element presenting means displays a plurality of types of color information adjacent to each other on the first type of game element; The program according to claim 5.

7. The deck construction means includes: a second type of game element presenting means for presenting a second type of game element of group identification information selected by the user from among the second type of game elements owned by the user; a selection means for selecting a second type of game element for constructing a deck from the second type of game elements of the presented same group identification information; A construction means for constructing a deck from the selected second type of game elements; Equipped with The program according to claim 3.

8. The deck construction means includes: a second type of game element presenting means for presenting a second type of game element that can be used when the first type of game element is used in a game, among game elements of a second type owned by a user; A selection means for selecting a second type of game element for constructing a deck from the presented second type of game elements; A construction means for constructing a deck from the selected second type of game elements; Equipped with The program according to claim 7.

9. The program causes the computer to functioning as an acquisition means capable of acquiring a second type of game element in the form of a collection including a plurality of game elements usable when the first type of game element is used in a game; The program according to claim 8.

10. the presenting means is capable of presenting a fourth type of game element that does not include the group identification information, the program causes the computer to function as game element placement means capable of placing the second type of game element in a game venue in exchange for a presented fourth type of game element; The program according to claim 8.

11. The program causes the computer to a game execution means for increasing an attack power of the second type of game element in exchange for the presented fourth type of game element; The program according to claim 10.

12. A computer is caused to function as a play field presenting means for presenting a play field which is a place for a game; the play field includes a first area in which the first type of game elements or the third type of game elements are arranged, a second area in which the second type of game elements are arranged, and a third area in which the fourth type of game elements are arranged; The program according to claim 11.

13. the presenting means presents the first type of game element, the second type of game element, the third type of game element, and the fourth type of game element in a card-shaped form. The game toy according to claim 10.

14. a game element presenting means capable of presenting a first type of game element, the first type of game element corresponding to a first type of character and including a plurality of visually identifiable group identification information, and a second type of game element corresponding to a second type of character and including one of the visually identifiable group identification information of the plurality of group identification information; a deck construction means for constructing a deck from a second type of game element including any one of a plurality of group identification information of the first type of game element; A terminal comprising:

15. The computer A first type of game element is capable of being presented, the first type of game element including a plurality of visually identifiable group identification information associated with the first type of character; A second type of game element is capable of being presented, the second type of game element being associated with a second type of character and including one visually identifiable group identification information of the plurality of group identification information; A deck can be constructed from a second type of game element including any one of a plurality of group identification information of the first type of game element. How to run the game.

Citation Information

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