Game card and card game

The game card design addresses the challenge of intuitive play and effective utilization of multiple numerical values by incorporating corner numerical value display units, a numerical gauge display unit, and a card rank display unit, resulting in enhanced gameplay and card individuality.

JP2025077624AActive Publication Date: 2025-05-19BUMPY FACTORY CO LTD
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Patent Information

Application Number
JP2023189959
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-07
Publication Date
2025-05-19
Estimated Expiration
2043-11-07

AI Technical Summary

Technical Problem

Existing card games that use numerical values on cards face challenges in enabling intuitive play while also effectively utilizing multiple numerical values to enhance card individuality and game performance.

Method used

The game card design features numerical value display units at the corners, a numerical gauge display unit showing strip-shaped figures corresponding to numerical values, a card rank display unit, and an illustration display unit. The total value of numerical values corresponds to the card rank, and the strip-shaped figures are arranged to facilitate intuitive comparison.

Benefits of technology

This design allows for intuitive gameplay by enabling easy comparison of numerical values, while also effectively utilizing multiple numerical values to enhance card individuality and game performance.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enable an intuitive game as much as possible even in a card game using a numerical value and to utilize multiple numerical values displayed on a card surface in a game.SOLUTION: A rectangular game card in which four corners are rounded includes numerical value display sections provided in accordance with each of four corners, a numerical value gauge display section in which a band-shaped figure with a length corresponding to the magnitude of a numerical value displayed on the numerical value display section, is displayed, a card rank display section showing a rank set according to a card, and an illustration display section displaying an illustration corresponding to a card, the total value of the numerical values displayed on the numerical value display section corresponds to a card rank, two band-shaped figures displayed on the numerical value gauge display section are provided such that the length direction of the band-shaped figure is along two sides composing a corner each in four corners in which a corresponding numerical value display section is provided, and a starting point of the length is the edge of the card.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to game cards and card games.

Background Art

[0002] Various games played using cards have been proposed and provided. As a generally popular trading card game, characters and the like are drawn on the card surface, and numerical values set as the abilities of the characters are often used as ability values and strengths in the game.

[0003] Instead of such games using numerical values, as a game that enables intuitive recognition not influenced by age, era, or culture, a game has been proposed in which cards having a plurality of different background areas are opposed to each other, and superiority or inferiority is determined according to the linkage figure formed thereby (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] As disclosed in Patent Document 1, it is possible to achieve the intended purpose by determining superiority or inferiority only by the figure without using numerical values, but there are limitations to the individuality of each card. In particular, as a trading card game, in order to enhance the performance and collectibility in the game, it is preferable that there are a plurality of numerical values displayed on the card. Thereby, the individuality of the card can be diversified.

[0006] However, in a game that uses the numerical values displayed on the card surface, a procedure for comparing numerical values is always required, which inhibits intuitive play. Further, when multiple numerical values are displayed on the card to diversify the individuality of the card, in addition to the problem that intuitive play as described above is inhibited becoming more prominent, there also arises a problem that it becomes difficult to utilize each of the multiple numerical values in the game.

Means for Solving the Problem

[0007] In order to solve the above problems, the game card according to the present invention is a game card that is rectangular and has rounded corners, and includes numerical value display units provided corresponding to the four corners respectively, a numerical gauge display unit on which a strip-shaped figure having a length corresponding to the magnitude of the numerical value displayed on the numerical value display unit is displayed, a card rank display unit indicating a rank set according to the card, and an illustration display unit on which an illustration corresponding to the card is displayed. The total value of the numerical values displayed on the numerical value display units is a value corresponding to the rank of the card indicated in the card rank display unit. The strip-shaped figures displayed on the numerical gauge display unit are provided in two each at the four corners where the corresponding numerical value display units are provided, such that the length direction of the strip-shaped figures is along the two sides forming the corner, and the starting point of the length is the edge of the card.

Effects of the Invention

[0008] According to the present invention, it is possible to enable intuitive play as much as possible even in a card game that uses numerical values, and at the same time, it is possible to utilize a plurality of numerical values displayed on the card surface in the game.

Brief Description of the Drawings

[0009]

Figure 1

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Embodiments for Carrying Out the Invention

[0010] Hereinafter, embodiments of the present invention will be described with reference to the drawings. FIG. 1 is a diagram showing the front surface of a game card 1 according to the present embodiment. As shown in FIG. 1, the game card 1 according to the present embodiment includes numerical display portions 11a to 11d, numerical gauge display portions 12a to 12d, a card rank display portion 13, and an illustration display portion 14.

[0011] As shown in FIG. 1, the game card 1 according to the present embodiment has a rectangular shape with rounded corners, so-called R (round). The numerical display portions 11a to 11d are provided corresponding to the four corners of the game card 1 as shown in FIG. 1, and are circular spaces in which arbitrary numerical values are displayed. As shown in FIG. 1, starting from the numerical display portion 11a arranged at the upper left of the card, the numerical display portions 11b, 11c, and 11d are arranged clockwise. Hereinafter, the numerical display portions 11a to 11d are collectively referred to as the numerical display portion 11.

[0012] In the example of FIG. 1, the numerical display units 11a to 11d each display the number "5", but this number varies depending on the card, and this number has meaning in the game as the individuality of each card. However, a rule is provided for the total value of the numbers displayed in the numerical display units 11a to 11d of each card, and the total value is determined according to the rank of the card displayed in the card rank display unit 13.

[0013] In this embodiment, when the rank of the card displayed in the card rank display unit 13 is "Normal", the total value of the numbers displayed in the numerical display units 11a to 11d is "20", and when it is "Rare", the total value of the numbers displayed in the numerical display units 11a to 11d is "24". Also, the maximum value that the numbers that can be taken by the numerical display units 11a to 11d can take is "10". However, this is an example according to this embodiment, and the conditions for the range in which each number can take values can be arbitrarily set.

[0014] In the numerical display unit 11 according to this embodiment, different attributes are defined, and colors corresponding to the attributes are attached. In the drawings of this embodiment, the colors attached to the numerical display unit 11 are expressed using the density of dot patterns, hatching, and plain colors. In the example of FIG. 1, the numerical display unit 11a is plain, the numerical display unit 11b is a light dot pattern, the numerical display unit 11c is a dark dot pattern, and the numerical display unit 11d is indicated by hatching.

[0015] In FIG. 1, an example is shown in which different colors are attached to the four numerical display units 11, and all four colors are used. This is an example, and it may be any one color for each card, or only some of the four may be common. By determining the attribute by the color attached to this numerical display unit 11, the amount of information contained in the card can be increased, and the individuality of the card can be made more diverse.

[0016] The numerical gauge display units 12a to 12d are provided corresponding to the four corners of the game card 1, and are spaces where strip-shaped figures (bars) with lengths corresponding to the numerical values of the numerical display units 11 corresponding to the respective four corners are displayed. As shown in FIG. 1, the numerical gauge display units 12a, 12b, 12c, and 12d are arranged clockwise from the numerical gauge display unit 12a arranged at the upper left of the card. Hereinafter, the numerical gauge display units 12a to 12d are collectively referred to as the numerical gauge display unit 12.

[0017] Referring to FIG. 2, the specifications of the numerical gauge display unit 12 according to the present embodiment will be described. As shown in FIG. 2, the numerical gauge display unit 12 according to the present embodiment is a space where bars with lengths corresponding to the numerical values of the numerical display units 11 provided at the same four corners are displayed along the sides of the card, and the bars are formed with the same length not only in one direction of the side but also in both sides forming the corners of the card.

[0018] Also, as shown in FIGS. 2(a) and 2(b), since the numerical gauge display unit 12 is surrounded by a frame 121 which is a gap between the numerical gauge display unit 12 and the side along which the strip-shaped figure extends, it does not touch the edge of the card, but the starting point of the length of each bar is the edge of the card. Therefore, as shown in FIGS. 2(a) and 2(b), the length of the space of the frame 121 and the R of the card are shorter than the length of one cell corresponding to the unit of the gauge, that is, the digit "1" displayed on the numerical display unit 11.

[0019] As shown in FIGS. 2(a) and 2(b), the numerical gauge display unit 12 according to the present embodiment is provided with a number of cells corresponding to the maximum value "10", and is displayed in a form in which the number of cells corresponding to the numerical value displayed on the numerical display unit 11 is filled and filled. FIG. 2(a) is an example when the numerical value displayed on the numerical display unit 11 is "9", and FIG. 2(b) is an example when the numerical value displayed on the numerical display unit 11 is "1".

[0020] As described above, the corners of the game card according to this embodiment have a shape with R provided. However, depending on the size of this R, when the numerical value displayed on the numerical display unit 11 is "1", the display space of the numerical gauge display unit 12 may be cut off and may not be displayed properly as shown in Fig. 2(b). In order to prevent such a state, the R size of the corners of the game card according to this embodiment has a size determined according to the regulation of the numerical value displayed on the numerical display unit 11.

[0021] Specifically, the maximum value of the numerical value displayed on the numerical display unit 11 according to this embodiment is "10". In order to secure the display space of the numerical gauge display unit 12 corresponding thereto, the length obtained by dividing the short side of the game card 1 into 20 equal parts, that is, the length corresponding to the numerical value "1" displayed on the numerical display unit 11 needs to be longer than the radius of the corner R. That is, when the short side of the game card 1 is L and the radius of the corner R is r, it is preferable that at least L / 20 > r is satisfied.

[0022] "20" in this formula is two times the maximum value "10" of the numerical value displayed on the numerical display unit 11, and it becomes 2N when the maximum value of the numerical value displayed on the numerical display unit 11 is N. Therefore, it is preferable that L / 2N > r is satisfied. Incidentally, considering the drawing of the numerical gauge display unit 12, it is better that the radius of R is small or there is no R at the corners of the game card 1. However, the visibility of the elements during the game is improved due to the presence of R. This will be described in detail later.

[0023] In addition, by providing the frame 121, it is possible to reduce the erosion of the display space of the numerical gauge display unit 12 by the above-mentioned corner R. However, since the numerical gauge display unit 12 is provided for the purpose of comparing the lengths of adjacent cards as described later, if the width of the frame 121 becomes too wide, it will be difficult to compare the numerical gauge display units 12 of adjacent cards. Therefore, the width of the frame 121 is at most the length of the numerical gauge display unit 12 corresponding to the numerical value "1" displayed on the numerical display unit 11, and more preferably at most half of that.

[0024] Next, the specifications of the game sheet 2 for the card game according to this embodiment will be described with reference to FIG. 3. As shown in FIG. 3, the game sheet 2 according to this embodiment is arranged such that two players face each other with a card placement grid 21 of 5 rows and 5 columns in between. Among the card placement grids 21, the central grid of each row on the player's side is the center grid 22, and both players initially place cards on this grid.

[0025] The grids located on the right side outside the card placement grid 21 as seen from each player's side are the backstage grids 23, where the cards before becoming the player's hand are placed as a deck. On the other hand, the grids located on the left side outside the card placement grid 21 as seen from the player's side are the removal grids 24, where the cards removed during the progress of the game after being placed on the card placement grid 21 are placed.

[0026] At some of the grid points where the grid lines dividing each grid of the card placement grid 21 intersect, as shown in FIG. 3, there are placed attribute marks 25 that are circled and colored. There are a total of 8 attribute marks 25 as shown in FIG. 3, and the colors are 4 colors in total, with two of each color. The colors of the attribute marks 25 correspond to the colors according to the attributes attached to the numerical display section 11 described in FIG. 1, and are used for the rules regarding the attributes. This will be described in detail later.

[0027] Next, the progress of the game according to this embodiment will be described using the flowchart of FIG. 4. As game preparation, each player prepares 20 cards consisting of 16 normal cards and 4 rare cards as a deck, shuffles them, and places them on the backstage grid 23. Then, at the start of the game, first, each player determines the turn order by any method (S401), draws 6 cards in order from the top of the cards placed on the backstage grid 23 as the hand (S402), and selects 1 card from them and places it on their own center grid 22 (S403). When the preparation is complete in this way, the turns start in the order determined in S401 (S404).

[0028] When the turn starts, if the player whose turn it is has a card in their dressing room space 23 (S405 / YES), they draw one card from the top of the pile and add it to their hand (S406). Then, if there is a space in the 5x5 card placement spaces 21 where the player can place any of the cards in their hand (S407 / YES), the player places the card according to the card placement rules (S408).

[0029] Here, the card placement rules will be described with reference to FIG. 5. FIG. 5 is a diagram showing the card placement rules in the situation at the start of the cards. As shown in the figure, the first card placed in S402 is placed in the center space 22 of each player. And, player 1 on the upper side in the figure is trying to place a card with a rarity of "Normal", and player 2 on the lower side in the figure is trying to place a card with a rarity of "Rare".

[0030] In FIG. 5, the range where each player can place a card is shown surrounded by a dashed line. As shown in FIG. 5, player 1, who is trying to place a card with a rarity of "Normal", can place the card in any of the spaces above, below, to the left, or to the right of the space where their card is placed. On the other hand, player 2, who is trying to place a card with a rarity of "Rare", can place the card in any of the diagonal spaces in addition to the spaces above, below, to the left, and to the right of the space where their card is placed.

[0031] Also, in FIG. 5, since cards are only placed in the center space 22, the spaces below and diagonally below the spaces where cards have already been placed are not targets. However, as the game progresses and the player's cards are placed in the middle of the card placement spaces 21, if the spaces below and diagonally below are empty, it is possible to place a new card. For example, when there are only Normal cards in the hand, if the spaces above, below, to the left, and to the right of the player's own cards already placed in the card placement spaces 21 are filled with the opponent's cards, there will be no spaces where a card can be placed.

[0032] New cards are placed in accordance with such placement rules, and one of the victory conditions is to remove the cards placed in the opponent player's center mass 22. When a new card is placed on the card placement mass 21 and there are already opponent player's cards placed in the masses adjacent to the newly placed card vertically, horizontally, diagonally above, or diagonally below (S409 / NO), battle processing is performed according to the card placement conditions (S410).

[0033] Regarding the details of the battle processing, which will be described later, if the player's card wins the battle as a result of the battle processing in S410, the card of the opponent player who lost the battle is removed from the card placement mass 21 and placed on the departure mass 24. If the card removed in such a way was the card in the opponent's center mass 22 (S411 / YES), the game ends as the victory of the player whose turn it is. The judgment condition in S411 is the first of the game end conditions.

[0034] If there is no mass where a new card can be placed in S407 (S407 / NO), or if there are no opponent player's cards in the masses adjacent to the newly placed card vertically, horizontally, diagonally above, or diagonally below (S409 / NO), and if the opponent's center card has not been removed as a result of the battle processing (S411 / NO), an end determination is made at the end of each turn (S412). The end determination in S412 is a determination of whether, before either player's center card is removed, both players are in a situation where they can no longer place cards. The details of the determination in S412 will be described in detail later. The conditions determined in S412 are the second and subsequent game end conditions.

[0035] As a result of the determination in S412, if the end condition is satisfied, that is, in a situation where neither player can place any more cards (S412 / YES), the scores of both players are calculated according to the situation of the card placement squares 21 to determine the winner and loser (S413), and the game ends. The score calculation in S413 is performed by counting the number of cards placed on the card placement squares 21 at that time, and the player with more cards wins. If none of the game end conditions determined in S412 are met (S412 / NO), the turn is switched (S414), and the procedure from S404 is repeated.

[0036] The details of the battle process in S410 will be described. FIG. 6 is a diagram showing an example of a state where a newly placed card is adjacent to the opponent player's card in the vertical direction. The information in the portion surrounded by the dashed line in the figure is used for the battle. FIGS. 7(a) and 7(b) are diagrams showing the details of the battle process in the state of FIG. 6. The battle process according to the present embodiment focuses on the lattice points of the card placement squares 21 composed of 5 rows and 5 columns, and each is regarded as a battlefield for processing. Therefore, the specifications of the game card 1 according to the present embodiment as described in FIG. 1 can be utilized.

[0037] In the example of FIG. 7(a), as a result, the lattice points of the card placement squares 21 existing in the range where the newly placed card and the opponent player's card are adjacent become the battlefields, and the numbers of the numerical display units 11 adjacent to the lattice points that are the respective battlefields, that is, as shown by being surrounded by the dashed line in FIG. 7(a), the numbers facing each other are compared to perform the battle process, and the superiority or inferiority between the cards is determined. In the case of FIG. 7(a), the numbers facing each other on the right side are both "5" for both Player 1 and Player 2, and the numbers facing each other on the left side are "10" for Player 1 and "4" for Player 2.

[0038] At the four corners of the card according to this embodiment, numerical gauge display units 12 with lengths corresponding to respective numerical values are displayed. In the situation of FIG. 7(a), for the numbers facing each other on the right side, the end of the card on the right side in the figure is the starting point, and it is displayed with a length corresponding to the numerical value toward the central part of the card. On the other hand, for the numbers facing each other on the left side, the end of the card on the left side in the figure is the starting point, and it is displayed with a length corresponding to the numerical value toward the central part of the card. Therefore, by comparing the lengths of the numerical gauge display units 12, it is possible to clearly distinguish the magnitudes of each at a glance, and an intuitive game can be enjoyed.

[0039] In the case of FIG. 7(a), if judged as it is, on the right side it is a draw with 5 vs. 5, on the left side it is a win for Player 1 with 10 vs. 4, and with 1 win and 1 draw, it is a victory for the card of Player 1 side. Here, as shown in FIG. 7(a), the color of the numerical display unit 11 of the card of Player 2 is the same as the color of the attribute mark 25. Therefore, an additional point for the attribute is given to the card of Player 2 side in the comparison of numerical values.

[0040] FIG. 7(b) is a diagram showing the attribute rules in the situation of FIG. 7(a). As shown in FIG. 7(b), since the color of the numerical display unit 11 of the card of Player 2 on the right side is the same as the color of the attribute mark 25 below it, an additional point is given to the numerical value, and it becomes "6". Also, since the color of the numerical display unit 11 of the card of Player 2 on the left side is the same as the color of the attribute mark 25 below it, an additional point is given to the numerical value, and it becomes "5". As a result, on the right side it is a win for Player 2 with 5 vs. 6, on the left side it is a win for Player 1 with 10 vs. 5, and with 1 win and 1 loss, it is a draw. In the case of a draw, the game board remains as it is.

[0041] FIG. 8 is a diagram showing an example of a state where the card is newly placed and is adjacent to the card of the opponent player in the diagonal direction. As described above, in the game according to this embodiment, battle processing is performed using the grid points of the card placement square 21 as the battlefield. Therefore, the information of the numerical display units 11 of the corners facing each other in the diagonal direction, that is, the part surrounded by the broken line in the figure, is used for the battle.

[0042] Figures 9(a) and 9(b) are diagrams showing the details of the battle process in the state of FIG. 8. In a battle at adjacent squares in the diagonal direction, only the numbers facing each other and only one number are compared. In the case of FIG. 9(a), the numbers facing each other are "10" for Player 1 and "5" for Player 2. Also, in the case of FIG. 9(a), since there is no match in attributes, the numbers are compared as they are. As a result, the card placed by the player whose turn it is loses.

[0043] In addition, in the case of a battle adjacent in the diagonal direction, although it is not easy to directly make a determination by comparing the lengths of the numerical gauge display units 12 as described in FIGS. 7(a) and 7(b), as shown in FIG. 9(b), by arranging one end of one card and the upper limit of the other numerical gauge display unit 12 on the same line as indicated by the dashed-dotted line in the figure, it becomes possible to easily make a determination by comparing the lengths of the numerical gauge display units 12. Even when the card placed by the player whose turn it is loses, the game board remains the same as in the case of a draw.

[0044] FIG. 10 is an example in which, as a result of a new card being placed, the points adjacent to the opponent player's card in the diagonal direction are the same as in FIG. 8, but when there are other cards of the player whose turn it is at the grid points that become the battlefield at that time. In this case, the ally rule is applied during the battle process. FIGS. 11(a) and 11(b) are diagrams showing the details of the battle process in the case of FIG. 10.

[0045] In a battle when adjacent in the diagonal direction, as described in FIG. 9(a), only the numbers facing each other and only one number are compared, but at that time, the numerical values of the other cards existing at the grid points that are the target battlefields are also added. This rule is called the ally rule. In the case of FIG. 11(a), the number of the newly placed card is "6", and the number of the card of the opponent player facing it is "10". In contrast, according to the ally rule, the numerical value "4" of the card to the right of the newly placed card (below the card of the opponent player facing it) is added to the numerical value of the newly placed card.

[0046] If we directly judge the state of Fig. 11(a), comparing "6" + "4" with "10" would result in a tie. However, as shown in Fig. 11(a), the color of the numerical display part 11 of the newly placed card is the same as the color of the attribute mark 25. Therefore, an additional point for the attribute is given to the newly placed card in the numerical comparison.

[0047] Fig. 11(b) is a diagram showing the attribute rule in the situation of Fig. 11(a). As shown in Fig. 11(b), since the color of the numerical display part 11 of the newly placed card is the same as the color of the attribute mark 25 below it, one additional point is given to the numerical value, making it "7". As a result, with "7" + "4" compared to "10", Player 2 wins. When the newly placed card wins the battle, the card of the opponent in the battle is removed and placed on the departure space 24.

[0048] In the case of Fig. 11(a) as well, similar to the case of adjacent battles in the diagonal direction, it is not easy to directly determine by comparing the lengths of the numerical gauge display parts 12. However, as shown in Fig. 11(b), after exactly attaching the ends of the partner cards together, the upper limits of the numerical gauge display parts 12 of one card and the other card are arranged on the same line as shown by the dashed line in the figure, making it possible to easily determine by comparing the lengths of the numerical gauge display parts 12.

[0049] Fig. 12 is an example when, as a result of a new card being placed, the cards of the adjacent opponent players are in two directions, vertical and diagonal, and there are already cards to which the partner rule is applied adjacent to the right as in Fig. 10. In this case, in addition to the partner rule being applied during the battle process, the battle process is carried out in both the vertical and diagonal directions. Figs. 13(a) and 13(b) are diagrams showing the details of the battle process in the case of Fig. 12.

[0050] As shown by the dashed line in Fig. 13(a), in the battle in the case of Fig. 12, numbers are compared at the grid points on the left side and the grid points on the right side in the figure. Here, in the vertical battle, comparison of both the left and right grid points is used, and in the diagonal battle, comparison of the grid points on the right side in the figure is used. In the comparison of the grid points on the left side in the figure, the number of Player 1 is "8" and the number of Player 2 is "4", and since there is no attribute mark 25, they are compared as they are.

[0051] On the other hand, in the comparison of the grid points on the right side in the figure, the ally rule is applied to both Player 1 and Player 2. Also, the color of the attribute of the numerical display part 11 of the left card on the Player 2 side matches the color of the attribute mark 25, and additional points due to the attribute match are added. Fig. 13(b) is a diagram showing the mode of numerical comparison of the grid points on the right side in the figure.

[0052] As shown in Fig. 13(b), in the numerical comparison at the grid points on the right side in the figure, the ally rule is applied to both Player 1 and Player 2, and on the Player 1 side, it becomes "2" + "10". On the other hand, on the Player 2 side, the additional points are added to the left card according to the attribute rule and "6" becomes "7", and it becomes "7" + "4". Also in this case, the ends of the cards of each player are exactly aligned, and by arranging them on the same line as shown by the dashed line in the figure for one upper limit of the numerical gauge display part 12, it is possible to easily perform the determination by comparing the lengths of the numerical gauge display part 12.

[0053] In the example of Fig. 13(b), it is obvious from the length of the numerical gauge display section 12 that the number on the player 1 side is larger. This result is used not only for the battle process between the newly placed card and the card adjacent in the diagonal direction, that is, the card in the lower right of the figure, but also for the battle process between the cards adjacent in the vertical direction, that is, the card in the lower left of the figure. As explained in Figs. 7(a) and (b), in the battle process between cards adjacent in the up, down, left, and right directions, the numerical values facing each other are compared. In the examples of Figs. 13(a) and (b), it is processed by the comparison between "8" of player 1 and "4" of player 2 at the left grid point shown in Fig. 13(a) and the comparison at the grid point where the ally rule is applied shown in Fig. 13(b). As a result, the card newly placed by player 1 wins.

[0054] As a result of the battle processes in Figs. 12 and 13(a) and (b), in the battles adjacent in the vertical direction and also in the battles adjacent in the diagonal direction, the card newly placed by player 1 wins. As a result, both cards on the player 2 side are removed and placed on the departure square 24. Incidentally, in the examples of Figs. 13(a) and (b), cards are placed in all four squares around the grid point regarded as the battlefield, and the game sheet 2 is covered by the cards. However, as shown in the figure, due to the R provided on the game card 1, the grid point is slightly blank and the game sheet 2 becomes visible. Thereby, it is possible to identify the grid point attribute mark 25 without avoiding the placed cards.

[0055] Fig. 14 is a diagram showing an example when there are two or more cards adjacent to the opponent player's cards in the left - right direction and the diagonal direction as a result of a new card being placed, and to which the ally rule is applied. Fig. 15(a) is a diagram showing the details of the numerical value comparison at the upper - right grid point of the card newly placed in Fig. 14.

[0056] As shown in Fig. 15(a), in the numerical comparison with the grid point in the upper right corner of the newly placed card as the battlefield, in addition to the card adjacent to the right side of the newly placed card, the card adjacent to the upper right diagonal also participates in the numerical comparison on the player 1 side according to the ally rule. As a result, the numerical value on the player 1 side becomes "7" + "3", exceeding the numerical value "5" on the player 2 side. This result is used not only for the battle process at one grid point between the newly placed card and the card adjacent to the right neighbor but also for the battle process with the card adjacent to the upper right diagonal.

[0057] In the comparison mode of the length of the numerical gauge display section 12 up to Fig. 13, the comparison was made in the horizontal length. However, in the example of Fig. 15(a), due to the arrangement relationship of the cards, when comparing the numerical gauge display sections 12 together, the comparison is made in the vertical length. Such a comparison mode of the length of the numerical gauge display section 12 is made possible because the numerical gauge display sections 12 provided corresponding to each of the four corners in the game card 1 according to this embodiment are drawn along both sides of the sides forming each corner.

[0058] Fig. 15(b) is a diagram showing the details of the numerical comparison of the grid point in the lower right corner of the newly placed card in Fig. 14. As shown in Fig. 15(b), in the numerical comparison with the lower right grid point as the battlefield, in addition to the newly placed card, the card adjacent to the lower side and the card adjacent to the lower right diagonal participate in the numerical comparison on the player 2 side according to the ally rule. Also, the colors of the numerical display sections 11 of the newly placed card and the card adjacent to the lower side match the attribute mark 25, and additional points according to the attribute rule are added to each numerical value. As a result, the numerical value on the player 2 side becomes "3" + "4" + "4", exceeding the numerical value "10" on the player 1 side.

[0059] When the numerical values of three cards are added as shown in FIG. 15(b), align the ends of two of the three cards precisely, rotate the remaining one card by 90 degrees so that the end of the card exactly aligns with the upper limit of the numerical gauge display section 12, and then arrange the other upper limit of the numerical gauge display section 12 on the same line as shown by the dashed-dotted line in the figure. By doing so, it becomes possible to easily determine by comparing the lengths of the numerical gauge display section 12. This kind of connection comparison of the numerical gauge display section 12 by rotating the card by 90 degrees is made possible because the numerical gauge display sections 12 provided corresponding to each of the four corners in the game card 1 according to this embodiment are drawn along both sides of the sides forming each corner.

[0060] FIG. 16 is a diagram for explaining an invitation rule that occurs in a special case during the battle process. As shown in FIG. 16, an opponent's card is placed in the square adjacent to the newly placed card in the upward direction, and a battle occurs in the vertical direction. However, if the numerical values are the same on the battlefield at the grid points on the left and right as shown in the figure, the invitation rule is applied. Instead of having a battle, the adjacent opponent's card is reversed as shown in FIG. 17, and the player to which it belongs is reversed. Thereafter, the reversed card is treated as a card of the opponent's player camp on the reverse side. However, when the reversed card is placed on the departure square 24, it is placed on the departure square 24 on the original owner player's side. In addition, if there is another opponent's card adjacent to the newly placed card, after applying the invitation rule to reverse the opponent player's card, a battle process with the other cards is performed.

[0061] FIG. 18 is a flowchart showing the procedure of the above-described battle process. As shown in FIG. 18, when the battle process starts, first, the determination of the invitation rule described in FIGS. 16 and 17 is performed (S1801). As a result, if there is a card that conforms to the invitation rule (S1801 / YES), the card targeted by the invitation rule is reversed (S1802). If there is still an opponent's card that is a battle target (S1803 / YES), the actual battle process is started.

[0062] In the battle process, first, a battle position is selected (S1804). The procedure of S1804 is, as described in FIGS. 12 and 14, when there are opponent player's cards arranged in a plurality of directions including up, down, left, right, and diagonal directions of the newly arranged card, one of them is selected.

[0063] As described in FIGS. 12 and 14, even when a battle occurs between a plurality of cards due to the newly arranged card, since the battle with one card does not affect the battles with other cards, the selection order of the battle positions is arbitrary. When the battle position is selected, the battlefield referred to in that battle, that is, the attribute match at the grid point of the card placement square 21, that is, the match between the color of the numerical display part 11 and the color of the attribute mark 25 is determined (S1805). As a result, if the attribute match is established (S1805 / YES), an attribute point is added to the number of the target numerical display part 11 (S1806).

[0064] When the numerical values of the numerical display parts 11 at each grid point are thus determined, a win / loss determination is made by comparing the numerical values at the grid points (S1807). At this time, for the battle positions in the up, down, left, and right directions, a win / loss determination is made for each of the two grid points, and for the battle positions in the diagonal direction, a win / loss determination is made for one grid point. Also, when there is a card to which the ally rule is applied, as described in FIGS. 11(a), (b), FIGS. 13(a), (b), FIGS. 15(a), (b), the numerical values are added up and a win / loss determination is made.

[0065] When the win / loss determination of S1807 is made for one battle position, the processing from S1804 is repeated until all the battle positions generated by the newly arranged card in that turn are selected (S1808 / NO). When the win / loss determination for all the battle positions is completed (S1808 / YES), if there is a losing card among the opponent side's cards (S1809 / YES), that losing card is moved to the discard square 24 (S1810), and the battle process ends.

[0066] FIG. 19 is a diagram showing the conditions for the end determination in S412 of FIG. 4. As described above, the end determination in S412 is a determination as to whether or not it is impossible for both players to place any more cards. Specifically, as shown in FIG. 19, the determination is made based on the conditions of "there is no empty space in the card placement square 21", "both players have no cards in their hands", and "there is no available square for placing a card for one player & the other player has no cards in their hand".

[0067] The cases of "there is no empty space in the card placement square 21" and "both players have no cards in their hands" are as they are. The case of "there is no available square for placing a card for one player & the other player has no cards in their hand" will be explained. As described with reference to FIG. 5, in the card game according to the present embodiment, rare cards can be placed diagonally above, below, to the left, to the right, and in the diagonal directions of the own cards that have already been placed, and normal cards can be placed above, below, to the left, and to the right. Here, depending on the arrangement state of the cards on the card placement square 21, even if there is an empty space in the card placement square 21 and there are cards in the hand, there may be a case where a card cannot be placed without meeting the above conditions (hereinafter referred to as the "state without available squares for placing a card").

[0068] Such a state without available squares for placing a card occurs, for example, when the empty space in the card placement square 21 is only in the diagonal direction of the own cards and there are only normal cards in the hand. In such a case, the empty space in the card placement square 21 is in the up, down, left, and right directions of the own cards for the opponent player, so even a normal card can be placed in an available square for the opponent player. However, in such a state without available squares for placing a card, if the opponent player has zero cards in their hand, both players cannot place any more cards. Such a state is the state of "there is no available square for placing a card for one player & the other player has no cards in their hand", and the game also ends in such a case.

[0069] As described above, in the game card 1 according to the present embodiment, the numerical value display units 11 are provided at the four corners of the card and the numerical values are displayed, increasing the number of numerical values displayed on the card and diversifying the individuality of the card. And since each numerical value is arranged at an easy-to-understand position at the four corners of the card, the scenes where each numerical value is used in the game are clarified, and the plurality of numerical values displayed on the card surface can be utilized in the game. Also, since the numerical value gauge display unit 12 having a length corresponding to the numerical value displayed on each numerical value display unit 11 is displayed, comparison of numerical values is possible by comparing the lengths, enabling a game that is as intuitive as possible.

[0070] Also, in the card game using the game sheet 2 according to the present embodiment, regarding the lattice points of the 5×5 card arrangement squares 21 as battlefields respectively, in the battles between adjacent cards vertically, horizontally, and diagonally, the numerical values of the numerical value display units 11 corresponding to the respective lattice points are used. Therefore, the numerical values of the numerical value display units 11 displayed at the four corners of the game card 1 can be utilized.

[0071] Also, by the attribute marks 25 arranged only at specific points among the lattice points of the 5×5 card arrangement squares 21, meaning is given to the colors attached to the numerical value display units 11 of the game card 1, making it possible to further diversify the individuality of the card and enhance the strategic nature of the game.

[0072] Also, due to the combination of the numerical values arranged at the four corners of the card and regarding the lattice points of the card arrangement squares 21 as battlefields, the number of numerical values corresponding to one lattice point becomes a maximum of four as shown in the broken-line circle part on the right side of Fig. 13(a). For this reason, in a lattice point which is one battlefield, the cards subject to victory or defeat determination including the ally rule are clear, and due to the effect of the numerical value gauge display unit 12, it becomes possible to perform victory or defeat determination more intuitively.

[0073] In the above-described embodiment, the case where the ally rule is applied in both battles when adjacent in the diagonal direction and battles when adjacent in the vertical, horizontal, and lateral directions has been described as an example, but this is just one example. In addition, the application of the ally rule may be limited to only the diagonal direction, or conversely, only the vertical, horizontal, and lateral directions. Also, the ally rule itself does not have to be adopted.

[0074] Also, when the ally rule is applied, as described in FIG. 15(b), the case where all the numerical values corresponding to the lattice points are included has been described as an example. However, in addition to the newly placed card, that is, the card that is the starting point of the battle, only one of the other two cards corresponding to the lattice points may be selected.

[0075] In the above-described embodiment, as described in FIGS. 1, 2(a), and 2(b), although the starting point of the length of the numerical gauge display unit 12 is not at the edge of the card, while the frame 121 is provided and rounded along the R of the corner of the card, as a result, the length of the cell corresponding to "1" in the gauge is shorter by the space of the frame 121 and the R of the card.

[0076] On the other hand, as shown in FIGS. 20 and 21(a) and 21(b), for the portion of the numerical gauge display unit 12 that extends toward the edge of the card in the length direction, it may be drawn to penetrate to the edge side of the card without providing the frame 121. Thereby, it becomes possible to more intuitively understand that the starting point of the length of the numerical gauge display unit 12 is at the edge of the card, and the effect of intuitive numerical comparison by the numerical gauge display unit 12 can be enhanced.

[0077] Also, in the above-described embodiment, as shown in FIG. 1 and the like, as an example, the case where the card rank display unit 13 displays the rank of the card as character information such as "Normal" and "Rare" has been described. However, this is just an example. In addition to the case of explicitly indicating as character information, one character such as "N" corresponding to Normal or "R" corresponding to Rare, or a logo mark indicating the same may be used as the card rank display unit 13. Also, visual processing on the card surface such as hologram processing indicating that the card is a rare card may be used as the card rank display unit 13. Any method may be used as long as the user can identify the rank of the card.

[0078] Also, in the above-described embodiment, as described with reference to FIG. 5, when arranging a normal card, it can be arranged in the squares adjacent to the friendly cards already arranged in the card arrangement squares 21 in the vertical, horizontal, left, and right directions. When arranging a rare card, in addition to that, the case where it can also be arranged in the diagonally adjacent squares has been described as an example. However, this is just an example. It may be possible to arrange it only in the squares adjacent in the vertical, horizontal, left, and right directions regardless of the rank of the card, or it may also be possible to arrange it in the diagonally adjacent squares.

[0079] Also, in the above-described embodiment, as described with reference to FIG. 7(b) and the like, as an example, when the color attached to the numerical display unit 11 matches the color attached to the attribute mark 25, the numerical value displayed on the numerical display unit 11 is incremented by one point. However, this is just an example. Any mode that changes the superiority or inferiority of the cards according to the relationship between the color attached to the numerical display unit 11 and the color of the attribute mark is adoptable.

[0080] For example, it is conceivable to set in detail the relationships between a plurality of predetermined types of colors and give changes according to the relationships. For example, when the colors match, in addition to "+1", in the case of a specific relationship, a mode such as "+2" and in the case of another relationship, "-1" can be considered. By such a mode, it is possible to further improve the strategic nature of the game. Regarding such relationships between colors, by displaying them in the empty space of the game sheet 2, for example, the space between the dressing room square of one player and the departure square of the other player, it is possible to improve the convenience of game play.

[0081] Also, when setting in detail the relationships between a plurality of predetermined types of colors as described above, not only the relationship between the color attached to the numerical display unit 11 and the color of the attribute mark, but also the relationship between the color of the numerical display unit 11 of one card for comparing numerical values and the color of the numerical display unit 11 of the other card may be changed. Thus, according to the game card 1 according to the present embodiment, by setting the color corresponding to the attribute in the numerical display unit 11, the strategic nature of the game is further enhanced.

[0082] In the above embodiment, in the score calculation procedure of S413, an example was described in which each player counts the number of their own cards arranged on the card placement square 21 at that time, and the player with the larger number of cards wins. However, this is just an example, and for example, the count number may be changed according to the rank of the card. For example, a mode in which rare cards are counted as two cards can be considered.

[0083] In the above-described embodiment, the case where each player prepares 20 cards consisting of 16 normal cards and 4 rare cards as a deck was described as an example. However, this is just an example, and it may be more or less than this number. Also, in the above-described embodiment, the case where the cards of the non-turn-side player who lost the battle are placed on the departure square 24 in S1810 of FIG. 18 and there is no possibility of returning to the game was described as an example. However, this is just an example, and the cards may be face-down and added to the bottom of the backstage square 23. As a result, among the end conditions shown in FIG. 19, the condition of "both players have no hand cards" is avoided, and it becomes possible to play the game more carefully.

[0084] Also, in the above-described embodiment, as described in FIG. 18, the case where the compliance with the invitation rule is first determined in the battle process was described as an example. However, this is just an example, and the compliance with the invitation rule may be determined after processing all battles in the state when new cards are arranged.

[0085] Also, in the above-described embodiment, the card placement squares 21 provided on the game sheet 2 are arranged in a 5-row and 5-column matrix as an example. However, this is just an example, and if it is in a matrix of multiple rows and multiple columns, the game can be enjoyed in the same way as above. However, due to the provision of the center square 22, it is preferable that the number of squares in the direction perpendicular to the direction in which the players face each other is odd.

[0086] Also, in the above-described embodiment, the game using the game sheet 2 shown in FIG. 3 and performed according to the procedure described in FIG. 4 was described as an example. As a result, as described above, it is possible to enjoy a highly strategic game that makes use of the specifications of the game card 1 by the grid points and attribute marks 25 of the card placement squares 21. However, this is just an example of a game performed using the game card 1 according to this embodiment, and various games can be performed by using the game card 1 according to this embodiment.

[0087] In any case, according to the specification of the game card 1 according to this embodiment, in which numerical values are arranged at the four corners of the card respectively, it is possible to easily recognize which value among the numerical values displayed on the card surface to use according to the game situation. Also, due to the function of the numerical gauge display section 12, it becomes possible to easily perform comparison between numerical values, particularly comparison of numerical values when adding up the numerical values of a plurality of cards.

Explanation of Signs

[0088] 1 Game card 2 Game sheet 11, 11a, 11b, 11c, 11d Numerical display section 12, 12a, 12b, 12c, 12d Numerical gauge 13 Card rank display section 14 Illustration display section 21 Card placement square 22 Center square 23 Backstage square 24 Departure square 25 Attribute mark 121 Frame

Claims

1. A gaming card having a rectangular shape and rounded corners, Numeric display units provided corresponding to the four corners, respectively; a numerical gauge display section on which a strip-shaped figure having a length corresponding to the magnitude of the numerical value displayed on the numerical display section is displayed; a card rank display section that displays a rank set according to a card; An illustration display unit displays an illustration corresponding to the card, the total value of the numerical values ​​displayed in the numerical value display section is a value according to the rank of the cards shown in the card rank display section, A gaming card characterized in that the band-shaped figures displayed on the numerical gauge display unit are provided in two on each of the four corners where the corresponding numerical display units are provided, with the length of the band-shaped figures aligned along two sides constituting the corners, and the starting point of the length is an edge of the card.

2. 2. The gaming card according to claim 1, wherein, when the maximum value of the numerical value displayed on the numerical display section is N, the length of the short side of the rectangle is L, and the radius of the rounded corners is r, L / 2N>r is satisfied.

3. 2. The game card according to claim 1, wherein the numerical gauge display section has a band-shaped figure having a length corresponding to the magnitude of the numerical value displayed on the numerical display section, and a frame is provided as a gap between the band-shaped figure and the side along which the band runs.

4. 4. The game card according to claim 3, wherein the width of the gap in the frame is equal to or less than half the length of the band of the numerical gauge display portion corresponding to the unit of the numerical value displayed in the numerical display portion.

5. 2. The game card according to claim 1, wherein the numerical value display portion is colored in any one of a plurality of predetermined colors.

6. A card game including rectangular game cards with rounded corners and a game sheet on which the game cards are placed, The game card is Numeric display units provided corresponding to the four corners, respectively; a numerical gauge display section on which a strip-shaped figure having a length corresponding to the magnitude of the numerical value displayed on the numerical display section is displayed; a card rank display section that displays a rank set according to a card; An illustration display unit displays an illustration corresponding to the card, The game sheet includes: The card placement squares include squares of a size corresponding to the rectangle, the squares being arranged in a matrix of a plurality of rows and a plurality of columns; the total value of the numerical values ​​displayed in the numerical value display section is a value according to the rank of the cards shown in the card rank display section, the band-shaped figures displayed on the numerical gauge display unit are provided in pairs at each of the four corners where the corresponding numerical display units are provided, such that the length of the band-shaped figures is aligned with two sides constituting the corners, and the starting point of the length is an edge of the card; When determining the superiority of cards placed adjacent to each other in the card placement squares, attention is paid to a lattice point in the matrix of the card placement squares where both adjacent cards are in contact, and the superiority of the cards placed adjacent to each other is determined by comparing the numerical values ​​displayed in the numerical display section of the numerical display section included in the game card that is closest to the lattice point being focused on.

7. The numerical value display portion is colored in any one of a plurality of predetermined colors, the game sheet includes attribute marks having any one of the plurality of colors on at least some of the lattice points of the matrix of the card placement squares; 7. The card game according to claim 6, wherein when determining the superiority or inferiority of cards placed adjacent to each other in the card placement square, the superiority or inferiority of the cards is changed according to the relationship between the color of a numerical display portion adjacent to the grid point of interest and the color of an attribute mark of the grid point of interest.

8. 8. The card game according to claim 7, wherein when determining the relative merits of cards placed adjacent to each other in the card placement square, if the color of a numerical display section adjacent to the lattice point of interest matches the color of an attribute mark attached to the lattice point of interest, additional points are added to the numerical value displayed in that numerical display section.

Citation Information

Patent Citations

  • Game medium

    JP2023065938A