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

The information processing program addresses the issue of delayed game progress by tracking usage time and awarding points to players, thereby encouraging timely decisions and maintaining a smooth game pace.

JP2025090153APending Publication Date: 2025-06-17CYGAMES INC
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Patent Information

Application Number
JP2023205204
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-05
Publication Date
2025-06-17

AI Technical Summary

Technical Problem

In games where players compete against each other, prolonged consideration time by one player can lead to delays in game progress.

Method used

An information processing program that determines a player's usage time for each turn, calculates points based on game outcomes and usage time, and awards privileges to players based on these points, thereby managing game pace.

Benefits of technology

The solution effectively reduces the risk of game delays by incentivizing players to make timely decisions, ensuring a smoother game progression.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To restrain a risk of delay in progress of a game.SOLUTION: An information processing program allows a computer to execute processing for progressing a game including multiple turns, processing for determining usage time of a player in a turn on the basis of completion of the turn, processing for determining a first point on the basis of a game result, processing for determining a second point on the basis of at least usage time, and processing for imparting privilege to a player ID on the basis of the first point and the second point.SELECTED DRAWING: Figure 19
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Description

[Technical field]

[0001] The present invention relates to an information processing program, an information processing method, an information processing system, and a game device. [Background technology]

[0002] For example, Patent Document 1 proposes a digital card game that allows players to play against each other through communication. In such a digital card game, a player creates a deck, which is a group of cards selected from a plurality of cards. The player then plays the game using the deck. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-995 A Summary of the Invention [Problem to be solved by the invention]

[0004] In a game in which a player competes against another player as described above, if a player repeatedly takes a long time to consider the content of his / her play, the progress of the game may be delayed.

[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device that can reduce the risk of delays in the progress of a game. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program includes: A process for playing a game including multiple turns; determining a player's usage time for the turn based on the end of the turn; determining a first point based on an outcome of the game; a process of determining a second point based on at least the usage time; a process of assigning a privilege to a player ID based on the first point and the second point; and causing a computer to execute them.

[0007] The information processing program includes a process of determining the total usage time required until the game ends based on the usage time, a process of determining the operable time of a player in each turn, and a process of determining the total operable time, which is the sum of the operable times in each turn executed until the game ends, and causing a computer to execute them. The process of determining the second point may determine the second point based on the ratio of the total usage time to the total operable time.

[0008] The information processing program includes a process of determining the operable time of a player in each turn, and causing a computer to execute it. The process of determining the second point may determine the second point based on the ratio of the usage time to the operable time in each turn executed until the game ends.

[0009] A plurality of the turns may include different operable times.

[0010] The plurality of turns include the player's turn and the turn of the opponent, The process of determining the usage time determines the usage time of the player in the turn when the player's turn ends. When the turn of the opponent has ended and the player has performed an operation during the turn of the opponent, the usage time of the player during the turn of the opponent may be determined.

[0011] To solve the above problems, an information processing method is an information processing method performed by one or more computers, a process of advancing a game including a plurality of turns, a process of determining the usage time of a player in the turn based on the end of the turn, a process of determining a first point based on the result of the game, a process of determining a second point based on at least the usage time, a process of awarding a privilege to a player ID based on the first point and the second point, and includes.

[0012] To solve the above problems, an information processing system is an information processing system including one or more computers, wherein the computer performs a process of advancing a game including a plurality of turns, a process of determining the usage time of a player in the turn based on the end of the turn, a process of determining a first point based on the result of the game, a process of determining a second point based on at least the usage time, a process of awarding a privilege to a player ID based on the first point and the second point, and performs.

[0013] To solve the above problems, a game device includes one or more computers, wherein the computer performs a process of advancing a game including a plurality of turns, Based on the completion of the turn, a process of determining the player's usage time in the turn; Based on the result of the game, a process of determining the first point; Based on at least the usage time, a process of determining the second point; Based on the first point and the second point, a process of awarding a privilege to the player ID; Perform.

Advantages of the Invention

[0014] According to the present invention, it is possible to suppress the possibility of delaying the progress of the game.

Brief Description of the Drawings

[0015]

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DETAILED DESCRIPTION OF THE INVENTION

[0016] Hereinafter, with reference to the accompanying drawings, one aspect of the embodiment of the present invention will be described in detail. The dimensions, materials, and other specific numerical values shown in such an embodiment are merely examples for facilitating understanding, and do not limit the present invention unless otherwise specified. In the present specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to omit duplicate explanations, and elements not directly related to the present invention are not shown.

[0017] (Overall Configuration of Information Processing System S) FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1, a server 1000, and a communication network N having a communication base station Na.

[0018] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes an electronic device capable of wirelessly or wiredly communicating with the server 1000. Examples of the player terminal 1 include a smartphone, a mobile phone, a tablet device, a personal computer, a game device, and the like. In the present embodiment, the case where a smartphone is used as the player terminal 1 will be described.

[0019] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various types of information (player information) for each player who plays a game. Further, the server 1000 updates the accumulated information based on an operation input from the player terminal 1.

[0020] The communication base station Na is connected to the communication network N and performs wireless information transmission and reception with the player terminal 1. The communication network N is composed of a mobile phone network, the Internet, a LAN (Local Area Network), a dedicated line, etc., and realizes wireless or wired communication connection between the player terminal 1 and the server 1000.

[0021] In the information processing system S of the present embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can proceed by the cooperation between the player terminal 1 and the server 1000.

[0022] (Hardware Configuration of Player Terminal 1 and Server 1000) FIG. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Further, FIG. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in FIG. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage unit 12, a bus 14, an input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24.

[0023] Also, as shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage unit 1012, a bus 1014, an input / output interface 1016, a storage device 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0024] Note that the configurations and functions of the CPU 1010, the storage unit 1012, the bus 1014, the input / output interface 1016, the storage device 1018, the communication unit 1020, the input unit 1022, and the output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, the storage unit 12, the bus 14, the input / output interface 16, the storage device 18, the communication unit 20, the input unit 22, and the output unit 24 of the player terminal 1, respectively. Therefore, hereinafter, the hardware configuration of the player terminal 1 will be described, and the description of the server 1000 will be omitted.

[0025] The CPU 10 operates the program stored in the storage unit 12 and controls the progress of the game. The storage unit 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores the programs and various data necessary for controlling the progress of the game. The storage unit 12 is connected to the CPU 10 via the bus 14.

[0026] The input / output interface 16 is connected to the bus 14. The storage device 18, the communication unit 20, the input unit 22, and the output unit 24 are connected to the input / output interface 16.

[0027] The storage device 18 is composed of a semiconductor memory and stores various programs and data. In the player terminal 1, the programs and data stored in the storage device 18 are loaded into the storage unit 12 by the CPU 10.

[0028] The communication unit 20 is wirelessly communicatively connected to the communication base station Na and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, programs and the like received from the server 1000 are stored in the storage unit 12 or the storage device 18.

[0029] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, etc. where the player's operation is input (accepted). Further, the input unit 22 may be a dedicated controller provided on the player terminal 1 or connected (externally attached) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination and movement of the player terminal 1 or a microphone that detects the player's voice. That is, the input unit 22 widely includes devices that can input the player's intention in an identifiable manner.

[0030] The output unit 24 is composed of including a display device and a speaker. Note that the output unit 24 may be a device connected (externally attached) to the player terminal 1. In the present embodiment, the player terminal 1 is provided with a touch panel 26 that functions as the input unit 22 and the output unit 24.

[0031] (Game content) Next, an example will be used to describe the content of the game provided by the information processing system S (game device G) of the present embodiment. The game of the present embodiment is a so-called digital card game. A player can obtain and own a plurality of types of digital cards (game media, hereinafter simply referred to as cards) provided by an operator through lottery or the like, and play a card battle game in which the owned cards are used to battle against a computer or other players. The game content of the present embodiment will be described in detail below.

[0032] FIG. 3A is a diagram showing an example of a home screen. FIG. 3B is a diagram for explaining an example of a card setting screen. FIG. 3C is a diagram for explaining an example of a deck selection screen. FIG. 3D is a diagram for explaining an example of a deck editing screen in an initial state. FIG. 4A is a diagram for explaining an example of a deck editing screen during editing. FIG. 4B is a diagram for explaining an example of a card list screen. FIG. 4C is a diagram for explaining an example of a card generation screen. FIG. 4D is a diagram for explaining an example of a card details screen.

[0033] When the application for this game is launched on the player terminal 1, communication between the player terminal 1 and the server 1000 is started and the login state is established, and the game is started. When the game is started, various game screens are displayed on the touch panel 26 of the player terminal 1. In the present embodiment, the game screens are roughly classified into a normal screen and a battle screen.

[0034] The normal screen is mainly a screen for the player to perform various settings and check information. On the other hand, the battle screen is the screen displayed on the touch panel 26 from the start to the end of the card battle game. Here, all screens other than the battle screen are normal screens. The normal screen is provided with a plurality of screens such as the home screen shown in FIG. 3A, the card setting screen shown in FIG. 3B, a shop screen (not shown), and a menu screen.

[0035] The home screen shown in FIG. 3A is the screen that is first displayed after logging in. As shown in FIG. 3A, on the home screen, a menu bar 30 is displayed at the lower part of the touch panel 26. The menu bar 30 is provided with a plurality of operation parts that can be operated (tapped) by the player. The menu bar 30 is provided with a home screen selection operation part 30a marked with "Home", a solo play selection operation part 30b marked with "Solo Play", a multiplayer selection operation part 30c marked with "Battle", a card setting screen selection operation part 30d marked with "Card", a shop screen selection operation part 30e marked with "Shop", and a menu screen selection operation part 30f marked with "Other".

[0036] When the home screen selection operation part 30a is tapped, the home screen shown in FIG. 3A is displayed on the touch panel 26. Also, when the solo play selection operation part 30b is tapped, various setting screens are displayed. When settings are made on the setting screen, a card battle game by computer vs. computer is started. When the multiplayer selection operation part 30c is tapped, various setting screens are displayed. When settings are made on the setting screen, a card battle game by communication battle with other players is started.

[0037] When the card setting screen selection operation part 30d is tapped, the card setting screen shown in FIG. 3B is displayed on the touch panel 26, and deck compilation, list display of cards, decomposition and generation of cards, etc., which will be described later, can be performed. Also, when the shop screen selection operation part 30e is tapped, the shop screen is displayed on the touch panel 26, and cards can be obtained by lottery by consuming in-game currency and items. Also, when the menu screen selection operation part 30f is tapped, a menu screen (not shown) is displayed on the touch panel 26, and game settings and various information can be confirmed.

[0038] At the upper left of the home screen shown in FIG. 3A, a header display area 31 is provided. In the header display area 31, the player name, player icon, and rank points (XP) associated with the player ID are displayed. Although details will be described later, the rank points are assigned to the player ID based on the execution details and results of the card battle game in communication battles with other players. However, the rank points may be assigned to the player ID based on the execution details and results of the card battle game in so-called computer battles. For example, the total value of the rank points associated with the player ID may be used as an indicator showing the strength of the player. Also, ranking such as bronze rank, silver rank, gold rank, etc. may be performed based on the total value of the rank points associated with the player ID. Also, ranking may be performed based on the total value of the rank points associated with the player ID. When the rank and ranking increase, various game media, in-game currency, etc. may be assigned to the player ID. Also, various game media, in-game currency, etc. may be assigned to the player ID based on the total value of the rank points associated with the player ID. Also, in a predetermined period such as a preset event period, various game media, in-game currency, etc. may be assigned to the player ID based on the total value of the rank points associated with the player ID. Also, the rank points may be usable, for example, as in-game currency. That is, the player may be able to purchase various game media by using (consuming) the rank points.

[0039] At the right end of the home screen, a home menu 32 is displayed. In the home menu 32, a gift screen selection operation section 32a marked with "Gift", an information screen selection operation section 32b marked with "Information", a mission screen selection operation section 32c marked with "Mission", and a guild screen selection operation section 32d marked with "Guild" are provided.

[0040] When the gift screen selection operation unit 32a is tapped, a gift screen (not shown) that displays items distributed by, for example, an operator is displayed on the touch panel 26. Also, when the information screen selection operation unit 32b is tapped, an information screen (not shown) that displays update information, maintenance information, etc. is displayed on the touch panel 26. Also, when the mission screen selection operation unit 32c is tapped, a mission screen (not shown) that displays preset missions is displayed on the touch panel 26. Also, when the guild screen selection operation unit 32d is tapped, a guild screen (not shown) related to a guild (group) composed of a plurality of players is displayed on the touch panel 26.

[0041] The card setting screen shown in FIG. 3B is displayed on the touch panel 26 when the card setting screen selection operation unit 30d is tapped. On the card setting screen, a deck editing tab 33a and a card list generation tab 33b are displayed. When the deck editing tab 33a is tapped, the deck selection screen shown in FIG. 3C is displayed. On the deck selection screen, a list of decks compiled by the player is displayed. When the player compiles a deck, the player can compile a deck name. On the deck selection screen, the deck name is displayed in the icon corresponding to each deck.

[0042] Also, on the deck selection screen, a deck creation tab 34 marked "New Creation" is displayed. When the player taps the deck creation tab 34, the deck editing screen shown in FIG. 3D is displayed on the touch panel 26, and a new deck can be compiled.

[0043] On the deck editing screen, a plurality of blank spaces are displayed in the upper row, and in the lower row, the cards owned by the player (hereinafter referred to as owned cards) are displayed. And on the deck editing screen, as shown in FIG. 4A, by sliding the owned cards displayed in the lower row to the upper row, the slid owned cards are arranged in the blank spaces in the upper row. In this way, on the deck editing screen, the owned cards arranged in the upper row are in a temporarily registered state.

[0044] When the save tab 35 labeled "Save" provided on the deck compilation screen is tapped, deck information is stored. A deck ID is assigned to this deck information. Also, card group information that can identify all the temporarily registered owned cards is stored associated with the deck ID. Although not shown in the drawings, when the save tab 35 is tapped, a screen for editing the deck name is displayed. When the editing of the deck name is completed, the card group information is stored associated with the deck ID. Also, the deck name and the icon displayed on the deck selection screen etc. are stored associated with the deck ID.

[0045] Also, in the deck selection screen shown in FIG. 3C, when an icon is tapped, as shown in FIG. 4A, the deck compilation screen is displayed. However, in this case, the cards constituting the deck selected on the deck selection screen are displayed in the upper row, and the owned cards are displayed in the lower row. In this case, by the player's operation, the cards displayed in the upper row can be changed to the owned cards displayed in the lower row.

[0046] In a card battle game, a specified number of cards (for example, 40 cards) are used. Therefore, on the deck compilation screen, usually, after a specified number of owned cards are temporarily registered by the player's operation and then the save tab 35 is tapped, deck information including the card group information of the specified number of cards is stored. However, even when the number of temporarily registered cards is less than or exceeds the specified number, it is possible to save the deck information, but that deck information cannot be used in the card battle game.

[0047] When the card list generation tab 33b is tapped on the card settings screen, the card list screen shown in FIG. 4B is displayed on the touch panel 26. On this card list screen, an owned card tab 36a, a generation mode tab 36b, and an owned coin display column 36c are provided at the lower part of the touch panel 26. The owned card tab 36a and the generation mode tab 36b are configured to be able to receive the player's tap operation. The owned card tab 36a and the generation mode tab 36b are also displayed on the card generation screen. When the owned card tab 36a is tapped, the card list screen shown in FIG. 4B is displayed, and when the generation mode tab 36b is tapped, the card generation screen shown in FIG. 4C is displayed. On the other hand, in the owned coin display column 36c, the number of coins (owned coin number), which is the in-game currency owned by the player, is displayed.

[0048] As shown in FIG. 4B, on the card list screen, the player's owned cards and the number of owned cards are displayed. Note that, on the card list screen, cards that the player does not own may also be displayed. Also, on the card generation screen, as shown in FIG. 4C, all the provided cards are displayed regardless of whether the player owns them or not. However, the cards owned by the player are color-coded, while the cards not owned by the player are displayed in gray scale (shown by the dashed line in FIG. 4C). Thereby, the player can easily identify whether a card is one that they own.

[0049] On the card list screen and the card generation screen, when each card is tapped, as shown in FIG. 4D, a card details screen is displayed. On the card details screen, various information related to the tapped card is displayed. Also, on the card details screen, a decomposition tab 37a and a generation tab 37b are provided. The number of coins obtained is displayed on the decomposition tab 37a. When the decomposition tab 37a is tapped, the currently selected card is decomposed, and the player can obtain the number of coins obtained displayed on the decomposition tab 37a. Note that when a card is decomposed, the number of owned cards of that card decreases.

[0050] In addition, the consumption coin count is displayed on the generation tab 37b. When the generation tab 37b is tapped, the player can consume the consumption coin count displayed on the generation tab 37b to generate the selected card. When a card is generated, the ownership count of that card increases. That is, the player can exchange the coins they own for cards by tapping the generation tab 37b. Such a card generation function can be executed regardless of whether the player owns a card or not. That is, the player can generate cards for both the cards they own and the cards they do not own.

[0051] Note that the provided cards may include cards that can be generated and cards that cannot be generated, or all cards may be generatable. Furthermore, cards with a set generatable time and a non-generatable time may be included.

[0052] Also, although it will be described in detail later, some of the cards are provided with cards that can evolve during the card battle game. In the present embodiment, "evolution" means that the card selected by the player is changed to another card. When a card evolves, the performance of the card is enhanced.

[0053] The card details screen is provided with a first button 37c and a second button 37d. On the card details screen of an evolvable card, the first button 37c becomes effective. Although not shown in the figure, when the first button 37c is tapped, the details of the evolved card are displayed on the card details screen.

[0054] Note that the above-mentioned card details screen is displayed both during the card battle game and outside the card battle game. During the card battle game, not only the player's own cards but also the opponent's cards can have the card details screen displayed. Therefore, during the card battle game, the player can grasp what cards the opponent can evolve into.

[0055] Next, the card battle game will be described. Below, after explaining the outline of the card battle game, the details of the cards and the details of the card battle game will be explained in order. Here, a card battle game against other players will be described. Also, below, another player who is an opponent in the battle will be referred to as the opponent.

[0056] FIG. 5 is a diagram for explaining an example of a battle screen. When the multiplayer selection operation unit 30c of the menu bar 30 is tapped and various setting screens are displayed, and settings are made on the setting screen, the card battle game starts. While the card battle game is being executed, the battle screen shown in FIG. 5 is displayed on the touch panel 26.

[0057] The battle screen is divided into a player display area 40a where the player's cards, information, etc. are displayed, and an opponent display area 40b where the opponent's cards, information, etc. are displayed. At the lower center of the player display area 40a, the player's leader 41a is displayed.

[0058] Also, in the vicinity of the player's leader 41a, a health display area 42a showing the health of the player's leader 41a is displayed. Also, in the vicinity of the player's leader 41a, an evolution information display area 43a for displaying information regarding the availability of evolution or super evolution, which will be described in detail later, is displayed. Also, in the vicinity of the player's leader 41a, an evolution / super evolution point display area 44a showing the remaining number of evolution points or super evolution points associated with the player's player ID (hereinafter also referred to as being owned by the player), which will be described in detail later, is displayed.

[0059] Similarly, the opponent's leader 41b is displayed at the upper center of the opponent display area 40b. In the vicinity of the opponent's leader 41b, a health display area 42b indicating the health of the opponent's leader 41b is displayed. In the vicinity of the opponent's leader 41b, an evolution information display area 43b for displaying information regarding the availability of evolution or mega evolution, which will be described in detail later, is displayed. In the vicinity of the opponent's leader 41b, an evolution / mega evolution point display area 44b indicating the remaining number of evolution points or mega evolution points, which will be described in detail later, owned by the opponent is displayed.

[0060] In this embodiment, the health of the player's leader 41a, that is, the value displayed in the health display area 42a, is set to 20 as the initial value. Similarly, the health of the opponent's leader 41b, that is, the value displayed in the health display area 42b, is set to 20 as the initial value.

[0061] Also, in the player display area 40a, the player's deck area 45a is provided at the right end, the player's hand area 46a is provided at the lower right, and the player's field 47a is provided in the center. In the deck area 45a, the player's unused cards are placed face down, that is, in an unidentifiable state. In the hand area 46a, the cards that are the player's hand are placed in an identifiable manner for the player. In the field 47a, the cards drawn from the hand area 46a and the like are placed in an identifiable manner for the player.

[0062] Similarly, in the opponent display area 40b, the opponent's deck area 45b is provided at the right end, the opponent's hand area 46b is provided at the upper left, and the opponent's field 47b is provided in the center. In the deck area 45b, the opponent's unused cards are placed face down. In the hand area 46b, the cards that are the opponent's hand are placed in an unidentifiable manner for the player, that is, face down. In the field 47b, the cards drawn from the hand area 46b and the like are placed in an identifiable manner for the player.

[0063] In the upper right of the player display area 40a, there are provided an end turn button 48 for receiving the player's tap, an operable time meter 48a for notifying the operable time set for each turn, and a play point display section 49a for displaying the player's play points (PP).

[0064] The operable time meter 48a is displayed around the end turn button 48. The display of the operable time meter 48a starts when the player's turn starts. Then, as time passes, the black part changes to cross-hatching. That is, as time passes, the black part gradually decreases. That is, the operable time meter 48a visually suggests the remaining operable time in the turn by the length and area of the black part. Also, the operable time meter 48a becomes non-displayed when the player's turn ends.

[0065] Note that, although it will be described in detail later, in this embodiment, different operable times are set before the evolution unlocking turn when the player can use evolution and after the evolution unlocking turn. In this embodiment, the length of the black part immediately after the start of the display of the operable time meter 48a changes according to the length of the operable time set for each turn. That is, the length of the black part immediately after the start of the display of the operable time meter 48a in a turn with a relatively long operable time is displayed longer than the length of the black part immediately after the start of the display of the operable time meter 48a in a turn with a relatively short operable time.

[0066] However, the length of the black part immediately after the start of the display of the operable time meter 48a may be a common length regardless of the length of the operable time set for each turn. In this case, the decrease speed of the black part of the operable time meter 48a in a turn with a relatively long operable time may be made slower than the decrease speed of the black part of the operable time meter 48a in a turn with a relatively short operable time.

[0067] In addition, in the present embodiment, a case is shown in which the remaining time of the operable time in each turn is visually suggested by the operable time meter 48a. However, the remaining time of the operable time may be directly suggested numerically. Alternatively, the remaining time of the operable time in each turn may be indirectly suggested by a change in the display mode such as a background image or an effect.

[0068] In the play point display section 49a, the maximum play point in the current turn is displayed as the denominator, and the available play point is displayed as the numerator. Further, in the play point display section 49a, the maximum play point and the available play point are discriminably displayed in a circular display mode. In the vicinity of the leader 41b in the opponent display area 40b, a play point display section 49b for displaying the opponent's play point is provided.

[0069] Also, a battle log button 50 is provided at the left end of the battle screen. The battle log button 50 is provided to be able to receive a tap operation by the player. When the battle log button 50 is tapped, a battle log showing various events that occurred during the execution of the battle game after the battle log button 50 was tapped is superimposed and displayed on the battle screen.

[0070] The card battle game in the present embodiment is a two-player battle type, and cards that become the player's hand are randomly distributed from the deck selected by the player. Similarly, for the opponent, cards that become the opponent's hand are randomly distributed from the deck selected by the opponent. In the card battle game, the player's turn and the opponent's turn are repeatedly alternated. In each turn, a card randomly selected from the deck is added to the hand.

[0071] In their turn, players select a follower card or an amulet card placed in their hand area 46a according to predetermined rules and play it on the field 47a, or activate a predetermined effect by using a spell card. In the following, playing a follower card or an amulet card placed in hand areas 46a and 46b on fields 47a and 47b, or activating a predetermined effect by using a spell card placed in hand areas 46a and 46b, that is, moving a card placed in hand areas 46a and 46b to another area, is referred to as "playing".

[0072] In the card battle game, a player's leader 41a and the opponent's leader 41b are each set with a physical strength. The player who first reduces the opponent's physical strength to 0 by an attack with a card or the like wins. Next, the details of the cards used in the card battle game of the present embodiment will be described.

[0073] FIG. 6A is a first diagram for explaining an example of a follower card. FIG. 6B is a second diagram for explaining an example of a follower card. FIG. 7A is a diagram for explaining an example of a spell card. FIG. 7B is a diagram for explaining an example of an amulet card. The cards used in the card battle game of the present embodiment are classified into any of the card types of follower cards, spell cards, and amulet cards.

[0074] As shown in FIGS. 6A, 6B, 7A, and 7B, each card is set with a name 51, a class 52, a type 53, and a cost 54 regardless of the card type. The name 51 is uniquely set for each card. That is, the name 51 can also be said to be the card name. A plurality of types of classes 52 are provided, and each card is classified into one of the classes. A plurality of types of types 53 are provided, and each card is classified into one of the types or not classified into any type. The cost 54 indicates the play points required for playing, and the card can be played by consuming the play points corresponding to the cost.

[0075] The follower cards shown in FIGS. 6A and 6B are cards that can attack the opponent's leader 41b and the follower cards placed on the opponent's field 47b in a card battle game. The follower cards are set with a name 51, a class 52, a type 53, a cost 54, an ability 55, an attack power 56, a physical strength 57, and an illustration. The attack power 56 indicates the amount of damage inflicted on the opponent's leader 41b that is the target of the attack or the follower cards placed on the opponent's field 47b when the follower card attacks. The physical strength 57 decreases by the amount of damage received when it receives damage, and when it reaches 0, the follower card is destroyed. Note that the destroyed card becomes invisible from the field 47a and is sent to a graveyard (not shown). However, there is also a state of disappearance that is different from destruction, where the card becomes invisible from the field 47b but is not sent to the graveyard.

[0076] Also, in the present embodiment, the follower card can evolve by consuming evolution points or super-evolution points displayed in the evolution / super-evolution point display areas 44a and 44b. Also, the follower card can super-evolve by consuming the super-evolution points displayed in the evolution / super-evolution point display areas 44a and 44b. The evolved or super-evolved follower card has its illustration changed, its attack power 56 and physical strength 57 increased, and a predetermined ability 55 added. That is, by evolving or super-evolving, the performance and utility (ability 55, attack power 56, physical strength 57) of the follower card are enhanced.

[0077] In this embodiment, for follower cards that can evolve and super-evolve, the degree of enhancement of performance and utility (ability 55, attack power 56, physical strength 57) is set to be higher when super-evolved than when evolved. That is, for follower cards that can evolve and super-evolve, it is more advantageous for the player when super-evolved than when evolved. However, for follower cards that can evolve and super-evolve, the degree of enhancement of performance and utility (ability 55, attack power 56, physical strength 57) may be set to be equal when evolved and when super-evolved. However, for evolution and super-evolution, it is sufficient that at least one of the modes of changing the illustration, the mode of changing the attack power 56 or the physical strength 57, and the mode of changing the ability 55 is different.

[0078] The spell card shown in FIG. 7A is set with a name 51, a class 52, a type 53, a cost 54, and an ability 55. When the spell card is played, the ability 55 (effect) is activated, and the spell card is destroyed. That is, the spell card is a card that cannot be placed on the fields 47a and 47b.

[0079] The amulet card shown in FIG. 7B is set with a name 51, a class 52, a type 53, a cost 54, and an ability 55. The amulet card is a card that stays on the field 47a and activates the ability 55 when played.

[0080] FIG. 8 is a diagram for explaining an example of the ability 55. Note that the ability 55 shown in FIG. 8 is an example, and other abilities 55 may be provided, or some abilities 55 may not be provided. Also, here, the explanation is made on the premise that it is a player's card, but the same applies to the opponent's card.

[0081] As shown in FIG. 8, the abilities 55 include fanfare, last word, guard, dash, sprint, critical strike, drain, direct summon, at evolution, fusion, etc. Fanfare is an ability in which when a card is played from the hand area 46a to the field 47a (when a card is played), the effect described in "fanfare" is activated. For example, in the example of the follower card shown in FIG. 6A, when the follower card is played to the field 47a, the effect of "draw one card" is activated, and one card is determined by lottery from the cards placed in the deck area 45a, and the determined card is placed in the hand area 46a.

[0082] Last word is an ability in which when a card is destroyed, the effect described in "last word" is activated. Guard is an ability in which when a card with guard set is placed in the field 47a, the opponent cannot attack cards other than the card with guard set. Dash is an ability in which in the turn when it is played to the field 47a, it can attack the opponent's follower cards.

[0083] Sprint is an ability in which in the turn when it is played to the field 47a, it can attack the opponent's follower cards and the leader 41b. Critical strike is an ability in which when it attacks the opponent's follower card and inflicts damage, regardless of the opponent's follower card's health, it can destroy the opponent's follower card. Drain is an ability in which in the player's turn, when it inflicts damage on the opponent's follower card or leader 41b, it restores the health displayed in the health display area 42a of the player's leader 41a by the amount of damage inflicted.

[0084] Direct summon is an ability in which when a preset condition is met, a card is directly played from the deck area 45a to the field 47a.

[0085] At evolution is an ability in which when a follower card evolves, the effect described in "at evolution" is activated. At super evolution is an ability in which when a follower card super evolves, the effect described in "at super evolution" is activated.

[0086] Fusion is an ability given to the base card that is the source of fusion. It is an ability to strengthen a card by fusing, as material cards, the cards placed in the hand area 46a that meet preset conditions. Note that, in one card, a plurality of abilities 55 may be set overlappingly, or there may be no ability 55 set at all.

[0087] And, in the present embodiment, a deck is compiled by combining follower cards, spell cards, and amulet cards, and a card battle game is played using the compiled deck. Below, the details of the card battle game will be described.

[0088] FIG. 9A is a first diagram for explaining an example of the transition of the battle screen. FIG. 9B is a second diagram for explaining an example of the transition of the battle screen. FIG. 9C is a third diagram for explaining an example of the transition of the battle screen. FIG. 10A is a fourth diagram for explaining an example of the transition of the battle screen. FIG. 10B is a fifth diagram for explaining an example of the transition of the battle screen. FIG. 10C is a sixth diagram for explaining an example of the transition of the battle screen. FIG. 11A is a seventh diagram for explaining an example of the transition of the battle screen. FIG. 11B is an eighth diagram for explaining an example of the transition of the battle screen. FIG. 11C is a ninth diagram for explaining an example of the transition of the battle screen. FIG. 12A is a tenth diagram for explaining an example of the transition of the battle screen. FIG. 12B is an eleventh diagram for explaining an example of the transition of the battle screen.

[0089] When the card battle game is started, the deck information to be used is transmitted from the player terminal 1 to the server 1000. Note that the deck information is also transmitted from the opponent's player terminal 1 to the server 1000. The server 1000 randomly determines the first player and the second player. Also, the server 1000 randomly assigns an index (for example, numbers from 1 to 40) to all the cards shown in the deck information. Further, the server 1000 determines three initial candidate cards and three replacement candidate cards from among the cards shown in the deck information.

[0090] Then, the server 1000 sets the initial information so that it can be acquired by the player terminal 1. The initial information includes first-player and second-player information indicating the first player and the second player. Also, the initial information includes index information indicating the indexes of the player's cards. Further, the initial information includes exchange information indicating the initial cards and the exchange candidate cards. Additionally, the initial information includes evolution / super-evolution turn information indicating the turn when the player can use evolution and the turn when the player can use super-evolution. Moreover, the initial information includes evolution / super-evolution point information indicating the number of evolution points and the number of super-evolution points assigned to the player ID and the opponent's player ID.

[0091] In addition, when an operation to consume evolution points or an operation to consume super-evolution points is executed on the player terminal 1, the server 1000 updates the player's evolution / super-evolution point information so as to subtract the number of evolution points and the number of super-evolution points owned by the player. Then, the server 1000 sets the updated player's evolution / super-evolution point information so that it can be acquired by the player terminal 1 and the opponent's player terminal 1. Similarly, when an operation to consume evolution points or an operation to consume super-evolution points is executed on the opponent's player terminal 1, the server 1000 updates the opponent's evolution / super-evolution point information so as to subtract the number of evolution points and the number of super-evolution points owned by the opponent. Then, the server 1000 sets the updated opponent's evolution / super-evolution point information so that it can be acquired by the player terminal 1 and the opponent's player terminal 1. As a result, it becomes possible for both player terminals 1 to grasp that the number of evolution points or the number of super-evolution points of the player or the opponent has changed.

[0092] When starting a card battle game on player terminal 1, as shown in Fig. 9A, whether it is the first turn or the second turn is displayed on touch panel 26 based on the first-turn / second-turn information. Then, on player terminal 1, as shown in Fig. 9B, based on the exchange information, three initial candidate cards are arranged in the initial card display area 60, and an exchange display area 61 for arranging the cards to be exchanged is displayed on touch panel 26.

[0093] If the player has a card to be exchanged among the initial candidate cards, as shown in Fig. 9C, the player moves the card to be exchanged to the exchange display area 61 by a slide operation. Then, when the determination button 62 is tapped by the player, player terminal 1 returns the card moved to the exchange display area 61 to the deck area 45a, and determines the initial candidate cards that have not been exchanged and the exchange candidate cards corresponding to the number of the exchanged initial candidate cards as the initial cards. Then, player terminal 1 transmits the initial card information indicating the determined initial cards to server 1000.

[0094] Note that server 1000 also receives the initial card information from the opponent's player terminal 1. When server 1000 receives the initial card information from both the player and the opponent, server 1000 sets the player terminal 1 of the player so that the number information indicating only the number of cards included in the opponent's initial card information can be acquired. Similarly, when server 1000 receives the initial card information from both the player and the opponent, server 1000 sets the player terminal 1 of the opponent so that the number information indicating only the number of cards included in the player's initial card information can be acquired.

[0095] When receiving the number information, player terminal 1 displays the battle screen on touch panel 26 as shown in Fig. 10A. At this time, the determined initial cards are arranged in the hand area 46a in an identifiable manner, and based on the received number information of the opponent's cards, three cards are arranged in the hand area 46b in an unidentifiable manner. At this time, the operable time meter 48a is not displayed.

[0096] After that, if the player is the first player, as shown in FIG. 10B, the player terminal 1 displays an image marked with "YOUR TURN" indicating that it is the player's turn on the touch panel 26. At this time, the player terminal 1 also displays the remaining number of turns until the turn when the player can use evolution, which is the turn when evolution is unlocked. In the case shown in FIG. 10B, an image marked with "4 turns remaining until evolution is possible" is displayed on the touch panel 26.

[0097] Also, based on the evolution / super-evolution point information, in the evolution / super-evolution point display area 44a, three icon images indicating three evolution points associated with the player ID of the first player (hereinafter also referred to as being assigned to the player) are displayed. At this time, since the turn when the player can unlock evolution (the fifth turn in this embodiment) has not yet been reached, three icons are displayed in a mode indicating that they cannot be used (white in the figure) in the evolution / super-evolution point display area 44a. Also, the evolution information display area 43a is displayed in a mode indicating that evolution and super-evolution cannot be used (white in the figure).

[0098] Also, in the evolution / super-evolution point display area 44b, four icon images indicating four evolution points assigned to the player ID of the opponent who is the second player are displayed. At this time, since the turn when the opponent can unlock evolution (the fourth turn in this embodiment) has not yet been reached, four icons are displayed in a mode indicating that they cannot be used (white in the figure) in the evolution / super-evolution point display area 44a. Also, the evolution information display area 43b is displayed in a mode indicating that evolution and super-evolution cannot be used (white in the figure).

[0099] Then, in the server 1000, one is determined by lottery from the indexes of the cards in the deck area 45a. That is, here, one card is determined by lottery from the cards in the deck area 45a. Then, as shown in FIG. 12C, the player terminal 1 places the card determined by lottery in the hand area 46a.

[0100] Also, at the start of a turn, on the server 1000, the player's play points are incremented by 1. The player terminal 1 updates and displays the play point display section 49a (here, sets the play points to 1).

[0101] Also, on the server 1000, the turn start time and the scheduled turn end time are stored. The scheduled turn end time is the time obtained by adding the operable time set for the started turn to the turn start time. Also, on the server 1000, when a player's turn starts, the remaining time information indicating the operable time of the started turn, that is, the remaining time, is set to be acquirable for the player terminal 1. Also, when the turn of the other player starts, the remaining time information indicating the operable time of the started turn, that is, the remaining time, is set to be acquirable for the other player's player terminal 1.

[0102] The player terminal 1 starts displaying the operable time meter 48a based on the remaining time information received from the server 1000. In this embodiment, in the turns before the evolution unlocking turn (in this embodiment, the 1st to 3rd turns), the operable time is set to 45 seconds. In the turns after the evolution unlocking turn (in this embodiment, the 4th turn and later), the operable time is set to 70 seconds. In the turns before the evolution unlocking turn, the length of the black portion immediately after the start of the display of the operable time meter 48a is about 3 / 4 of the circumference. Then, as shown in FIGS. 10B and 10C, the black portion of the operable time meter 48a gradually decreases as time passes.

[0103] In addition, if the communication of the player terminal 1 is interrupted or the like during the player's turn and then the communication of the player terminal 1 resumes during the player's turn, the player terminal 1 may obtain the remaining time of the operable time from the server 1000 and resume the display of the operable time meter 48a based on the obtained remaining time of the operable time. In addition, if the communication of the player terminal 1 is interrupted or the like during the opponent's turn and then the communication of the player terminal 1 resumes during the player's turn, similarly, the player terminal 1 may obtain the remaining time of the operable time from the server 1000 and resume the display of the operable time meter 48a based on the obtained remaining time of the operable time.

[0104] In this embodiment, for the turns after the evolution unlocking turn, even if the player has used up all the evolution points and super evolution points, the case where the operable time is not changed is shown. However, when the player has used up all the evolution points and super evolution points, the operable time may be shortened.

[0105] In addition, when the player's or opponent's turn starts, the server 1000 stores the scheduled end time of the turn. When the player's turn starts, the server 1000 transmits remaining time information indicating the operable time of the started turn, that is, the remaining time, to the player terminal 1. When the opponent's turn starts, the server 1000 transmits remaining time information indicating the operable time of the started turn, that is, the remaining time, to the opponent's player terminal 1.

[0106] After that, as shown in FIG. 11A, for example, when a follower card with a cost of 1 is taken out from the cards arranged in the hand area 46a and placed in the field 47a by a slide operation based on the player's operation, the server 1000 subtracts 1 from the player's play points. When the player's play points are subtracted by 1 in the server 1000, the player terminal 1 updates and displays the play point display section 49a. Also, when the ability 55 is activated by the played card, the server 1000 sets the ability activation information including the content of the activated ability 55 to be acquirable for the player terminal 1 and the opponent's player terminal 1. As a result, in the player terminal 1 and the opponent's player terminal 1, it becomes possible to grasp that the ability 55 has been activated due to the card being played and the content of the activated ability 55.

[0107] In addition, the player terminal 1 transmits play information including card information indicating the card placed in the field 47a to the server 1000. When the server 1000 receives the play information, it sets the received play information to be acquirable for the opponent's player terminal 1. Also, in the server, the player's play points are subtracted based on the card placed in the field 47a. As a result, in the opponent's player terminal 1, the card shown in the play information will be placed in the opponent's field 47b, and the opponent's play point display section 49b is updated and displayed.

[0108] After that, when the player taps the turn end button 48, the player terminal 1 transmits turn end information indicating that the turn has ended to the server 1000. When the server 1000 receives the turn end information, it ends the player's turn. If the turn end button 48 is not tapped by the time of the scheduled turn end time, the server 1000 ends the player's turn based on the arrival of the scheduled turn end time.

[0109] Also, when a card that activates the ability 55 when the turn ends is in the fields 47a and 47b, the server 1000 sets the ability activation information to be acquirable for the player terminal 1 and the opponent's player terminal 1.

[0110] Also, when the player's turn ends, the display of the operable time meter 48a ends. Further, the server 1000 derives the usage time in the ended player's turn based on the elapsed time from the turn start time when the player's turn ends, and associates it with the player ID and stores it. Note that when the opponent's turn ends, the server 1000 derives the usage time in the ended opponent's turn based on the elapsed time from the turn start time when the opponent's turn ends, and associates it with the opponent's player ID and stores it. However, instead of deriving the usage time each time the turn ends, the usage time may be derived for each turn after the game ends.

[0111] That is, in the present embodiment, when the player or the opponent taps the turn end button 48 or when the turn end scheduled time is reached, the turn end condition is satisfied and the turn ends.

[0112] When the player's turn ends, the server 1000 sets turn start information for starting the opponent's turn and causes the opponent's player terminal 1 to start the turn.

[0113] Then, on the player's player terminal 1, as shown in FIG. 11B, an image marked "ENEMY TURN" indicating that it is the opponent's turn is displayed on the touch panel 26. Then, from the indexes of the cards in the deck area 45b, two are determined by lottery at the server 1000. That is, here, two cards are determined by lottery from the cards in the deck area 45b. When the player terminal 1 acquires the number information from the server 1000, as shown in FIG. 11C, based on the number information, the cards are arranged in the hand area 46b in an indistinguishable manner.

[0114] Note that at the start of a turn, usually, a card is determined by a single draw. However, only on the first turn of the second player, it is determined by two draws. Also, when the opponent's play points are incremented by 1 in server 1000, player terminal 1 increments the opponent's play points by 1 and updates the display on play point display section 49b.

[0115] After that, when the opponent ends their turn and player terminal 1 receives turn start information from server 1000, as shown in FIG. 12A, player terminal 1 displays an image marked "YOUR TURN" indicating that it is the player's turn on touch panel 26. At this time, player terminal 1 also displays the remaining number of turns until the player's evolution unlock turn. In the case shown in FIG. 12A, an image marked "3 turns remaining until evolvable" is displayed on touch panel 26.

[0116] Also, when one card index in the deck area 45a in server 1000 is determined by a draw, player terminal 1 places the card determined by the draw in the hand area 46a. Also, when the player's play points are incremented by 1 in server 1000, player terminal 1 updates the display on play point display section 49a (here, the play points are set to 2).

[0117] And, as shown in FIG. 12B, assume that the player slides the follower card placed in field 47a to the opponent's leader 41b. Based on this slide movement, the player terminal 1 transmits attack information indicating the attacked follower card and the follower card or leader 41b that is the target of the attack to the server 1000. When the server 1000 receives the attack information, it sets the attack result information including information indicating the result of subtracting the physical strength of the attacked opponent's follower card or leader 41b, information indicating the result of subtracting the physical strength of the attacking follower card, etc. to be acquirable for the player terminal 1 and the opponent's player terminal 1. Then, based on the received attack result information, the player terminal 1 decreases the physical strength displayed in the physical strength display area 42b of the opponent's leader 41b by the attack power 56 of the follower card. Also, when the ability 55 is activated by the attack, the server 1000 sets the ability activation information to be acquirable for the player terminal 1 and the opponent's player terminal 1.

[0118] As described above, the player's turn and the opponent's turn are repeatedly alternated, and each time the player and the opponent play a card or make an attack, the information is transmitted to the server 1000, and the card battle game progresses. Also, the server 1000 derives the usage time at the end of each turn during the progress of the card battle game, and sequentially associates and stores the derived usage time with the player ID or the opponent's player ID.

[0119] When the health points displayed in the health point display area 42a of the player's leader 41a or the health points displayed in the health point display area 42b of the opponent's leader 41b reach 0, the victory or defeat is determined and the card battle game ends. Note that conditions other than the health points of leader 41a or leader 41b reaching 0 may be included in the conditions for determining victory or defeat. For example, when all the cards in the deck area 45a or the deck area 45b are gone, i.e., due to so-called deck exhaustion, the victory or defeat may be determined. Alternatively, the victory or defeat may be determined based on drawing the special card placed at the bottom of the deck area 45a and the deck area 45b. Alternatively, the victory or defeat may be determined based on a special condition set in advance other than the above. For example, when the ability 55 of a card with a special ability 55 for determining victory or defeat is activated, the special condition may be satisfied. When the card battle game ends, a result screen (FIGS. 19A and 19B) described later is displayed.

[0120] Next, the evolution of the follower cards will be described. In the card battle game of the present embodiment, after the evolution unlocking turn, the follower cards can be evolved by consuming the evolution points displayed in the evolution / ultra-evolution point display areas 44a and 44b. In the present embodiment, the evolution unlocking turn is set to the 5th turn for the first player and the 4th turn for the second player. However, the evolution unlocking turn is not limited to this. For example, at the start of the card battle game, i.e., the 1st turn, may be the evolution unlocking turn.

[0121] Also, after the ultra-evolution unlocking turn, the player can ultra-evolve the follower cards by consuming the ultra-evolution points displayed in the evolution / ultra-evolution point display areas 44a and 44b. In the present embodiment, the ultra-evolution unlocking turn is set to the 7th turn for the first player and the 6th turn for the second player. However, the ultra-evolution unlocking turn is not limited to this. In any case, the ultra-evolution unlocking turn may be later than the evolution unlocking turn.

[0122] Note that in the present embodiment, 3 points of evolution points are given in the case of the first player's turn, and 4 points of evolution points are given in the case of the second player's turn.

[0123] Also, in this embodiment, in the case of the first move, at the 7th turn, the evolution points for up to 2 points are changed to the mega evolution points for 2 points, and the changed mega evolution points are given. Specifically, in the case of the first move, at the 7th turn, if the remaining evolution points are 2 points or more, the evolution points for 2 points are changed to the mega evolution points for 2 points, and the changed mega evolution points are given. Also, in the case of the first move, at the 7th turn, if the remaining evolution points are 1 point, the evolution points for 1 point are changed to the mega evolution points for 1 point, and the changed mega evolution points are given. Note that, in the case of the first move, at the 7th turn, if the remaining evolution points are 0 points, no change in evolution points and no giving of mega evolution points are performed. For example, when the player makes the first move and has 3 points' worth of evolution points at the 7th turn, the evolution points for 2 points are changed to mega evolution points. As a result of this change, the player will have 1 point's worth of evolution points and 2 points' worth of mega evolution points.

[0124] Also, in this embodiment, in the case of the second player's turn, at the 6th turn, up to 2 Evolution Points are changed to 2 Mega Evolution Points, and the changed Mega Evolution Points are granted. Specifically, in the case of the second player's turn, at the 6th turn, if the remaining Evolution Points are 2 or more, 2 Evolution Points are changed to 2 Mega Evolution Points, and the changed Mega Evolution Points are granted. Also, in the case of the second player's turn, at the 6th turn, if the remaining Evolution Points are 1, 1 Evolution Point is changed to 1 Mega Evolution Point, and the changed Mega Evolution Point is granted. Note that, in the case of the second player's turn, at the 6th turn, if the remaining Evolution Points are 0, no change in Evolution Points and no granting of Mega Evolution Points are performed. For example, when the player is the second player and has 4 Evolution Points at the 6th turn, 2 Evolution Points are changed to Mega Evolution Points. As a result of this change, the player will possess 2 Evolution Points and 2 Mega Evolution Points.

[0125] However, the number of points that can be changed from Evolution Points to Mega Evolution Points when the number of turns for unlocking Mega Evolution is reached is not limited to the above example. That is, at least a part or all of the Evolution Points may be changeable to Mega Evolution Points.

[0126] FIG. 13A is a first diagram for explaining an example of a battle screen at the turn when Evolution is unlocked. FIG. 13B is a second diagram for explaining an example of a battle screen at the turn when Evolution is unlocked. When the player's turn for unlocking Evolution (here, the 5th turn of the first player's turn) starts, first, as shown in FIG. 13A, an image indicating "YOUR TURN" indicating that it is the player's turn and "0 turns remaining until Evolvable" is displayed on the touch panel 26. Then, as shown in FIG. 13B, an image indicating "Evolvable" is displayed in the central part of the touch panel 26, and the player is notified that the turn for unlocking Evolution has been reached.

[0127] Also, as shown in FIG. 13B, the display mode of the icon image displayed in the evolution / super-evolution point display area 44a changes to a mode indicating that it can be used for evolution (black-filled in the figure). Also, the display mode of the evolution information display area 43a changes to a mode indicating that evolution is possible (black-filled in the figure).

[0128] Also, at the start of the turn when evolution is unlocked, first, as shown in FIG. 13A, the operable time meter 48a is displayed in the same manner as in the turn before the evolution-unlock turn. After that, as shown in FIG. 13B, an effect is executed in which the black portion extends to the entire circumference of the circle. Thereby, the player is notified that the operable time set for the turn has increased compared to the turn before the evolution-unlock turn. In this embodiment, the effect in which the black portion extends to the entire circumference of the circle is executed only at the start of the evolution-unlock turn, but it may be executed in all turns after the evolution-unlock turn. Also, at the start of the player's turn in which an operable time longer than the operable time set in the previous player's turn is set, an effect in which the black portion extends to the entire circumference of the circle may be executed. Also, at the start of the player's turn in which an operable time shorter than the operable time set in the previous player's turn is set, an effect in which the black portion becomes shorter may be executed.

[0129] FIG. 14A is a first diagram for explaining an example of the battle screen at the time of evolution. FIG. 14B is a diagram for explaining an example of the evolution screen. FIG. 14C is a second diagram for explaining an example of the battle screen at the time of evolution. For example, as shown in FIG. 14A, assume that an unevolved follower card is placed on the field 47a in the 5th turn of the first player. At this time, when the follower card placed on the field 47a is tapped, as shown in FIG. 14A, the card details tab 63 is displayed on the touch panel 26.

[0130] The card details tab 63 displays the abilities of the tapped card. Also, when the follower card tapped by the player is evolvable, the card details tab 63 displays the abilities before evolution and after evolution. Also, an evolution button 63a is displayed on the card details tab 63.

[0131] In this embodiment, only follower cards are set as evolvable cards. Therefore, the evolution button 63a is displayed only on the card details tab 63 of the follower card, and the evolution button 63a is not displayed on the card details tabs 63 of the spell card and the amulet card.

[0132] Also, the evolution button 63a functions as an operation unit that accepts the player's tap when evolution is possible. When the evolution button 63a on the card details tab 63 is tapped, the evolution of the follower card is executed. On the other hand, when evolution is not possible, the evolution button 63a is displayed in a manner that does not accept the player's tap. Note that when evolution is not possible, the evolution button 63a may not be displayed. Specifically, when evolution is not possible, for example, it is a case where the evolution release turn has not been reached, the player does not possess evolution points and super evolution points, or it is a follower card that cannot evolve.

[0133] When the evolution of the follower card is executed, as shown in FIG. 14B, an evolution animation is displayed. In the evolution animation, after the card before evolution is displayed, an animation image showing the card changing is displayed. In this embodiment, the evolution animation is displayed for the first hour (for example, 2 seconds). Also, in this embodiment, during the period from the start of the display of the evolution animation to the end of the display of the evolution animation, that is, until the first hour has elapsed, the decrease of the operable time meter 48a is stopped. Thereby, it is possible to suppress the risk that the operable time meter 48a decreases during a period when various operations of the player are not accepted as in the case of displaying the evolution animation, and the interest of the game is impaired. Note that the player terminal 1 may acquire the remaining time of the operable time at the time when the display of the evolution animation ends from the server 1000, and resume the display of the operable time meter 48a based on the acquired remaining time of the operable time.

[0134] Then, when the display of the evolution animation ends, as shown in FIG. 14C, the evolved card is displayed on the field 47a. Also, the number of icons displayed in the evolution / super-evolution point display area 44a decreases by one. Then, the attack power 56 and the physical strength 57 of the evolved card increase. Also, in the case of a follower card that has "when evolving" as the ability 55, the ability is activated.

[0135] In addition, the player terminal 1 transmits evolution information (evolution) indicating the evolved follower card to the server 1000. When the server 1000 receives the evolution information (evolution), it sets the evolution information (evolution) to be acquirable for the opponent's player terminal 1. At the opponent's player terminal 1, based on the received evolution information (evolution), it becomes possible to grasp that the card has evolved and the evolved card.

[0136] In addition, the player terminal 1 transmits evolution point consumption operation information indicating that an operation to consume evolution points has been executed to the server 1000. The server 1000 updates the player's evolution / super-evolution point information so as to subtract the evolution points owned by the player based on the received evolution point consumption operation information. The server 1000 sets the updated player's evolution / super-evolution point information to be acquirable for the player terminal 1 and the opponent's player terminal 1. As a result, at the player terminal 1 and the opponent's player terminal 1, it becomes possible to grasp that the player's evolution points have decreased.

[0137] In addition, when the server 1000 receives the evolution information (evolution), it stores the time obtained by adding the first hour (for example, 2 seconds) to the turn end scheduled time as the new turn end scheduled time. That is, in consideration of the time required for the display of the evolution animation on the player terminal 1, the turn end scheduled time is changed. By changing the turn end scheduled time in this way, it is possible to suppress the possibility that the substantial operable time of the player is reduced due to the display of the evolution animation and suppress the possibility that the player suffers disadvantages.

[0138] FIG. 15A is a first diagram for explaining an example of a battle screen in a hyper evolution release turn. FIG. 15B is a second diagram for explaining an example of a battle screen in a hyper evolution release turn. When the player's hyper evolution release turn (here, the 7th turn of the first player) starts, first, as shown in FIG. 15A, an image indicating "YOUR TURN" which shows that it is the player's turn and an image marked with "0 turns remaining until hyper evolution possible" are displayed on the touch panel 26. Note that when the player's turn starts after the evolution release turn, the remaining number of turns until the hyper evolution release turn is displayed. In the case shown in FIG. 15A, an image marked with "0 turns remaining until hyper evolution possible" is displayed on the touch panel 26. Then, as shown in FIG. 15B, an image marked with "Hyper evolution possible" is displayed in the central part of the touch panel 26, and the player is notified that the hyper evolution release turn has been reached. Note that when the player's turn starts after the hyper evolution release turn, an image marked with "YOUR TURN" which shows that it is the player's turn is displayed, and the remaining number of turns until the evolution release turn and the hyper evolution release turn is not displayed.

[0139] Also, when the hyper evolution release turn is reached, the evolution points change. FIG. 15B shows the case where the player owns evolution points for 3 points. In this case, the evolution points for 2 points are changed to hyper evolution points. As a result of this change, the player will own evolution points for 1 point and hyper evolution points for 2 points. Then, corresponding to the result of the change in the evolution points, a part (here, for 2 points) of the display mode of the icon image displayed in the evolution / hyper evolution point display area 44a changes to a mode (cross-hatching in the figure) indicating that it can be used for evolution and hyper evolution. Also, the display mode of the evolution information display area 43a changes to a mode (cross-hatching in the figure) indicating that evolution and hyper evolution are possible.

[0140] In this embodiment, the operable time set for the turns after the hyper evolution release turn is the same as the operable time set for the turns from the evolution release turn to the turn before the hyper evolution release turn. Therefore, at the start of the hyper evolution release turn, the effect where the black portion of the operable time meter 48a extends over the entire circumference is not executed. However, the operable time set for the turns after the hyper evolution release turn may be longer than the operable time set for the turns from the evolution release turn to the turn before the hyper evolution release turn. In this case, at the start of the hyper evolution release turn, the effect where the black portion of the operable time meter 48a extends over the entire circumference may be executed.

[0141] FIG. 16A is a first diagram for explaining an example of a battle screen during hyper evolution. FIG. 16B is a diagram for explaining an example of a hyper evolution screen. FIG. 16C is a second diagram for explaining an example of a battle screen during hyper evolution. For example, as shown in FIG. 16A, assume that an unevolved follower card is placed on the field 47a at the 7th turn of the first player's turn. When the follower card placed on the field 47a is capable of hyper evolution, as shown in FIG. 16A, an effect image that emphasizes the fact that it is capable of hyper evolution is displayed for the said follower card. Then, when the follower card placed on the field 47a is tapped, as shown in FIG. 16A, the card details tab 63 is displayed on the touch panel 26.

[0142] When the follower card tapped by the player is capable of hyper evolution, the pre-evolution ability, the post-evolution ability, and the post-hyper evolution ability are displayed on the card details tab 63. Also, an evolution button 63a and a hyper evolution button 63b are displayed on the card details tab 63.

[0143] Note that the Mega Evolution button 63b is displayed only when the follower card tapped by the player is Mega Evolvable. That is, when Mega Evolution is not possible, the Mega Evolution button 63b is not displayed. However, when Mega Evolution is not possible, the Mega Evolution button 63b may be displayed in a manner that does not accept the player's tap. Specifically, the cases where Mega Evolution is not possible include, for example, when the Mega Evolution unlock turn has not been reached, when the player does not own Mega Evolution points, or when the follower card is not Mega Evolvable. When the Mega Evolution button 63b on the card details tab 63 is tapped, the Mega Evolution of the follower card is executed.

[0144] When the Mega Evolution of the follower card is executed, as shown in FIG. 16B, a Mega Evolution animation is displayed. In the Mega Evolution animation, after the card before Mega Evolution is displayed, an animation image showing the card changing is displayed. In the present embodiment, the Mega Evolution animation is displayed for a second period (for example, 3 seconds). In the present embodiment, the second period is longer than the first period (for example, 2 seconds) during which the evolution animation is displayed. However, the first period and the second period may be of the same length, or the first period may be longer than the second period.

[0145] Also, in the present embodiment, during the period from the start of the display of the Mega Evolution animation to the end of the display of the Mega Evolution animation, that is, until the second period elapses, the decrease in the operable time meter 48a is stopped. This makes it possible to suppress the risk that the operable time meter 48a decreases during a period when various operations of the player are not accepted, such as during the display of the Mega Evolution animation, and the interest of the game is impaired. Note that the player terminal 1 may obtain the remaining time of the operable time at the time when the display of the Mega Evolution animation ends from the server 1000, and resume the display of the operable time meter 48a based on the obtained remaining time of the operable time.

[0146] Note that the mega evolution animation and the evolution animation may differ in at least some of the animation images. For example, the mega evolution animation may have a longer display time and more flamboyant displayed animation images than the evolution animation.

[0147] When the display of the mega evolution animation ends, as shown in FIG. 16B, the card after mega evolution is displayed in the field 47a. Also, one icon corresponding to the mega evolution points displayed in the evolution / mega evolution point display area 44a decreases and is displayed. Then, the attack power 56 and the physical strength 57 of the mega evolved card increase. Also, in the case of a follower card having "when mega evolving" as the ability 55, the ability is activated.

[0148] In addition, the player terminal 1 transmits evolution information (mega evolution) indicating the mega evolved follower card to the server 1000. When the server 1000 receives the evolution information (mega evolution), it sets the evolution information (mega evolution) to be acquirable for the opponent player terminal 1. At the opponent player terminal 1, based on the received evolution information (mega evolution), it becomes possible to grasp that the card has mega evolved and the card after mega evolution.

[0149] In addition, the player terminal 1 transmits mega evolution point consumption operation information indicating that an operation to consume mega evolution points has been executed to the server 1000. Based on the received mega evolution point consumption operation information, the server 1000 updates the player's evolution / mega evolution point information so as to subtract the mega evolution points owned by the player. The server 1000 sets the updated player's evolution / mega evolution point information to be acquirable for the player terminal 1 and the opponent player terminal 1. Thereby, at the player terminal 1 and the opponent player terminal 1, it becomes possible to grasp that the player's mega evolution points have decreased.

[0150] In addition, when the server 1000 receives the super evolution information (evolution), it stores the time obtained by adding the second time (for example, 3 seconds) to the scheduled turn end time as the new scheduled turn end time. That is, in consideration of the time required for displaying the super evolution animation on the player terminal 1, the scheduled turn end time is changed. By changing the scheduled turn end time in this way, when the super evolution animation is displayed, it is possible to suppress the possibility that the player's substantial operable time is reduced and the possibility that the player suffers disadvantages.

[0151] Note that, in this embodiment, the case of determining the timing of the end of a turn based on the scheduled turn end time is shown, but it is not limited thereto. For example, at the start of a turn, an operable time timer that measures the time until the end of the turn, that is, the operable time, may be set, and it may be subtracted until the value of the operable time timer becomes 0. In this case, when the value of the operable time timer becomes 0, the turn may be ended. Also, when receiving the evolution information (evolution), the first time (for example, 2 seconds) may be added to the operable time timer. Alternatively, during the display of the evolution animation on the player terminal 1, the subtraction of the value of the operable time timer in the server 1000 may be temporarily stopped. Similarly, when receiving the evolution information (super evolution), the second time (for example, 3 seconds) may be added to the operable time timer. Alternatively, during the display of the super evolution animation on the player terminal 1, the subtraction of the value of the operable time timer in the server 1000 may be temporarily stopped.

[0152] As described above, when the physical strength displayed in the physical strength display area 42a of the player's leader 41a or the physical strength displayed in the physical strength display area 42b of the opponent's leader 41b becomes 0, the victory or defeat is determined and the card battle game ends. When the card battle game ends, the server 1000 determines the rank points to be assigned to the player ID and the rank points to be assigned to the opponent's player ID based on the execution content and execution results of the card battle game, respectively.

[0153] FIG. 17 is a diagram for explaining an example of the breakdown of rank points. As shown in FIG. 17, in this embodiment, a plurality of items are set for the rank points. The server 1000 determines the rank points corresponding to each item based on the execution content and execution results of the card battle game, and derives the total value of the determined rank points.

[0154] Specifically, in the item of "battle victory", when winning the card battle game, it is set to grant rank points equivalent to 100 points.

[0155] Also, in the item of "consecutive wins", when winning continuously in the card battle game, it is set to grant rank points according to the number of consecutive wins. Specifically, when winning 2 to 5 consecutive times, it is set to grant rank points equivalent to 30 points. Also, when winning 6 to 10 consecutive times, it is set to grant rank points equivalent to 60 points. When winning 11 consecutive times or more, it is set to grant rank points equivalent to 100 points.

[0156] Also, in the item of "number of turns", it is set to grant rank points according to the number of turns executed until the card battle game ends. Specifically, when 1 to 5 turns are executed, it is set to grant rank points equivalent to 5 points. Also, when 6 to 10 turns are executed, it is set to grant rank points equivalent to 10 points. Also, when 11 turns or more are executed, it is set to grant rank points equivalent to 20 points.

[0157] Also, in the item of "number of follower cards played", it is set to grant rank points according to the number of follower cards that the player "played" until the card battle game ends. Specifically, when 1 to 5 follower cards are "played", it is set to grant rank points equivalent to 5 points. Also, when 6 to 10 follower cards are "played", it is set to grant rank points equivalent to 10 points. Also, when 11 or more follower cards are "played", it is set to grant rank points equivalent to 20 points.

[0158] Also, in the item of "number of spell cards played", it is set to grant rank points according to the number of spell cards that the player "played" until the card battle game ends. Specifically, when 1 to 5 spell cards are "played", it is set to grant rank points equivalent to 5 points. Also, when 6 to 8 spell cards are "played", it is set to grant rank points equivalent to 10 points. Also, when 9 or more spell cards are "played", it is set to grant rank points equivalent to 20 points.

[0159] Also, in the item of "number of amulet cards played", it is set to grant rank points according to the number of amulet cards that the player "played" until the card battle game ends. Specifically, when 1 to 3 amulet cards are "played", it is set to grant rank points equivalent to 5 points. Also, when 4 to 5 amulet cards are "played", it is set to grant rank points equivalent to 10 points. Also, when 6 or more amulet cards are "played", it is set to grant rank points equivalent to 20 points.

[0160] Also, in the item of "Number of evolutions and super-evolutions", it is set to grant rank points according to the number of times the player has executed an evolution or a super-evolution before the card battle game ends. Specifically, when an evolution or a super-evolution is executed once, it is set to grant rank points equivalent to 5 points. Also, when an evolution or a super-evolution is executed twice, it is set to grant rank points equivalent to 10 points. Also, when an evolution or a super-evolution is executed three or more times, it is set to grant rank points equivalent to 20 points.

[0161] Also, in the item of "Remaining HP of one's own leader", it is set to grant rank points according to the value of the remaining HP of the player's leader at the time when the card battle game ends. Specifically, when the value of the remaining HP of the player's leader is from 1 to 10, it is set to grant rank points equivalent to 5 points. Also, when the value of the remaining HP of the player's leader is from 11 to 15, it is set to grant rank points equivalent to 10 points. Also, when the value of the remaining HP of the player's leader is 16 or more, it is set to grant rank points equivalent to 20 points.

[0162] Also, in the item of "Damage dealt to the opponent's leader", it is set to grant rank points according to the value of the damage dealt to the opponent's leader before the card battle game ends. Specifically, when the value of the damage dealt to the opponent's leader is from 1 to 5, it is set to grant rank points equivalent to 5 points. Also, when the value of the damage dealt to the opponent's leader is from 6 to 10, it is set to grant rank points equivalent to 10 points. Also, when the value of the damage dealt to the opponent's leader is 11 or more, it is set to grant rank points equivalent to 20 points.

[0163] In addition, in the "Playtime" item, evaluations are made in three levels: A evaluation, B evaluation, and C evaluation based on the usage time at the end of each turn in the card battle game, and rank points are awarded based on the evaluation results. Specifically, when it is an A evaluation, it is set to award rank points equivalent to 20 points. Also, when it is a B evaluation, it is set to award rank points equivalent to 10 points. Further, when it is a C evaluation, it is set to award rank points equivalent to 5 points. An example of the evaluation method is listed below.

[0164] FIG. 18 is a diagram for explaining an example of the operable time and the usage time. The server 1000 derives the total usage time by summing up all the usage times of each turn that have been derived. When evolution is being executed during a turn, the server 1000 derives the usage time as the time obtained by subtracting the first time from the elapsed time from the turn start time at the end of the turn. Also, when mega evolution is being executed during a turn, the server 1000 derives the usage time as the time obtained by subtracting the second time from the elapsed time from the turn start time at the end of the turn. Further, the server 1000 derives the total operable time by summing up all the operable times of each turn that have been executed in the card battle game.

[0165] In this embodiment, the server 1000 derives the ratio of the total usage time to the total operable time (hereinafter also referred to as the usage time ratio). Then, an evaluation is made based on this usage time ratio. Specifically, when the usage time ratio is 50% or less, it is an A evaluation. Also, when the usage time ratio is 51% or more and 60% or less, it is a B evaluation. Further, when the usage time ratio is 61% or more, it is a C evaluation. That is, the lower the usage time ratio, the higher the evaluation.

[0166] Figure 18 shows four patterns with a common total usage time. Pattern 1 shows the case where 50% of the operable time is used in all turns. Pattern 2 shows the case where the turn is ended relatively early in the turns before the evolution unlocking turn and relatively late in the turns after the evolution unlocking turn. Pattern 3 shows the case where the turn is ended relatively late in the turns before the evolution unlocking turn and relatively early in the turns after the evolution unlocking turn. Pattern 4 shows the case where the turn is ended at a time with variation for each turn.

[0167] In this embodiment, in the cases of the above Patterns 1 to 4, although the usage time in each turn may be different, the usage time ratio is a common value. As a result, the same evaluation (for example, Evaluation A) is obtained in all cases. That is, regardless of the time distribution in each turn, if the total usage time is the same, the same evaluation result is derived. In this embodiment, the case of deriving the usage time in each turn is shown, but it is not necessary to derive the usage time.

[0168] For example, rank points may be given according to the ratio of the value obtained by summing up all the remaining time values of the operable time at the time when each turn ends to the total operable time.

[0169] Also, the ratio of the usage time to the operable time in each turn may be derived respectively. In this case, the ratios of the usage time to the operable time in each turn may be averaged, and rank points corresponding to the averaged value may be assigned. In this case, in Pattern 1 and Pattern 4, the ratio is derived as 50%. Also, in Pattern 2, the ratio is derived as 44%. Also, in Pattern 3, the ratio is derived as 57%. That is, in this case, when the usage time is common between the case where the operable time is long and the case where the operable time is short, the ratio of the usage time to the operable time is derived to be lower for the latter. In other words, it can be said that one second in the turn before the evolution unlock turn is more valuable for evaluation than one second in the turn after the evolution unlock turn. Thereby, it becomes possible to perform evaluation based on the length of the operable time in each turn.

[0170] Also, the ratio of the remaining time value of the operable time at the end of each turn to the total operable time may be derived respectively. In this case, the ratios of the remaining time value of the operable time at the end of each turn to the operable time in each turn may be averaged, and rank points corresponding to the averaged value may be assigned. That is, the rank points may be determined based on the ratio of the remaining time of each turn to the total operable time.

[0171] Further, evaluation points may be respectively derived based on the values of the usage time in each turn. In this case, rank points corresponding to the total evaluation points obtained by summing up all the evaluation points in each turn may be given. In this case, it is preferable to set criteria for determining the evaluation points in advance for each turn. For example, in turns before the evolution unlocking turn, criteria such as 3 evaluation points when the usage time is 23 seconds or less, 2 evaluation points when the usage time is from 24 seconds to 30 seconds, and 1 evaluation point when the usage time is 31 seconds or more may be provided. Also, in turns after the evolution unlocking turn, criteria such as 3 evaluation points when the usage time is 35 seconds or less, 2 evaluation points when the usage time is from 36 seconds to 45 seconds, and 1 evaluation point when the usage time is 46 seconds or more may be provided. Also, for each of a plurality of turns with the same available operation time, the criteria for determining the evaluation points may be different.

[0172] Further, the average value of the values of the usage time in each turn may be derived. In this case, rank points corresponding to the average value of the values of the usage time in each turn may be given. Also, for the usage time in each turn, rank points may be given based on the number of times it is shorter than a preset reference time. Also, by comparing the player's usage time in each turn with the opponent's usage time, rank points may be given to the side with a larger number of turns having a shorter usage time.

[0173] Further, the average value of the remaining time of the available operation time at the end of each turn may be derived. In this case, rank points corresponding to the average value of the remaining time of the available operation time at the end of each turn may be given.

[0174] In addition, in this embodiment, the player is shown as unable to perform operations such as playing cards during the opponent's turn. However, when a predetermined condition is satisfied during the opponent's turn, it may be possible to perform operations such as playing cards. In this case, the operable time of the player during the opponent's turn is set. Also, in this case, when the opponent's turn ends and the player performs an operation such as playing a card, the usage time of the player during the opponent's turn is stored. Note that even if it is possible to perform operations such as playing cards when a predetermined condition is satisfied during the opponent's turn, if the player does not perform the operation, the usage time of the player during the opponent's turn may not be stored. Then, based on the operable time and usage time of the player during the opponent's turn and the operable time and usage time of the player during the player's turn, the evaluation as described above may be performed.

[0175] In any case, the server 1000 may determine the rank points for each of the player and the opponent based on at least the usage time.

[0176] The server 1000 determines the rank points corresponding to each item for each of the player and the opponent as described above. Also, when the server 1000 derives the total value of the determined rank points, the server 1000 assigns the total value of the determined rank points to each of the player ID and the opponent's player ID.

[0177] However, among the items set in FIG. 17, for the top three rank points with the largest number of points among the rank points corresponding to the items excluding "battle victory", a value obtained by adding them to the basic points (the item of "battle victory") may be derived.

[0178] Then, the server 1000 sets the corresponding rank point information to be acquirable for the player terminal 1 and the opponent's player terminal 1.

[0179] FIG. 19A is a diagram for explaining an example of a result screen at victory. FIG. 19B is a diagram for explaining an example of a result screen at defeat. The player terminal 1 and the opponent's player terminal 1 display the result screen based on the received rank point information. On the result screen, the total of the awarded rank points and the breakdown of the awarded rank points are displayed. However, the breakdown of the rank points may not be displayed, or only a part of it may be displayed. Also, the breakdown of the rank points may be scrollable. Note that items for which no rank points are awarded may not be displayed on the result screen.

[0180] Also, in this embodiment, when winning the card battle game, as shown in FIG. 19A, as a win-loss result, an image marked with "WIN" indicating victory is displayed. On the other hand, when losing the card battle game, as shown in FIG. 19B, the win-loss result of defeat is not directly displayed. This makes it possible to suppress the possibility that the player's motivation to play will decline.

[0181] When the result screen is tapped, the display of the result screen ends, and the display switches from the battle screen to the normal screen. That is, the result screen is a part of the battle screen. Note that the normal screen switched from the result screen may be the screen displayed immediately before switching to the battle screen, or may be a predetermined screen such as the home screen.

[0182] As described above, in this embodiment, in the item of "play time", regardless of victory or defeat, the less the player's time consumption in each turn, the more rank points are awarded. Therefore, the player will try to make quick operations in order to obtain more rank points. This makes it possible to suppress the possibility that the progress of the game will be delayed, and to suppress the possibility that the interest of the game will decline.

[0183] The processing of the player terminal 1 and the server 1000 for realizing the above card battle game, and the functional units for performing each of these processes will be described below.

[0184] (Functional units of the player terminal 1) FIG. 20 is a functional block diagram of the player terminal 1. In the storage unit 12 of the player terminal 1, a program storage area 12a and a data storage area 12b are provided. When the game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0185] The terminal-side game control program includes a game execution control program 300, a card battle game execution control program 301, and a display control program 302. Note that the programs listed in FIG. 20 are examples, and there are many other programs provided in the terminal-side game control program.

[0186] The CPU 10 operates each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. Then, by operating each program stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as a terminal control unit 1A. The terminal control unit 1A includes a game execution control unit 300a, a card battle game execution control unit 301a, and a display control unit 302a.

[0187] Specifically, the CPU 10 operates the game execution control program 300 to cause the computer to function as the game execution control unit 300a. Similarly, the CPU 10 operates the card battle game execution control program 301 and the display control program 302 to function as the card battle game execution control unit 301a and the display control unit 302a, respectively.

[0188] In the data storage area 12b, a game information storage unit 400 and a player information storage unit 401 are provided as storage units for storing data. Note that each of the above storage units is an example, and a large number of other storage units are also provided in the data storage area 12b.

[0189] The game execution control unit 300a controls the progress of the entire game. For example, the game execution control unit 300a logs in to the game according to the player's operation, or determines whether the game information of the whole game has been updated.

[0190] The card battle game execution control unit 301a is responsible for the control for executing the card battle game. For example, the card battle game execution control unit 301a controls the progress of the card battle game based on the operation input to the player terminal 1.

[0191] The display control unit 302a performs display control of the image displayed on the touch panel 26 according to the player's operation and the progress of the game.

[0192] (Function units of the server 1000) FIG. 21 is a functional block diagram of the server 1000. In the storage unit 1012 of the server 1000, a program storage area 1012a and a data storage area 1012b are provided. In the program storage area 1012a, a game execution control program 1300, a card battle game execution control program 1301, a time management program 1303, and a rank point management program 1304 are stored as server-side game control programs. Note that the programs listed in FIG. 21 are examples, and a large number of other programs are also provided in the server-side game control programs.

[0193] The CPU 1010 operates each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. Then, by operating each program stored in the program storage area 1012a, the CPU 1010 causes the server 1000 (computer) to function as a server control unit 1000A. The server control unit 1000A includes a game execution control unit 1300a, a card battle game execution control unit 1301a, a time management unit 1303a, and a rank point management unit 1304a.

[0194] Specifically, the CPU 1010 operates the game execution control program 1300 to cause the computer to function as the game execution control unit 1300a. Similarly, the CPU 1010 operates the card battle game execution control program 1301, the time management program 1303, and the rank point management program 1304 to cause the computer to function as the card battle game execution control unit 1301a, the time management unit 1303a, and the rank point management unit 1304a.

[0195] In the data storage area 1012b, a game information storage unit 1400 and a player information storage unit 1401 are provided as storage units for storing data. Note that each of the above storage units is an example, and there are many other storage units provided in the data storage area 1012b.

[0196] The game execution control unit 1300a controls the progress of the entire game. For example, when the game execution control unit 1300a receives login information from the player terminal 1, it sets the player information (deck information, rank points, etc.) stored in the player information storage unit 1401 to be accessible by the player terminal 1. Also, when the game information for the entire game (including card information, attack information, attack result information, play point information, play information, ability activation information, turn start information, turn end information, evolution / super evolution point information, evolution information (evolution), evolution information (super evolution), win / loss information, remaining time information, rank point information, etc.) is updated, the game execution control unit 1300a reads the updated game information from the game information storage unit 1400 and sets it to be accessible by the player terminal 1.

[0197] The card battle game execution control unit 1301a is responsible for the control to execute the card battle game.

[0198] The time management unit 1303a manages the operable time in each turn of the card battle game and the usage time at the end point. For example, when the player's turn starts, the time management unit 1303a stores the turn start time and the planned turn end time in association with the player ID. Also, when the opponent's turn starts, the time management unit 1303a stores the turn start time and the planned turn end time in association with the opponent's player ID. The planned turn end time is the time obtained by adding the operable time set for the started turn to the turn start time.

[0199] Also, the time management unit 1303a derives the usage time in the ended player's turn based on the elapsed time from the turn start time when the player's turn ends, and stores it in association with the player ID. Also, when the opponent's turn ends, the server 1000 derives the usage time in the ended opponent's turn based on the elapsed time from the turn start time when the opponent's turn ends, and stores it in association with the opponent's player ID. However, instead of deriving the usage time each time a turn ends, the usage time may be derived for each turn after the game ends.

[0200] When evolution is being executed during a turn, the time management unit 1303a derives the usage time as the time obtained by subtracting the first time from the elapsed time from the turn start time when the turn ends. Also, when mega evolution is being executed during a turn, the time management unit 1303a derives the usage time as the time obtained by subtracting the second time from the elapsed time from the turn start time when the turn ends.

[0201] In addition, the time management unit 1303a derives the total operable time by summing up all the operable times of the executed player turns in the card battle game, associates it with the player ID, and stores it. Also, the time management unit 1303a derives the total operable time by summing up all the operable times of the executed turns of the opponent in the card battle game, associates it with the opponent player ID, and stores it.

[0202] The rank point management unit 1304a determines the rank points to be assigned to the player ID and the rank points to be assigned to the opponent player ID respectively based on the execution details and results of the card battle game.

[0203] (Communication Processing between Player Terminal 1 and Server 1000) Hereinafter, the basic processes of the player terminal 1 and the server 1000 will be described. In the following description, the process performed in the player terminal 1 is denoted as Pn (n is an arbitrary integer). Also, the process performed in the server 1000 is denoted as Sn (n is an arbitrary integer).

[0204] FIG. 22 is a flowchart for explaining an example of the terminal-side card battle game execution process in the player terminal 1. When the solo play selection operation unit 30b or the multiplayer play selection operation unit 30c of the menu bar 30 is tapped, various setting screens are displayed. When settings are made on the setting screen, the terminal-side card battle game execution process is started.

[0205] When the card battle game execution process is started, the card battle game execution control unit 301a transmits the deck information to be used in the card battle game to the server 1000 (P1-1).

[0206] The card battle game execution control unit 301a acquires initial information (first attack / second attack information, index information, exchange information) from the server 1000 (P1-2).

[0207] Also, the card battle game execution control unit 301a receives and stores the evolution / super-evolution point information included in the initial information from the server 1000 (P1-3). At this time, if the player is the first player, the evolution points for 3 points will be stored. Also, if the player is the second player, the evolution points for 4 points will be stored.

[0208] The card battle game execution control unit 301a receives and stores the evolution / super-evolution turn information included in the initial information from the server 1000 (P1-4). At this time, if the player is the first player, the 5th turn will be stored as the evolution unlocking turn number. Also, if the player is the first player, the 7th turn will be stored as the super-evolution unlocking turn number. Also, if the player is the second player, the 4th turn will be stored as the evolution unlocking turn number. Also, if the player is the second player, the 6th turn will be stored as the super-evolution unlocking turn number. Note that the evolution / super-evolution turn information may not be stored in the player terminal 1.

[0209] Based on the first-player / second-player information included in the initial information received from the server 1000, the display control unit 302a displays whether it is the first player or the second player on the touch panel 26 as shown in FIG. 9A (P1-5). Thereafter, the card battle game execution control unit 301a executes an initial card determination process for determining the initial cards based on the exchange information included in the initial information (P1-6). Here, based on the initial information (first-player / second-player information), the display control unit 302a arranges 3 initial candidate cards in the initial card display area 60 and displays an exchange display area 61 for arranging the cards to be exchanged on the touch panel 26 as shown in FIG. 9B.

[0210] Then, as shown in FIG. 9C, when the decision button 62 is tapped by the player, the card battle game execution control unit 301a returns the card moved to the exchange display area 61 to the deck area 45a, and determines the initial candidate cards that have not been exchanged and the exchange candidate cards corresponding to the number of exchanged initial candidate cards as the initial cards. Then, the card battle game execution control unit 301a transmits the initial card information indicating the initial cards to the server 1000, and receives the number information of the opponent's cards (P1-7).

[0211] As shown in FIG. 10A, the display control unit 302a displays the battle screen on the touch panel 26, and arranges the determined initial cards in the hand area 46a in an identifiable manner. Also, based on the received number information of the opponent's cards, the display control unit 302a arranges three cards in the hand area 46b in an unidentifiable manner (P1-8).

[0212] After that, based on the first-turn / second-turn information or the turn start information obtained from the server 1000, the card battle game execution control unit 301a determines whether it is the player's turn (P1-9). If it is the player's turn (YES in P1-9), the card battle game execution control unit 301a executes the self-turn control process (P2). On the other hand, if it is not the player's turn, that is, if it is the opponent's turn (NO in P1-9), the card battle game execution control unit 301a executes the opponent-turn control process (P3). If the card battle game execution control unit 301a has not received the win / loss information from the server 1000, that is, if the win / loss has not been determined (NO in P1-10), the process returns to P1-9. Also, if the card battle game execution control unit 301a has received the win / loss information from the server 1000, that is, if the win / loss has been determined (YES in P1-10), the card battle game execution control unit 301a executes the card battle game end process to end the card battle game (P1-11).

[0213] Further, the display control unit 302a acquires rank point information from the server 1000, and based on the acquired rank point information, displays a result screen (FIG. 19A or FIG. 19B) on the touch panel 26 (P1-12), and ends the card battle game execution process.

[0214] FIG. 23 is a flowchart for explaining an example of the self-turn control process (P2) in the player terminal 1. When the player's turn starts, as shown in FIG. 10B, the display control unit 302a displays an image marked with "YOUR TURN" indicating that it is the player's turn on the touch panel 26 (P2-1). Further, the display control unit 302a displays the remaining number of turns until the evolution unlocking turn when the player can evolve (FIG. 10B), or the remaining number of turns until the super evolution unlocking turn when the player can super evolve (FIG. 15A) (P2-2).

[0215] Further, the display control unit 302a acquires and stores the remaining time information from the server 1000 (P2-3). Also, the display control unit 302a displays the operable time meter 48a on the touch panel 26 based on the acquired remaining time information (P2-4). When the evolution unlocking turn starts, an effect is executed in which the black part extends to the entire circumference of the circle (FIGS. 13A and 13B).

[0216] The card battle game execution control unit 301a receives card information determined by lottery from the cards in the deck area 45a in the server 1000 (P2-5). Also, the display control unit 302a discriminately arranges (displays) the card determined based on the received card information in the hand area 46a (P2-5).

[0217] Further, when the play point information is updated in the server 1000, the card battle game execution control unit 301a receives the updated play point information (P2-6). Also, the display control unit 302a updates and displays the play point display unit 49a based on the received play point information (P2-6). As a result, 1 play point is added at the start of the turn.

[0218] In addition, when the evolution / super-evolution point information is updated in the server 1000, the card battle game execution control unit 301a receives the updated evolution / super-evolution point information (P2-7). Further, the display control unit 302a updates and displays the evolution / super-evolution point display area 44a based on the received evolution / super-evolution point information (P2-7).

[0219] In addition, when new ability activation information indicating that the abilities of various cards have been activated is newly set in the server 1000, the card battle game execution control unit 301a receives the ability activation information (P2-8). The card battle game execution control unit 301a executes an ability activation process for activating various abilities based on the received ability activation information (P2-9).

[0220] The card battle game execution control unit 301a determines whether an operation of playing a card has been input by the player (P2-10). As a result, if no play operation is detected (NO in P2-10), the card battle game execution control unit 301a transfers the process to step P2-13. In addition, when a play operation is detected (YES in P2-10), the card battle game execution control unit 301a transmits play information indicating that the card placed in the hand area 46a has been put out onto the field 47a to the server 1000 (P2-11). Further, the display control unit 302a executes a play card display process for displaying the card placed in the hand area 46a on the field 47a based on the play operation (P2-12). Here, in a turn after the super-evolution unlock turn number, when the player owns super-evolution points and the follower card placed on the field 47a is capable of executing super-evolution, the display control unit 302a displays an effect image (FIG. 16A) for the follower card.

[0221] The card battle game execution control unit 301a determines whether an operation in which a card placed on the field 47a attacks a follower card or a leader 41b of the opponent is input by the player (P2-13). As a result, if no attack operation is detected (NO in P2-13), the process proceeds to step P2-16. If an attack operation is detected (YES in P2-13), the card battle game execution control unit 301a transmits attack information including information identifying the card that performs the attack and information identifying the follower card or leader 41b of the opponent that is attacked to the server 1000 based on the detected attack operation (P2-14).

[0222] The card battle game execution control unit 301a receives the attack result information set in the server (P2-15). The attack result information includes information indicating the result of subtracting the physical strength of the follower card or leader 41b of the attacked opponent, information indicating the result of subtracting the physical strength of the attacking follower card, and the like. Also, the display control unit 302a executes various effects at the time of the attack based on the received attack result information.

[0223] The card battle game execution control unit 301a determines whether a predetermined evolvable condition is satisfied and whether a predetermined super-evolvable condition is satisfied for all follower cards displayed on the field 47a (P2-16). In the present embodiment, when it is after the evolution release turn, the player owns evolution points or super-evolution points, and the card to be determined is an evolvable follower card, it is determined that the evolvable condition is satisfied. Also, when it is after the super-evolution release turn, the player owns super-evolution points, and the card to be determined is a super-evolvable follower card, it is determined that the evolvable condition is satisfied. Note that in the present embodiment, the case where the determination of whether the evolvable condition and the super-evolvable condition are satisfied for all follower cards displayed on the field 47a in P2-16 is executed on the player terminal 1 side is shown, but it may be executed on the server 1000 side.

[0224] The card battle game execution control unit 301a determines whether the card displayed in the field 47a has been tapped (P2-17). When the card is tapped (YES in P2-17), the display control unit 302a displays the card details tab 63 based on the determination result in the above step P2-16 (P2-18). Specifically, when the display control unit 302a determines that the evolution possible condition is satisfied for the tapped card, the evolution button 63a is enabled (set to an operable state) and displayed in the card details tab 63. Also, when the display control unit 302a determines that the super evolution possible condition is satisfied for the tapped card, the super evolution button 63b is enabled (set to an operable state) and displayed in the card details tab 63.

[0225] Also, the card battle game execution control unit 301a executes the evolution / super evolution execution process (P4). The details of this evolution / super evolution execution process (P4) will be described later.

[0226] The display control unit 302a executes an update process of gradually decreasing the black portion of the operable time meter 48a as time elapses (P2-19). However, the display control unit 302a may obtain the remaining operable time from the server 1000 and perform an updated display of the operable time meter 48a based on the obtained remaining operable time.

[0227] When the card battle game execution control unit 301a receives the win / loss information from the server 1000, that is, when the win / loss is determined (YES in P2-20), the self-turn process is terminated. Also, when the card battle game execution control unit 301a has not received the win / loss information from the server 1000, that is, when the win / loss is not determined (NO in P2-20), the process proceeds to P2-21.

[0228] The card battle game execution control unit 301a determines whether the player's turn has ended in response to the player's operation of the turn end button 48 (P2-21). Then, if the player's turn has not ended (NO in P2-21), the card battle game execution control unit 301a transfers the process to P2-6.

[0229] Also, when the player's turn has ended (YES in P2-21), the display control unit 302a makes the operable time meter 48a non-displayed based on the end of the player's turn (P2-22).

[0230] Also, the card battle game execution control unit 301a executes turn end processing (P2-23). When there is a card having an ability 55 that is activated at the end of the player's turn, in the turn end processing, information is received from the server 1000 and processing for activating the ability 55 is executed. Also, the card battle game execution control unit 301a transmits turn end information indicating that the player's turn has ended to the server 1000.

[0231] FIG. 23 is a flowchart for explaining an example of evolution / super evolution execution processing in the player terminal 1. The card battle game execution control unit 301a determines whether the evolution button 63a on the card details tab 63 has been tapped (P4-1). When the evolution button 63a has been tapped (YES in P4-1), the card battle game execution control unit 301a transfers the process to step P4-6.

[0232] When the evolution button 63a has not been tapped (NO in P4-1), the card battle game execution control unit 301a determines whether the super evolution button 63b on the card details tab 63 has been tapped (P4-2).

[0233] When the super evolution button 63b has been tapped (YES in P4-2), the card battle game execution control unit 301a transmits evolution information (super evolution) indicating the card to be super evolved to the server 1000 (P4-3).

[0234] Further, the display control unit 302a stops the subtraction display of the operable time meter 48a for a second period (P4-4), displays the super evolution animation on the touch panel 26 for the second period (P4-5), and transfers the process to step P5-10.

[0235] When the evolution button 63a is tapped (YES in P4-1), the card battle game execution control unit 301a transmits evolution information (evolution) indicating the card to be evolved to the server 1000 (P4-6).

[0236] Further, the display control unit 302a stops the subtraction display of the operable time meter 48a for a first period (P4-7), displays the evolution animation on the touch panel 26 for the first period (P4-8), and transfers the process to step P4-9.

[0237] The card battle game execution control unit 301a determines whether or not the evolution points owned by the player are less than 1 (P4-9). As a result, if the evolution points owned by the player are not less than 1, that is, if the player owns evolution points (NO in P4-9), the card battle game execution control unit 301a transfers the process to step P4-11. If the evolution points owned by the player are less than 1 (YES in P4-9), the card battle game execution control unit 301a transfers the process to step P4-10.

[0238] The card battle game execution control unit 301a transmits super evolution point consumption operation information indicating that the super evolution points are to be consumed to the server 1000 (P4-10). That is, in the present embodiment, when performing super evolution by consuming super evolution points and when performing evolution by consuming super evolution points, the super evolution point consumption operation information is transmitted to the server 1000.

[0239] The card battle game execution control unit 301a transmits evolution point consumption operation information indicating the consumption of evolution points to the server 1000 (P4-11). That is, in the present embodiment, when evolution is executed by consuming evolution points, the evolution point consumption operation information is transmitted to the server 1000.

[0240] The card battle game execution control unit 301a receives the updated evolution / super-evolution point information at the server 1000 (P4-12). Further, the display control unit 302a executes a display update process of changing the display mode of the icon image in the evolution / super-evolution point display area 44a according to the number of evolution points and the number of super-evolution points owned by the player based on the received evolution / super-evolution point information (P4-13).

[0241] Also, the card battle game execution control unit 301a increases and updates the performance (for example, attack power and physical strength) of the card to be evolved or super-evolved based on the player's operation (P4-14). That is, when the evolution button 63a is tapped, the performance after evolution of the card selected by the player is updated. Also, when the super-evolution button 63b is tapped, the performance after super-evolution of the card selected by the player is updated.

[0242] FIG. 25 is a flowchart for explaining an example of the opponent turn control process (P3) in the player terminal 1. When the opponent's turn starts, the display control unit 302a displays an image marked "EMEMY TURN" indicating that it is the opponent's turn on the touch panel 26 as shown in FIG. 11B (P3-1). Also, the card battle game execution control unit 301a adds 1 to the opponent's play points (P3-2). Further, the display control unit 302a updates and displays the play point display unit 49b.

[0243] When the display control unit 302a receives the number information, it arranges the cards in an indistinguishable manner in the opponent's hand area 46b based on the received number information (P3-2).

[0244] Also, when the display control unit 302a receives play information, it displays the card on the opponent's field 47b in an identifiable manner based on the received play information (P3-3).

[0245] Also, when the card battle game execution control unit 301a receives the opponent's play point information, it updates and displays the play point display unit 49b based on the received play point information (P3-4).

[0246] Also, when the display control unit 302a receives evolution / super-evolution point information, it updates the display of the evolution / super-evolution point display area 44b based on the received evolution / super-evolution point information (P3-5).

[0247] The card battle game execution control unit 301a determines whether it has received ability activation information (P3-6). And when it has received the ability activation information (YES in P3-6), the display control unit 302a executes an ability activation process to activate various abilities based on the received ability activation information (P3-7).

[0248] The card battle game execution control unit 301a determines whether it has received attack result information (P3-8). And when it has received the attack result information (YES in P3-8), the display control unit 302a executes various effects when the attack is executed based on the received attack result information (P3-9).

[0249] The card battle game execution control unit 301a determines whether it has received evolution information (evolution) (P3-10). And when it has received the evolution information (evolution) (YES in P3-10), the card battle game execution control unit 301a refers to the received evolution information (evolution) and the card management information to increase and update the performance (e.g., attack power and physical strength) of the follower card to be evolved (P3-11).

[0250] The card battle game execution control unit 301a determines whether evolution information (super evolution) has been received (P3-12). When evolution information (super evolution) is received (YES in P3-12), the card battle game execution control unit 301a refers to the received evolution information (super evolution) and the card management information, and increases and updates the performance (e.g., attack power and physical strength) of the follower card to be super evolved (P3-13).

[0251] The card battle game execution control unit 301a determines whether the card displayed on the field 47a has been tapped (P3-14). When the card is tapped (YES in P3-14), the display control unit 302a displays the card details tab 63 (P3-15). In this case, since it is the opponent's turn, the display control unit 302a invalidates (makes it impossible to operate) and displays the evolution button 63a and the super evolution button 63b in the card details tab 63.

[0252] When the card battle game execution control unit 301a receives the win / loss information from the server 1000, that is, when the win / loss is determined (YES in P3-16), it ends the corresponding opponent turn process. Also, when the card battle game execution control unit 301a has not received the win / loss information from the server 1000, that is, when the win / loss has not been determined (NO in P3-16), it transfers the process to P3-17.

[0253] The card battle game execution control unit 301a determines whether turn end information has been received (P3-17). When turn end information has not been received (NO in P3-17), the card battle game execution control unit 301a transfers the process to step P3-2. Also, when turn end information has been received (YES in P3-17), the card battle game execution control unit 301a executes turn end processing (P3-18). When there is a card having the ability 55 to be activated at the end of the opponent's turn, in the turn end processing, the ability activation information is received from the server 1000, and the process of activating the ability 55 is executed.

[0254] FIG. 26 is a flowchart for explaining an example of server-side card battle game execution processing (S1) in server 1000. When starting the server-side card battle game execution processing, the card battle game execution control unit 1301a receives deck information from the player and the opponent's player terminal 1 (S1-1). Then, the card battle game execution control unit 1301a determines who goes first and who goes second (S1-2), assigns indexes to the cards included in the deck information (S1-3), and sets the initial information so that it can be acquired by the player and the opponent's player terminal 1 (S1-4).

[0255] Note that when the player goes first, the card battle game execution control unit 1301a assigns 3 evolution points to the player and 4 evolution points to the opponent, and sets the evolution / super-evolution points based on the result of the assignment in the initial information. Also, when the player goes second, the card battle game execution control unit 1301a assigns 4 evolution points to the player and 3 evolution points to the opponent, and sets the evolution / super-evolution points based on the result of the assignment in the initial information.

[0256] In addition, when the player goes first, the card battle game execution control unit 1301a sets evolution / super-evolution turn information indicating that the player's evolution unlock turn is the 5th turn, the opponent's evolution unlock turn is the 4th turn, the player's super-evolution unlock turn is the 7th turn, and the opponent's super-evolution unlock turn is the 6th turn in the initial information. Also, when the player goes second, the card battle game execution control unit 1301a sets evolution / super-evolution turn information indicating that the player's evolution unlock turn is the 4th turn, the opponent's evolution unlock turn is the 5th turn, the player's super-evolution unlock turn is the 6th turn, and the opponent's super-evolution unlock turn is the 7th turn in the initial information.

[0257] Also, the time management unit 1303a stores the turn start time (S1-5). Specifically, when the player's turn starts, the time management unit 1303a associates and stores the turn start time with the player ID. Also, when the opponent's turn starts, the time management unit 1303a associates and stores the turn start time with the opponent's player ID.

[0258] Also, the time management unit 1303a stores the scheduled turn end time (S1-6). Specifically, when the player's turn starts, the time management unit 1303a associates and stores the scheduled turn end time, which is the time obtained by adding the operable time set for the started turn, with the player ID. Also, when the opponent's turn starts, the time management unit 1303a associates and stores the scheduled turn end time with the opponent's player ID.

[0259] Also, when the player's turn starts, the time management unit 1303a sets the player terminal 1 to be able to acquire remaining time information indicating the operable time of the started turn, that is, the remaining time (S1-7). Also, when the opponent's turn starts, the time management unit 1303a sets the opponent's player terminal 1 to be able to acquire the remaining time information (S1-7).

[0260] The card battle game execution control unit 1301a determines whether the player's super evolution release turn or the opponent's super evolution release turn has started (S1-8). As a result, if the player's super evolution release turn or the opponent's super evolution release turn has started (YES in S1-8), the card battle game execution control unit 1301a transfers the process to step S1-9. The card battle game execution control unit 1301a executes change content determination processing (S1-9).

[0261] When the number of turns for the player to unlock super evolution is reached, in the change content determination process (S1-9), the card battle game execution control unit 1301a determines that, among the evolution points owned by the player, up to 2 points worth of evolution points are changed to super evolution points. In this case, specifically, when the number of evolution points owned by the player is 2 points or more, the card battle game execution control unit 1301a determines to change 2 points worth of evolution points to 2 points worth of super evolution points and assign them to the player ID. Also, when the number of evolution points owned by the player is 1 point, the card battle game execution control unit 1301a determines to change 1 point worth of evolution points to 1 point worth of super evolution points and assign them to the player ID. Note that when the number of evolution points owned by the player is 0 points, the card battle game execution control unit 1301a determines not to perform the change to super evolution points.

[0262] Also, when the number of turns for the opponent to unlock super evolution is reached, in the change content determination process (S1-9), the card battle game execution control unit 1301a determines that, among the evolution points owned by the opponent, up to 2 points worth of evolution points are changed to super evolution points. In this case, specifically, when the number of evolution points owned by the opponent is 2 points or more, the card battle game execution control unit 1301a determines to change 2 points worth of evolution points to 2 points worth of super evolution points and assign them to the opponent's player ID. Also, when the number of evolution points owned by the opponent is 1 point, the card battle game execution control unit 1301a determines to change 1 point worth of evolution points to 1 point worth of super evolution points and assign them to the opponent's player ID. Note that when the number of evolution points owned by the opponent is 0 points, the card battle game execution control unit 1301a determines not to perform the change to super evolution points.

[0263] When the player is given super evolution points by the above change content determination process (S1-9), the card battle game execution control unit 1301a updates the evolution / super evolution point information indicating the number of evolution points and super evolution points owned by the player (S1-10). Also, when the opponent is given super evolution points by the above change content determination process (S1-9), the card battle game execution control unit 1301a updates the evolution / super evolution point information indicating the number of evolution points and super evolution points owned by the opponent (S1-10). Then, the card battle game execution control unit 1301a sets the updated evolution / super evolution point information to be acquirable for the player terminal 1 and the opponent's player terminal 1 (S1-10).

[0264] The card battle game execution control unit 1301a determines whether it is the start of the player's turn or the start of the opponent's turn (S1-11). If it is not the start of the player's or the opponent's turn (NO in S1-11), the card battle game execution control unit 1301a transfers the process to step S1-14.

[0265] At the start of the player's turn (YES in S1-11), the card battle game execution control unit 1301a determines one card from among the cards arranged in the player's deck area 45a by lottery, and sets the card information indicating the determined card to be acquirable for the player terminal 1 (S1-12). Also, the card battle game execution control unit 1301a sets the number information to be acquirable for the opponent's player terminal 1 (S1-13).

[0266] At the start of the opponent's turn (YES in S1-11), the card battle game execution control unit 1301a determines one card from among the cards arranged in the opponent's deck area 45b by lottery, and sets the card information indicating the determined card to be acquirable for the opponent's player terminal 1 (S1-12). Also, the card battle game execution control unit 1301a sets the number information to be acquirable for the player terminal 1 (S1-13). Further, the card battle game execution control unit 1301a executes an ability activation process (S2). Details of this ability activation process (S2) will be described later.

[0267] The card battle game execution control unit 1301a determines whether play information has been received (S1-14). If the play information has not been received (NO in S1-14), the card battle game execution control unit 1301a transfers the process to step S1-15. If the play information has been received (YES in S1-14), the card battle game execution control unit 1301a sets the play information to be acquirable for the opponent's player terminal 1 different from the player terminal 1 that received the play information (S1-15). Also, the card battle game execution control unit 1301a executes an ability activation process (S2) described later.

[0268] The card battle game execution control unit 1301a determines whether attack information has been received (S1-15). If the attack information has not been received (NO in S1-15), the card battle game execution control unit 1301a transfers the process to step S3. If the attack information has been received (YES in S1-15), the card battle game execution control unit 1301a sets attack result information including information indicating the result of subtracting the physical strength of the follower card or leader 41a, 41b that was attacked and information indicating the result of subtracting the physical strength of the attacking follower card to be acquirable for the opponent's player terminal 1 different from the player terminal 1 that received the attack information (S1-16). Also, the card battle game execution control unit 1301a executes an ability activation process (S2) described later.

[0269] The card battle game execution control unit 1301a executes an evolution-related process (S3). The evolution-related process (S3) will be described in detail later.

[0270] The card battle game execution control unit 1301a determines whether a predetermined turn end condition has been satisfied (S1-17). In the present embodiment, the card battle game execution control unit 1301a determines that the turn end condition has been satisfied when the player or the opponent taps the turn end button 48 or when the turn end scheduled time has been reached.

[0271] As a result, when the turn end condition is not satisfied (NO in S1-17), the card battle game execution control unit 1301a transfers the process to step S1-24. Also, when the turn end condition is satisfied (YES in S1-17), the card battle game execution control unit 1301a executes an ability activation process (S2) described later.

[0272] The time management unit 1303a derives and stores the usage time in the ended turn based on the elapsed time from the turn start time at the time when the turn ended (S1-18). When evolution is being executed during the turn, the time management unit 1303a derives the usage time as the time obtained by subtracting the first time from the elapsed time from the turn start time at the time when the turn ended. Also, when mega evolution is being executed during the turn, the time management unit 1303a derives the usage time as the time obtained by subtracting the second time from the elapsed time from the turn start time at the time when the turn ended.

[0273] Also, when the player's turn ends, the card battle game execution control unit 1301a sets the turn end information and the turn start information to be acquirable for the opponent player terminal 1 (S1-19). Also, when the opponent's turn ends, the card battle game execution control unit 1301a sets the turn end information and the turn start information to be acquirable for the player terminal 1 (S1-19).

[0274] Also, the time management unit 1303a stores the turn start time of the turn to start (S1-20). Also, the time management unit 1303a stores the scheduled turn end time of the turn to start (S1-21). Also, the time management unit 1303a sets the operable time of the started turn, that is, remaining time information indicating the remaining time (S1-22).

[0275] Also, the card battle game execution control unit 1301a updates the play point information so as to add 1 to the play point of the player or the opponent whose turn starts (S1-23). The card battle game execution control unit 1301a sets the updated play point information so that it can be acquired by the player terminal 1 and the opponent's player terminal 1.

[0276] The card battle game execution control unit 1301a determines whether the victory or defeat has been determined, that is, whether the physical strength of the player's leader 41a or the physical strength of the opponent's leader 41b has become 0 (S1-24). Note that conditions other than the physical strength of the leader 41a or the leader 41b becoming 0 may be included in the conditions for determining the victory or defeat. For example, the victory or defeat may be determined based on all the cards in the deck area 45a or the deck area 45b being exhausted, so-called deck exhaustion. Alternatively, the victory or defeat may be determined based on drawing the special card placed at the bottom of the deck area 45a and the deck area 45b. Alternatively, the victory or defeat may be determined based on a special condition set in advance other than the above being satisfied. For example, the special condition may be satisfied when the ability 55 of a card with a special ability 55 set for determining the victory or defeat is activated. As a result, if the victory or defeat has not been determined (NO in S1-24), the card battle game execution control unit 1301a transfers the process to step S1-8.

[0277] Also, if the victory or defeat has been determined (YES in S1-24), the time management unit 1303a derives and stores the usage time in the ended turn based on the elapsed time from the turn start time at the time when the victory or defeat was determined (S1-25). Note that if evolution is being executed during the turn, the time management unit 1303a derives the usage time as the time obtained by subtracting the first time from the elapsed time from the turn start time at the time when the turn ends. Also, if mega evolution is being executed during the turn, the time management unit 1303a derives the usage time as the time obtained by subtracting the second time from the elapsed time from the turn start time at the time when the turn ends.

[0278] In addition, the card battle game execution control unit 1301a sets the fact that the victory or defeat has been determined and the victory or defeat information indicating the winner so that it can be acquired by the player terminal 1 and the opponent's player terminal 1 (S1-26).

[0279] In addition, the time management unit 1303a derives the total usage time obtained by summing up all the usage times of the player until the turn when the victory or defeat is determined, and stores it in association with the player ID (S1-27). Also, the time management unit 1303a derives the total usage time obtained by summing up all the usage times of the opponent until the turn when the victory or defeat is determined, and stores it in association with the opponent's player ID (S1-27).

[0280] In addition, the time management unit 1303a derives the total operable time obtained by summing up all the operable times of the player until the turn when the victory or defeat is determined, and stores it in association with the player ID (S1-28). Also, the time management unit 1303a derives the total operable time obtained by summing up all the operable times of the opponent until the turn when the victory or defeat is determined, and stores it in association with the opponent's player ID (S1-28).

[0281] In addition, based on the values derived in the above steps S1-18, S1-25, S1-27, S1-28 and the execution content and execution results of the card battle game, the rank point management unit 1304a determines the rank points to be assigned to the player ID and the rank points to be assigned to the opponent's player ID respectively (S1-29). Also, the rank point management unit 1304a assigns the determined rank points to the player ID and the ID of the opponent player.

[0282] In addition, the rank point management unit 1304a sets the corresponding rank point information so that it can be acquired by the player terminal 1 and the opponent's player terminal 1 (S1-30), and ends the server-side card battle game execution process.

[0283] FIG. 27 is a flowchart for explaining an example of the ability activation process (S2) in the server 1000. The card battle game execution control unit 1301a sets a card to be processed from among the cards displayed in the fields 47a and 47b, the card that has performed an attack, and the evolved or super-evolved card (S2-1). The card battle game execution control unit 1301a determines whether or not the condition for activating the ability is satisfied for the card to be processed set in step S2-1 (S2-2). As a result, if the activation condition of the ability is not satisfied (NO in S2-2), the card battle game execution control unit 1301a ends the ability activation process.

[0284] On the other hand, if the activation condition of the ability is satisfied (YES in S2-2), the card battle game execution control unit 1301a sets the ability activation information indicating that the ability whose activation condition is satisfied has been activated so as to be acquirable for the player terminal 1 and the opponent's player terminal 1 (S2-3).

[0285] The card battle game execution control unit 1301a determines whether or not the processes of steps S2-1 to S2-3 have been executed for each of the cards displayed in the fields 47a and 47b, the card that has performed an attack, and the evolved or super-evolved card (S2-4). As a result, if the processes for all the cards have been executed (YES in S2-4), the card battle game execution control unit 1301a ends the ability activation process. If the processes for all the cards have not been executed (NO in S2-4), the card battle game execution control unit 1301a returns to step S2-1.

[0286] FIG. 28 is a flowchart for explaining an example of the evolution-related process (S3) in the server 1000. The card battle game execution control unit 1301a determines whether evolution information (evolution) has been received (S3-1). If the evolution information (evolution) has not been received (NO in S3-1), the card battle game execution control unit 1301a transfers the process to step S3-4. If the evolution information (evolution) has been received (YES in S3-1), the time management unit 1303a updates the scheduled turn end time (S3-2). Specifically, the time management unit 1303a stores, as the new scheduled turn end time, the time obtained by adding the first time (e.g., 2 seconds) to the scheduled turn end time.

[0287] The card battle game execution control unit 1301a sets the evolution information (evolution) to be acquirable for the opponent player terminal 1, which is different from the player terminal 1 that has received the evolution information (evolution), (S3-3). Also, the card battle game execution control unit 1301a executes the ability activation process (S2).

[0288] The card battle game execution control unit 1301a determines whether super-evolution information (super-evolution) has been received (S3-4). If the super-evolution information (super-evolution) has not been received (NO in S3-4), the card battle game execution control unit 1301a transfers the process to step S3-7. If the super-evolution information (super-evolution) has been received (YES in S3-4), the time management unit 1303a updates the scheduled turn end time (S3-5). Specifically, the time management unit 1303a stores, as the new scheduled turn end time, the time obtained by adding the second time (e.g., 3 seconds) to the scheduled turn end time.

[0289] The card battle game execution control unit 1301a sets the super-evolution information (super-evolution) to be acquirable for the opponent player terminal 1, which is different from the player terminal 1 that has received the super-evolution information (super-evolution), (S3-6). Also, the card battle game execution control unit 1301a executes the ability activation process (S2).

[0290] The card battle game execution control unit 1301a determines whether it has received evolution point consumption operation information from the player terminal 1 or the opponent's player terminal 1 (S3-7). As a result, if it has not received the evolution point consumption operation information (NO in S3-7), the card battle game execution control unit 1301a transfers the process to step S3-10.

[0291] Also, if it has received evolution point consumption operation information from the player terminal 1 (YES in S3-7), the card battle game execution control unit 1301a subtracts the evolution points owned by the player (S3-8), and sets the player's evolution / super-evolution points based on the subtracted result to be retrievable for the player terminal 1 and the opponent's player terminal 1 (S3-9).

[0292] Also, if it has received evolution point consumption operation information from the opponent's player terminal 1 (YES in S3-7), the card battle game execution control unit 1301a subtracts the evolution points owned by the opponent (S3-8), and sets the opponent's evolution / super-evolution points based on the subtracted result to be retrievable for the player terminal 1 and the opponent's player terminal 1 (S3-9).

[0293] The card battle game execution control unit 1301a determines whether it has received super-evolution point consumption operation information from the player terminal 1 or the opponent's player terminal 1 (S3-10). As a result, if it has not received the super-evolution point consumption operation information (NO in S3-10), the card battle game execution control unit 1301a ends the evolution-related process.

[0294] Also, if it has received super-evolution point consumption operation information from the player terminal 1 (YES in S3-10), the card battle game execution control unit 1301a subtracts the super-evolution points owned by the player (S3-11), and sets the player's evolution / super-evolution points based on the subtracted result to be retrievable for the player terminal 1 and the opponent's player terminal 1 (S3-12).

[0295] Also, when receiving the mega evolution point consumption operation information from the opponent's player terminal 1 (YES in S3-10), the card battle game execution control unit 1301a subtracts the mega evolution points owned by the opponent (S3-11), and sets the opponent's evolution / mega evolution points based on the subtracted result so that they can be acquired by the player terminal 1 and the opponent's player terminal 1 (S3-12).

[0296] As described above, the player terminal 1 is provided with the game execution control program 300, the card battle game execution control program 301, and the display control program 302. Further, the player terminal 1 includes a game execution control unit 300a, a card battle game execution control unit 301a, and a display control unit 302a. However, part or all of these programs and functional units may be provided in the server 1000. That is, these programs and functional units may be provided in one or both of the player terminal 1 and the server 1000.

[0297] The server 1000 is provided with the game execution control program 1300, the card battle game execution control program 1301, the time management program 1303, and the rank point management program 1304. Further, the server 1000 includes a game execution control unit 1300a, a card battle game execution control unit 1301a, a time management unit 1303a, and a rank point management unit 1304a. However, part or all of these programs and functional units may be provided in the player terminal 1. That is, these programs and functional units may be provided in one or both of the player terminal 1 and the server 1000.

[0298] As described above, one aspect of the embodiment has been described with reference to the accompanying drawings. Needless to say, the present invention is not limited to the above embodiment. It is obvious that those skilled in the art can conceive of various modifications or corrections within the scope described in the claims, and it is naturally understood that they also belong to the technical scope of the present invention.

[0299] In the above embodiment, a digital card game was used as an example for explanation. However, for example, the genre and content of the game are not particularly limited, such as simulation games, mahjong games, baseball games, board games, etc. In any case, it may be a turn-based game using a game medium. The opponent in the game may be not only a person but also a computer. Therefore, the game medium is not limited to digital cards, and for example, it may be any game medium provided in the game, such as characters, units, game pieces, etc. Also, it is not limited to battle games. For example, a turn-based game in which multiple players sequentially inherit the results of the previous player may be used.

[0300] Note that in the above embodiment, the information processing system S, which is a client-server system, performs each of the above information processes. However, the functions of the server 1000 in the above embodiment may be provided in the player terminal 1. Also, the functions of the player terminal 1 in the above embodiment may be provided in the server 1000. Also, the communication function is not essential. For example, in the game device G, computer battles or battles between multiple players may be executable. In any case, the information processing program may cause a computer to perform the following processes.

[0301] (Processes to be performed by a computer) A process of advancing a game including a plurality of turns (in the above embodiment, as an example, a card battle game) (in the above embodiment, as an example, steps P1, P2, P3, P4, S1, S2, S3). A process of determining the usage time of the player in the turn based on the end of the turn (in the above embodiment, as an example, steps S1-18, S1-25). A process of determining a first point (in the above embodiment, as an example, a rank point corresponding to the item of "battle victory") based on the result of the game (in the above embodiment, as an example, step S1-29). A process of determining a second point (in the above embodiment, for example, a rank point corresponding to the item "play time") based on at least the usage time (in the above embodiment, for example, step S1-29). A process of assigning a privilege (in the above embodiment, for example, the total value of rank points corresponding to each item in FIG. 17) to the player ID based on the first point and the second point (in the above embodiment, for example, steps S1-29 and S1-30).

[0302] The computer may perform a process of determining the total usage time required until the game ends based on the usage time (in the above embodiment, for example, step S1-27). The computer may perform a process of determining the operable time of the player in each turn (in the above embodiment, for example, steps S1-6, S1-7, S1-21, and S1-22). The computer may perform a process of determining the total operable time, which is the sum of the operable times in each turn executed until the game ends (in the above embodiment, for example, step S1-28). The process of determining the second point (in the above embodiment, for example, step S1-29) may determine the second point based on the ratio of the total usage time to the total operable time.

[0303] The process of determining the second point (in the above embodiment, for example, step S1-29) may determine the second point based on the ratio of the usage time to the operable time in each turn executed until the game ends.

[0304] There may be included a plurality of turns with different operable times (in the above embodiment, for example, the operable time is different between the turn before the evolution unlocking turn and the turn after the evolution unlocking turn).

[0305] The plurality of turns may include the player's turn and the turn of the opponent. The process of determining the usage time (in the above embodiment, as an example, S1-18, S1-25) determines the player's usage time in the turn when the player's turn ends. When the opponent's turn ends and the player has performed an operation in the opponent's turn, the player's usage time in the opponent's turn may be determined.

[0306] Also, the control process shown in the above embodiment is merely an example. In the above embodiment, the control process for executing the game has been described for the case where it is executed on the player terminal 1. That is, in the above embodiment, the control process for executing the game is executed only on the player terminal 1. In this case, only the player terminal 1 functions as the game device G. However, a part of the above-described control process may be executed on the server 1000. That is, the information processing system S, which is a client-server system including the player terminal 1 and the server 1000, may function as the game device G.

[0307] Also, in the above embodiment, the information processing program for realizing the game may be stored in a computer-readable non-transitory storage medium. Furthermore, the above embodiment may be an information processing method for realizing each function and the steps shown in the flowchart.

Description of Reference Numerals

[0308] 1 Player Terminal 1000 Server G Game Device S Information Processing System

Claims

1. A process for advancing a game including a plurality of turns, A process for determining the usage time of a player in a turn based on the end of the turn, A process for determining a first point based on the result of the game, A process for determining a second point based on at least the usage time, A process for awarding a privilege to a player ID based on the first point and the second point, An information processing program for causing a computer to execute.

2. A process for determining the total usage time required until the end of the game based on the usage time, A process for determining the operable time of a player in each turn, A process for determining the total operable time, which is the sum of the operable times in each turn executed until the end of the game, Causing a computer to execute, The process for determining the second point, Determines the second point based on the ratio of the total usage time to the total operable time. The information processing program according to claim 1.

3. A process for determining the operable time of a player in each turn, Causing a computer to execute, The process for determining the second point, Determines the second point based on the ratio of the usage time to the operable time in each turn executed until the end of the game. The information processing program according to claim 1.

4. Including a plurality of the turns in which the operable times are different from each other, The information processing program according to claim 2 or 3.

5. The plurality of turns include the player's turn and the opponent's turn. The process of determining the usage time When the player's turn ends, determine the player's usage time in that turn. When the opponent's turn ends and the player has performed an operation in the opponent's turn, determine the player's usage time in the opponent's turn. The information processing program according to any one of claims 1 to 3.

6. An information processing method performed by one or more computers, comprising: A process of advancing a game including a plurality of turns; A process of determining the player's usage time in a turn based on the end of the turn; A process of determining a first point based on the result of the game; A process of determining a second point based on at least the usage time; A process of awarding a privilege to a player ID based on the first point and the second point; An information processing method including the above.

7. An information processing system including one or more computers, wherein the computer performs A process of advancing a game including a plurality of turns; A process of determining the player's usage time in a turn based on the end of the turn; A process of determining a first point based on the result of the game; A process of determining a second point based on at least the usage time; A process of awarding a privilege to a player ID based on the first point and the second point; An information processing system that performs the above.

8. comprising one or more computers, wherein the computer performs a process of advancing a game including a plurality of turns, performs a process of determining the usage time of a player in the turn based on the end of the turn, performs a process of determining a first point based on the result of the game, performs a process of determining a second point based on at least the usage time, and performs a process of awarding a privilege to a player ID based on the first point and the second point. A game device that performs the above.

Citation Information

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