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

The information processing program enhances player convenience in digital card games by displaying game media and activating special effects based on player operations, thereby improving situational awareness and decision-making.

JP2025091977AActive Publication Date: 2025-06-19CYGAMES INC

Patent Information

Application Number
JP2023207568
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-08
Publication Date
2025-06-19
Estimated Expiration
2043-12-08

AI Technical Summary

Technical Problem

In digital card games, players struggle to effectively grasp the game situation, leading to decreased convenience and poor decision-making during matches.

Method used

An information processing program that displays game media on a game screen based on player operations, activates special effects when specific conditions are met, and associates these effects with player IDs or characters, allowing for their activation and display on the screen.

Benefits of technology

Improves player convenience by providing a clearer understanding of the game situation, enabling better decision-making and enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025091977000001_ABST
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Patent Text Reader

Abstract

To improve a player's convenience.SOLUTION: An information processing program allows a computer to execute processing for displaying a game medium in a first display area of a game screen on the basis of a player's operation, processing for starting a particular effect when a starting condition related to the particular effect is satisfied by using a game medium to which the particular effect is related, processing for relating a special effect corresponding to a particular effect to a player ID or a player character when the particular effect is started and when effect related to the player ID or the player character is less than a predetermined number, processing capable of starting a particular effect related to the player ID or the player character, and processing for displaying an effect display showing that a special effect is related to the player ID or the player character in a second display area of the game screen on the basis that the special effect is related to the player ID or the player character.SELECTED DRAWING: Figure 13
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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 match is played as described above, the player needs to properly grasp the situation during the match in order to carefully consider the play content, etc. If it is difficult to properly grasp the situation during the match, there is a problem that convenience for the player decreases.

[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 improve convenience for players. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program includes: In a competitive game using a deck composed of a plurality of game media, a process of displaying the game media in a first display area of ​​a game screen based on a player's operation for using the game media; When using the game medium associated with the special effect and when the activation condition associated with the special effect is satisfied, a process for activating the special effect, and When the special effect is activated and the number of effects associated with the player ID or player character is less than a predetermined number, a process for associating the special effect corresponding to the special effect with the player ID or player character, and A process for enabling the activation of the special effect associated with the player ID or player character, and Based on the special effect being associated with the player ID or player character, a process for displaying an effect display indicating that the special effect is associated with the player ID or player character in the second display area of the game screen, and causing a computer to execute.

[0007] In the second display area, a predetermined number of effect displayable areas are provided, The process for displaying the effect display in the second display area may display the effect display in any of the effect displayable areas provided in the second display area.

[0008] The process for displaying the effect display in the second display area may sequentially display the effect display in the effect displayable area in the order in which the special effect is associated with the player ID or player character.

[0009] The information processing program A process for displaying the second display area corresponding to the player ID or player character on one end side of the game screen, and A process for displaying the second display area corresponding to the opponent ID or opponent character on the other end side of the game screen, and may cause a computer to execute.

[0010] The information processing program When using the game medium associated with the predetermined effect and when the activation conditions associated with the predetermined effect are satisfied, a process of activating the predetermined effect, and When the predetermined effect is activated and the number of effects associated with the opponent ID or opponent character is less than a predetermined number, a process of associating a specific effect corresponding to the predetermined effect with the opponent ID or opponent character, and A process of making the specific effect associated with the opponent ID or opponent character activatable, and Based on the fact that the specific effect is associated with the opponent ID or opponent character, a process of displaying the effect display indicating that the specific effect is associated with the opponent ID or opponent character in the second display area of the game screen corresponding to the opponent ID or opponent character, and may be executed by a computer.

[0011] The process of making the special effect activatable is The special effect may be made activatable until the end condition of the special effect is satisfied.

[0012] The battle game includes a plurality of turns, The process of displaying the effect display in the second display area is When the elapse of a predetermined number of turns is included in the end condition, a turn number display whose display is updated based on the elapse of the turn may be displayed in the second display area.

[0013] To solve the above problems, an information processing method is An information processing method executed by one or more computers, In a battle game using a deck composed of a plurality of game media, a process of displaying the game media in the first display area of the game screen based on a player's operation for using the game media, and When using the game medium associated with the special effect and when the activation conditions associated with the special effect are satisfied, a process for activating the special effect, and When the special effect is activated and the number of effects associated with the player ID or player character is less than a predetermined number, a process for associating the special effect corresponding to the special effect with the player ID or player character, and A process for enabling the activation of the special effect associated with the player ID or player character, and Based on the fact that the special effect is associated with the player ID or player character, a process for displaying an effect display indicating that the special effect is associated with the player ID or player character in a second display area of the game screen, and including.

[0014] To solve the above problems, an information processing system is an information processing system including one or more computers, and the computer In a battle game using a deck composed of a plurality of game media, based on a player's operation for using the game media, a process for displaying the game media in a first display area of the game screen, and When using the game medium associated with the special effect and when the activation conditions associated with the special effect are satisfied, a process for activating the special effect, and When the special effect is activated and the number of effects associated with the player ID or player character is less than a predetermined number, a process for associating the special effect corresponding to the special effect with the player ID or player character, and A process for enabling the activation of the special effect associated with the player ID or player character, and Based on the special effect being associated with the player ID or player character, performing a process of displaying an effect display indicating that the special effect is associated with the player ID or player character in a second display area of the game screen; Perform.

[0015] To solve the above problems, a game device Comprises one or more computers, The computer In a battle game using a deck composed of a plurality of game media, based on a player's operation for using the game media, performing a process of displaying the game media in a first display area of the game screen; When using the game media associated with a special effect, and when the activation conditions associated with the special effect are satisfied, performing a process of activating the special effect; When the special effect is activated, and when the effects associated with the player ID or player character are less than a predetermined number, performing a process of associating a special effect corresponding to the special effect with the player ID or player character; Performing a process of enabling the activation of the special effect associated with the player ID or player character; Based on the special effect being associated with the player ID or player character, performing a process of displaying an effect display indicating that the special effect is associated with the player ID or player character in a second display area of the game screen; Perform.

Advantages of the Invention

[0016] According to the present invention, the convenience of the player can be improved.

Brief Description of the Drawings

[0017]

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[0018] Hereinafter, an aspect of an embodiment of the present invention will be described in detail with reference to the accompanying drawings. 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 redundant description, and elements not directly related to the present invention are not shown.

[0019] (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.

[0020] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection 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.

[0021] Server 1000 is communicatively connected to a plurality of player terminals 1. Server 1000 stores various types of information (player information) for each player who plays the game. Also, Server 1000 updates the stored information based on operations input from player terminal 1.

[0022] Communication base station Na is connected to communication network N and wirelessly transmits and receives information to and from player terminal 1. Communication network N is composed of a mobile phone network, the Internet, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between player terminal 1 and server 1000.

[0023] In information processing system S of the present embodiment, player terminal 1 and server 1000 function as game devices G. Player terminal 1 and server 1000 each have a role sharing for game progress control, and the game can proceed through the cooperation between player terminal 1 and server 1000.

[0024] (Hardware configuration of player terminal 1 and server 1000) FIG. 2A is a diagram for explaining the hardware configuration of player terminal 1. Also, FIG. 2B is a diagram for explaining the hardware configuration of server 1000. As shown in FIG. 2A, 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.

[0025] Also, as shown in FIG. 2B, 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.

[0026] Note that the configurations and functions of the CPU 1010, storage unit 1012, bus 1014, input / output interface 1016, storage device 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage unit 12, bus 14, input / output interface 16, storage device 18, communication unit 20, input unit 22, and 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.

[0027] The CPU 10 operates the programs 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.

[0028] An input / output interface 16 is connected to the bus 14. The storage device 18, communication unit 20, input unit 22, and output unit 24 are connected to the input / output interface 16.

[0029] 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.

[0030] 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, the programs and the like received from the server 1000 are stored in the storage unit 12 or the storage device 18.

[0031] 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 operations of the player are 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. Additionally, the input unit 22 may be composed of an acceleration sensor that detects the tilt and movement of the player terminal 1, or a microphone that detects the player's voice. That is, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.

[0032] The output unit 24 is configured to include 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.

[0033] (Game content) Next, the content of the game provided by the information processing system S (game device G) of the present embodiment will be described using an example. The game of the present embodiment is a so-called digital card game. The player can acquire and own a plurality of types of digital cards (game media, hereinafter simply referred to as cards) provided by the operator through lottery or the like, and play a card battle game in which the player uses the owned cards to battle against a computer or other players. The game content of the present embodiment will be described in detail below.

[0034] 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 an initial state deck editing screen. 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.

[0035] 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.

[0036] 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. 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 are provided on the normal screen.

[0037] The home screen shown in FIG. 3A is the screen first displayed after login. As shown in FIG. 3A, on the home screen, a menu bar 30 is displayed at the lower part of the touch panel 26. A plurality of operation parts operable (tappable) by the player are provided on the menu bar 30. On the menu bar 30, 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" are provided.

[0038] 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 battle 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.

[0039] When the card setting screen selection operation unit 30d is tapped, the card setting screen shown in FIG. 3B is displayed on the touch panel 26, and deck compilation, card list display, card decomposition, generation, etc., which will be described later, can be performed. Also, when the shop screen selection operation unit 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. Further, when the menu screen selection operation unit 30f is tapped, a menu screen (not shown) is displayed on the touch panel 26, and game settings and various information can be confirmed.

[0040] 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, rank points are assigned to the player ID based on the execution content and execution results of the card battle game by communication battle with other players. However, rank points may be assigned to the player ID based on the execution content and execution results of the card battle game by so-called computer battle. For example, the total value of the rank points associated with the player ID may be used as an index indicating the strength of the player. Also, ranking such as bronze rank, silver rank, and gold rank may be performed based on the total value of the rank points associated with the player ID. And when the rank rises, 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, during 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 as, for example, in-game currency. That is, the player may be able to purchase various game media by using (consuming) the rank points.

[0041] On the right end of the home screen, a home menu 32 is displayed. The home menu 32 is provided with a gift screen selection operation part 32a marked with "Gift", an information screen selection operation part 32b marked with "Information", a mission screen selection operation part 32c marked with "Mission", and a guild screen selection operation part 32d marked with "Guild".

[0042] When the gift screen selection operation part 32a is tapped, for example, a gift screen (not shown) that displays items distributed by the operator is displayed on the touch panel 26. Also, when the information screen selection operation part 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 part 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 part 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.

[0043] The card setting screen shown in FIG. 3B is displayed on the touch panel 26 when the card setting screen selection operation part 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 edited by the player is displayed. When the player edits a deck, the player can edit the deck name. On the deck selection screen, the deck name is displayed on the icon corresponding to each deck.

[0044] Also, on the deck selection screen, a deck creation tab 34 marked with "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 edited.

[0045] On the deck construction screen, a plurality of blank spaces are displayed in the upper section, and in the lower section, the cards owned by the player (hereinafter referred to as "owned cards") are displayed. And on the deck construction screen, as shown in FIG. 4A, by sliding the owned cards displayed in the lower section to the upper section, the slid owned cards are arranged in the blank spaces in the upper section. In this way, on the deck construction screen, the owned cards arranged in the upper section are in a temporarily registered state.

[0046] Then, when the save tab 35 labeled "Save" provided on the deck construction screen is tapped, the 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 figure, 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.

[0047] Also, on the deck selection screen shown in FIG. 3C, when the icon is tapped, as shown in FIG. 4A, the deck construction screen is displayed. However, in this case, the cards constituting the deck selected on the deck selection screen are displayed in the upper section, and the owned cards are displayed in the lower section. In this case, by the player's operation, the cards displayed in the upper section can be changed to the owned cards displayed in the lower section.

[0048] Note that in the card battle game, a specified number of cards (for example, 40 cards) are used. Therefore, on the deck construction 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, the 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 the specified number 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.

[0049] 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 a tap operation by the player. 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.

[0050] 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 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-displayed, while the cards not owned by the player are displayed in gray scale (shown by a broken line in FIG. 4C). Thereby, the player can easily identify whether a card is one that the player owns.

[0051] 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 types of information related to the tapped card are 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.

[0052] 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 the card is generated, the ownership count of the card increases. That is, the player can exchange the owned coins for cards by tapping the generation tab 37b. Such a card generation function can be executed regardless of whether the player owns the card or not. That is, the player can generate cards for both the cards they own and the cards they do not own.

[0053] Note that the provided cards may include cards that can be generated and cards that cannot be generated, or all cards may be generable. Furthermore, cards with set generable times and non-generable times may be included.

[0054] 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 the card evolves, the performance of the card is enhanced.

[0055] 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 illustration is omitted, when the first button 37c is tapped, the details of the evolved card are displayed on the card details screen.

[0056] 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 be displayed on the card details screen. Therefore, during the card battle game, the player can grasp which cards the opponent can evolve into.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] Also, in the vicinity of the player's leader 41a, a health display area 42a indicating 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 indicating the remaining number of evolution points or super-evolution points, which are associated with the player ID of the player (hereinafter also referred to as being owned by the player) and will be described in detail later, is displayed.

[0061] 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 super-evolution, which will be described in detail later, is displayed. In the vicinity of the opponent's leader 41b, an evolution / super-evolution point display area 44b indicating the remaining number of evolution points or super-evolution points that the opponent possesses, which will be described in detail later, is displayed.

[0062] 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.

[0063] 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 at the center. In the deck area 45a, the player's unused cards are arranged in a face-down state, that is, in an unidentifiable state. In the hand area 46a, the cards that are the player's hand are arranged in an identifiable manner for the player. In the field 47a, the cards and the like drawn from the hand area 46a are arranged in an identifiable manner for the player.

[0064] 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 at the center. In the deck area 45b, the opponent's unused cards are arranged in a face-down state. In the hand area 46b, the cards that are the opponent's hand are arranged in an unidentifiable manner for the player, that is, face-down. In the field 47b, the cards and the like drawn from the hand area 46b are arranged in an identifiable manner for the player.

[0065] Also, as will be described in detail later, in this embodiment, a predetermined ability may be set for the card. When the ability is activated, various effects corresponding to the activated ability are activated. And such abilities include the ability to associate (give) a predetermined effect (hereinafter also referred to as the leader effect) to the player's leader 41a or the opponent's leader 41b. For example, in the case of the card shown in FIG. 7A described later, "the player's leader has the effect of 'increasing the damage given by the player's spell card by 1'" is the ability of the card, and "increasing the damage given by the player's spell card by 1" is the leader effect. And when the activation conditions preset for each leader effect are satisfied, the corresponding leader effect is activated.

[0066] Note that the specific content of the leader effect is not particularly limited. For example, when a leader effect is associated with the player's leader 41a by a card played by the player, an effect advantageous to the player may be activated. Also, when a leader effect is associated with the opponent's leader 41b by a card played by the player, an effect disadvantageous to the opponent may be activated. In any case, the leader effect may be any effect or utility that is set corresponding to the ability of the card.

[0067] For example, a leader effect such as "At the start of your turn, draw 3 cards" may be provided. Note that the "yourself" defined in the leader effect refers to the player himself / herself to whom the leader effect is applied. Also, for example, a leader effect such as "At the start of your turn, discard all of your hand cards" may be provided. Also, for example, a leader effect such as "Whenever you play a card, deal 2 damage to a random opponent's leader or 1 of the opponent's followers" may be provided. Also, for example, a leader effect such as "Whenever you play a card, if there are no followers in your deck, recover 1 of your play points" may be provided. Also, for example, at least a part of the image displayed on the touch panel 26 may change due to the activation of the leader effect. Also, for example, at least a part of the sound such as the BGM output from the speaker may change due to the activation of the leader effect.

[0068] For example, a predetermined storage area for storing the leader effects associated with the player's leader 41a is provided, and by storing information indicating the leader effects to be associated in the storage area, the leader effects can be associated with the player's leader 41a. Similarly, a predetermined storage area for storing the leader effects associated with the opponent's leader 41b is provided, and by storing information indicating the leader effects to be associated in the storage area, the leader effects can be associated with the opponent's leader 41b. Then, at a predetermined timing in the game, for each of the leader effects associated with the player's leader 41a, it is determined whether the activation conditions are met, and the leader effects for which the activation conditions are met are activated. Similarly, at a predetermined timing in the game, for each of the leader effects associated with the opponent's leader 41b, it is determined whether the activation conditions are met, and the leader effects for which the activation conditions are met are activated. That is, when a leader effect is associated with the player's leader 41a, the leader effect becomes in an activatable state. Similarly, when a leader effect is associated with the opponent's leader 41b, the leader effect becomes in an activatable state.

[0069] Note that, in the present embodiment, the leader effect is shown when it is associated with the player's leader 41a or the opponent's leader 41b, but it may be associated with the player's player ID or the opponent's player ID. In this case, a predetermined storage area for storing the leader effect associated with the player's player ID is provided, and information indicating the leader effect to be associated is stored in the storage area, whereby the leader effect can be associated with the player's player ID. Similarly, a predetermined storage area for storing the leader effect associated with the opponent's player ID is provided, and information indicating the leader effect to be associated is stored in the storage area, whereby the leader effect can be associated with the opponent's player ID. Then, at a predetermined timing in the game, for each of the leader effects associated with the player's player ID, it is determined whether the activation condition is satisfied, and the leader effect for which the activation condition is satisfied is activated. Similarly, at a predetermined timing in the game, for each of the leader effects associated with the opponent's player ID, it is determined whether the activation condition is satisfied, and the leader effect for which the activation condition is satisfied is activated. That is, when a leader effect is associated with the player's player ID, the leader effect becomes in a state where it can be activated. Similarly, when a leader effect is associated with the opponent's player ID, the leader effect becomes in a state where it can be activated.

[0070] At the lower left part of the player display area 40a, a leader effect display area 48a for making the leader effect associated with the player's leader 41a distinguishable is provided. Further, in the leader effect display area 48a, a plurality of crest display areas 49a for displaying a crest image, which is an icon image indicating the given leader effect, are provided. In the present embodiment, as shown in FIG. 5, five crest display areas 49a are provided in the leader effect display area 48a.

[0071] Similarly, at the upper right part of the opponent display area 40b, a leader effect display area 48b is provided to make it possible to identify the leader effect associated with the opponent's leader 41b. Further, a plurality of crest display areas 49b are provided in the leader effect display area 48b. In the present embodiment, as shown in FIG. 5, five crest display areas 49b are provided in the leader effect display area 48b.

[0072] As described above, in the present embodiment, the leader effect display area 48a is displayed on one end side of the touch panel 26, and the leader effect display area 48b is displayed on the other end side.

[0073] At the beginning of the game, that is, when no leader effect is associated with the player's leader 41a, all of the five crest display areas 49a are displayed as blank. Similarly, at the beginning of the game, when no leader effect is associated with the opponent's leader 41b, all of the five crest display areas 49b are displayed as blank. Then, as the game progresses, when a leader effect is associated with the player's leader 41a, as shown in FIG. 5, an icon image indicating the associated leader effect is displayed in the crest display area 49a in an identifiable manner. Similarly, when a leader effect is associated with the opponent's leader 41b, as shown in FIG. 5, a crest image (hereinafter referred to as an icon image) indicating the associated leader effect is displayed in the crest display area 49b in an identifiable manner.

[0074] FIG. 6A is a diagram for explaining the display order of icon images in the player's crest display area 49a. FIG. 6B is a diagram for explaining the display order of icon images in the opponent's crest display area 49b. In the present embodiment, rules are preset for the display positions when icon images are displayed in the player's crest display area 49a. As shown in FIG. 6A, the crest display area 49a with "1" is arranged at the lower left in the leader effect display area 48a. Also, the crest display area 49a with "2" is arranged at the center of the lower part in the leader effect display area 48a. Also, the crest display area 49a with "3" is arranged at the lower right in the leader effect display area 48a. Also, the crest display area 49a with "4" is arranged at the upper left in the leader effect display area 48a. Also, the crest display area 49a with "5" is arranged at the lower right in the leader effect display area 48a.

[0075] For example, when no leader effect is associated with the player's leader 41a at all, as shown in FIG. 6A, all of the five crest display areas 49a are shown as blanks. In this state, when a leader effect is newly associated with the player's leader 41a, an icon image will be newly displayed in the crest display area 49a with "1".

[0076] After that, when a leader effect is additionally associated with the player's leader 41a, an icon image will be newly displayed in the crest display area 49a with "2". Similarly, icon images will be sequentially displayed in the order of the crest display areas 49a with "3", "4", and "5".

[0077] Also, when the leader effect ends, the icon image displayed in the crest display area 49a corresponding to the leader effect becomes invisible. For example, when icon images are displayed in all of the crest display areas 49a from "1" to "5", assume that the icon image in the crest display area 49a of "1" becomes invisible. In this case, the icon images displayed in the crest display areas 49a of "2" to "5" will be slide-displayed in the crest display areas 49a of "1" to "4". That is, in the time series order in which the leader effect is associated with the player, icon images corresponding to the associated leader effect will be displayed in the crest display areas 49a from "1" to "5".

[0078] In addition, in the opponent's leader effect display area 48b, crest display areas 49b from "1" to "5" are provided at positions that are vertically and horizontally symmetric to the player's leader effect display area 48a. And also in the opponent's crest display area 49b, similar to the player's crest display area 49a, in the time series order in which the leader effect is associated with the opponent, icon images corresponding to the associated leader effect will be displayed in the crest display areas 49a from "1" to "5".

[0079] Also, in this embodiment, when icon images are displayed in the crest display areas 49a from "1" to "5", the ability to newly associate a leader effect with the player's leader 41a is restricted. That is, when five leader effects are already associated with the player's leader 41a, even if the ability to associate a leader effect with the player's leader 41a is activated, a new leader effect cannot be associated with the player's leader 41a.

[0080] Similarly, when an icon image is displayed in the crest display areas 49b numbered "1" to "5", it is restricted to newly associate a leader effect with the opponent's leader 41b. That is, if five leader effects are already associated with the opponent's leader 41b, even if the ability to associate a leader effect with the opponent's leader 41b is activated, a leader effect cannot be newly associated with the opponent's leader 41b. By thus restricting the number of simultaneously associated leader effects, it becomes possible for the player to easily grasp the battle situation. Note that the number of simultaneously associated leader effects is not limited to five, and may be any predetermined number set in advance. Also, the number of simultaneously associated leader effects does not have to be set in advance. Further, no restriction may be provided on the number of simultaneously associated leader effects. Moreover, the number of simultaneously associated leader effects may increase or decrease during the game. Additionally, the number of simultaneously associated leader effects may be determined by lottery at the start of the game.

[0081] Also, in the present embodiment, if the content of the leader effect already associated with the player's leader 41a matches the content of the leader effect to be newly associated, the leader effect cannot be newly associated with the player's leader 41a. Note that, for example, a leader effect of "increasing the damage given by the player's spell card by 1" and a leader effect of "increasing the damage given by the player's spell card by 2" may be treated as having matching leader effect contents, or may be treated as not (completely) matching.

[0082] Similarly, if the content of the leader effect already associated with the opponent's leader 41b matches the content of the leader effect to be newly associated, the leader effect cannot be newly associated with the opponent's leader 41b. By thus restricting the simultaneously associated leader effects to those with different contents, it becomes possible for the player to easily grasp the battle situation.

[0083] Also, when there is no leader effect associated with the player's leader 41a at all, the crest display area 49a may be made non-displayed. Similarly, when there is no leader effect associated with the opponent's leader 41b at all, the crest display area 49b may be made non-displayed.

[0084] Returning to FIG. 5, at the upper right of the player display area 40a, a turn end button 50 that accepts the player's tap and a play point display section 51a that displays the player's play points (PP) are provided.

[0085] In the play point display section 51a, the maximum play point in the current turn is shown as the denominator, and the available play points are shown as the numerator. Also, in the play point display section 51a, the maximum play point and the available play points are discriminately displayed in a circular display mode. Further, in the vicinity of the leader 41b in the opponent display area 40b, a play point display section 51b that displays the opponent's play points is provided.

[0086] Also, at the left end of the battle screen, a battle log button 52 is provided. The battle log button 52 is provided so as to be able to accept the player's tap operation. When the battle log button 52 is tapped, a battle log showing various events that occurred during the execution of the battle game after the battle log button 52 was tapped is superimposed and displayed on the battle screen.

[0087] The card battle game in this 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. Also, in the card battle game, the player's turn and the opponent's turn are alternately repeated. In each turn, a card randomly selected from the deck is added to the hand.

[0088] During their turn, the player selects a follower card or an amulet card placed in their hand area 46a according to the predetermined rules, plays it onto the field 47a, or activates 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 onto fields 47a and 47b, or activating a predetermined effect by using a spell card placed in hand areas 46a and 46b, that is, moving the cards placed in hand areas 46a and 46b to other areas, is referred to as "playing".

[0089] In the card battle game, the 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.

[0090] FIG. 7A is a first diagram for explaining an example of a follower card. FIG. 7B is a second diagram for explaining an example of a follower card. FIG. 9A is a diagram for explaining an example of a spell card. FIG. 9B 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: follower cards, spell cards, and amulet cards.

[0091] As shown in FIGS. 7A, 7B, 9A, and 9B, each card is set with a name 53, a class 54, a type 55, and a cost 56 regardless of the card type. The name 53 is uniquely set for each card. That is, the name 53 can also be said to be the card name. A plurality of types of classes 54 are provided, and each card is classified into one of the classes. A plurality of types of types 55 are provided, and each card is classified into one of the types or not classified into any type. The cost 56 indicates the play points required for playing, and the card can be played by consuming the play points corresponding to the cost.

[0092] The follower cards shown in FIGS. 7A and 7B are cards that can attack the opponent's leader 41b and the follower cards placed on the opponent's field 47b in the card battle game. The follower cards are set with a name 53, a class 54, a type 55, a cost 56, an ability 57, an attack power 58, a physical strength 59, and an illustration. The attack power 58 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 59 decreases by the amount of damage received when damaged, 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.

[0093] Also, in the present embodiment, the follower card can evolve by consuming the evolution points or super-evolution points displayed in the evolution / super-evolution point display areas 44a and 44b. Further, 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 58 and physical strength 59 increased, and a predetermined ability 57 added. That is, by evolving or super-evolving, the performance and utility (ability 57, attack power 58, physical strength 59) of the follower card are enhanced.

[0094] In this embodiment, for follower cards that can evolve and super-evolve, the degree of enhancement of performance and utility (ability 57, attack power 58, physical strength 59) 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, at least a part of the performance and utility (ability 57, attack power 58, physical strength 59) may be different between the evolved case and the super-evolved case. Also, for follower cards that can evolve and super-evolve, at least a part of the performance and utility (ability 57, attack power 58, physical strength 59) may be set to be equal between the evolved case and the super-evolved case.

[0095] FIG. 8 is a diagram for explaining card management information regarding follower cards. In this embodiment, for each follower card, various information regarding the follower card, such as card ID, card name, illustration ID, ability information, ability activation timing, leader effect information, crest ID, associated destination, effect end timing, countdown, etc., is associated.

[0096] The illustration ID shown in FIG. 8 indicates an ID for specifying the illustrations before and after the evolution of the follower card. In this embodiment, for follower cards that can evolve and super-evolve, a common illustration is set after evolution and after super-evolution. However, for follower cards that can evolve and super-evolve, at least a part of the illustration after evolution and the illustration after super-evolution may be different.

[0097] The ability information shown in FIG. 8 includes information for specifying the content of ability 57 set in the follower card.

[0098] The ability activation timing shown in FIG. 8 includes information for specifying the timing to activate ability 57 set in the follower card.

[0099] The leader effect information shown in FIG. 8 includes information indicating whether the ability 57 set on the follower card associates the leader effect with the player's leader 41a or the opponent's leader 41b.

[0100] Also, when the ability 57 set on the follower card associates the leader effect with the player's leader 41a or the opponent's leader 41b, the information for specifying the content of the leader effect is included in the leader effect information. Further, the leader effect information includes information indicating the activation conditions for activating the leader effect.

[0101] The crest ID shown in FIG. 8 indicates the ID for specifying the icon image displayed in the crest display area 49a. In this embodiment, the icon image displayed in the crest display area 49a has at least a part in common with the illustration of the corresponding follower card. For example, as the icon image displayed in the crest display area 49a, a part of the illustration of the corresponding follower card may be cut out. Thereby, it becomes possible for the player to easily determine which follower card the icon image displayed in the crest display area 49a corresponds to. Also, in this embodiment, as the icon image displayed in the crest display area 49a, a common icon image is set for before evolution, after evolution, and after super evolution. However, as the icon image displayed in the crest display area 49a, different icon images may be displayed for before evolution, after evolution, and after super evolution, respectively. Also, for example, as the icon image displayed in the crest display area 49a, an icon image corresponding to the timing when the leader effect is activated may be displayed. Specifically, for a card that activates the leader effect with a "fanfare", the illustration of the card before evolution may be used as the icon image. Also, for a card that activates the leader effect "at the time of evolution", the illustration of the card after evolution may be used as the icon image.

[0102] The associated destination shown in FIG. 8 includes information indicating whether to associate the leader effect with the player's leader 41a or the opponent's leader 41b. That is, when the associated destination is oneself, it is set to associate the leader effect with the player's leader 41a. When the associated destination is the opponent, it is set to associate the leader effect with the opponent's leader 41b.

[0103] The effect end timing shown in FIG. 8 includes information indicating the timing to end the leader effect associated with the player's leader 41a or the opponent's leader 41b. That is, when the period for associating the leader effect with the player's leader 41a or the opponent's leader 41b expires and the timing to end the leader effect arrives, the association with the player's leader 41a or the opponent's leader 41b is released. Specifically, for example, when the end timing of the leader effect associated with the player's leader 41a is reached, the information indicating the leader effect stored in a predetermined storage area provided corresponding to the player's leader 41a is deleted. Similarly, when the end timing of the leader effect associated with the opponent's leader 41b is reached, the information indicating the leader effect stored in a predetermined storage area provided corresponding to the opponent's leader 41b is deleted. When the leader effect is deleted from the predetermined storage area in this way, the leader effect does not activate.

[0104] The countdown shown in FIG. 8 includes information indicating whether to execute a countdown effect (see FIG. 18(c)) that notifies the number of turns until the timing to end the leader effect arrives when the timing to end the leader effect arrives based on the passage of turns. That is, when the countdown is "yes", it is set to execute the countdown effect. When the countdown is "no", it is set not to execute the countdown effect.

[0105] Note that the places where "-" is set in the columns of leader effect information, crest ID, associated destination, effect end timing, and countdown in Fig. 8 indicate cases where the ability of the follower card is not related to the leader effect of the player's leader 41a or the opponent's leader 41b.

[0106] Fig. 9A is a diagram for explaining an example of a spell card. Fig. 9B is a diagram for explaining an example of an amulet card. The spell card shown in Fig. 9A has a name 53, a class 54, a type 55, a cost 56, and an ability 57 set. When the spell card is played, the ability 57 (effect) is activated and the spell card is destroyed. That is, the spell card is a card that cannot be placed in the fields 47a, 47b.

[0107] The amulet card shown in Fig. 9B has a name 53, a class 54, a type 55, a cost 56, and an ability 57 set. The amulet card is a card that stays in the field 47a and the ability 57 is activated when played. Although not shown in the figure, card management information is also provided for the spell card and the amulet card in the same way as in Fig. 8.

[0108] Fig. 10 is a diagram for explaining an example of the ability 57. Note that the ability 57 shown in Fig. 10 is just an example, and other abilities 57 may be provided, or some abilities 57 may not be provided. Also, here, the explanation is based on the premise that it is the player's card, but the same applies to the opponent's card.

[0109] As shown in FIG. 10, the ability 57 is provided with fanfare, last word, protection, dash, dash, special move, drain, direct summon, at the time of evolution, fusion, etc. In the present embodiment, the ability 57 is classified into abilities in which the effects described at that timing are activated for fanfare, last word, at the time of evolution, and at the time of super evolution. In addition, the other abilities (protection, dash, dash, special move, drain, direct summon, fusion) are classified into abilities that show the effect content activated when a predetermined condition is satisfied. In addition, these can be arbitrarily combined within a non - conflicting range and associated with a card. For example, a follower card having the ability of "protection at the time of evolution" is set to be given protection at the timing of evolution.

[0110] Specifically, fanfare is an ability in which the effect described in "fanfare" is activated when a card is put out from the hand area 46a to the field 47a (when the card is played). For example, in the example of the follower card shown in FIG. 7A, when the follower card is put out to the field 47a, it is determined to associate the leader effect of "+1 to the damage given by the player's spell card" with the player's leader 41a.

[0111] In this case, when the follower card shown in FIG. 7A is put out to the field 47a, an icon image corresponding to the follower card is displayed in the crest display area 49a. Also, for example, in the example of the follower card shown in FIG. 7B, when the follower card is put out to the field 47a, the effect of "draw one card" is activated, and one card is determined by lottery from the cards arranged in the deck area 45a, and the determined card is arranged in the hand area 46a.

[0112] Last word is an ability in which the effect described in "last word" is activated when the card is destroyed. Protection is an ability such that when a card with protection set is placed in the field 47a, the opponent cannot attack cards other than the card with protection set. Dash is an ability that can attack the opponent's follower card in the turn when it is put out to the field 47a.

[0113] The "run" ability allows a player to attack the opponent's follower card and the leader 41b during the turn that the card is placed on the field 47a. The "death attack" ability allows a player to destroy the opponent's follower card, regardless of the strength of the follower card, when the player attacks and inflicts damage on the follower card. The "drain" ability allows a player to recover the strength displayed in the strength display area 42a of the player's leader 41a by the amount of damage inflicted, when the player inflicts damage on the opponent's follower card or the leader 41b during the player's turn.

[0114] Direct summoning is the ability to place a card directly from deck area 45a onto field 47a when preset conditions are met.

[0115] When evolving, the effect described in "When evolving" is activated when a follower card evolves. When super evolving, the effect described in "When super evolving" is activated when a follower card super evolves.

[0116] Fusion is an ability that is given to a base card that is the source of fusion, and it is the ability to strengthen that card by fusing it with a card placed in the hand area 46a that meets preset conditions as a material card.

[0117] In addition, a single card may have multiple abilities 57 set in it, or may not have any abilities 57 set in it.

[0118] In this embodiment, a deck is organized by combining follower cards, spell cards, and amulet cards, and the organized deck is used to play a card battle game. The card battle game will be described in detail below.

[0119] Figure 11A is a first diagram for explaining an example of the transition of the battle screen. Figure 11B is a second diagram for explaining an example of the transition of the battle screen. Figure 11C is a third diagram for explaining an example of the transition of the battle screen. Figure 12A is a fourth diagram for explaining an example of the transition of the battle screen. Figure 12B is a fifth diagram for explaining an example of the transition of the battle screen. Figure 12C is a sixth diagram for explaining an example of the transition of the battle screen. Figure 13A is a seventh diagram for explaining an example of the transition of the battle screen. Figure 13B is an eighth diagram for explaining an example of the transition of the battle screen. Figure 13C is a ninth diagram for explaining an example of the transition of the battle screen. Figure 14A is a tenth diagram for explaining an example of the transition of the battle screen. Figure 14B is an eleventh diagram for explaining an example of the transition of the battle screen.

[0120] When the card battle game starts, 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. Also, the server 1000 determines 3 initial candidate cards and 3 replacement candidate cards from among the cards shown in the deck information.

[0121] Then, the server 1000 sets the initial information to be acquirable for the player terminal 1. The initial information includes the first player / second player information indicating the first player and the second player. Also, the initial information includes the index information indicating the indexes of the player's cards. Also, the initial information includes the exchange information indicating the initial cards and the replacement candidate cards. Also, the initial information includes the evolution / super evolution turn information indicating the turn when the player can use evolution and the turn when the player can use super evolution. Also, the initial information includes the evolution / super evolution point information indicating the number of evolution points and the number of super evolution points given to the player and the opponent.

[0122] 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 super evolution points owned by the player. Then, the server 1000 sets the updated player's evolution / super evolution point information to be retrievable for 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 super evolution points owned by the opponent. Then, the server 1000 sets the updated opponent's evolution / super evolution point information to be retrievable for 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 and super evolution points of the player or the opponent has changed.

[0123] When starting a card battle game on the player terminal 1, as shown in FIG. 11A, whether the player is the first attacker or the second attacker is displayed on the touch panel 26 based on the first attacker / second attacker information. Thereafter, on the player terminal 1, as shown in FIG. 11B, 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 the touch panel 26.

[0124] If the player has a card to be exchanged among the initial candidate cards, as shown in FIG. 11C, the player moves the card to be exchanged to the exchange display area 61 by a slide operation. Then, when the decision button 62 is tapped by the player, the 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, the player terminal 1 transmits the initial card information indicating the determined initial cards to the server 1000.

[0125] The server 1000 also receives initial card information from the opponent's player terminal 1. When the server 1000 receives initial card information from both the player and the opponent, it sets the player terminal 1 of the player to be able to obtain the number information indicating only the number of cards included in the opponent's initial card information. Similarly, when the server 1000 receives initial card information from both the player and the opponent, it sets the opponent's player terminal 1 to be able to obtain the number information indicating only the number of cards included in the player's initial card information.

[0126] When receiving the number information, as shown in FIG. 12A, the player terminal 1 displays a battle screen on the touch panel 26. At this time, the determined initial cards are arranged in an identifiable manner in the hand area 46a, and based on the received number information of the opponent, three cards are arranged in an unidentifiable manner in the hand area 46b.

[0127] Thereafter, when the player is the first attacker, as shown in FIG. 12B, 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. In the case shown in FIG. 12B, an image marked with "4 turns remaining until evolution is possible" is displayed on the touch panel 26.

[0128] 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 leading player (hereinafter also referred to as given to the player) are displayed. At this time, since the player has not yet reached the evolution release turn (the fifth turn in this embodiment), 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).

[0129] In addition, in the evolution / super-evolution point display area 44b, four icon images indicating the evolution points corresponding to four points assigned to the player ID of the opponent who plays second are displayed. At this time, since the opponent's evolution unlock turn (the fourth turn in this embodiment) has not been reached yet, in the evolution / super-evolution point display area 44a, four icons are displayed in a mode indicating that they cannot be used (white in the figure). 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).

[0130] 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.

[0131] Also, at the start of a turn, in the server 1000, the player's play points are incremented by 1. The player terminal 1 updates and displays the play point display section 51a (here, sets the play points to 1).

[0132] After that, as shown in FIG. 13A, for example, when a follower card with a cost of 1 is taken out from the cards placed in the hand area 46a and put into the field 47a by a slide operation based on the player's operation, the server 1000 decrements the player's play points by 1. When the player's play points are decremented by 1 in the server 1000, the player terminal 1 updates and displays the play point display section 51a. Here, when the follower card put into the field 47a has an ability 57 and the activation condition is satisfied, the server 1000 activates the ability 57 whose activation condition is satisfied, and sets the ability activation information including the content of the activated ability 57 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 57 has been activated due to the card being played and the content of the activated ability 57.

[0133] In the case shown in FIG. 13A, a case is shown where a leader effect is associated with the player's leader 41a by the ability 57 of the follower card put out in the field 47a. In this case, as shown in FIG. 13A, an icon image corresponding to the follower card put out in the field 47a is displayed in the crest display area 49a. Thereby, it becomes possible for the player to easily grasp the number of leader effects associated with the player's leader 41a. Also, it becomes possible for the player to easily grasp the type of card corresponding to the leader effect associated with the player's leader 41a.

[0134] Note that when an icon image is displayed in the crest display area 49a, a predetermined effect image for emphasizing that the icon image is displayed may be displayed. Thereby, it becomes easier for the player to recognize that an icon image is displayed in the crest display area 49a. Also, when the icon image displayed in the crest display area 49a is tapped, a detailed tab (not shown) for notifying the content of the leader effect corresponding to the icon image may be displayed. At this time, a predetermined effect image for emphasizing that the detailed tab corresponding to the tapped icon image is displayed may be attached to the tapped icon image.

[0135] Also, when the leader effect ends, the icon image displayed in the crest display area 49a corresponding to the leader effect becomes invisible. Note that when the icon image disappears from the crest display area 49a, a predetermined effect image for emphasizing that the icon image has become invisible may be displayed. Thereby, it becomes possible for the player to easily grasp that the leader effect has ended.

[0136] In addition, the player terminal 1 transmits play information including card information indicating the card played 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 by the opponent's player terminal 1. As a result, on the opponent's player terminal 1, the card indicated in the play information will be played in the opponent's field 47b, and the opponent's play point display section 51b will be updated and displayed.

[0137] Also, when the ability 57 is activated by the played card, the server 1000 sets the ability activation information including the content of the activated ability 57 to be acquirable by the player terminal 1 and the opponent's player terminal 1. As a result, on the player terminal 1 and the opponent's player terminal 1, it becomes possible to grasp that the ability 57 has been activated due to the card being played and the content of the activated ability 57.

[0138] Also, when a leader effect is associated with the player's leader 41a or the opponent's leader 41b by the activated ability 57, the server 1000 sets the leader effect association information to be acquirable by the player terminal 1 and the opponent's player terminal 1. The leader effect association information includes the target (the player's leader 41a or the opponent's leader 41b) to which the leader effect is associated and the content of the leader effect. As a result, on the player terminal 1 and the opponent's player terminal 1, it becomes possible to grasp that the leader effect has been associated with the player's leader 41a or the opponent's leader 41b and the content of the leader effect.

[0139] Also, when the leader effect associated with the player's leader 41a is activated due to the card being played, the server 1000 sets the leader effect activation information to be acquirable by the player terminal 1 and the opponent's player terminal 1. The leader effect activation information includes the content of the activated leader effect. As a result, on the player terminal 1 and the opponent's player terminal 1, it becomes possible to grasp the content of the activated leader effect.

[0140] After that, when the player taps the turn end button 50, the player terminal 1 sends turn end information indicating that the turn has ended to the server 1000. When the server 1000 receives the turn end information, if a card with an ability 57 that activates on the condition of the turn end is on the fields 47a, 47b, the server 1000 activates the ability 57 of that card. When the ability 57 is activated, the server 1000 sets the ability activation information to be acquirable for the player terminal 1 and the opponent's player terminal 1. Also, when a leader effect is associated with the player's leader 41a or the opponent's leader 41b by the activated ability 57, the server 1000 sets the leader effect association information to be acquirable for the player terminal 1 and the opponent's player terminal 1. When the leader effect associated with the player's leader 41a is activated due to the end of the turn, the server 1000 sets the leader effect activation information to be acquirable for the player terminal 1 and the opponent's player terminal 1.

[0141] Also, the server 1000 sets turn start information for ending the player's turn and starting the opponent's turn, and causes the opponent's player terminal 1 to start the turn.

[0142] Then, on the player's player terminal 1, as shown in FIG. 13B, an image marked "ENEMY TURN" indicating that it is the opponent's turn is displayed on the touch panel 26. Then, at the server 1000, two are determined by lottery from the indexes of the cards in the deck area 45b. That is, here, two cards are determined by lottery from the cards in the deck area 45b. When the player terminal 1 receives the number information from the server 1000, as shown in FIG. 13C, based on the number information, the cards are arranged in the hand area 46b in an indistinguishable manner.

[0143] Note that at the start of a turn, usually a card is determined by a single draw, but 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 the server 1000, the player terminal 1 updates and displays the play point display section 51b and increments the opponent's play points by 1.

[0144] After that, when the opponent ends their turn and the player terminal 1 receives the turn start information from the server 1000, as shown in FIG. 14A, 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 player's evolution unlock turn. In the case shown in FIG. 14A, an image marked with "3 turns remaining until evolvable" is displayed on the touch panel 26.

[0145] Also, when one card index in the deck area 45a in the server 1000 is determined by a draw, the 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 the server 1000, the player terminal 1 updates and displays the play point display section 51a (here, the play points are set to 2).

[0146] Then, as shown in FIG. 14B, 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 attack target to the server 1000. When the server 1000 receives the attack information, it sets the attack result information that includes information indicating the result of subtracting the physical strength of the attacked opponent's follower card or leader 41b and information indicating the result of subtracting the physical strength of the attacking follower card to be retrievable 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 58 of the follower card.

[0147] Also, when the ability 57 is activated by the attack, the server 1000 sets the ability activation information to be retrievable for the player terminal 1 and the opponent's player terminal 1. Further, when a leader effect is associated with the player's leader 41a or the opponent's leader 41b by the activated ability 57, the server 1000 sets the leader effect association information to be retrievable for the player terminal 1 and the opponent's player terminal 1. When the leader effect associated with the player's leader 41a is activated by the attack, the server 1000 sets the leader effect activation information to be retrievable for the player terminal 1 and the opponent's player terminal 1.

[0148] As described above, the player's turn and the opponent's turn are repeated alternately. Each time the player or the opponent plays a card or makes an attack, the information is sent to the server 1000, and the card battle game progresses. When the health displayed in the health display area 42a of the player's leader 41a or the health displayed in the health display area 42b of the opponent's leader 41b reaches 0, the victory or defeat is determined and the card battle game ends. Note that conditions other than the health of leader 41a or leader 41b reaching 0 may be included in the conditions for determining victory or defeat. For example, victory or defeat may be determined based on the fact that all the cards in the deck area 45a or the deck area 45b are gone, i.e., so-called deck exhaustion. Alternatively, 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, victory or defeat may be determined based on the fulfillment of special conditions set in advance other than the above. For example, the special conditions may be fulfilled when the ability 57 of a card with a special ability 57 for determining victory or defeat is activated.

[0149] Next, the evolution of the follower card will be explained. In the card battle game of the present embodiment, after the evolution unlocking turn, the follower card 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 of the first player and the 4th turn of 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.

[0150] Also, after the ultra-evolution unlocking turn, the player can ultra-evolve the follower card 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 of the first player and the 6th turn of the second player. However, the ultra-evolution unlocking turn is not limited to this. In any case, the ultra-evolution unlocking turn may be after the evolution unlocking turn.

[0151] In this embodiment, 3 evolution points are given in the case of the first player, and 4 evolution points are given in the case of the second player.

[0152] Also, in this embodiment, in the case of the first player, in the 7th turn, up to 2 evolution points are changed to 2 super-evolution points, and the changed super-evolution points are given. Specifically, in the case of the first player, in the 7th turn, if the remaining evolution points are 2 or more, 2 evolution points are changed to 2 super-evolution points, and the changed super-evolution points are given. Also, in the case of the first player, in the 7th turn, if the remaining evolution points are 1 point, 1 evolution point is changed to 1 super-evolution point, and the changed super-evolution points are given. Note that, in the case of the first player, in the 7th turn, if the remaining evolution points are 0 points, no change in evolution points and no giving of super-evolution points are performed. For example, when the player is the first player and has 3 evolution points in the 7th turn, 2 evolution points are changed to super-evolution points. As a result of this change, the player will possess 1 evolution point and 2 super-evolution points.

[0153] Also, in this embodiment, in the case of the second player's turn, in the 6th turn, up to 2 points of evolution points are changed to 2 points of mega evolution points, and the changed mega evolution points are granted. Specifically, in the case of the second player's turn, in the 6th turn, if the remaining evolution points are 2 points or more, 2 points of evolution points are changed to 2 points of mega evolution points, and the changed mega evolution points are granted. Also, in the case of the second player's turn, in the 6th turn, if the remaining evolution points are 1 point, 1 point of evolution points are changed to 1 point of mega evolution points, and the changed mega evolution points are granted. Note that, in the case of the second player's turn, in the 6th turn, if the remaining evolution points are 0 point, 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 points of evolution points in the 6th turn, 2 points of evolution points are changed to mega evolution points. As a result of this change, the player will possess 2 points of evolution points and 2 points of mega evolution points.

[0154] However, the number of points that can be changed from evolution points to mega evolution points when the mega evolution unlock turn count 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.

[0155] FIG. 15A is a first diagram for explaining an example of a battle screen in the evolution unlock turn. FIG. 15B is a second diagram for explaining an example of a battle screen in the evolution unlock turn. When the player's evolution unlock turn (here, the 5th turn of the first player's turn) starts, first, as shown in FIG. 15A, 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. 15B, an image marked "Evolvable" is displayed in the center of the touch panel 26, notifying the player that the evolution unlock turn has been reached.

[0156] Also, as shown in FIG. 15B, the display mode of the icon image displayed in the evolution / super-evolution point display area 44a changes to a mode (black-filled in the figure) indicating that it can be used for evolution. Also, the display mode of the evolution information display area 43a changes to a mode (black-filled in the figure) indicating that evolution is possible.

[0157] FIG. 16A is a first diagram for explaining an example of a battle screen during evolution. FIG. 16B is a diagram for explaining an example of an evolution screen. FIG. 16C is a second diagram for explaining an example of a battle screen during evolution. For example, as shown in FIG. 16A, assume that an unevolved follower card is placed in the field 47a on the 5th turn of the first player's turn. At this time, when the follower card placed in the field 47a is tapped, as shown in FIG. 16A, the card details tab 63 is displayed on the touch panel 26.

[0158] 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 the abilities after evolution. Also, an evolution button 63a is displayed on the card details tab 63.

[0159] In this embodiment, only follower cards are set as evolvable cards. Therefore, the evolution button 63a is only displayed on the card details tab 63 of the follower card, and the evolution button 63a is not displayed on the card details tab 63 of the spell card and the amulet card.

[0160] Also, when evolution is possible, the evolution button 63a functions as an operation unit that accepts the player's tap. 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 mode that does not accept the player's tap. Note that when evolution is not possible, the evolution button 63a may be hidden. Specifically, the cases where evolution is not possible include, for example, when the turn to lift the evolution ban has not been reached, when the player does not possess evolution points and super evolution points, and when the follower card is not evolvable.

[0161] When the evolution of the follower card is executed, as shown in FIG. 16B, an evolution animation is displayed. In the evolution animation, after the card before evolution is displayed, animation images showing the card changing are displayed. In the present embodiment, the evolution animation is displayed over a first period of time (e.g., 2 seconds).

[0162] Then, when the display of the evolution animation ends, as shown in FIG. 16C, the evolved card is displayed on the field 47a.

[0163] 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. On the opponent's player terminal 1, based on the received evolution information (evolution), it becomes possible to grasp that the card has evolved and what the evolved card is.

[0164] Further, the player terminal 1 transmits to the server 1000 evolution point consumption operation information indicating that an operation to consume evolution points has been executed. Based on the received evolution point consumption operation information, the server 1000 updates the player's evolution / super-evolution point information so as to subtract the evolution points owned by the player. The server 1000 sets the updated player's evolution / super-evolution point information to be retrievable for the player terminal 1 and the opponent's player terminal 1. Thereby, the player terminal 1 and the opponent's player terminal 1 can grasp that the player's evolution points have decreased.

[0165] Then, as shown in FIG. 16C, the player terminal 1 decreases and displays by one the icon displayed in the evolution / super-evolution point display area 44a. Then, the player terminal 1 increases the attack power 58 and the physical strength 59 of the evolved card.

[0166] Also, when the ability 57 is activated by evolution, the server 1000 sets the ability activation information to be retrievable for the player terminal 1 and the opponent's player terminal 1. Also, when a leader effect is associated with the player's leader 41a or the opponent's leader 41b by the activated ability 57, the server 1000 sets the leader effect association information to be retrievable for the player terminal 1 and the opponent's player terminal 1. Also, when the leader effect associated with the player's leader 41a is activated by evolution, the server 1000 sets the leader effect activation information to be retrievable for the player terminal 1 and the opponent's player terminal 1.

[0167] In FIG. 16C, the case where the leader effect is associated with the opponent's leader 41b by the ability 57 activated by evolution is shown. In this case, as shown in FIG. 16C, an icon image corresponding to the evolved follower card is newly displayed in the opponent's crest display area 49b. Further, when the target for associating the leader effect is the opponent, as shown in FIG. 16C, a predetermined effect image for emphasizing the icon image corresponding to the leader effect may be displayed. Thereby, it becomes easier for the player to recognize that the target for associating the leader effect is the opponent.

[0168] In addition, when the leader effect is associated with the player's leader 41a by the opponent's card, a predetermined effect image for emphasizing the icon image corresponding to the leader effect may be displayed. Thereby, it becomes easier for the player to recognize that the target for associating the leader effect of the opponent's card is the player (oneself).

[0169] FIG. 17A is a first diagram for explaining an example of a battle screen in the super evolution release turn. FIG. 17B is a second diagram for explaining an example of a battle screen in the super evolution release turn. When the player's super evolution release turn (here, the 7th turn of the first player) starts, first, as shown in FIG. 17A, an image indicating "YOUR TURN" indicating that it is the player's turn and an image marked with "0 turns remaining until super evolution is possible" are displayed on the touch panel 26. Note that at the start of the player's turn after the evolution release turn, the remaining number of turns until the super evolution release turn is displayed. In the case shown in FIG. 17A, an image marked with "0 turns remaining until super evolution is possible" is displayed on the touch panel 26. Then, as shown in FIG. 17B, an image marked with "super evolution is possible" is displayed in the central part of the touch panel 26, and the player is notified that the super evolution release turn has been reached. Note that at the start of the player's turn after the super evolution release turn, an image marked with "YOUR TURN" indicating that it is the player's turn is displayed, and the remaining number of turns until the evolution release turn and the super evolution release turn is not displayed.

[0170] Also, when the turn of ultra - evolution release arrives, the change of evolution points occurs. In FIG. 17B, the case where the player has 3 points of evolution points is shown. In this case, 2 points of evolution points are changed to ultra - evolution points. As a result of this change, the player will possess 1 point of evolution points and 2 points of ultra - evolution points. And corresponding to the result of the change of evolution points, a part of the display mode of the icon image (here, 2 points) displayed in the evolution / ultra - evolution point display area 44a changes to a mode (cross - hatching in the figure) indicating that it can be used for evolution and ultra - 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 ultra - evolution are possible.

[0171] FIG. 18A is a first figure for explaining an example of a battle screen at the time of ultra - evolution. FIG. 18B is a figure for explaining an example of an ultra - evolution screen. FIG. 18C is a second figure for explaining an example of a battle screen at the time of ultra - evolution. For example, as shown in FIG. 18A, assume that an unevolved follower card is placed in the field 47a on the 7th turn of the first - player. If the follower card placed in the field 47a is ultra - evolvable, as shown in FIG. 18A, an effect image highlighting that it is ultra - evolvable is displayed for the said follower card. And when the follower card placed in the field 47a is tapped, as shown in FIG. 18A, the card details tab 63 is displayed on the touch panel 26.

[0172] If the follower card tapped by the player is ultra - evolvable, the pre - evolution ability, the post - evolution ability, and the post - ultra - evolution ability are displayed on the card details tab 63. Also, an evolution button 63a and an ultra - evolution button 63b are displayed on the card details tab 63.

[0173] 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, when Mega Evolution is not possible, for example, it is the case where the Mega Evolution unlock turn has not been reached, the player does not possess Mega Evolution points, or 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.

[0174] When the Mega Evolution of the follower card is executed, as shown in FIG. 18B, a Mega Evolution animation is displayed. In the Mega Evolution animation, after the card before Mega Evolution is displayed, animation images such as the card changing are displayed. In the present embodiment, the Mega Evolution animation is displayed for a second time period (for example, 3 seconds). In the present embodiment, the second time period is longer than the first time period (for example, 2 seconds) during which the Evolution animation is displayed. However, the first time period and the second time period may be of the same length, or the first time period may be longer than the second time period.

[0175] 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 elaborate animation images than the Evolution animation.

[0176] Then, when the display of the Mega Evolution animation ends, as shown in FIG. 18B, the card after Mega Evolution is displayed on the field 47a.

[0177] In addition, the player terminal 1 transmits evolution information (mega evolution) indicating a 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. On the opponent player terminal 1, based on the received evolution information (mega evolution), it becomes possible to grasp that the card has undergone mega evolution and what the card is like after mega evolution.

[0178] 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. As a result, on the player terminal 1 and the opponent player terminal 1, it becomes possible to grasp that the player's mega evolution points have decreased.

[0179] Then, as shown in FIG. 18C, the player terminal 1 decreases and displays one icon for the mega evolution points displayed in the evolution / mega evolution point display area 44a. Then, the player terminal 1 increases the attack power 58 and the physical strength 59 of the evolved card.

[0180] In addition, when the ability 57 is activated by mega evolution, the server 1000 sets the ability activation information to be acquirable for the player terminal 1 and the opponent player terminal 1. In addition, when a leader effect is associated with the player's leader 41a or the opponent's leader 41b by the activated ability 57, the server 1000 sets the leader effect association information to be acquirable for the player terminal 1 and the opponent player terminal 1. In addition, when the leader effect associated with the player's leader 41a is activated by mega evolution, the server 1000 sets the leader effect activation information to be acquirable for the player terminal 1 and the opponent player terminal 1.

[0181] In FIG. 18C, a case is shown where a leader effect whose end timing arrives based on the progress of a turn is associated with the player's leader 41a. In this case, as shown in FIG. 18C, a countdown effect is executed in which a countdown image 70a is attached to the icon image corresponding to the leader effect. The countdown effect is an effect that notifies the remaining number of turns until the turn when the leader effect ends.

[0182] Here, the countdown image 70a marked with "2" is displayed. The number marked on the countdown image 70a is subtracted each time the player's turn starts. That is, at the start of the player's next turn, the number marked on the countdown image 70a is updated to "1". Then, when the number marked on the countdown image 70a is updated to "0" at the start of the player's next turn, the leader effect corresponding to the icon image with the countdown image 70a attached ends. In this embodiment, the case where the number marked on the countdown image 70a is subtracted each time the player's turn starts is shown, but it may be subtracted each time the opponent's turn starts. Alternatively, both a leader effect set to be subtracted each time the player's turn starts and a leader effect set to be subtracted each time the opponent's turn starts may be provided.

[0183] Note that based on one card, a plurality of leader effects may be associated with the player's leader 41a or the opponent's leader 41b. In this case, only one icon image corresponding to the card may be displayed, or a plurality of icon images may be shown corresponding to each leader effect.

[0184] Also, when multiple leader effects are associated with the player's leader 41a or the opponent's leader 41b based on a single card, the timing of associating each leader effect with the player's leader 41a or the opponent's leader 41b may be different. In this case, only one icon image corresponding to the card may be displayed, or a plurality of icon images may be shown corresponding to each leader effect. Also, the display of the icon image may be terminated with the end of the first leader effect, and then the icon image may be displayed at the timing when the second leader effect is associated with the player's leader 41a or the opponent's leader 41b.

[0185] Also, leader effects may be associated with both the player's leader 41a and the opponent's leader 41b based on a single card.

[0186] Hereinafter, 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.

[0187] (Functional units of the player terminal 1) FIG. 19 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. At the start of the game, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0188] 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. 19 are examples, and there are also many other programs provided in the terminal-side game control program.

[0189] 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 the 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.

[0190] 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 cause them to function as the card battle game execution control unit 301a and the display control unit 302a, respectively.

[0191] 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 there are many other storage units provided in the data storage area 12b.

[0192] 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 and determines whether the game information for the entire game has been updated.

[0193] 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.

[0194] 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.

[0195] (Functional units of the server 1000) FIG. 20 is a functional block diagram of server 1000. In the storage unit 1012 of 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 and a card battle game execution control program 1301 are stored as server-side game control programs. Note that the programs listed in FIG. 24 are examples, and there are many other programs provided in the server-side game control programs.

[0196] 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 and a card battle game execution control unit 1301a.

[0197] 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 to cause it to function as the card battle game execution control unit 1301a.

[0198] In the data storage area 1012b, a game information storage unit 1400, a player information storage unit 1401, and a card management information storage unit 1402 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.

[0199] 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, BP, etc.) stored in the player information storage unit 1401 so that the player terminal 1 can acquire it. In addition, when the game information of the entire game (including number information, 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), leader effect association information, leader effect activation information, leader effect end information, win / loss information, etc.) is updated or set, the game execution control unit 1300a reads the updated game information from the game information storage unit 1400 and sets it so that the player terminal 1 can acquire it.

[0200] The card battle game execution control unit 1301a is responsible for the control to execute the card battle game.

[0201] (Communication processing between the player terminal 1 and the 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 on the player terminal 1 is indicated as Pn (n is an arbitrary integer). Also, the process performed on the server 1000 is indicated as Sn (n is an arbitrary integer).

[0202] FIG. 21 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, and when settings are made on the setting screen, the terminal-side card battle game execution process is started.

[0203] When the card battle game execution process is started, the card battle game execution control unit 301a transmits the deck information used in the card battle game to the server 1000 (P1-1).

[0204] The card battle game execution control unit 301a receives initial information (first attack / second attack information, index information, exchange information) from the server 1000 (P1-2).

[0205] 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, when the player is the first attacker, three evolution points will be stored. Also, when the player is the second attacker, four evolution points will be stored.

[0206] 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, when the player is the first attacker, the fifth turn will be stored as the evolution unlocking turn number. Also, when the player is the first attacker, the seventh turn will be stored as the super evolution unlocking turn number. Also, when the player is the second attacker, the fourth turn will be stored as the evolution unlocking turn number. Also, when the player is the second attacker, the sixth 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.

[0207] Based on the first attack / second attack information included in the initial information received from the server 1000, the display control unit 302a displays whether it is the first attack or the second attack on the touch panel 26 as shown in FIG. 11A (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 attack / second attack information), the display control unit 302a arranges three 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. 11B.

[0208] Then, as shown in FIG. 11C, 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 for 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).

[0209] As shown in FIG. 12A, 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).

[0210] After that, based on the first-turn / second-turn information or the turn start information received 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).

[0211] 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 P1-10. 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) and ends the card battle game execution process.

[0212] FIG. 22 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. 12B, 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 unlock turn when the player can evolve (FIG. 12B), or the remaining number of turns until the super evolution unlock turn when the player can super evolve (FIG. 17A) (P2-2).

[0213] 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 (P2-3). Further, the display control unit 302a places (displays) the card determined based on the received card information in the hand area 46a in an identifiable manner (P2-3).

[0214] The display control unit 302a executes a countdown display update process (P2-4). Specifically, when a countdown image 70a is attached to the icon image displayed in the crest display area 49a of the leader effect display area 48a of the player, the display control unit 302a subtracts and displays the number written on the countdown image 70a.

[0215] 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 (P2-5). Further, the display control unit 302a updates and displays the play point display unit 51a based on the received play point information (P2-5). As a result, 1 play point is added at the start of the turn.

[0216] Further, 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 (P2-6). Also, 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 (P2-6).

[0217] Further, when new ability activation information indicating that the abilities of various cards have been activated is set in the server 1000, the card battle game execution control unit 301a receives the ability activation information (YES in P2-7). The card battle game execution control unit 301a executes an ability activation process for activating various abilities based on the received ability activation information (P2-8).

[0218] Further, when new leader effect association information indicating that an ability to associate a leader effect with the player's leader 41a or the opponent's leader 41b has been activated is set in the server 1000, the card battle game execution control unit 301a receives the leader effect association information (YES in P2-9). The display control unit 302a displays an icon image in the crest display area 49a or the crest display area 49b based on the received leader effect association information (P2-10). Specifically, when a leader effect is associated with the player's leader 41a, the display control unit 302a displays an icon image corresponding to the leader effect in the crest display area 49a of the player's leader effect display area 48a. Also, when a leader effect is associated with the opponent's leader 41b, the display control unit 302a displays an icon image corresponding to the leader effect in the crest display area 49b of the opponent's leader effect display area 48b.

[0219] In addition, when the display control unit 302a displays an icon image corresponding to a leader effect whose timing to end arrives based on the passage of turns, it also displays a countdown image 70a (Fig. 18C). Further, the display control unit 302a displays a predetermined effect image for emphasizing the icon image (Fig. 16C) newly displayed in the crest display area 49b.

[0220] In addition, when leader effect activation information indicating that a leader effect associated with the player's leader 41a or the opponent's leader 41b has been activated is newly set in the server 1000, the card battle game execution control unit 301a receives the leader effect activation information (YES in P2-11). The card battle game execution control unit 301a executes a leader effect activation process for activating various leader effects based on the received leader effect activation information (P2-12).

[0221] In addition, when leader effect end information is newly set in the server 1000, the card battle game execution control unit 301a receives the leader effect end information (YES in P2-13). The leader effect end information indicates that the leader effect associated with the player's leader 41a or the opponent's leader 41b has ended, and includes information for identifying the leader effect whose effect has ended. The display control unit 302a makes the icon image specified by the received leader effect end information non-display (P2-14). Specifically, when the leader effect associated with the player's leader 41a ends, the display control unit 302a makes the icon image corresponding to the ended leader effect, which is displayed in the crest display area 49a of the player's leader effect display area 48a, non-display. Also, when the leader effect associated with the opponent's leader 41b ends, the display control unit 302a makes the icon image corresponding to the ended leader effect, which is displayed in the crest display area 49b of the opponent's leader effect display area 48b, non-display.

[0222] The card battle game execution control unit 301a determines whether an operation to play a card has been input by the player (P2-15). As a result, if no play operation is detected (NO in P2-15), the card battle game execution control unit 301a transfers the process to step P2-18. Also, when a play operation is detected (YES in P2-15), 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 (P2-16).

[0223] Also, the display control unit 302a executes a play card display process for displaying the card placed in the hand area 46a onto the field 47a based on the play operation (P2-17). Here, the display control unit 302a displays an effect image (FIG. 18A) for the follower card when it is a turn after the number of turns for releasing the super evolution ban, the player owns super evolution points, and the follower card placed on the field 47a is capable of executing super evolution.

[0224] The card battle game execution control unit 301a determines whether an operation for the card placed on the field 47a to attack the opponent's follower card or leader 41b has been input by the player (P2-18). As a result, if no attack operation is detected (NO in P2-18), the process is transferred to step P2-21. Also, when an attack operation is detected (YES in P2-18), the card battle game execution control unit 301a transmits attack information including information for identifying the card that performs the attack and information for identifying the opponent's follower card or leader 41b that has been attacked to the server 1000 based on the detected attack operation (P2-19).

[0225] The card battle game execution control unit 301a receives the attack result information set in the server (P2-20). 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. Further, the display control unit 302a executes various effects at the time of attack based on the received attack result information (P2-20).

[0226] The card battle game execution control unit 301a refers to the card management information and determines whether or not a predetermined evolvable condition is satisfied and whether or not a predetermined super-evolvable condition is satisfied for all the follower cards displayed on the field 47a (P2-21). In the present embodiment, after the evolution unlocking turn, when 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. Further, after the super-evolution unlocking turn, when 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, in step P2-21, the case where the determination of whether or not the evolvable condition and the super-evolvable condition are satisfied for all the follower cards displayed on the field 47a is executed on the player terminal 1 side is shown, but it may be executed on the server 1000 side.

[0227] The card battle game execution control unit 301a determines whether the card displayed in the field 47a has been tapped (P2-22). When the card has been tapped (YES in P2-22), the display control unit 302a displays the card details tab 63 based on the determination result in the above step P2-21 (P2-23). Specifically, when it is determined that the evolution possible condition is satisfied for the tapped card, the display control unit 302a enables (makes operable) and displays the evolution button 63a in the card details tab 63. Further, when it is determined that the ultra-evolution possible condition is satisfied for the tapped card, the display control unit 302a enables (makes operable) and displays the ultra-evolution button 63b in the card details tab 63.

[0228] Also, the card battle game execution control unit 301a executes the evolution / ultra-evolution execution process (P4). The details of this evolution / ultra-evolution execution process (P4) will be described later in detail.

[0229] 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 P2-24), it ends the current 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 P2-24), it transfers the process to P2-25.

[0230] 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 (P2-25). Then, when the player's turn has not ended (NO in P2-25), the card battle game execution control unit 301a transfers the process to P2-5, and when the player's turn has ended (YES in P2-25), it executes the turn end process (P2-26). Note that when there is a card having the ability 57 that is activated at the end of the player's turn, in the turn end process, it receives information from the server 1000 and executes the process of activating the ability 57.

[0231] FIG. 23 is a flowchart for explaining an example of the evolution / super-evolution execution process in the player terminal 1. The card battle game execution control unit 301a determines whether or not the evolution button 63a on the card details tab 63 has been tapped (P4-1). If the evolution button 63a has been tapped (YES in P4-1), the card battle game execution control unit 301a moves the process to step P4-5.

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

[0233] If 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] Also, the display control unit 302a displays a super-evolution animation on the touch panel 26 (P4-4) and moves the process to step P4-8.

[0235] If the evolution button 63a has been 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 (P4-5).

[0236] Also, the display control unit 302a displays an evolution animation on the touch panel 26 (P4-6).

[0237] The card battle game execution control unit 301a determines whether or not the number of evolution points owned by the player is less than 1 (P4-7). As a result, if the number of evolution points owned by the player is not less than 1, that is, if the player owns evolution points (NO in P4-7), the card battle game execution control unit 301a moves the process to step P4-9.

[0238] The card battle game execution control unit 301a transmits to the server 1000 the hyper evolution point consumption operation information indicating the consumption of hyper evolution points (P4-8). That is, in the present embodiment, when executing hyper evolution by consuming hyper evolution points and when executing evolution by consuming hyper evolution points, the hyper evolution point consumption operation information is transmitted to the server 1000.

[0239] The card battle game execution control unit 301a transmits to the server 1000 the evolution point consumption operation information indicating the consumption of evolution points (P4-9). That is, in the present embodiment, when executing evolution 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 / hyper evolution point information at the server 1000 (P4-10). Further, the display control unit 302a executes a display update process of changing the display mode of the icon image in the evolution / hyper evolution point display area 44a according to the number of evolution points and hyper evolution points owned by the player based on the received evolution / hyper evolution point information (P4-11).

[0241] In addition, 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 hyper evolved based on the player's operation with reference to the card management information (P4-12). That is, when the evolution button 63a is tapped, the performance after the evolution of the card selected by the player is updated. Also, when the hyper evolution button 63b is tapped, the performance after the hyper evolution of the card selected by the player is updated.

[0242] FIG. 24 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 on the touch panel 26 an image marked with "EMEMY TURN" indicating that it is the opponent's turn as shown in FIG. 13B (P3-1).

[0243] The display control unit 302a executes a countdown display update process (P3-2). Specifically, when a countdown image 70a is attached to the icon image displayed in the crest display area 49b of the opponent's leader effect display area 48b, the display control unit 302a subtracts and displays the number written on the countdown image 70a.

[0244] When the display control unit 302a receives the card number information, based on the received card number information, it arranges the cards in the opponent's hand area 46b in an unidentifiable manner (P3-3).

[0245] Also, when the display control unit 302a receives the play information, based on the received play information, it displays the cards in an identifiable manner in the opponent's field 47b (P3-4).

[0246] Also, when the card battle game execution control unit 301a receives the opponent's play point information, based on the received play point information, it updates and displays the play point display unit 51b (P3-5).

[0247] Also, when the display control unit 302a receives the evolution / super-evolution point information, based on the received evolution / super-evolution point information, it updates the display in the evolution / super-evolution point display area 44b (P3-6).

[0248] The card battle game execution control unit 301a determines whether it has received the ability activation information (P3-7). When it has received the ability activation information (YES in P3-7), the display control unit 302a executes an ability activation process to activate various abilities based on the received ability activation information (P3-8).

[0249] Also, the card battle game execution control unit 301a determines whether or not it has received leader effect association information (P3-9). When it has received the leader effect association information (YES in P3-9), the display control unit 302a displays an icon image in the crest display area 49a or the crest display area 49b based on the received leader effect association information (P3-10). Specifically, when a leader effect is associated with the opponent's leader 41b, the display control unit 302a displays an icon image corresponding to the leader effect in the crest display area 49b of the opponent's leader effect display area 48b. Also, when a leader effect is associated with the player's leader 41a, the display control unit 302a displays an icon image corresponding to the leader effect in the crest display area 49a of the player's leader effect display area 48a.

[0250] Also, when the display control unit 302a displays an icon image corresponding to a leader effect whose end timing arrives based on the passage of the turn, the display control unit 302a also displays a countdown image 70a (FIG. 18C). Also, the display control unit 302a displays a predetermined effect image (FIG. 16C) for emphasizing the icon image newly displayed in the crest display area 49a.

[0251] Also, the card battle game execution control unit 301a determines whether or not it has received leader effect activation information (P3-11). When it has received the leader effect activation information (YES in P3-11), the display control unit 302a executes a leader effect activation process for activating various leader effects based on the received leader effect activation information (P3-12).

[0252] Also, the card battle game execution control unit 301a determines whether or not it has received leader effect end information (P3-13). When it has received the leader effect end information (YES in P3-13), the display control unit 302a makes the icon image displayed in the crest display area 49a or the crest display area 49b specified by the received leader effect end information non-displayed (P3-14). Specifically, when the leader effect associated with the player's leader 41a has ended, the display control unit 302a makes the icon image corresponding to the ended leader effect displayed in the crest display area 49a of the player's leader effect display area 48a non-displayed. Also, when the leader effect associated with the opponent's leader 41b has ended, the display control unit 302a makes the icon image corresponding to the ended leader effect displayed in the crest display area 49b of the opponent's leader effect display area 48b non-displayed.

[0253] The card battle game execution control unit 301a determines whether or not it has received attack result information (P3-15). When it has received the attack result information (YES in P3-15), the display control unit 302a executes various effects when the attack is executed based on the received attack result information (P3-16).

[0254] The card battle game execution control unit 301a determines whether or not it has received evolution information (evolution) (P3-17). When it has received the evolution information (evolution) (YES in P3-17), the card battle game execution control unit 301a refers to the received evolution information (evolution) and the card management information, and increases and updates the performance (for example, attack power and physical strength) of the follower card to be evolved (P3-18).

[0255] The card battle game execution control unit 301a determines whether evolution information (super evolution) has been received (P3-19). When evolution information (super evolution) is received (YES in P3-19), 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 (P3-20).

[0256] The card battle game execution control unit 301a determines whether the card displayed on the field 47a has been tapped (P3-21). When the card is tapped (YES in P3-21), the display control unit 302a displays the card details tab 63 (P3-22). In this case, since it is the opponent's turn, the display control unit 302a invalidates (makes it inoperable) and displays the evolution button 63a and the super evolution button 63b in the card details tab 63.

[0257] 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 P3-23), 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 P3-23), it transfers the process to P3-24.

[0258] The card battle game execution control unit 301a determines whether turn end information has been received (P3-24). When turn end information has not been received (NO in P3-24), the card battle game execution control unit 301a transfers the process to step P3-3. Also, when turn end information has been received (YES in P3-24), the card battle game execution control unit 301a executes turn end processing (P3-25). When there is a card having the ability 57 to be activated at the end of the opponent's turn, in the turn end processing, the card battle game execution control unit 301a receives the ability information from the server 1000 and executes the process of activating the ability 57.

[0259] FIG. 25 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).

[0260] 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.

[0261] 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.

[0262] 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 (S1-5). As a result, if the player's super evolution release turn or the opponent's super evolution release turn has started (YES in S1-5), the card battle game execution control unit 1301a transfers the process to step S1-5. The card battle game execution control unit 1301a executes change content determination processing (S1-6).

[0263] When the player reaches the number of super evolution release turns, the card battle game execution control unit 1301a determines in the change content determination process (S1-6) that up to 2 points of the evolution points owned by the player are changed to super evolution points. In this case, specifically, when the player has 2 or more evolution points, the card battle game execution control unit 1301a determines to change 2 points of evolution points to 2 points of super evolution points and grant them to the player. Also, when the player has 1 evolution point, the card battle game execution control unit 1301a determines to change 1 point of evolution point to 1 point of super evolution point and grant it to the player. Note that when the player has 0 evolution points, the card battle game execution control unit 1301a determines not to perform the change to super evolution points.

[0264] Also, when the number of opponent's super evolution unlock turns is reached, the card battle game execution control unit 1301a determines in the change content determination process (S1-6) to change up to 2 points of the evolution points owned by the opponent into super evolution points. In this case, specifically, when the opponent has 2 or more evolution points, the card battle game execution control unit 1301a determines to change 2 points of evolution points into 2 points of super evolution points and grant them to the opponent. Also, when the opponent has 1 evolution point, the card battle game execution control unit 1301a determines to change 1 point of evolution point into 1 point of super evolution point and grant it to the opponent. Note that when the opponent has 0 evolution points, the card battle game execution control unit 1301a determines not to make a change to super evolution points.

[0265] When super evolution points are granted to the player by the above change content determination process (S1-6), 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 (S1-7). Also, when super evolution points are granted to the opponent by the above change content determination process (S1-6), 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 (S1-7). 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.

[0266] 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 (S1-8). If it is not the start of the player's or the opponent's turn (NO in S1-8), the card battle game execution control unit 1301a transfers the process to step S1-8.

[0267] At the start of the player's turn (YES in S1-8), the Card Battle Game Execution Control Unit 1301a determines one card by lottery from among the cards arranged in the player's deck area 45a, and sets the card information indicating the determined card so that it can be acquired by the player terminal 1. Also, the number information is set so that it can be acquired by the opponent's player terminal 1 (S1-10).

[0268] At the start of the opponent's turn (YES in S1-8), the Card Battle Game Execution Control Unit 1301a determines one card by lottery from among the cards arranged in the opponent's deck area 45b, and sets the card information indicating the determined card so that it can be acquired by the opponent's player terminal 1. Also, the number information is set so that it can be acquired by the player terminal 1 (S1-10). Also, the Card Battle Game Execution Control Unit 1301a executes the ability / effect activation process (S2). The ability / effect activation process (S2) will be described in detail later.

[0269] The Card Battle Game Execution Control Unit 1301a determines whether play information has been received (S1-11). If play information has not been received (NO in S1-11), the Card Battle Game Execution Control Unit 1301a transfers the process to step S1-13. If play information has been received (YES in S1-11), the Card Battle Game Execution Control Unit 1301a sets the play information so that it can be acquired by the opponent's player terminal 1, which is different from the player terminal 1 that received the play information (S1-12). Also, the Card Battle Game Execution Control Unit 1301a executes the ability / effect activation process (S2) described later.

[0270] The card battle game execution control unit 1301a determines whether it has received attack information (S1-13). If it has not received the attack information (NO in S1-13), the card battle game execution control unit 1301a transfers the process to step S1-15. If it has received the attack information (YES in S1-13), the card battle game execution control unit 1301a sets the attack result information including information indicating the result of subtracting the physical strength of the follower card or leader 41a, 41b that has been attacked and information indicating the result of subtracting the physical strength of the attacking follower card to be acquirable for the opponent player terminal 1 different from the player terminal 1 that has received the attack information (S1-14). Also, the card battle game execution control unit 1301a executes the ability / effect activation process (S2) described later.

[0271] The card battle game execution control unit 1301a determines whether it has received evolution information (evolution) (S1-15). If it has not received the evolution information (evolution) (NO in S1-15), the card battle game execution control unit 1301a transfers the process to step S1-17. If it has received the evolution information (evolution) (YES in S1-15), the card battle game execution control unit 1301a sets the evolution information (evolution) to be acquirable for the opponent player terminal 1 different from the player terminal 1 that has received the evolution information (evolution) (S1-16). Also, the card battle game execution control unit 1301a executes the ability / effect activation process (S2) described later.

[0272] The card battle game execution control unit 1301a determines whether it has received evolution information (super evolution) (S1-17). If it has not received the evolution information (super evolution) (NO in S1-17), the card battle game execution control unit 1301a transfers the process to step S3. If it has received the evolution information (super evolution) (YES in S1-17), the card battle game execution control unit 1301a sets the evolution information (super evolution) to be acquirable for the opponent player terminal 1 different from the player terminal 1 that has received the evolution information (super evolution) (S1-18). Also, the card battle game execution control unit 1301a executes the ability / effect activation process (S2) described later.

[0273] The card battle game execution control unit 1301a executes an evolution point update process (S3). The details of this evolution point update process (S3) will be described later.

[0274] The card battle game execution control unit 1301a determines whether it has received turn end information (S1-19). If it has not received the turn end information (NO in S1-19), the card battle game execution control unit 1301a moves the process to step S1-22. If it has received the turn end information (YES in S1-19), the card battle game execution control unit 1301a executes an ability / effect activation process (S2) described later. Also, 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, which is different from the player terminal 1 that has received the turn end information (S1-20).

[0275] In addition, the card battle game execution control unit 1301a updates the play point information so as to increment the play point of the player or the opponent whose turn starts by 1 (S1-21). The card battle game execution control unit 1301a sets the updated play point information to be acquirable for the player terminal 1 and the opponent player terminal 1.

[0276] The card battle game execution control unit 1301a determines whether there is a leader effect that has reached the end timing for the leader effect associated with the player's leader 41a or the leader effect associated with the opponent's leader 41b (S1-22). As a result, if there is no leader effect that has reached the end timing (NO in S1-22), the card battle game execution control unit 1301a transfers the process to step S1-25. If there is a leader effect that has reached the end timing (YES in S1-22), the card battle game execution control unit 1301a executes a leader effect termination process to terminate the leader effect that has reached the end timing (S1-23). For example, in the leader effect termination process, when the end timing of the leader effect associated with the player's leader 41a is reached, the card battle game execution control unit 1301a deletes the information indicating the leader effect stored in a predetermined storage area. Similarly, in the leader effect termination process, when the end timing of the leader effect associated with the opponent's leader 41b is reached, the card battle game execution control unit 1301a deletes the information indicating the leader effect stored in a predetermined storage area. When the leader effect is deleted from the predetermined storage area, the leader effect will not be activated.

[0277] Also, the card battle game execution control unit 1301a sets the leader effect termination information indicating the leader effect that has reached the end timing so that it can be acquired by the player terminal 1 and the opponent's player terminal 1.

[0278] 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 (S1-25). Note that conditions other than the physical strength of leader 41a or leader 41b becoming 0 may be included in the conditions for determining victory or defeat. For example, victory or defeat may be determined based on all the cards in deck area 45a or deck area 45b being exhausted, that is, so-called deck out. Alternatively, victory or defeat may be determined based on drawing the special card placed at the bottom of deck area 45a and deck area 45b. Alternatively, victory or defeat may be determined based on a special condition set in advance other than the above. For example, the special condition may be satisfied when the ability 57 of a card with a special ability 57 set for determining victory or defeat is activated. As a result, if the victory or defeat has not been determined (NO in S1-25), the card battle game execution control unit 1301a transfers the process to step S1-5.

[0279] Also, if the victory or defeat has been determined (YES in S1-25), 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 in a retrievable manner for player terminal 1 and the opponent's player terminal 1.

[0280] In addition, the card battle game execution control unit 1301a calculates the battle points of the player and the opponent (S1-24). Also, the card battle game execution control unit 1301a sets the battle points in a retrievable manner for player terminal 1 and the opponent's player terminal 1, and ends the server-side card battle game execution process.

[0281] FIG. 26 is a flowchart for explaining an example of the ability / effect 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 made 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 set in the card management information 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 transfers the process to step S2-11.

[0282] 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 activates the ability whose activation condition is satisfied, and sets the ability activation information indicating that the ability has been activated so as to be acquirable for the player terminal 1 and the opponent's player terminal 1 (S2-3). In the present embodiment, even when the leader effect is not actually associated (NO in S2-5 and NO in S2-6 described later), the ability to associate the leader effect is activated. That is, the ability is activated once regardless of whether or not the leader effect is imparted.

[0283] The card battle game execution control unit 1301a determines whether or not the ability to associate the leader effect with the player's leader 41a or the opponent's leader 41b has been activated (S2-4). As a result, if the ability to associate the leader effect with the player's leader 41a or the opponent's leader 41b has not been activated (NO in S2-4), the card battle game execution control unit 1301a transfers the process to step S2-11. Also, if the ability to associate the leader effect with the player's leader 41a or the opponent's leader 41b has been activated (YES in S2-4), the card battle game execution control unit 1301a transfers the process to step S2-5.

[0284] When the ability to associate the leader effect with the player's leader 41a is activated, the card battle game execution control unit 1301a determines whether the number of leader effects associated with the player's leader 41a is 4 or less (S2-5). As a result, if the number of leader effects associated with the player's leader 41a is 4 or less (YES in S2-5), the card battle game execution control unit 1301a moves the process to step S2-6. Also, if the number of leader effects associated with the player's leader 41a is not 4 or less (NO in S2-5), the card battle game execution control unit 1301a moves the process to step S2-11.

[0285] Also, when the ability to associate the leader effect with the opponent's leader 41b is activated, the card battle game execution control unit 1301a determines whether the number of leader effects associated with the opponent's leader 41b is 4 or less (S2-5). As a result, if the number of leader effects associated with the opponent's leader 41b is 4 or less (YES in S2-5), the card battle game execution control unit 1301a moves the process to step S2-6. Also, if the number of leader effects associated with the opponent's leader 41b is not 4 or less (NO in S2-5), the card battle game execution control unit 1301a moves the process to step S2-11.

[0286] When the ability to associate the leader effect with the player's leader 41a is activated, the card battle game execution control unit 1301a determines whether the content of the leader effect associated with the player's leader 41a overlaps with the content of the leader effect to be newly associated (S2-6). Also, when the ability to associate the leader effect with the opponent's leader 41b is activated, the card battle game execution control unit 1301a determines whether the content of the leader effect associated with the opponent's leader 41b overlaps with the content of the leader effect to be newly associated (S2-6). As a result, if the content of the leader effect overlaps (YES in S2-6), the card battle game execution control unit 1301a transfers the process to step S2-11. Also, if the content of the leader effect does not overlap (NO in S2-6), the card battle game execution control unit 1301a transfers the process to step S2-7.

[0287] The card battle game execution control unit 1301a refers to the card management information and determines whether the countdown is "yes" for the card to be processed (S2-7). As a result, if the countdown is not "yes" (NO in S2-7), the card battle game execution control unit 1301a transfers the process to step S2-9. Also, if the countdown is "yes" (YES in S2-7), the card battle game execution control unit 1301a stores the number of turns to end the leader effect (S2-8).

[0288] The card battle game execution control unit 1301a associates the leader effect of the card to be processed with the player's leader 41a or the opponent's leader 41b based on the card management information (S2-9). Specifically, for example, the card battle game execution control unit 1301a stores information indicating the leader effect to be associated in a predetermined storage area provided corresponding to the player's leader 41a, thereby associating the leader effect with the player's leader 41a. Similarly, the card battle game execution control unit 1301a stores information indicating the leader effect to be associated in a predetermined storage area provided corresponding to the opponent's leader 41b, thereby associating the leader effect with the opponent's leader 41b. In this embodiment, in step S2-7 above, when it is determined that there is a countdown for the card to be processed, in step S2-8 above, the number of turns to end the leader effect is stored, but it is not limited to this. For example, without executing steps S2-7 and S2-8 above, in step S2-9, referring to the card management information, when there is a countdown for the card to be processed, in step S2-9, in addition to the association of the leader effect, the countdown information (the number of turns to end the leader effect) may be stored. In this case, referring to the card management information, when there is no countdown for the card to be processed, in step S2-9, the association of the leader effect is performed, and the countdown information does not need to be stored.

[0289] The card battle game execution control unit 1301a sets the leader effect association information to be acquirable for the player terminal 1 and the opponent's player terminal 1 (S2-10).

[0290] The card battle game execution control unit 1301a determines whether the processes of the above steps S2-1 to S2-10 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 (S2-11). As a result, when the processes for all cards have been executed (YES in S2-11), the card battle game execution control unit 1301a moves the process to step S2-12. Also, when the processes for all cards have not been executed (NO in S2-11), the card battle game execution control unit 1301a moves the process to step S2-1.

[0291] The card battle game execution control unit 1301a sets the leader effect to be processed from among the leader effect associated with the player's leader 41a and the leader effect associated with the opponent's leader 41b (S2-12). The card battle game execution control unit 1301a determines whether the activation condition set in the card management information is satisfied for the leader effect to be processed set in step S2-12 (S2-13). As a result, when the activation condition of the leader effect to be processed is not satisfied (NO in S2-13), the card battle game execution control unit 1301a moves the process to step S2-15.

[0292] Also, when the activation condition of the leader effect to be processed is satisfied (YES in S2-13), the card battle game execution control unit 1301a activates the leader effect whose activation condition has been satisfied, and sets the leader effect activation information including the content of the activated leader effect to be retrievable for the player terminal 1 and the opponent's player terminal 1 (S2-14).

[0293] The card battle game execution control unit 1301a determines whether the processes in steps S2-12 to S2-14 have been executed for each of the leader effect associated with the player's leader 41a and the leader effect associated with the opponent's leader 41b (S2-15). As a result, if the processes for all the leader effects have been executed (YES in S2-15), the card battle game execution control unit 1301a ends the ability / effect activation process. Also, if the processes for all the leader effects have not been executed (NO in S2-15), the card battle game execution control unit 1301a transfers the process to step S2-12.

[0294] FIG. 27 is a flowchart for explaining an example of the evolution / super-evolution point management process (S3) in the server 1000. The card battle game execution control unit 1301a of the server determines whether it has received evolution point consumption operation information from the player terminal 1 or the opponent's player terminal 1 (S3-1). As a result, if it has not received the evolution point consumption operation information (NO in S3-1), the card battle game execution control unit 1301a transfers the process to step S3-4.

[0295] Also, if it has received the evolution point consumption operation information from the player terminal 1 (YES in S3-1), the card battle game execution control unit 1301a subtracts the evolution points owned by the player (S3-2), and sets the player's evolution / super-evolution points based on the subtracted result to be acquirable for the player terminal 1 and the opponent's player terminal 1 (S3-3).

[0296] Also, if it has received the evolution point consumption operation information from the opponent's player terminal 1 (YES in S3-1), the card battle game execution control unit 1301a subtracts the evolution points owned by the opponent (S3-2), and sets the opponent's evolution / super-evolution points based on the subtracted result to be acquirable for the player terminal 1 and the opponent's player terminal 1 (S3-3).

[0297] The card battle game execution control unit 1301a determines whether it has received the super evolution point consumption operation information from the player terminal 1 or the opponent's player terminal 1 (S3-4). As a result, if it has not received the super evolution point consumption operation information (NO in S3-4), the card battle game execution control unit 1301a ends the evolution / super evolution point management process.

[0298] Also, when receiving the super evolution point consumption operation information from the player terminal 1 (YES in S3-4), the card battle game execution control unit 1301a subtracts the super evolution points owned by the player (S3-5), and sets the player's evolution / super 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 (S3-6).

[0299] Also, when receiving the super evolution point consumption operation information from the opponent's player terminal 1 (YES in S3-4), the card battle game execution control unit 1301a subtracts the super evolution points owned by the opponent (S3-4), and sets the opponent's evolution / super 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 (S3-6).

[0300] As described above, the game execution control program 300, the card battle game execution control program 301, and the display control program 302 are provided in the player terminal 1. Also, 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, some 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.

[0301] In addition, the server 1000 is provided with a game execution control program 1300 and a card battle game execution control program 1301. The server 1000 also includes a game execution control unit 1300a and a card battle game execution control unit 1301a. 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.

[0302] 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.

[0303] In the above embodiment, the digital card game has been described as an example. 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 game using a game medium. The opponent in the game is not limited to a person and may be a computer. Therefore, the game medium is not limited to digital cards, and for example, it may be a game medium provided in the game, such as a character, a unit, a game piece, etc. Also, a game in which a game medium and a player or a player character appear and interact with each other may be used. Also, it is not limited to a battle game. For example, a turn-based game in which a plurality of players sequentially inherit the results of the previous player may be used.

[0304] 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, a communication function is not essential, and for example, the game device G may be capable of executing a computer match or a match between multiple players. In any case, the information processing program may cause a computer to perform the following processes.

[0305] (Processing performed by a computer) In a competitive game using a deck composed of multiple game media (in the above embodiment, as an example, follower cards), a process of displaying the game media in a first display area of ​​the game screen (in the above embodiment, as an example, field 47a) based on a player's operation to use the game media (in the above embodiment, as an example, step P2-17). When a game medium is used that is associated with a special effect (in the above embodiment, as an example, the ability to associate a leader effect with the player's leader 41a), and an activation condition associated with the special effect is met, a process of activating the special effect (in the above embodiment, as an example, steps S2-2 and S2-3). When a special effect is activated and there are less than a predetermined number of effects associated with the player ID or player character, a process is performed to associate a special effect corresponding to the special effect (in the above embodiment, as an example, a leader effect) with the player ID or player character (in the above embodiment, as an example, steps S2-5, S2-9, S2-10). A process for enabling a special effect associated with a player ID or a player character to be activated (in the above embodiment, steps S2-5, S2-9, and S2-10 as an example). Based on a special effect being associated with a player ID or player character, an effect display (in the above embodiment, as an example, an icon image displayed in the player's crest display area 49a) indicating that the special effect is associated with the player ID or player character is displayed in the second display area of the game screen (in the above embodiment, as an example, the player's leader effect display area 48a) (in the above embodiment, as an example, steps P2-9, P2-10).

[0306] The process of enabling the activation of a special effect may enable the activation of the special effect until the end condition of the special effect is satisfied (in the above embodiment, as an example, steps S1-22, S1-23, S1-24).

[0307] The battle game may include a plurality of turns. When the process of displaying the effect display in the second display area includes the elapse of a predetermined number of turns as an end condition, a turn count display (in the above embodiment, as an example, a countdown image 70a) whose display is updated based on the elapse of turns may be displayed in the second display area (in the above embodiment, as an example, steps P2-4, P2-9, P2-10).

[0308] The second display area may be provided with a predetermined number (in the above embodiment, as an example, 5) of effect displayable areas (in the above embodiment, as an example, crest display areas 49a). The process of displaying the effect display in the second display area may display the effect display in any of the effect displayable areas provided in the second display area.

[0309] The process of displaying the effect display in the second display area may sequentially display the effect displays in the effect displayable areas in the order in which the special effects are associated with the player ID or player character.

[0310] The computer may perform a process of displaying a second display area (in the above embodiment, as an example, the leader effect display area 48a) corresponding to the player ID or the player character at one end side of the game screen (in the above embodiment, as an example, the lower left part of the player display area 40a). The computer may perform a process of displaying a second display area (in the above embodiment, as an example, the leader effect display area 48b) corresponding to the opponent ID or the opponent character at the other end side of the game screen (in the above embodiment, as an example, the upper right part of the opponent display area 40b).

[0311] In the case of using a game medium associated with a predetermined effect (in the above embodiment, as an example, the ability to associate the leader effect with the opponent's leader 41b), when the activation condition associated with the predetermined effect is satisfied, the computer may perform a process of activating the predetermined effect (in the above embodiment, as an example, steps S2-2, S2-3). In the case where the predetermined effect is activated and the number of effects associated with the opponent ID or the opponent character is less than a predetermined number, the computer may perform a process of associating a specific effect (in the above embodiment, as an example, the leader effect) corresponding to the predetermined effect with the opponent ID or the opponent character (in the above embodiment, as an example, steps S2-5, S2-9, S2-10). The computer may perform a process of making the specific effect associated with the opponent ID or the opponent character activatable (in the above embodiment, as an example, steps S2-5, S2-9, S2-10). Based on a specific effect being associated with the opponent ID or opponent character, cause a computer to perform a process of displaying an effect display (in the above embodiment, for example, an icon image displayed in the opponent's crest display area 49b) indicating that the specific effect is associated with the opponent ID or opponent character in a second display area (in the above embodiment, for example, the opponent's leader effect display area 48b) of the game screen corresponding to the opponent ID or opponent character (in the above embodiment, for example, steps P2-9, P2-10).

[0312] Also, the control processes shown in the above embodiments are merely examples. In the above embodiments, the control processes for executing the game have been described for the case where they are executed on the player terminal 1. That is, in the above embodiments, the control processes for executing the game are 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 processes may be executed on the server 1000. That is, an information processing system S that is a client-server system including the player terminal 1 and the server 1000 may function as the game device G.

[0313] Also, in the above embodiments, the information processing program for realizing the game may be stored in a computer-readable non-transitory storage medium. Furthermore, the above embodiments may be an information processing method for realizing each function and the steps shown in the flowchart.

Explanation of Reference Numerals

[0314] 1 Player terminal 47a Field (first display area) 48a Leader effect display area (second display area) 48b Leader effect display area (second display area) 70a Countdown image 1000 Server G Game device S Information processing system

Claims

1. In a battle game using a deck composed of a plurality of game media, based on a player's operation for using the game media, a process of displaying the game media in a first display area of a game screen, a process of activating a special effect when using the game media associated with the special effect and when the activation condition associated with the special effect is satisfied, a process of associating a special effect corresponding to the special effect with a player ID or a player character when the special effect is activated and when the number of effects associated with the player ID or the player character is less than a predetermined number, a process of enabling the activation of the special effect associated with the player ID or the player character, a process of displaying, in a second display area of the game screen, an effect display indicating that the special effect is associated with the player ID or the player character based on the fact that the special effect is associated with the player ID or the player character, An information processing program for causing a computer to execute.

2. The second display area is provided with the predetermined number of effect displayable areas, The process of displaying the effect display in the second display area is displaying the effect display in any one of the effect displayable areas provided in the second display area, The information processing program according to Claim 1.

3. The process of displaying the effect display in the second display area is sequentially displaying the effect display in the effect displayable area in the order in which the special effect is associated with the player ID or the player character, The information processing program according to Claim 2.

4. A process of displaying, on one end side of the game screen, the second display area corresponding to the player ID or the player character, On the other end side of the game screen, a process of displaying the second display area corresponding to the opponent ID or the opponent character, An information processing program according to any one of claims 1 to 3, which causes a computer to execute.

5. When using the game medium associated with a predetermined effect, and when the activation condition associated with the predetermined effect is satisfied, a process of activating the predetermined effect, When the predetermined effect is activated, and when the number of effects associated with the opponent ID or the opponent character is less than a predetermined number, a process of associating a specific effect corresponding to the predetermined effect with the opponent ID or the opponent character, A process of making the specific effect associated with the opponent ID or the opponent character activatable, Based on the fact that the specific effect is associated with the opponent ID or the opponent character, a process of displaying the effect display indicating that the specific effect is associated with the opponent ID or the opponent character in the second display area of the game screen corresponding to the opponent ID or the opponent character, An information processing program according to claim 4, which causes a computer to execute.

6. The process of making the special effect activatable is Making the special effect activatable until the end condition of the special effect is satisfied, An information processing program according to any one of claims 1 to 3.

7. The battle game includes a plurality of turns, The process of displaying the effect display in the second display area is When the elapse of a predetermined number of turns is included in the end condition, a turn number display whose display is updated based on the elapse of the turn is displayed in the second display area, An information processing program according to claim 6.

8. An information processing method performed by one or more computers, comprising: In a battle game using a deck composed of a plurality of game media, based on a player's operation for using the game media, a process of displaying the game media in a first display area of a game screen; When using the game media associated with a special effect, and when the activation condition associated with the special effect is satisfied, a process of activating the special effect; When the special effect is activated, and when the number of effects associated with the player ID or the player character is less than a predetermined number, a process of associating a special effect corresponding to the special effect with the player ID or the player character; A process of making the special effect associated with the player ID or the player character activatable; Based on the fact that the special effect is associated with the player ID or the player character, a process of displaying an effect display indicating that the special effect is associated with the player ID or the player character in a second display area of the game screen; An information processing method including the above.

9. An information processing system including one or more computers, wherein: The computer performs: In a battle game using a deck composed of a plurality of game media, based on a player's operation for using the game media, a process of displaying the game media in a first display area of a game screen; When using the game media associated with a special effect, and when the activation condition associated with the special effect is satisfied, a process of activating the special effect; When the special effect is activated, and when the number of effects associated with the player ID or the player character is less than a predetermined number, a process of associating a special effect corresponding to the special effect with the player ID or the player character; A process that enables the activation of the special effect associated with the player ID or player character, Based on the fact that the special effect is associated with the player ID or player character, a process of displaying an effect display indicating that the special effect is associated with the player ID or player character in the second display area of the game screen, An information processing system that performs the above.

10. Comprising one or more computers, The computer is In a battle game using a deck composed of a plurality of game media, based on the player's operation for using the game media, a process of displaying the game media in the first display area of the game screen, When using the game media associated with the special effect and when the activation conditions associated with the special effect are satisfied, a process of activating the special effect, When the special effect is activated and when the number of effects associated with the player ID or player character is less than a predetermined number, a process of associating the special effect corresponding to the special effect with the player ID or player character, A process that enables the activation of the special effect associated with the player ID or player character, Based on the fact that the special effect is associated with the player ID or player character, a process of displaying an effect display indicating that the special effect is associated with the player ID or player character in the second display area of the game screen, A game device that performs the above.

Citation Information

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