Game toy and program
The game toy and program address the appeal loss in card games by using symbol-marked game items and area-specific play sheets, ensuring engaging gameplay experiences for all players.
Patent Information
- Application Number
- JP2025089741
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-05-29
- Publication Date
- 2025-08-20
AI Technical Summary
Existing card games lose appeal due to uniform basic procedures leading to boredom among experienced players, despite the popularity of characters depicted on the cards.
A game toy and program featuring game items with distinct symbols indicating placement areas and varying character information on front and back sides, along with a play sheet divided into specific areas for different types of game items, enhancing gameplay excitement and engagement.
The solution enhances entertainment value by providing intuitive gameplay and maintaining interest through clear placement guidelines and dynamic interactions among game items, appealing to both new and experienced players.
Smart Images

Figure 2025122182000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game toy and a program. [Background technology]
[0002] In addition to the fun of the game, competitive card games are also popular due to the popularity of the characters depicted on the cards, so there are many players who are new to card games, such as fans of the works in which the characters are depicted, card collectors, and so on, in addition to long-time card game enthusiasts. Generally, in card games, the basic procedures, such as the order in which game cards are placed on the table, are the same, but the detailed procedures differ from one card game to another, which has been a problem in that even experienced card gamers tend to stop playing the game, causing the game to lose its appeal (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 4786204 Summary of the Invention [Problem to be solved by the invention]
[0004] There is a need for a card game that can improve the entertainment value of a card game without losing the appeal of the card game itself. Therefore, the present invention aims to provide a game toy and a program that can enhance the entertainment value of card games. [Means for solving the problem]
[0005] One aspect of the present invention is a game toy comprising: a first type of game item having an image of an associated character, ability information, and a first symbol written on at least its surface; a second type of game item having an image of the associated character, ability information, and a second symbol written on its surface; a third type of game item having an image of the associated character and a third symbol written on its surface; and a play sheet including at least a first area in which the first type of game item can be placed; and a second area in which the second type of game item and the third type of game item can be placed, wherein the first symbol is written in the first area and the second symbol is written in the second area.
[0006] One aspect of the present invention is a program comprising a computer, a first type of game item having an image of an associated character, ability information, and a first symbol written on at least its surface, a second type of game item having an image of the associated character, ability information, and a second symbol written on its surface, a third type of game item having an image of the associated character and a third symbol written on its surface, a play sheet including at least a first area in which the first type of game item can be placed, and a second area in which the second type of game item and the third type of game item can be placed, wherein the first symbol is written in the first area and the second symbol is written in the second area.
[0007] One aspect of the present invention is a game item having a first side bearing a symbol indicating an area in which the game item is placed and an image and ability information of a character associated with the game item, and a second side bearing the symbol and character information and ability information different from the character information and ability information bearing the first side. [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a game toy that enhances entertainment value. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1 is a schematic diagram of a game toy according to this embodiment. [Figure 2] FIG. 2 is a diagram showing an example of the front side of a leader card. [Figure 3] FIG. 3 is a diagram showing an example of the back side of a leader card. [Figure 4] FIG. 4 is a diagram showing an example of the front side of a battle card. [Figure 5] FIG. 5 is a diagram showing an example of the back of a battle card and an extra card. [Figure 6] FIG. 6 is a diagram showing an example of an extra card. [Figure 7] Figure 7 is an example of a playsheet. [Figure 8] FIG. 8 shows an example of the overall configuration for explaining the game system according to the second embodiment. [Figure 9] FIG. 9 is a block diagram of the player terminal 500. DETAILED DESCRIPTION OF THE INVENTION
[0010] A first embodiment of the present invention will be described. The present invention is a game toy, and the game is a competitive game in which players battle opponents by placing game items on a play sheet. Characters are associated with the game items, and the play sheet is assigned multiple areas for placing the game items. A player places a game item in one of the areas on the play sheet and plays the game using the abilities or effects of the character associated with the game item. The game item is, for example, a game card, which is an item with a physical volume (real item). Note that the item is not limited to a game card, as long as it is configured to allow the identification of a game element associated with the item. The item may also be, for example, a shaped object such as a figurine having the appearance of a game element.
[0011] First Embodiment 1 is a schematic diagram for explaining a game toy 1 according to this embodiment. As shown in FIG. 1, the game toy 1 includes a game card 2 and a play sheet 3. The game card 2 corresponds to the game item described above and is a card owned by a player. Players can acquire the game card 2 by purchasing it, exchanging it with other players, or distributing it to players who meet certain conditions.
[0012] The game cards 2 are configured based on the same work or the same series of work, such as a game, animation, movie, manga, or novel. In this embodiment, multiple types of game cards 2 are prepared. The information written on the surface of the game card 2 differs depending on the type of game card 2. Any number of types of game cards 2 may be prepared, but the following explanation will be given using three types of game cards as examples: leader cards 21 (first type game item), battle cards 22 (second type game item), and extra cards 23 (third type game item). What all types of cards have in common is that they are associated with character images from the work. A character image is an image of a character that appears in the work, but in this embodiment, an image of a scene including a character that appears in the work will also be described as a character image. Furthermore, there may be multiple game cards 2 with different character designs even for the same character, and each will be treated as a different game card 2.
[0013] A player builds a deck in advance using the acquired game cards 2 and plays the game. When building a deck, the total number of cards in the deck and the number of cards of each type are predetermined. In this embodiment, a deck with a total of 50 cards including one leader card 21 will be described as an example, but the number of cards can be any number as long as it is determined in advance.
[0014] Furthermore, the game card 2 has a normal position, and this normal position is the state in which the contents written on the game card 2 can be read as is from the player's perspective. The game card 2 can be placed in multiple positions. In the following description, the state in which the game card 2 is in the normal position is called the active state, and the state in which the game card 2 is rotated 90 degrees and placed sideways is called the rest state. Furthermore, the state in which the game card 2 is rotated 180 degrees and placed in the reverse position in a predetermined area (the energy area, described later) is called the active state. Note that a predetermined orientation may be determined in advance as the active state, and the state in which the orientation of the game card is changed from the predetermined orientation may be determined as the rest state.
[0015] <Leader Card 21> The leader card 21 (first type game item) will now be described. Figs. 2 and 3 are diagrams showing an example of the leader card 21. Fig. 2 is a diagram for explaining an example of the front side of the leader card 21. Fig. 3 is a diagram for explaining an example of the back side of the leader card 21. The leader card 21 is a card that is composed of one card in a deck. The leader card 21 is a game card that is used to battle against the opponent's leader card 21 or battle card 22. The leader card 21 is a card that can be placed in the leader area 31 of the play sheet 3, which will be described later.
[0016] Character information 10 and card information 11 are written on the front and back of the leader card 21. The leader card 21 is placed with its front side facing out at the start of the game, but is placed with its back side facing out once certain conditions are met. The leader card 21 includes character information 10 and card information 11, The character information 10 includes a character name 101 , a character image 102 , power information 103 , and effect information 104 .
[0017] The character name 101 is the name of the character associated with the card. In the example shown in Figures 2 and 3, "Sakurakoji" is written. The character image 102 is an image of the character associated with the card.
[0018] The ability information 103 is a parameter of the ability of the character associated with the card. In this embodiment, a case will be described in which the power value of the character is written as the ability information. A victory is achieved when the power value is greater than the power value of the opponent's battle card 22. In the example of FIG. 2, a power value of "15000" is written, and in the example of FIG. 3, a power value of "20000" is written.
[0019] The effect information 104 includes skill information about the effect that is activated when attacking, and awakening information about the conditions and effects for flipping a card from face up to face down. In the example of Figure 2, the skill information is "When attacking: Draw one card," and the awakening information is "If life is 4 or less, draw one card. Then flip this card over." Although the ability information 103 and effect information 104 may be included in the character information 10, the following description will be given using an example in which the ability information 103 and effect information 104 are not included in the character information.
[0020] The card information 11 includes front and back information 111, card type name 112, card type mark 113, color information 114, rarity 115, and card identification information 116.
[0021] The front and back information 111 is information that clearly indicates the front and back of the leader card 21. Any information that can identify the front and back may be used, such as a character string, an illustration, or a symbol mark. In the example shown in FIG. 2, the character string "front" is used as the front side information to indicate that it is the front side, and in the example shown in FIG. 3, the character string "back" is used as the front and back side information to indicate that it is the back side. Note that the front and back information only needs to be on the back side. This is because the appearance of the card itself is also important for game cards in card games, and it is preferred that no unnecessary information is written on the front side.
[0022] The card type name 112 is information indicating the type of card. The card type name 112 indicates information on either a leader card, a battled card, or an extra card, but in the example of the leader card 21 shown in Figures 2 and 3, the card type name 112 indicates "leader."
[0023] The card type symbol 113 is marked with any of the symbols that distinguish the leader card 21, the battled cards 22, and the extra card 23. The leader card 21 is marked with a leader symbol that indicates that it is the leader card. This leader symbol (first symbol) is preferably a symbol that can evoke the role of the leader card 21 so that it can be visually understood that it is the leader card.
[0024] The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and builds a deck using battle cards 22 and extra cards 23 with the same color information. The rarity 115 indicates the rarity level of the game card 2. The rarity level may be displayed in any manner as long as it is set in advance, but in this embodiment, the case where the rarity is divided into five stages will be described. The example shown in Figures 2 and 3 illustrates a case where the rarity level is 1. The card identification information 116 is written with identification information that uniquely identifies the game card 2. In the examples of Figures 2 and 3, "001" is written as the card identification information 116.
[0025] The leader card 21 differs from other game cards in that it has a card type symbol 113 (leader symbol) and ability information 103 or effect information 104 written on the front and back of the card. The ability information 103 or effect information 104 is different on the front and back. This allows one card to represent the evolution or awakening of one character, and also makes it possible to identify the card as a leader card from the display on the front and back.
[0026] <Battle Card 22> The battle cards 22 (second type game item) will now be described. FIG. 4 is a diagram illustrating an example of the front side of the battle card 22. FIG. 5 is a diagram illustrating an example of the back side of the battle card 22. As shown in FIG. 4, the battle cards 22 have an image of the associated character printed only on the front side. The back sides of all the battle cards 22 are the same. The battle cards 22 are cards that attack the leader card 21 or battle card 22 of the opposing player. The battle cards 22 are cards that can be placed in the battle area 32 of the play sheet 3, which will be described later.
[0027] The battle card 22 includes character information 10 and card information 11. The character information 10 includes, like the leader card 21, a character name 101, a character image 102, power information 103, and effect information 104. In addition, combo information 105 and cost information 106 are also included.
[0028] The character name 101 is the name of the character associated with the card, similar to the leader card 21. In the example shown in Fig. 4, "Umekoji" is written. The character image 102, like the leader card 21, is an image of a character associated with the card.
[0029] The ability information 103 is a parameter of the ability of the character associated with the card, similar to the leader card 21. In the example of Fig. 4, a power value of "20000" is written. The effect information 104 describes skill information related to the effect that is activated when attacking. In the example of Fig. 4, the skill information states "When you are attacked by this card and lose, one life point is lost."
[0030] The combo information 105 is information about the power value that is exerted when the card is placed in the combo area 33, which will be described later. In the example shown in FIG. 4, the combo information 105 is written as "+5000." The cost information 106 is information about the cost required to place the battle card 22 from the hand onto the battle area 32. In other words, by changing the number of game cards 2 placed on the energy area 34 from active to rest state equal to the value written in the cost information 106, the battle card 22 can be placed onto the battle area 32. In the example of FIG. 4, "3" is written as the cost information 106. In the following explanation, changing the game cards 2 placed on the energy area 34 from active to rest state will be referred to as "paying the cost."
[0031] The card information 11 includes a card type name 112, a card type mark 113, color information 114, rarity 115, and card identification information . The card type name 112 is information indicating the type of card. In the example of the battle card 22 shown in Figure 4, the card type name 112 is written as "Battle."
[0032] The card type symbol 113 is marked with a battle symbol (second symbol) indicating that it is a battled card 22. This battle symbol is preferably a symbol that can evoke the role of the battle card 22 so that it can be visually understood that it is a battle card. The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and builds a deck using battle cards 22 and extra cards 23 with the same color information.
[0033] The rarity 115 indicates the rarity level of the game card 2. In the example shown in FIG. The card identification information 116 is written with identification information that uniquely identifies the game card 2. In the example of Fig. 4, "002" is written as the card identification information 116.
[0034] <Extra Card> The extra card 23 (third type game item) will now be described. Fig. 6 is a diagram illustrating an example of the front side of the extra card 23. As shown in Fig. 6, the front side of the extra card 23 shows an image of the associated character.
[0035] The back side of the extra card 23 is the same as that of the battle card 22. Therefore, the back side of the extra card 23 is the same as that of the battle card 22 shown in FIG. The extra card 23 includes character information 10 and card information 11.
[0036] The character information 10 includes a character name 101 , a character image 102 , and effect information 104 . The character name 101 is the name of the character associated with the card. In the case of the extra card 23, it is the name of a characteristic scene, scenery, landscape, background, building, character's possession, event, etc. that appears in the work. In the example of FIG. 6, "Mizumengiri" is written.
[0037] The character image 102 is an image of the character associated with the card, and is an image that depicts the character along with characteristic scenes, scenery, landscapes, backgrounds, buildings, the character's possessions, events, etc. that appear in the work. The effect information 104 describes skill information related to the effect that is activated when attacking. In the example of Fig. 5, the skill information describes "power value is doubled for one turn."
[0038] The cost information 106 is information about the cost required to place the extra card 23 from the hand onto the battle area 32. In the example of FIG. 6, "3" is written as the cost information 106. The card information 11 includes a card type name 112, a card type mark 113, color information 114, rarity 115, and card identification information .
[0039] The card type name 112 is information indicating the type of the card. In the example of the extra card 23 shown in Figure 6, the card type name 112 is written as "Extra." The card type symbol 113 is marked with an extra symbol (third symbol) that indicates that it is an extra card 23. This extra symbol is preferably a symbol that can evoke the role of the extra card 23 so that it can be visually understood that it is an extra card.
[0040] The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and builds a deck using battle cards 22 and extra cards 23 with the same color information. The rarity 115 indicates the rarity level of the game card 2. In the example shown in FIG.
[0041] The card identification information 116 is written with identification information that uniquely identifies the game card 2. In the example of Fig. 6, "003" is written as the card identification information 116.
[0042] <Play Sheet 3> Next, the play sheet 3 will be described with reference to FIGS. 1 and 7. In the example shown in FIG. 7, the play sheet 3 is shown with the top side facing the opponent. The play sheet 3 is formed in a rectangular shape, for example, a rectangular shape. The play sheet 3 is preferably formed to be foldable so that it can be carried around. Furthermore, it is preferable that the play sheet 3 be formed so that its size after folding is the same as that of the game card 2, so that it can be carried together with the game card. Also, although the present embodiment will be described as a sheet, the play sheet 3 may also be displayed on a screen.
[0043] A plurality of areas (regions) are allocated to the play sheet 3. These areas indicate the locations where the player places the game cards 2, and are arranged with a predetermined width of space in between. In the following explanation, an example will be given in which there are seven areas named: leader area 31, battle area 32, combo area 33, energy area 34, life area 35, deck area 36, and drop area 37. The names of these seven areas may be any names that are understandable to the player when playing.
[0044] 1, an area name is written in each of the areas: the leader area 31, the battle area 32, the combo area 33, the energy area 34, the life area 35, the deck area 36, and the drop area 37. The area names are written to be visually emphasized (easy to see), for example, by using a larger font size, decorative font, underlining, a box, or bolding.
[0045] The leader area 31, battle area 32, combo area 33, energy area 34, life area 35, and deck area 36 each contain placement information regarding how to place the game cards 2. The combo area 33 contains procedural information regarding the flow of the game during the player's turn. The placement information and procedural information are written so that the player can check them in detail at any time they wish, for example by using a smaller font size than the area names.
[0046] Card type symbols 113 are written in the leader area 31 and the battle area 32. More specifically, a leader symbol is written in the leader area 31, and a battle symbol and an extra symbol are written in the battle area 32. The card type symbols 113 written in the leader area 31 and the battle area 32 indicate the areas where each game card is placed.
[0047] 1, the leader area 31, deck area 36, and drop area 37 are formed to have the same size and shape. As shown in FIG. 7, the leader area 31, deck area 36, and drop area 37 are areas of the same size as the game card 2, and are formed in a shape that allows the game card 2 to be placed in the correct position.
[0048] The battle area 32 is formed in a shape that allows a plurality of game cards 2 to be arranged in a line in the left-right direction on the play sheet 3 in the normal position. The combo area 33 and the energy area 34 are formed to have the same size and shape. The combo area 33 and the energy area 34 are formed in a shape that allows multiple game cards 2 to be placed in a row in the left-right direction on the play sheet 3.
[0049] The life area 35 is formed in a shape that allows a plurality of game cards 2 to be arranged in a vertical line on the play sheet 3 in the normal position. The leader area 31 and battle area 32 are formed along the edge of the opponent's play sheet. The life area 35, energy area 34, and drop area 37 are formed in a row in the left-right direction along the edge of the player's side, in the order of life area 35, energy area 34, drop area 37 from left. The combo area 33 is formed between the battle area 32 and the energy area 34 .
[0050] The leader area 31 is an area where the leader card 21 is placed. As described above, a leader symbol is written in the leader area 31. This indicates that only one leader card 21 is to be placed in this leader area 31.
[0051] The battle area 32 is an area where a battle card 22 or an extra card 23 is placed from the hand after paying the cost according to the cost information printed on the game card. The battle cards 22 and extra cards 23 placed in the battle area 32 are arranged in a line from side to side so that they do not overlap. As described above, the battle area 32 is marked with a battle symbol and an extra symbol. This indicates that this is the area where a battle card 22 or an extra card 23 selected from the hand is first placed during the main phase. The main phase is the phase in which attacks are made against the opponent, and is the part of the game that increases in interest. Therefore, making it clear which area to place a game card selected from the hand during the main phase will make the game more exciting and interesting.
[0052] The combo area 33 is an area where a battle card 22 is placed when applying the combo information 105 written on the battle card 32 placed in the battle area 32. The combo area 33 has procedure information written in it, and is written in roughly the right half or the left half of the combo area 33. This is because, while the number of game cards 2 placed in the battle area 32 and energy area 34 increases as the game progresses, the number of game cards 2 placed in the combo area 33 does not increase as the game progresses because they are moved (reset) to the drop area 37 every turn.
[0053] The energy area 34 is an area where one battle card 22 from the player's hand is placed at the start of the player's turn. Furthermore, cards placed in the energy area 34 are changed from active to rest state in order to pay the cost when placing a battle card 22 or an extra card 23 from the hand into the battle area 32. The battle cards 22 in the energy area 34 are arranged in a line in the left-right direction, with at least some of them overlapping. As mentioned above, the active state of the energy area 34 is when a game card 2 is placed in the reverse position.
[0054] At the start of a game, a predetermined number of game cards 2 are placed face down in a resting state from the deck area in the life area 35. In the following explanation, eight game cards are placed face down, but any number can be used as long as it is predetermined. The game cards 2 are placed so that at least a portion of them overlaps the life area 35. At this time, some of the game cards 2 extend beyond the limits of the life area 35.
[0055] The deck area 36 is an area where the decks constructed by the player are stacked face down and placed. The drop area 37 is an area where the KO'd battle card 22 is placed when the player is attacked by the opponent's battle card 22 and knocked out.
[0056] <Game Preparation> Place your play sheet 3 and your opponent's play sheet 3 facing each other. A player builds a deck using battle cards 22 and extra cards 23 that are the same color as the leader card 21. The number of cards in the deck is predetermined. In the following explanation, we will use 50 cards as an example.
[0057] The player places the leader card 21 in the leader area 31 in the correct position, and places the constructed deck face down in the deck area 36. The player draws a predetermined number of game cards as a hand from the deck placed in the deck area 36. Here, it is assumed that the player draws six game cards 2.
[0058] The player places a predetermined number of game cards 2 face down and sideways (rotated 90 degrees from the normal position) in the life area 35. Here, the number of game cards 2 placed in the life area 35 is eight.
[0059] <Game Flow> When the game starts, the first and second players are decided, and turns are alternated starting with the first player. Each turn consists of several phases, including at least the Charge Phase, Main Phase, and End Phase. The flow of each turn can be understood by checking the explanations in the Combo Area. During the charge phase of the player's turn, the player activates all game cards 2 placed in the battle area 32, combo area 33, and energy area 34. Next, the player draws one game card 2 from the deck and places it in their hand. The player then selects one game card 2 from their hand and places it in the energy area 34 in the active state.
[0060] In the main phase, Place Game Card 2 from your hand on Battle Area 32. Activate the effect information of the leader card 21 placed in the leader area 31 and the battle card 22 and extra card 23 placed in the battle area 32 and combo area 22. Attack the opponent's leader card 21 or the battle card 22 placed in the battle area 32. At least one of the following can be performed.
[0061] The game card 2 to be played from the hand must be equal to or less than the total value of the cost information of the battle card 22 and extra card 23 placed in the active state on the energy area 34. By placing the battle card 22 and extra card 23 on the energy area 34 that meet this condition from the active state to the rest state, the battle card 22 and extra card 23 can be placed from the hand.
[0062] When effect information is activated, the effects of the battle cards 22 and extra cards 23 on the battle area 32 and combo area 33 can be activated. When attacking the opponent player, the combo information of the battle card 22 on the combo area is applied to the power information of the battle card 22 or leader card 21 used for the attack to determine the power information of the attacking player.
[0063] The attacked opponent player applies the effect information 104 of the attacked leader card 21 or battle card 22 to the power information to determine the power information of the defending side. The power information of the attacking side is compared with the power information of the defending side to determine the winner. At this time, if the value of the power information of the attacking side is equal to or greater than the value of the power information of the defending side's leader card 21, the attacking side wins, and the opposing player adds one game card 2 placed in the life area 35 to their hand. If the value of the power information of the attacking side is equal to or greater than the value of the power information of the defending side's battle card 22, the opposing player places the attacked battle card 22 in the drop area 37. If the value of the power information of the attacking side is equal to or less than the value of the power information of the defending side's leader card 21 or battle card 22, the game proceeds directly to the end phase.
[0064] In the end phase, the player declares the end of their turn and ends it. At this time, game items placed in the battle area 32 and energy area 34 in a rest state are changed to an active state. Furthermore, game items placed in the combo area 33 are moved to the drop area 37.
[0065] The embodiment of the present invention has the following advantages. The card type symbols attached to the game cards 2 of each type are written in the area of the play sheet 3 where the game cards 2 of each type are to be placed, so players can intuitively place the game cards 2 by referring to the card type symbols. This allows players who do not understand the details of the procedure to play without losing interest. Furthermore, since the symbols of the card game 2 that can be placed are written on the area where the card game 2 is placed at key moments in the game, the game becomes exciting without interruption and becomes more interesting.
[0066] <Second embodiment> Next, a second embodiment will be described. The game toy of the first embodiment can be executed by a computer as a competitive game. FIG. 8 is a diagram showing an example of the overall configuration of a game system in this embodiment. As shown in FIG. 8, the game system is configured to include player terminals 500 provided for players A and B of the game, and a game server 600.
[0067] The player terminal 500 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and can perform data communication with the game server 600. The player terminal 500 is, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a personal computer, a tablet computer, a controller for a stationary home game device, etc. Basically, there are multiple player terminals 500, and each is operated by a player.
[0068] The game server 600 is a server system configured to include one or more server devices, storage devices, etc. The game server 600 controls the card game of the above embodiment, provides various services for running the card game, manages data necessary for running the game, and distributes game programs and data necessary for running the game on the player terminals 500.
[0069] 9 is a block diagram showing an example of the configuration of the player terminal 500. As shown in FIG. The communication unit 501 is a processing unit that controls communication with other devices such as the game server 600 and other player terminals 500, and is, for example, a communication interface such as a network interface card.
[0070] The storage unit 502 stores various data and programs executed by the control unit 503, and is, for example, a memory or a hard disk. The control unit 503 is a processing unit, such as a processor, that controls the entire player terminal 500. The control unit 503 includes a game card management unit 531, a play sheet display unit 532, a game information calculation unit 533, and a game execution unit 534. Each processing unit is an example of an electronic circuit included in the processor or an example of a process executed by the processor.
[0071] The game card management unit 531 manages the character cards 20, field cards 30, event cards 40, and action point (AP) cards 50 described above. The play sheet display unit 532 displays the play sheets 3 of the player and the opposing players on the player terminal 500.
[0072] The game information calculation unit 533 uses the above-mentioned ability information 103, effect information 104, combo information 105, cost information 106, etc. to perform calculations necessary for the progress of the game. The game execution unit 534 manages and executes the performance and progress of the match. With such a terminal, it is possible to play a game without using a game card, since the game card is a tangible object.
[0073] According to this embodiment, the card game described in embodiment 1 is controlled by the player terminal 500, and the matching of opponent players and the overall game management are performed by the game server 600, so that the card game can be played online, increasing the interest of players.
[0074] In the above example, an example of a game played via the game server 600 has been described, but it is also possible to play the game using only the player terminal 500. Although the present invention has been described above by way of preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be modified and implemented in various ways within the scope of its technical concept.
[0075] Some or all of the above-described embodiments may also be described as in the following supplementary notes, but are not limited to the following.
[0076] (Appendix 1) A game toy, a first type of game item having an image of a character associated therewith, ability information and a first symbol printed at least on its surface; a second type of game item having an image of a character associated with the second type of game item, ability information, and a second symbol printed on its surface; a third type of game item having an image of the associated character and a third symbol printed on its surface; a play sheet including at least a first area in which the first type of game item can be placed, and a second area in which the second type of game item and the third type of game item can be placed; Equipped with the first area has the first symbol written therein; The second area has the second symbol and the third symbol written therein. Game toys.
[0077] (Appendix 2) The second area is an area where the second type game item or the third type game item selected from the hand is initially placed. 1. A game toy as described in Appendix 1.
[0078] (Appendix 3) The first type of game item is included in only one deck constructed by a player; 1. A game toy according to claim 1 or claim 2.
[0079] (Appendix 4) The back of the first type game item has an image and ability information of a character that are different from the image and ability information of the character that are written on the front side. 1. A game toy according to any one of claims 1 to 3.
[0080] (Appendix 5) At least the back surface of the first type game item has front and back information that allows the front and back to be identified. 10. A game toy according to any one of claims 1 to 4.
[0081] (Appendix 6) the first area is configured as an area having the same shape and size as the first type of game item when it is placed in the correct position; the second area is configured with a shape and size that allows a plurality of at least one of the second type game item and the third type game item to be arranged in a line in the left-right direction in the normal position; The first area and the second area are adjacent to each other so as to be aligned in the left-right direction. 10. A game toy according to any one of claims 1 to 5.
[0082] (Appendix 7) The play sheet includes at least one area in which placement information regarding game items that can be placed in each area is written. 10. A game toy according to any one of claims 1 to 6.
[0083] (Appendix 8) Each area of the play sheet is marked with area name information. 10. A game toy according to any one of claims 1 to 7.
[0084] (Appendix 9) In each area of the play sheet, the name information is written in a larger size than the layout information. 10. A game toy according to any one of claims 1 to 8.
[0085] (Appendix 10) The play sheet includes a third area in which procedural information regarding the flow of the game during the player's turn is written. 10. The game toy according to any one of claims 1 to 9.
[0086] (Appendix 11) the third area is an area in which the second type of game items placed therein are reset every turn; 11. A game toy according to any one of claims 1 to 10.
[0087] (Appendix 12) the first and second areas are formed along a first edge of the playsheet; The first end is an end on the opponent player's side. 12. A game toy according to any one of claims 1 to 11.
[0088] (Appendix 13) the first type of game item, the second type of game item, and the third type of game item are game cards; 13. A game toy according to any one of claims 1 to 12.
[0089] (Appendix 14) Computer, a first type of game item having at least an image of an associated character, ability information, and a first symbol printed on its surface; a second type of game item having an image of an associated character, ability information, and a second symbol printed on its surface; and a third type of game item having an image of an associated character and a third symbol printed on its surface; a play sheet including at least a first area in which the first type of game item can be placed, and a second area in which the second type of game item and the third type of game item can be placed; a display means for displaying the a control means for controlling the game; It functions as the first area has the first symbol written therein; The second area has the second symbol and the third symbol written therein. program.
[0090] (Appendix 15) A gaming item, a first side on which are written symbols indicating areas in which game items are placed, and images and ability information of characters associated with the game items; a second side on which the symbol and character information and ability information different from the character information and ability information written on the first side are written; A game item comprising:
[0091] Although the present invention has been described above by way of preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be modified and implemented in various ways within the scope of its technical concept. [Explanation of symbols]
[0092] 1. Game toys 2. Card Games 3 Playsheet 500 player terminals 600 game servers
Claims
1. A game toy, a first type of game item having an image of a character associated with it, ability information, and a first symbol written on its front side, the first type of game item having an image of a character associated with it, the image of a character different from the image of the character on the front side, ability information different from the ability information on the front side, and the first symbol written on its back side; a second type of game item having an image of a character associated therewith, ability information therewith, and a second symbol printed on its surface; a third type of game item having an image of the associated character and a third symbol printed on its surface; a play sheet including at least a first area in which the first type of game item can be placed, and a second area in which the second type of game item and the third type of game item can be placed; Equipped with the first area is marked with the first symbol, The second area is marked with the second symbol and the third symbol. Game toys.
2. the second area is an area where the second type game item or the third type game item selected from the hand is initially placed; The game toy according to claim 1 .
3. The first type of game item is included in only one deck constructed by a player; 3. The game toy according to claim 1 or 2.
4. The first type of game item has, on its back surface, an image and ability information of a character that are different from the image and ability information of the character that are on the front surface. The game toy according to claim 3.
5. At least the back surface of the first type game item has front and back information printed thereon to enable identification of the front and back. The game toy according to claim 4.
6. the first area is configured as an area having the same shape and size as the first type of game item when it is placed in a normal position; the second area is configured with a shape and size that allows a plurality of at least one of the second type game item and the third type game item to be arranged in a line in the left-right direction in an upright position; The first area and the second area are adjacent to each other so as to be aligned in a left-right direction. The game toy according to claim 5.
7. The play sheet includes at least one area in which placement information regarding game items that can be placed in each area is written. The game toy according to claim 6.
8. Each area of the play sheet is marked with area name information. The game toy according to claim 7.
9. In each area of the play sheet, the name information is written in a larger size than the layout information. The game toy according to claim 8.
10. The play sheet includes a third area in which procedural information regarding the flow of the game during the player's turn is written.
10. The game toy of claim 9.
11. the third area is an area in which the second type of game items placed therein are reset every turn; The game toy of claim 10.
12. the first and second areas are formed along a first edge of the playsheet; The first end is an end on the opponent player's side. The game toy according to claim 1 .
13. The first type of game item, the second type of game item, and the third type of game item are It is a game card The game toy according to claim 1 .
14. Computer, a first type of game item having an image of a character associated with it, ability information, and a first symbol written on its front side, the first type of game item having an image of a character associated with it, the image of a character different from the image of the character on the front side, ability information different from the ability information on the front side, and the first symbol written on its back side; a second type of game item having an image of a character associated therewith, ability information therewith, and a second symbol printed on its surface; a third type of game item having an image of the associated character and a third symbol printed on its surface; a play sheet including at least a first area in which the first type of game item can be placed, and a second area in which the second type of game item and the third type of game item can be placed; a display means for displaying the a control means for controlling the game; It functions as the first area is marked with the first symbol, The second area is marked with the second symbol and the third symbol. program.
Citation Information
Patent Citations
Game cards used in competitive card games
JP4786204B2