Card management system, method of the same, and program
The card management system enhances trading card games by making each card unique, managing card history, and using adaptable AI to increase card value and gameplay diversity, addressing issues of identical cards, rapid information dissemination, and limited rules.
Patent Information
- Application Number
- JP2024021567
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-15
- Publication Date
- 2025-08-27
AI Technical Summary
Trading card games face issues with the circulation of identical cards, rapid dissemination of card information due to internet access, inflated prices due to rarity, counterfeits, lack of suspense, and limited game rules, leading to reduced enjoyment and card value.
A card management system that associates each card with unique elements, manages card history, and allows for adaptable game rules using a generated AI, enabling cards to be used across multiple games and providing hidden information for tactical surprise.
Increases card uniqueness and value, enhances gameplay enjoyment, prevents counterfeit circulation, and allows for diverse game play styles and card utility across different games.
Smart Images

Figure 2025125482000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a card management system, method, and program for managing cards that can be used in a trading card game in which multiple players play based on elements associated with the cards they each own. [Background technology]
[0002] Conventionally, such trading card game cards have been proposed in which multiple character cards, which are cards that perform the main function, and servant cards, spell cards, and magic cards, which are cards that are used together with the character cards to fulfill specific functions, are lined up on a card area and players compete against each other, using these cards to reduce the opponent's life points to decide the winner, and the character cards, which are cards that perform the main function, have a different thickness from the servant cards, spell cards, and magic cards, which are cards that are used together with the character cards to fulfill specific functions (see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Utility Model Registration No. 3211524 Summary of the Invention [Problem to be solved by the invention]
[0004] In recent years, trading card game cards have become commonplace, with multiple identical cards in circulation, and rarity levels vary depending on the amount of cards in circulation. Furthermore, with the spread of the Internet, information about such cards is quickly made public after they are released into circulation, reducing the joy of discovering new cards. Furthermore, rare cards with low circulation levels have become expensive, leading to social problems such as the circulation of counterfeits.
[0005] In view of the above-mentioned problems, the present invention aims to increase the value of each card that can be used in a trading card game and to increase interest in the cards. [Means for solving the problem]
[0006] In order to solve the above problems, the card management system of the present invention provides the following solutions.
[0007] (1) A card management system for managing cards that can be used in a trading card game in which players play based on elements associated with the cards, comprising: an element acquiring means for acquiring a plurality of the elements to be associated with the card; a correspondence means for associating the element with the card, The card management system is characterized in that the associating means associates, with each of all cards usable in the trading card game, elements that at least partially differ from those of other cards.
[0008] In the configuration (1), the card management system includes an element acquisition means and a correspondence means, and manages cards that can be used in a trading card game in which multiple players play based on the elements associated with the cards they each own. The element acquisition means acquires a plurality of elements to be associated with the card. The association means associates the element with the card. The associating means associates, with each of all cards available in the trading card game, an element that is at least partially different from that of other cards.
[0009] According to the configuration (1), all cards available in the trading card game are associated with at least a portion of elements that are different from other cards, making all cards unique.
[0010] This means that when a user such as a player purchases cards, all of the purchased cards are cards that the user does not own, and they will encounter new cards. Also, since the rarity of the cards does not change depending on the number of cards issued, it is possible to prevent unreasonable price hikes and the circulation of counterfeits. Therefore, it is possible to increase the value of each card that can be used in a trading card game, and to increase interest in the cards.
[0011] (2) The card management system described in (1) further includes a matching element generation means for generating matching elements by matching the elements to card information, which is information about cards set in the trading card game, in accordance with the card information.
[0012] Here, card information, which is information about one type of card, is set for one trading card game, and elements that correspond to this card information are associated with cards that can be used in this trading card game. Meanwhile, card information of a different type is set for another trading card game, and conventionally, cards from one trading card game could not be used in another trading card game.
[0013] According to the configuration (2), in accordance with card information, which is information about cards set in a trading card game, adapted elements are generated by adapting elements associated with each card to the card information.
[0014] This makes it possible to adapt elements of a card that correspond to elements conforming to card information of one trading card game to card information of another trading card game, and since it is possible to play multiple types of trading card games with one card, it is possible to encourage attachment to the card.
[0015] Furthermore, depending on the rules of the trading card game, the cards that are useful in the game may change, and all cards may be useful, which increases the value of each card.
[0016] (3) The card management system according to (1) or (2), further comprising a storage means for storing history information indicating the history of the card in association with the identification information for identifying the card.
[0017] According to the configuration (3), the play history of each card and the history of ownership (such as who owned it) can be stored in association with each card.
[0018] This allows, for example, when a player wins a trading card game tournament, to store the card that was the deciding factor in the game in association with the play history, thereby preserving the popularity and value of the card for a long time, thereby increasing the value of the card.
[0019] Furthermore, if a person who does not own the card sells the card, it can be assumed that the card has been sold through fraudulent means or is likely to be a counterfeit. Also, it is possible to transfer ownership of the card on the system without physically transferring the card.
[0020] (4) The card management system described in (1) is characterized in that the association means associates, among the elements, display elements that display the contents of the element on the card and non-display elements that do not display the contents of the element on the card with the card.
[0021] According to the configuration (4), it is possible to display only part of the content of the elements associated with the card on the card, and not display the content of the other elements on the card.
[0022] As a result, elements whose contents are not displayed on the cards become hidden information, and become matters that players must take into consideration when tactics are used in a trading card game, making it possible to provide suspense and surprise.
[0023] (5) A method executed by a card management system that manages cards available for use in a trading card game in which players play based on elements associated with the cards they each own, comprising: obtaining a plurality of the elements to be associated with the card; associating the element with the card; a step of associating elements with all cards available in the trading card game, the step comprising associating elements with at least some of the elements that differ from other cards;
[0024] (6) A card management system for managing cards that can be used in a trading card game in which players play based on elements associated with the cards that they each own, an element acquiring means for acquiring a plurality of the elements to be associated with the card; causing the card to function as a linking means for linking the element; The program is characterized in that the associating means associates, with each of all cards available in the trading card game, elements that at least partly differ from those of other cards.
[0025] The configurations (5) and (6) have the same effects as the configuration (1). [Effects of the Invention]
[0026] According to the present invention, it is possible to increase the value of each card that can be used in a trading card game, and to increase interest in the cards. [Brief explanation of the drawings]
[0027] [Figure 1] 1 is a diagram illustrating a functional configuration of a card management system according to an embodiment of the present invention. [Figure 2] FIG. 10 is a diagram showing a card management process flow executed by a card management system according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0028] Hereinafter, embodiments of the present invention (hereinafter referred to as "embodiments") will be described in detail with reference to the accompanying drawings. In the following drawings, the same elements are designated by the same numbers or symbols throughout the description of the embodiments.
[0029] [overview] The card management system according to this embodiment manages cards that can be used in a trading card game in which multiple players play based on elements associated with the cards they each own. The card management system may be configured as a standalone system that manages cards that can be used in the trading card game, or may be configured as one function of a trading card game execution system that executes the trading card game.
[0030] (background) The background (conventional situation) of conventional trading card games (hereinafter also referred to as "TCG") will be explained. Traditionally, TCGs often contain multiple copies of the same card, with variations in rarity. Furthermore, the widespread use of internet communication devices such as smartphones has made it easier to access information about cards. Therefore, many TCG players can open a card pack containing multiple cards and determine the value of each card at a glance.
[0031] TCGs are broadly divided into two categories: constructed and limited, but in most cases, there is only one common set of rules. Furthermore, the information indicating the card's elements (such as its in-game functions and effects) is contained within the information displayed on the card itself. Furthermore, in TCGs, players create their own collection of cards, usually called a "deck," which typically contains several dozen or more cards. Counterfeit cards are also in circulation, which has become a social problem.
[0032] Also, when running a trading card game, an API for a generation AI may be used to develop the game depending on the cards used. However, the use of the API for the generation AI is usually on a pay-per-use basis, and using it in real time during the game incurs costs for the game maker.
[0033] (assignment) Due to the background of the TCG described above, the following issues have arisen. 1. With the spread of internet communication devices, information about TCG cards is quickly disseminated, reducing the enjoyment of discovering new cards. 2. The lack of variety in game rules causes players to get bored quickly. 3. There are many cards that have no opportunity to be used, and their relative value does not change significantly (for example, cards that went out of print a long time ago may increase in price due to their popularity and rarity in the TCG, but their relative ranking compared to cards released around the same time does not change), so there are cards that have almost no opportunity to be used. 4. Character information is printed on the front of the card, and when revealed, all of the information is revealed, so there is a lack of suspense or surprise. 5. You cannot play unless you have the required number of cards. 6. There is no reasonable billing method when using generative AI. 7. There is usually no mechanism for third parties to create rules for TCGs. 8. When using a generation AI to run a TCG, it takes time for the AI to respond. 9. If the rules of the TCG change or if you start a different TCG, the cards you have purchased will become useless. 10. There are no measures to be taken in the event that sophisticated counterfeit cards are put into circulation. 11. The rules for winning and losing in games are strict, which takes away the emotion of the worldview.
[0034] (Solution to the problem) The card management system according to this embodiment and the trading card game execution system including the card management system can solve the above-mentioned problems of TCGs as follows. 1. All cards will be unique and one of a kind. This will increase the uniqueness and rarity of each card, and also provide the enjoyment of discovering new cards.
[0035] 2. The card management system uses a generated AI for each rule to reinterpret the information required for each TCG's rules (generate appropriate elements) using the characteristics of the card. This allows one card to be used in multiple TCGs, rather than just one, which keeps players from getting bored.
[0036] 3. Conventionally, the ranking of the value of cards released at the same time did not change significantly, but by winning a tournament using a card that a player owns, the player can increase the card's popularity and enjoy the fun of increasing the card's value. Also, since the cards that are effective change depending on the rules, it is possible to provide an opportunity for all cards to shine.
[0037] 4. By making some of the information on the cards (hidden information: non-displayed elements) accessible to the card management system only through a dedicated app, for example, it is possible to provide elements of suspense and surprise to the tactics used in the game.
[0038] 5. The combination of physical cards and digital information, including the hidden information mentioned above, allows for a variety of game rules and play styles, and can be played with just one card or by one player, providing rules suited to a variety of situations.
[0039] 6. It is also possible to provide a model for recovering the usage fees for the API of the generation AI by providing game play tickets on the condition that certain conditions are met in the game or the purchase of cards.
[0040] 7. By allowing the creation of diverse rules, it is possible to provide a platform for third parties and a model for returning profits to third parties who play a lot.
[0041] 8. Depending on the generation AI, response times may be slow, but by running advertisements, game developments, or other tasks in parallel during that time, it is possible to reduce the time wasted waiting for a response.
[0042] 9. By scanning the face of a card from one TCG, it can be treated as equivalent to a card from another TCG, providing a system that prevents cards from going to waste. To verify the legitimacy of the card (whether it is a counterfeit or has been obtained through fraudulent means, etc.), the face of the card can be photographed from various angles to ensure authenticity. However, since players may rent cards from friends, separate rules may be established to allow play.
[0043] 10. Since players transfer ownership of cards between each other through the app, there is no point in creating counterfeit cards, and the transfer of ownership of cards on the app and physical cards can be managed separately.
[0044] 11. While traditional TCGs could only execute parameters and functions based on predetermined rules, a generation AI can manage the game's progress based on vague qualitative information, allowing for a game progression that is more in line with the game's worldview. For example, while traditionally, damage was expressed as 5 points and life was reduced from 20 to 15, in this case, a character's loss of a part can be expressed as a game progression in which the lost part becomes unusable, allowing for more freedom in the expression of the game's worldview.
[0045] (Functional configuration) FIG. 1 is a diagram showing the functional configuration of a card management system according to an embodiment of the present invention. The card management system 1 may be configured as a standalone system that manages cards that can be used in a trading card game, or may be configured as one function of a trading card game execution system that executes the trading card game.
[0046] The card management system 1 comprises a card information acquisition means 10, an element generation means 20, an element acquisition means 25, a matching element generation means 30, a correspondence means 40, and a storage means 50, and manages cards that can be used in a trading card game in which multiple players play based on elements that are associated with cards that each player owns.
[0047] The card information acquisition means 10 acquires card information, which is information about cards set in a trading card game, from the storage means of the card management system, an external device, or a trading card game execution system including the card management system. In this embodiment, "card information" can be broadly categorized into information shown on a physical card and information that can be viewed on an app. Information shown on a physical card includes the card name and card picture, information that can be read and identified by the card information acquisition means 10, and information that can be displayed as a two-dimensional barcode, etc. Information that can be viewed on an app may be classified into publicly available information and confidential information. Public information is information with looser disclosure authority, while confidential information is information with stricter disclosure authority. Publicly available information and confidential information do not need to be displayed.
[0048] The element generation means 20 generates a plurality of elements to be associated with cards. In this embodiment, the "elements" refer to character information, roles in the game, functions in the game, information indicated by numerical values in the game, etc. The element generation means 20 may generate elements based on card information acquired by the card information acquisition means 10.
[0049] The element acquisition means 25 acquires a plurality of elements to be associated with a card. The element acquisition means 25 may acquire the elements from the storage means of the card management system (for example, elements generated by the element generation means 20), an external device, or a trading card game execution system including the card management system.
[0050] The adapted element generating means 30 generates adapted elements by adapting elements to the card information based on the card information acquired by the card information acquiring means 10 and in accordance with the card information set in the trading card game.
[0051] The associating means 40 associates elements with cards. Furthermore, the associating means 40 associates elements, at least some of which are different from other cards, with all cards that can be used in a trading card game. Furthermore, the associating means 40 associates, with cards, display elements that display the content of the element on the card (for example, information that shows an overview of a function in the game) and non-display elements that do not display the content of the element on the card (for example, information that shows the specific content or numerical values of a function in the game).
[0052] The storage means 50 stores identification information for identifying a card in association with history information indicating the history of the card.
[0053] The functional configuration of the present system described above is merely an example. A single functional block (database and functional processing unit) may be divided, or multiple functional blocks may be combined into a single functional block. Each functional processing unit is implemented by a central processing unit (CPU) built into a device or terminal that reads and executes a computer program (e.g., a core software or an application that causes the CPU to execute the above-mentioned processes) stored in a storage device (storage means) such as a read-only memory (ROM), flash memory, solid-state drive (SSD), or hard disk. That is, each functional processing unit is implemented by the computer program reading and writing necessary data, such as tables, from a database (DB) stored in the storage device or a memory area in memory, and, in some cases, controlling related hardware (e.g., an input / output device, a display device, or a communication interface device). Furthermore, the database (DB) in the embodiments of the present invention may be a commercial database, but it also refers to a simple collection of tables and files, regardless of the internal structure of the database itself.
[0054] (Processing flow) FIG. 2 is a diagram showing a card management process flow executed by the card management system according to the embodiment of the present invention.
[0055] In step S1, the card information acquisition means 10 acquires card information set in a trading card game.
[0056] In step S2, the element obtaining means 25 obtains a plurality of elements to be associated with the card.
[0057] In step S3, the adapted element generating means 30 generates adapted elements that conform to the rules based on the card information acquired by the card information acquiring means 10 in step S1 and in accordance with the card information set in the trading card game.
[0058] In step S4, the association means 40 associates the card with the element acquired by the element acquisition means 25 in step S2 or the matching element generated by the matching element generation means 30 in step S3.
[0059] While the present invention has been described above using embodiments, it goes without saying that the technical scope of the present invention is not limited to the scope described in the above embodiments. It will be apparent to those skilled in the art that various modifications and improvements can be made to the above embodiments. Furthermore, it is clear from the claims that such modifications and improvements are also included within the technical scope of the present invention. In the above embodiments, the present invention has been described as a card management system as an invention of a product, but it can also be considered as an invention of a method executed by the card management system in the present invention, or a program that causes the card management system to function as various means. [Explanation of symbols]
[0060] 1. Card Management System 10. Methods for obtaining card information 20 Element generation means 25 Element acquisition means 30 Means for generating matching elements 40 Correspondence means 50 Memory means
Claims
1. 1. A card management system for managing cards that can be used in a trading card game in which players play based on elements associated with the cards that they each own, comprising: an element acquiring means for acquiring a plurality of the elements to be associated with the card; a correspondence means for associating the element with the card, The card management system is characterized in that the associating means associates, with each of all cards usable in the trading card game, elements that at least partially differ from those of other cards.
2. 2. The card management system according to claim 1, further comprising: a matching element generating means for generating a matching element by matching the element to card information, which is information about a card set in the trading card game, in accordance with card information.
3. 3. The card management system according to claim 1, further comprising a storage unit that stores history information indicating the history of the card in association with the identification information that identifies the card.
4. The card management system according to claim 1, characterized in that the associating means associates, among the elements, a display element that displays the content of the element on the card and a non-display element that does not display the content of the element on the card with the card.
5. A method executed by a card management system that manages cards available for use in a trading card game in which players play based on elements associated with the cards, the method comprising: obtaining a plurality of the elements to be associated with the card; associating the element with the card; a step of associating elements with all cards available in the trading card game, the step comprising associating elements with at least some of the elements that differ from other cards;
6. A card management system that manages cards that can be used in a trading card game in which players play based on elements associated with the cards that they each own, an element generating means for obtaining a plurality of the elements to be associated with the card; causing the card to function as a linking means for linking the element; The program is characterized in that the associating means associates, with each of all cards available in the trading card game, elements that at least partly differ from those of other cards.
Citation Information
Patent Citations
Cards for trading card games
JP3211524U