Game toy
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- BANDAI CO LTD
- Filing Date
- 2025-08-07
- Publication Date
- 2026-06-03
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game toy. [Background technology]
[0002] In competitive card games, there are games in which special effects are exerted by combining multiple types of cards placed on a play sheet (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2006-247178 Summary of the Invention [Problem to be solved by the invention]
[0004] There is a demand for a card game that can improve the entertainment value of card games without increasing the number of card types. Therefore, the present invention aims to provide a game toy that improves 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 associated with a first type of character and a second type of game item associated with a second type of character, the first type of game item and the second type of item having different external shapes. [Effects of the Invention]
[0006] According to the present invention, it is possible to provide a game toy that enhances entertainment value. [Brief explanation of the drawings]
[0007] [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 back side of a game card. [Figure 3] FIG. 3 is a diagram showing an example of the front side of a cost card. [Figure 4] FIG. 4 is a diagram showing an example of the front side of a character card. [Figure 5] FIG. 5 is a diagram showing an example of the front side of a leader card. [Figure 6] FIG. 6 is a diagram showing an example of the front side of a stage card. [Figure 7] FIG. 7 is a diagram showing an example of the front side of an event card. [Figure 8] FIG. 8 is an example for explaining the state of the field in the main phase in the first embodiment. [Figure 9] FIG. 9 is an example for explaining the state of the field in the main phase in the first embodiment. [Figure 10] FIG. 10 is an example for explaining the state of the field in the main phase in the first embodiment. [Figure 11] FIG. 11 is an example for explaining the state of the field in the main phase in the second embodiment. [Figure 12] FIG. 12 is an example for explaining the state of the field in the main phase in the second embodiment. [Figure 13] FIG. 13 is a diagram showing an example of a leader image. [Figure 14] FIG. 14 is a perspective view showing an example of the base. [Figure 15] FIG. 15 is a top view showing an example of the base. [Figure 16] FIG. 16 shows an example of how the leader image is used. DETAILED DESCRIPTION OF THE INVENTION
[0008] 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. Players place game items in any of the areas on the play sheet and play the game using the abilities of the characters associated with the game items.
[0009] 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.
[0010] 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.
[0011] The game card 2 is composed of a front and a back. The back of the game card 2, regardless of the type, has one of the same pictures, letters, etc. written on it. In other words, the front of the game card 2 cannot be distinguished from the back of the game card 2. Figure 2 shows an example of the back of the game card 2.
[0012] The game card 2 has a normal position, and the normal position is the state in which the content written on the surface of the game card 2 can be read as is from the user's perspective. In the following explanation, the state in which the game card 2 is in the normal position is called the active state. The state in which the game card 2 is rotated 90 degrees from the normal position and placed sideways is called the rest state. Note that a predetermined orientation may be determined as the active state in advance, and the state in which the orientation of the game card is changed from the predetermined orientation may be determined as the rest state.
[0013] In this embodiment, multiple types of faces of the game cards 2 are prepared. The faces of the game cards 2 differ depending on the type of information written on them. In the following explanation, cost cards 10 (corresponding to a third type of game item) are used as examples of game cards 2 that do not have color information, and character cards 20 (corresponding to a second type of game item), leader cards 30 (corresponding to a first type of game item), stage cards 40, and event cards 50 are used as examples of game cards 2 that have color information. However, any number of types of game cards 2 may be provided as long as there are cards that do not have color information and cards that have color information. The user constructs a deck by preparing a predetermined number of game cards 2 and cost cards 10 that belong to the same color information. This color information indicates the type of character associated with the game card 2. For example, characters associated with game cards 2 having the same color information are of the same type, and the type may be a team (teammate), episode, or the like. In other words, characters associated with game cards 2 that belong to the same color information are of the same team (teammate). A deck constructed from game cards 2 that belong to the same color information is also a collection of characters and skills associated with the same team (teammate). Note that one game card 2 may have multiple types of color information. In this case, the game card 2 is associated with one character, but the character belongs to multiple types (e.g., teams, episodes). Furthermore, when playing against an opponent, players may use game cards 2 that belong to the same color information or game cards 2 that belong to different color information. Furthermore, although color information is described in this explanation, it does not have to be color information as long as it is group identification information that indicates that the teams are from the same place.
[0014] <Cost Card 10> FIG. 3 is a diagram showing an example of a cost card. The cost card 10 is a card that fulfills a first function and a second function. The first function is a function that serves as a condition element for placing a character card 20, a stage card 40, and an event card 50 from the user's hand onto the play sheet 3. In this card game, the game cards 2 that can be placed from the hand onto the play sheet 3 are limited depending on the number of cost cards 10 placed on the play sheet 3. In other words, to place a game card 2 from the hand onto the play sheet 3, a number of cost cards 10 that meet the condition of the game card 2 are required. Therefore, the cost card 10 serves as a condition element for placing a game card 2 from the hand onto the play sheet 3, which is the first function of the cost card 10.
[0015] The second function is to increase the attack value information of the character card 20 or leader card 30 combined with the cost card 10. In this card game, the cost card 10 placed on the play sheet 3 can be used in combination with the character card 20 or leader card 30. When the user uses the cost card 10 in combination with the character card 20 or leader card 30 during their turn, the attack value of the game card increases.
[0016] As shown in Fig. 3, the cost card 10 is written with card type information 11, which is information identifying it as a cost card, and second function information 12, which is information regarding the second function of the cost card 10. In the example shown in Fig. 3, "+1000 on your turn" is written as the second function information 12. In this example, when the character card 20 or leader card 30 is combined with the cost card 10, the attack value of the character card 20 or leader card 30 increases by "1000."
[0017] <20 character cards> 4 is a diagram showing an example of a character card 20. The character card 20 includes card type information 11, card identification information 21, color information 22, character name 23, character image 24, cost information 25, and power information 26.
[0018] The card type information 11 contains information identifying the card as a character card. The card identification information 21 contains information that uniquely identifies the game card 2. The color information 22 contains information that identifies the color of the game card 2. The character name 23 contains the name of the character associated with the game card. The character image 24 contains an image of the character associated with the game card. The cost information 25 contains the required cost value, which is a condition for the user to place the character card 20 from their hand on the play sheet 3. In the example of FIG. 4, the cost information 25 is "2," indicating that two cost cards 10 are required to place the character card 20 on the play sheet 3. The power information 26 contains a value indicating the attack value of the opponent's game card 2.
[0019] <Leader Card 30> 5 is a diagram showing an example of a leader card 30. The leader card 30 has card type information 11, card identification information 21, color information 22, character name 23, character image 24, life information 27, and power information 26 written thereon.
[0020] The card type information 11 contains information identifying the card as a leader card. The card identification information 21, like the character card 20, contains information that uniquely identifies the game card 2. The color information 22, like the character card 20, contains information that identifies the color of the game card. The character name 23, like the character card 20, contains the name of the character associated with the game card. The character image 24, like the character card 20, contains a picture of the character associated with the game card. The life information 27 contains the number of character cards 20 that can be placed in the life area of the play sheet 3 (described later) at the start of the game. The power information 26, like the character card 20, contains a numerical value indicating the attack value against the opponent's game card 2. The leader card 30 is associated with a character that will be the leader of the characters associated with character cards 20 with the same color information.
[0021] <Stage Card 40> 6 is a diagram illustrating an example of the front side of a stage card 40. By placing the stage card 40 on the play sheet 3 (appearing on the field), the effect written on the stage card 40 is exerted in the progress of the game. The stage card 40 has card type information 11, card identification information 21, color information 22, stage name 41, stage image 42, cost information 26, and effect information 43 written on it.
[0022] The card type information 11 contains information identifying the card as a stage card. The card identification information 21 contains information that uniquely identifies the game card 2. The color information 22 contains information that identifies the color of the game card. The stage name 41 contains the name of the stage associated with the game card. The stage image 42 contains a picture of the stage associated with the game card. The stage image 42 preferably contains a picture that intuitively shows at least a portion of the effect exerted by the stage card 40. This allows the player to intuitively understand some of the effects of the stage cards 40 even if they do not remember the effects of each individual card. This eliminates the possibility of the game progress being hindered by having to understand the effects of the cards, and the game's fun is not lost. The cost information 25 contains the required cost, which is a condition for the user to place the stage card 40 from their hand on the play sheet 3. The effect information 43 contains information regarding the effect of the stage card when placed on the play sheet 3.
[0023] <50 event cards> 7 is a diagram illustrating an example of the front side of an event card 50. By placing the event card 50 on the play sheet 3, the effect written on the event card 50 is exerted during the game. The event card 50 has card type information 11, card identification information 21, color information 22, event name 51, event image 52, cost information 26, and effect information 53 written on it.
[0024] The card type information 11 contains information identifying the card as an event card. The card identification information 21 contains information that uniquely identifies the game card 2. The color information 22 contains information that identifies the color of the game card. The event name 51 contains the name of the event associated with the game card. The event image 52 contains a picture of the event associated with the game card. The event image 52 preferably contains a picture that intuitively conveys at least a portion of the effect exerted by the event card 50. This allows the player to intuitively understand some of the effects of the event cards 50 even if they do not remember the effects of each individual card. This eliminates the possibility of the game progress being hindered by having to understand the effects of the cards, and the game's enjoyment is not lost. The cost information 25 contains the required cost, which is a condition for the user to place the event card 50 from their hand on the play sheet 3. The effect information 53 contains information regarding the effect of the event card 50 when placed on the play sheet 3.
[0025] <Play Sheet 3> Next, the play sheet 3 will be described with reference to FIG. 1. In the example shown in FIG. 1, the top of the play sheet 3 faces the opponent. As shown in FIG. 1, 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 the size after folding is the same as that of the game card 2, so that it can be carried together with the game card 2.
[0026] The play sheet 3 has a plurality of areas (regions). These areas indicate the locations where the player places the game cards 2. In the following explanation, an example will be given in which there are eight areas named: deck area 31, character area 32, leader area 33, stage area 34, cost deck area 35, cost area 36, life area 37, and out-of-game area 38. Note that these eight areas may have different roles, and the names of the areas may be any names that are easy for the player to understand when playing.
[0027] As shown in FIG. 1, the character area 32 is formed along the edge of the play sheet 3 on the opponent's side (corresponding to the first edge). The cost area 36 is formed along the edge on the user's side opposite the opponent's side (corresponding to the second edge). The deck area 31, leader area 33, stage area 34, and off-field area 38 are formed between the character area 32 and the cost area 36. The life area 37 and cost deck area 35 are formed along the edge sandwiched between the opponent's side edge and the user's side edge (corresponding to the third edge). In the example shown in FIG. 1, the life area 37 and cost deck area 35 are formed along the left edge of the play sheet.
[0028] The deck area 31 is an area where a deck constructed by a user is stacked in such a way that the game cards 20 cannot be identified. That is, the game cards 20 are placed face down in the deck area 31.
[0029] The character area 32 is an area where cost cards 10 and character cards 20 can be placed. A character card 20 is placed from the user's hand if the value of the cost information 25 is equal to or less than the total number of cost cards 10 placed in the cost area 36. A cost card 10 placed in the character area 32 is placed by moving it from the cost area 36, but cost cards 10 placed in the cost area 36 in an active state can be moved. A cost card 10 placed in the character area 32 is placed underneath a character card 20 so that it is partially hidden. In the following explanation, placing a cost card 10 underneath a character card 20 is referred to as "granting power to the character card 20." This granting of power increases the attack value of the character card 20. For simplicity's sake, the following explanation uses an example in which the attack value of a character card 20 increases by "1000" each time a cost card 10 is placed on top of it.
[0030] A character card 20 placed in the character area 32 can attack either a character card 20 placed in the opponent's character area 32 or a leader card 30 placed in the leader area 33.
[0031] The leader area 33 is an area where the leader cards 30 and cost cards 10 are placed. The leader cards 30 in the leader area 33 are placed from the start of the game. The cost cards 10 placed in the leader area 33 are placed by moving them from the cost area 36, but cost cards 10 placed in the cost area 36 in an active state can be moved. The cost cards placed in the leader area 33 are placed under the leader card 30 so that they are partially hidden. In the following explanation, placing a cost card 10 under the leader card 30 is referred to as "granting power to the leader card 30." This granting of power increases the attack value of the leader card 30. For simplicity's sake, the following explanation uses an example in which the attack value of the leader card 30 increases by "1000" each time one cost card 10 is placed on top of it. Also, just like when granting power to a character card 20, when granting power to a leader card 30, an example is used in which the attack value increases by "1000" for each cost card 10 stacked, but the increase value when granting power to a character card 20 and when granting power to a leader card 30 may be different.
[0032] The stage area 34 is an area where stage cards 40 can be placed. A stage card 40 is placed from the user's hand if the value of the cost information 25 is equal to or less than the total number of cost cards 10 placed in the cost area 36.
[0033] The cost deck area 35 is an area where cost cards 10 can be placed. At the start of the game, a predetermined number of cost cards 10 are placed in a stack in the cost deck area 35. For simplicity of explanation, the following description will be given assuming that 10 cost cards 10 are placed in a stack in the cost deck area at the start of the game.
[0034] The cost area 36 is an area where a predetermined number of cost cards 10 are placed from the cost deck area 35. In the following explanation, an example will be given in which two cost cards 10 are drawn from the cost deck area 35 and placed therein.
[0035] The life area 37 is an area where at least one of the game cards, character cards 20, stage cards 130, and event cards 50, is placed in the number of times indicated in the life information 27 of the leader card 30 placed in the leader area 33. The off-site area 38 is an area where used game cards 2 are placed.
[0036] <Game Preparation> The user places his / her play sheet 3 and the opponent's play sheet 3 facing each other. The user selects character cards 20, stage cards 40, and event cards 50 that have the same color information attached to them, and constructs a deck to be placed in the deck area 31. The number of cards in the deck to be constructed is predetermined. In the following explanation, a deck of 50 cards will be used as an example. The constructed deck is placed face down in the deck area 31. The user selects one leader card 30 that has the same color information as the constructed deck and places it face up in the leader area 33. A predetermined number of cost cards 10 are placed in the cost deck area 35. In the following explanation, 10 cards will be used as an example. The user draws a predetermined number of game cards as a hand from the game cards placed in the deck area 31. Here, it is assumed that the user draws five game cards 2.
[0037] The user subtracts the number of game cards 2 placed in the deck area 31 from the number written in the life information 27 of the leader card 30 placed in the leader area 33 and places them face down in the life area 37.
[0038] <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 multiple phases, such as a refresh phase, draw phase, cost phase, main phase, and end phase. For simplicity, the following explanation will use five phases as an example, but each turn can have any number of phases.
[0039] In the refresh phase, the game cards 2 placed on the play sheet 3 (field) are activated. Also, the cost cards placed in the character area 32 and leader area 33 are returned to the cost area 36 in an active state. During the Draw Phase, draw 1 Game Card 2 from Deck Area 31 and add it to your hand. During the cost phase, draw two cost cards 10 from the cost deck area 35 and place them in the cost area 36 in an active state. In the main phase, Place character card 20 from your hand in character area 32. Place Stage Card 40 from your hand in Stage Area 34 Place 50 event cards on play sheet 3 At this time, character cards 20, stage cards 40, and event cards 50 whose cost information 25 values are equal to or less than the number of active cost cards 10 placed in the cost area 36 are placed from the hand onto the play sheet 3 in an active state.
[0040] Next, in the main phase, the effects of the stage cards 40 and event cards 50 can be activated. A stage card 40 that has activated its effect changes from an active state to a rest state. An event card 50 that has activated its effect is moved to the outside area 38. Furthermore, in the main phase, it is possible to give power to the character cards 20 and leader cards 30.
[0041] Next, an attack is made against the opponent. The user determines the game card 2 (attack card) to be used in the attack from among the character cards 20 placed in the character area 32 of the user's area or the leader cards 30 placed in the leader area 33. Next, the user determines the character card 20 placed in the character area 32 of the opponent to be attacked, or the leader card 30 placed in the leader area 33 (attack target card). The attack card is used to attack the attack target card. The outcome of the battle is determined by whether the numerical value of the power information 26 of the attack card is greater than the numerical value of the power information of the attack target card. The player who wins over the character card 20 that is the attack target card wins.
[0042] If the attacked card is a character card 20 and the numerical value of the power information 26 of the attacking card exceeds the numerical value of the power information of the attacked card, the user wins the battle in that turn. The attacked opponent places the attacked character card 20 in the outside area 38.
[0043] If the attacked card is the leader card 30 and the numerical value of the power information 26 of the attacking card exceeds the numerical value of the power information of the attacked card, the user wins the battle in that turn. The attacked opponent adds one game card placed in the life area 37 to their hand. If there are no game cards in the life area 37 that the opponent can add to their hand at this time, the user wins and the game ends. During the end phase, Game Card 2 placed in the rest state on Play Sheet 3 is changed to the active state and the game ends.
[0044] Example 1 In Example 1 of this embodiment, an example will be described in which the hand is placed on the play sheet 3 in the main phase, and a cost is further assigned to the character card 20. In this example, as shown in FIG. 8, there is a character card 20_1 in the hand, and on the play sheet 3, Two character cards, 20_2 and 20_3, in character area 32 One Leader Card 30 in Leader Area 37 Three active cost cards 10_1 to 10_3 in Cost Area 36 The following description will be given using an example of a state in which the following are arranged.
[0045] In the main phase, the user attempts to place the character card 20_1 in his / her hand, whose cost information 25 is "2" and whose attack value information 25 is "3000", in the character area 32. Here, since the cost information 25 of the character card 20_1 is "2", two of the three active cost cards 10 placed in the cost area 36 are placed in the rest state, and the character card 20_1 is placed in the character area 32. The placement of the game cards 2 on the play sheet 3 at this time is as shown in FIG. 9 . Character Area 32 contains three character cards, 20_1 to 20_3 One Leader Card 30 in Leader Area 37 Cost Area 36 contains two rested cost cards, 10_1 and 10_2, and one active cost card, 10_3. is placed.
[0046] Furthermore, the user assigns a cost to the character card 20_1. At this time, the game cards 2 on the play sheet 3 are arranged such that the cost card 10_3, which was in the active state, is placed below the character card 20_1, as shown in FIG. 10. Since the attack value increases by 1000 each time power is assigned, the attack value information 25 of the character card 20_1 arranged above the cost card 10_3 increases from 2000 to 3000.
[0047] <Example 2> In Example 2 of this embodiment, an example will be described in which a plurality of powers are given to the leader card 30. In this example, as shown in FIG. 11, the play sheet 3 has the following: Two character cards, 20_1 and 20_2, in character area 32 -One Leader Card 30_1 in Leader Area 37 Three active cost cards 10_1 to 10_3 in Cost Area 36 The following description will be given using an example of a state in which the following are arranged.
[0048] In the main phase, the user assigns two costs to the leader card 30_1. At this time, the game cards 2 on the play sheet 3 are arranged as shown in FIG. 12, with the cost cards 10_1 and 10_2, which were active, being placed below the leader card 30_1. Since the attack value increases by 1000 each time power is assigned, the attack value information 25 of the leader card 30_1, which is placed above the cost cards 10_1 and 10_2, increases from 5000 to 7000.
[0049] In the above explanation, the color information 22 is described as information that identifies the color of the game card, but the color of the game card may be colored on one of the surfaces. In this way, the color of the card can be intuitively determined by the color of the colored portion, making it easier for the user to assemble a deck.
[0050] In the above explanation, the power information 26 is explained as an attack value against the opponent, but it may be at least one of an attack value and a defense value of an attack from the opponent against the player's game guard 2. This increases the variety of the battle content and makes the game more interesting.
[0051] According to this embodiment, the cost card 10 is configured to have a second function of increasing the attack value of the game card combined with the cost card 10, so that the game progress becomes more diverse depending on the game cards that are combined, and the interest of the game is increased.
[0052] <Second embodiment> In the first embodiment, the leader card 30 is a card, but in this embodiment, the leader card 30 is a three-dimensional image. In the following description, the three-dimensional image of the leader card 30 is described as a leader image (three-dimensional object) 60.
[0053] 13 is a schematic diagram showing an example of a leader image 60. The leader image 60 is a three-dimensional image used in place of the leader card 30. The leader image 60 is composed of a figure part (three-dimensional image part) 61 and a base 62. The figure part 61 and the base 62 may be configured separately, or the figure part 61 and the base 62 may be configured as an integrated unit.
[0054] The figure portion 61 is a three-dimensional image that resembles a character associated with the leader image 60.
[0055] The base 62 is a base on which the figure part 61 is placed. Fig. 14 is a schematic diagram showing an example of the base 62. As shown in Fig. 14, the base 62 has a three-dimensional shape with thickness, unlike the leader card 30. The vertical and horizontal lengths of the base 62 are approximately the same as those of the leader card 30. FIG. 15 is a diagram showing an example of a surface of the base 62 on which the figure part 61 is placed. As shown in FIG. 15, the surface of the base 62 on which the figure part 61 is placed (hereinafter referred to as the placing surface 63) has card type information 11, card identification information 21, color information 22, character name 23, life information 27, and power information 26 written thereon, similar to the leader card 30. The difference from the leader card 30 is that the character image 24 is not written thereon. Instead, the figure part 61 is placed in the position of the character image 24. The leader figure 60 has a normal position, similar to the game card 2, and a state in which the content written on the placing surface 63 can be directly determined from the user's perspective is the active state (normal position), and a state in which the figure part 61 is rotated 90 degrees from the normal position and facing sideways is the rest state. The figure part 61 is rotatably attached to the base 62 so that the orientation of the figure part 61 can be adjusted.
[0056] The base 62 is configured with a groove 64 for engaging the cost card 10, which is parallel to one of the outer edges of the mounting surface 63. It is preferable that the groove 64 is configured so as not to cross the card type information 11, card identification information 21, color information 22, character name 23, life information 27, and power information 26 written on the mounting surface 63. Note that it is sufficient if at least one groove 64 is configured, but the following explanation will be given using an example in which four grooves, groove 64_1 to groove 64_4, are configured.
[0057] The groove portion 64_1 and the groove portion 64_2 are configured to be close to each other. The groove portion 64_1 and the groove portion 64_2 are configured to be parallel to the short side of the outer periphery of the mounting surface 63. The groove portion 64_1 is provided more inward than the groove portion 64_2. As shown in FIG. 14 , the groove portion 64_1 has a shape in which the groove depth is deeper than the groove portion 64_2. The groove portion 64_3 and the groove portion 64_4 are configured to be close to each other, similar to the groove portion 64_1 and the groove portion 64_2. The groove portion 64_3 and the groove portion 64_4 are configured to be parallel to the long side of the outer periphery of the mounting surface 63. The groove portion 64_3 is provided on the inner side than the groove portion 64_4. Similar to the pair of the groove portion 64_1 and the groove portion 64_2, the groove portion 64_3 formed on the inner side has a deeper groove depth than the groove portion 64_4.
[0058] For example, as described in Example 2, when multiple powers are to be imparted to the leader card 30, in this embodiment, cost cards 10 are imparted to the leader image 60. In Example 2, the cost cards 10 were placed under the leader card 30, but in this embodiment, the cost cards 10 are inserted into the grooves 64 and locked to the base 62. FIG. 16 is a diagram showing an example of a state in which cost cards 10_1 and 10_2 are inserted into the grooves 64_3 of the active leader image 60, and cost card 10_3 is inserted into the grooves 64_4, locking the cost cards 10 to the base 62. In this way, when the cost cards 10 are inserted into the grooves 64 and locked to the base 62, the user and the opponent can see at a glance how many cost cards 10 are imparted to the leader image 60. Furthermore, since the groove 64_3 formed on the inner side is deeper than the groove 64_4, the cost card 10_3 inserted into the groove 64_4 is lower than the cost cards 10_1 and 10_2 inserted into the groove 64_3 by the difference in groove depth. In other words, the cost cards 10 locked in the groove 64_3 and the groove 64_4 do not completely overlap. Therefore, the user and the opponent can see at a glance the number of cost cards 10 attached to the leader image 60. In addition, groove portions 64_1 and 64_2, and groove portions 64_3 and 64_4 are used when the cost card 10 is attached when the leader image 60 is in an active state, and groove portions 64_1 and 64_2 are used when the cost card 10 is attached when the leader image 60 is in a resting state.
[0059] According to this embodiment, the game card is a three-dimensional image of the character associated with the game card, which gives the character associated with the game card a special feeling, thereby increasing the interest of the game. Furthermore, according to this embodiment, the number of cost cards 10 given to the leader image 60 can be easily grasped, which increases the speed of the game and makes the game more interesting.
[0060] In the above description, the shape of the base 62 has been described using an example of a three-dimensional shape that gives thickness to the leader card 30, but other shapes are also possible as long as they allow the figure part 61 to be placed thereon. In the above explanation, the cost card 10 is described as having the character string "Cost Card" and a frame surrounding the character string as the card type information 11, but it may also have, for example, an illustration of a landscape or the like that forms the background of the figurine 61, or effect lines that express the emotions, atmosphere, and movements of the character in the figurine 61. In the above description, the card type information 11, card identification information 21, color information 22, character name 23, life information 27, and power information 26 are written on the placing surface 63, but this information does not have to be written on the placing surface 63. In this case, it is preferable to use the leader image 60 by placing the leader card 30 on the placing surface 63 and placing the figure part 61 on top of the leader card 30. When using the leader image 60 in this manner, it is preferable that the size of the placing surface 63 is such that a groove part 64 is formed on the outside of the leader card 30 placed thereon.
[0061] 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.
[0062] [Appendix 1] A game toy, a first type of game item associated with a first type of character; a second type of game item associated with a second type of character; Equipped with The first type of game item and the second type of item have different external shapes. Game toys.
[0063] [Appendix 2] the first type of game item is a three-dimensional object including a three-dimensional figure imitating the first type of character associated with the first type of game item; the second type of game item is a card on which the second type of character associated with the second type of game item is depicted; 1. A game toy as described in Appendix 1.
[0064] [Appendix 3] The first type of game item includes a three-dimensional image portion imitating a character associated with the first type of game item, and a base portion on which the three-dimensional image portion is placed. 1. A game toy as described in Appendix 2.
[0065] [Appendix 4] The game toy includes a third type of game item having a first function that serves as compensation for placing the second type of game item and a second function that increases the attack value of the first type of game item and the second type of game item. 1. A game toy as described in Appendix 3.
[0066] [Appendix 5] The base portion includes a locking portion for locking the third type of game item. 1. A game toy as described in Appendix 4.
[0067] [Appendix 6] the third type of game item is a card; The locking portion is a groove portion formed so that the card can be locked. 1. A game toy as described in Appendix 5.
[0068] [Appendix 7] The locking portion includes a first groove portion having a first depth and a second groove portion having a second depth that is deeper than the first depth. 1. A game toy as described in Appendix 6.
[0069] [Appendix 8] The first groove portion is formed outside the second groove portion. 1. A game toy as described in Appendix 6.
[0070] [Appendix 9] The first groove portion and the second groove portion are configured to be close to each other. 1. A game toy as described in Appendix 8.
[0071] [Appendix 10] The size of the installation surface of the base and the size of the installation surface of the card are the same. 1. A game toy according to claim 3 or claim 4.
[0072] [Appendix 11] The three-dimensional image unit is configured to be able to change its orientation relative to the base unit. 11. A game toy as described in claim 10.
[0073] [Appendix 12] the first type of game item and the second type of game item include visually identifiable character information; the first type of game item includes the character information on the base; The second type of game item includes the character information on one side of the card. 12. A game toy as described in Appendix 11.
[0074] [Appendix 13] The character information is information used in the game. 13. A game toy as described in Appendix 12.
[0075] [Appendix 14] the character information includes group identification information; In the game, one of the first type game items can be used; The second type of game item includes the same group identification information as the group identification information of the first type of game item, and a deck-constructed plurality of game items can be used. 14. A game toy as described in Appendix 13.
[0076] [Appendix 15] The group identification information is color information. 15. A game toy as described in Appendix 14.
[0077] [Appendix 16] the character information of the first type game item includes attack value information indicating an attack value against an opponent's game item; the character information of the second type of game item includes cost information required to place the second type of game item on the field and attack value information indicating an attack value against the opponent's game item; 15. A game toy as described in Appendix 14.
[0078] [Appendix 17] a play sheet including a first arrangement area in which the first type of game items are arranged, a second arrangement area in which the second type of game items are arranged, a third arrangement area in which the third type of game items are arranged, and a fourth arrangement area in which the deck is arranged; 15. A game toy as described in Appendix 14. [Explanation of symbols]
[0079] 1. Game toys 2. Card Games 3 Playsheet 10 Cost Cards 20 character cards 30 Leader Cards 40 Stage Card 50 Event Cards 60 Leadership 61 Figure Club 62 Pedestal 63 Placement surface 64 Groove 31 Deck Area 32 Character Area 33 Leader Area 34 Stage Area 35 Cost Deck Area 36 Cost Area 37 Life Area 38 Outside area
Claims
1. A game toy used in a game, A three-dimensional figure modeled after the character, A base on which the three-dimensional image is placed, Equipped with, The base portion has a mounting surface on which the three-dimensional image portion is placed. The mounting surface displays character information, including the character's identification information, ability value information, and type information. The character information is the same as the information displayed on the card-shaped game item of the character. Game toys.
2. The mounting surface is configured to be divided into a display area on which the character information is placed and an area on which the three-dimensional image is placed. The game toy according to claim 1.
3. No character image is displayed in the display area. The three-dimensional image portion functions as a substitute for the character image. The game toy according to claim 2.
4. The base portion is further provided with a locking portion capable of locking a card-shaped game item, The game toy according to claim 1 or 2.
5. The locking portion includes a groove into which the card-shaped member is inserted. The game toy according to claim 4.
6. The groove portion comprises a first groove portion having a first depth and a second groove portion having a second depth greater than the first depth, The game toy according to claim 5, comprising: