Game toy
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- BANDAI CO LTD
- Filing Date
- 2025-08-19
- Publication Date
- 2026-06-01
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] In such games, storytelling is important, and a versatile game that maintains a storytelling element can ultimately increase the game's enjoyment.
[0005] SUMMARY OF THE INVENTION Therefore, an object of the present invention is to provide a game toy that enhances the entertainment value of the game. [Means for solving the problem]
[0006] One aspect of the present invention is a game toy comprising a first type of item and a second type of item that are elements for constructing a deck, wherein the first type of item corresponds to a first type of character and the second type of item corresponds to a second type of character, the first type of item includes a plurality of visually identifiable identification information, the second type of item includes one visually identifiable identification information of the plurality of identification information, the identification information is identification information that identifies a group to which the first type of character and the second type of character belong, and the deck can be constructed from the second type of item that includes any of the plurality of identification information of the first type of item. [Effects of the Invention]
[0007] According to the present invention, it is possible to provide a game toy that enhances entertainment value. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a schematic diagram of a game toy 1 according to this embodiment. [Figure 2] FIG. 2 is a diagram showing an example of the back side of the game card 2. [Figure 3] FIG. 3 is a diagram showing an example of the front side of the cost card 10. [Figure 4] FIG. 4 is a diagram showing an example of the front side of the character card 20. [Figure 5] FIG. 5 is a diagram showing an example of the front side of the leader card 30. As shown in FIG. [Figure 6] FIG. 6 is a diagram showing an example of the front side of the multi-reader card 40. As shown in FIG. [Figure 7] FIG. 7 is a diagram showing an example of the front side of the stage card 50. [Figure 8] FIG. 8 is a diagram showing an example of the front side of the event card 60. [Figure 9] FIG. 9 is a diagram for explaining the deck used in the game. [Figure 10] FIG. 10 is a diagram for explaining the embodiment. [Figure 11]FIG. 11 is a diagram for explaining the embodiment. [Figure 12] FIG. 12 is a diagram for explaining the embodiment. [Figure 13] FIG. 13 is a diagram for explaining the embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0009] An embodiment of the present invention will be described.
[0010] 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 has 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.
[0011] Game items include a first type of item, a second type of item, a third type of item, and a fourth type of item. The first type of item, the second type of item, and the third type of item are associated with specific characters. On the other hand, the fourth type of item is not associated with any specific character. Here, the characters include people, animals, events, etc.
[0012] The first type of item, the second type of item, and the third type of item each include visually identifiable identification information. This identification information is group identification information that identifies the group to which the character associated with each item belongs. Here, a group refers to the team to which the character belongs, the episode in which the character appears, etc. The group identification information can be of any type as long as it can identify the group, but examples include text information of the group name, color information that identifies the group, etc.
[0013] The first type of items and the third type of items are associated with the first type of characters. The first type of characters are the group leaders and central characters of the group. The first type of items and the third type of items differ in the number of group identification information they contain. The first type of items contain group identification information for all groups that exist in the game. On the other hand, the third type of items contain group identification information for one or two of the groups that exist in the game.
[0014] The second type of item is associated with a second type of character. The second type of character is a character that belongs to a group, and is a character that becomes a companion of the group leader or a character that triggers an event. The second type of item includes group identification information of one of the groups that exist in the game.
[0015] Furthermore, the second type of items become building elements for a collection of multiple second type items used in a competitive game, called a deck. However, the second type of items that can be used as building elements for a deck are limited to second type items that include the same group identification information as the group identification information included in the first type of items or third type of items used in the game. In other words, second type items that include the same group identification information as the group identification information included in the first type of items or third type of items used in the game can be building elements for a deck used in the game. In this way, only the companions of the first type of character who is the leader and second type characters who appear in similar episodes appear in the game, giving the game a story-like quality.
[0016] The fourth type of item is not associated with a specific character and serves as payment for the cost of having the second type of item appear in the game. The fourth type of item does not include group identification information that identifies a group.
[0017] In the following description, the first, second, third, and fourth types of items are game cards, but are not limited to this. For example, they may be three-dimensional figures or the like.
[0018] 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.
[0019] 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.
[0020] The game card 2 is composed of a front and a back. The back of the game card 2 has the same picture, letter, etc. written on it, regardless of the type. In other words, the front (the side that allows you to recognize what kind of card the game card 2 is) cannot be distinguished from the back of the game card 2. Figure 2 shows an example of the back of the game card 2.
[0021] 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.
[0022] In this embodiment, multiple types of game cards 2 are prepared for the obverse. The obverse of the game card 2 differs depending on the type of information written on it. In the following explanation, cost cards 10 (corresponding to a fourth type of game item) will be used as an example of a game card 2 that does not have color information, which is group identification information. In addition, character cards 20 (corresponding to a second type of game item), normal leader cards 30 (corresponding to a third type of game item), multi-leader cards 40 (corresponding to a first type of game item), stage cards 50 (corresponding to a second type of game item), and event cards 60 (corresponding to a second type of game item) will be used as examples of game cards 2 that have color information. However, as long as there are cards that do not have color information and cards that have color information, any number of types of game cards 2 may be provided.
[0023] The color information is color information that identifies the group to which the character associated with the character card 20, leader card 30, multi-leader card 40, stage card 50, and event card 60 belongs. The color information is arranged in the same position on the character card 20, leader card 30, multi-leader card 40, stage card 50, and event card 60. In this embodiment, there are a total of six character groups, and one of the following color information colors is assigned to each group: red, green, blue, purple, black, and yellow. An example will be described in which one color information is assigned to each of six triangular regions obtained by dividing a hexagon, which is the arrangement area of the color information, into six equal parts. The number of groups or the color indicating each group can be changed as needed.
[0024] Characters associated with character cards 20, leader cards 30, multi-leader cards 40, stage cards 50, and event cards 60 that have the same color information belong to the same group. A group is a team (friends), an episode, etc. As will be described later, a deck can be constructed from character cards 20, stage cards 50, and event cards 60 that have the same color information as the color information of the leader cards 30 and multi-leader cards 40. This allows the game to have a storyline.
[0025] <Cost Card 10> The cost card 10 corresponds to a fourth type of item.
[0026] FIG. 3 is a diagram showing an example of the front side of a cost card. The cost card 10 is a card that fulfills a first function and a second function. The first function is to function as an element of the cost for placing a character card 20, a stage card 50, and an event card 60 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 conditions of the game card 2 are required. Therefore, the cost card 10 serves as an element of the conditions for placing a game card 2 from the hand onto the play sheet 3, which is the first function of the cost card 10.
[0027] The second function is to increase the attack value of the character card 20, leader card 30, or multi-leader card 40 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, leader card 30, or multi-leader card 40. By combining the cost card 10 with the character card 20, leader card 30, or multi-leader card 40 during the user's turn, the attack value of the combined character card 20, leader card 30, or multi-leader card 40 increases.
[0028] As shown in Fig. 3, the cost card 10 has card type information 11, which is information that identifies it as a cost card, and second function information 12, which is information about 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, by combining the cost card 10 with a character card 20, leader card 30, or multi-leader card 40, the attack value of the character card 20, leader card 30, or multi-leader card 40 increases by "1000."
[0029] <20 character cards> The character card 20 corresponds to a second type of item.
[0030] 4 is a diagram showing an example of the front side of a character card 20. The character card 20 has card type information 11, card identification information 21, power information 22, character name 23, character image 24, cost information 25, color information placement section 26, and color information 27 written thereon.
[0031] The card type information 11 describes the type of the card, and in the case of a character card 20, is information that identifies it as a character card. The card identification information 21 is information that uniquely identifies the game card 2, such as a card number. The power information 22 is numerical information that indicates the attack value against the opponent's game card 2. The character name 23 is the name of the character associated with the character card 20. The character image 24 is a picture of the character associated with the game card.
[0032] The cost information 25 is a numerical value of the cost required 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", which indicates that two cost cards 10 are required to place the character card 20 on the play sheet 3.
[0033] The color information placement section 26 is a section where color information 27 corresponding to the group to which the character associated with the character card 20 belongs is placed. In this embodiment, since there are a total of six character groups, the color information placement section 26 is hexagonal, and one color information 27 is assigned to each of the six equal triangles of the hexagon. The color indicated by the color information 27 indicates the group to which the character belongs. The character card 20 has only one color information 27. The example of the character card 20 in FIG. 4 shows an example of color information 27 for "red," indicating that character 1 on the character card 20 belongs to the "red" group. Note that while the example in FIG. 4 shows the color information 27 in text, the color information 27 may also be indicated by coloring the assigned triangle with the group color. For example, the triangle of the color information 27 in FIG. 4 may be colored "red."
[0034] <Leader Card 30> The leader card 30 corresponds to a third type of item.
[0035] 5 is a diagram showing an example of the front side of the leader card 30. The leader card 30 has card type information 11, card identification information 21, power information 22, character name 23, character image 24, color information placement section 26, color information 27, and life information 28 written thereon.
[0036] The card type information 11 indicates the type of the card, and in the case of a character card 30, is information that identifies it as a leader card. The card identification information 21 is information that uniquely identifies the game card 2, such as a card number. The power information 22 is numerical information that indicates the attack value against the opponent's game card 2. The character name 23 is the name of the character associated with the leader card 30. The character image 24 is a picture of the character associated with the leader card 30. The character associated with the leader card 30 is the character that will be the leader of the group identified by the color information 27.
[0037] The color information placement section 26, like the character card 20, is a section where color information 27 corresponding to the group to which the character associated with the leader card 30 belongs is placed. In this embodiment, since there are a total of six character groups, the color information placement section 26 is hexagonal, and one color information 27 is assigned to each of the six equal triangles of the hexagon. The color indicated by the color information 27 indicates the group to which the character belongs. The leader card 30 may have only one or two color information 27. The example of the leader card 30 in FIG. 5 shows an example of color information 27 for "red," indicating that the leader 1 of the leader card 30 belongs to the "red" group. Note that while the example in FIG. 5 shows the color information 27 in text, the color information 27 may also be indicated by coloring the assigned triangle with the group color. For example, the triangle of the color information 27 in FIG. 5 may be colored "red." Note that while the leader card 30 has only one or two color information 27, the number of color information 27 may be less than the total number of groups.
[0038] It should be noted that the color information 27 of the leader card 30 serves as a guideline for constructing a deck, and when the leader card 30 is used in a game, the deck used in the game can be constructed from character cards 20, stage cards 50, and event cards 60 that have the same color information 27 as the color information 27 of the leader card 30. For example, when a leader card 30 having color information 27 of "red" is used in a game, the deck used in the game can be constructed from character cards 20, stage cards 50, and event cards 60 that also have color information 27 of "red."
[0039] The life information 28 is the number of character cards 20 that can be placed in the life area of the play sheet 3, which will be described later, at the start of the game.
[0040] <Multi-Reader Card 40> The multi-reader card 40 corresponds to a first type of article.
[0041] 6 is a diagram showing an example of the front side of the multi-reader card 40. The multi-reader card 40 has card type information 11, card identification information 21, power information 22, character name 23, character image 24, color information placement section 26, color information 27, and life information 28 written thereon.
[0042] The card type information 11 describes the type of the card, and in the case of a multi-leader card 40, is information that identifies it as a leader card. The card identification information 21 is information that uniquely identifies the game card 2, such as a card number. The power information 22 is numerical information that indicates the attack value against the opponent's game card 2. The character name 23 is the name of the character associated with the multi-leader card 40. The character image 24 is a picture of the character associated with the multi-leader card 40. The character associated with the multi-leader card 40 is the character that will be the leader of the group identified by the color information 27.
[0043] The color information placement section 26 is a section in which, similar to the character card 20, color information 27 corresponding to the group to which the character associated with the multi-leader card 40 belongs is placed.
[0044] The multi-leader card 40 differs from the leader card 30 in that the leader card 30 has the color information 27 of some (one or two) of all groups arranged in the color information arrangement section 26, whereas the multi-leader card 40 has the color information 27 (red, green, blue, purple, black, yellow) of all groups arranged in the color information arrangement section 26. As a result, when using the multi-leader card 40, it is possible to build a deck with character cards 20, stage cards 50, and event cards 60 with color information 27 (red, green, blue, purple, black, yellow) of all groups. In other words, it is possible to build a single deck (mixed color deck) with character cards 20, stage cards 50, and event cards 60 with different color information 27.
[0045] One of the reasons for providing the multi-leader card 40 is for users who own a small number of game cards 2. In this game, as described above, a deck can only be constructed from character cards 20, stage cards 50, and event cards 60 that have the same color information 27 as the leader card 30 being used. However, if the number of game cards 2 owned is small, it is expected that the number of character cards 20, stage cards 50, and event cards 60 that have the same color information 27 as the leader card 30 required to construct a deck (for example, 50 cards) will not be collected. Ignoring such a situation would be cruel to the user. Therefore, by providing the multi-leader card 40 that has all the color information 27, this problem can be solved.
[0046] Another reason is that, because this game places importance on storytelling, characters such as character cards 20 belong to a group, but a specific character such as a character card 20 does not necessarily belong to only one group. In such cases, it is possible for character cards 20 to have multiple color information 27. However, this could result in multiple types of character cards 20 for the same character but with different color information 27, which would weaken the storyline and make the game more complicated. Therefore, this problem is solved by providing a multi-leader card 40 that has all the color information 27 so that a deck can be constructed from character cards 20, stage cards 50, and event cards 60 associated with characters belonging to multiple groups.
[0047] An example of the above is an event where a deck is constructed using only the game cards 2 included in a package that is sold for a limited time, and a game is played using the deck. As described above, a package that is sold for a limited time contains a mixture of game cards 2 with different color information 27. By using the multi-leader card 40, a user can construct a deck using only the game cards 2 included in the package, even if all the game cards 2 included in the package do not have the same color information 27. Note that the multi-leader card 40 can be obtained by distributing the multi-leader card 40 to users participating in the event, by including the multi-leader card 40 in all packages, or by clearly indicating that a package includes the multi-leader card 40.
[0048] Furthermore, the game cards 2 included in a package sold for a limited time have the same color information 27 and can be used under normal rules even after the event has ended, so the game cards 2 included in the package will not go to waste for the user.
[0049] The life information 28 is the number of character cards 20 that can be placed in the life area of the play sheet 3, which will be described later, at the start of the game.
[0050] <Stage Card 50> The stage card 50 corresponds to a second type of item.
[0051] 7 is a diagram illustrating an example of the front side of a stage card 50. By placing the stage card 50 on the play sheet 3 (appearing on the field), the effect written on the stage card 50 is exerted in the progress of the game.
[0052] The stage card 50 has card type information 11, card identification information 21, cost information 25, color information placement section 26, color information 27, stage image 51, stage name 52, and stage effect information 53 written thereon.
[0053] The card type information 11 describes the type of the card, and in the case of the stage card 50, is information that identifies it as a stage card. The card identification information 21 is information that uniquely identifies the game card 2, such as a card number.
[0054] The cost information 25 is cost information required for the user to place the stage card 50 from their hand on the play sheet 3, and is the numerical value of the required cost, etc. In the example of FIG. 7, the cost information 25 is "2", indicating that two cost cards 10 are required to place the stage card 50 on the play sheet 3.
[0055] The color information placement unit 26 is a unit in which color information 27 corresponding to the group to which the character associated with the stage card 50 belongs is placed. As described above, in this embodiment, there are a total of six character groups, so the color information placement unit 26 is hexagonal, and one piece of color information 27 is assigned to each of the six equal triangles that the hexagon is divided into. The color indicated by the color information 27 indicates the group to which the character belongs. There is only one piece of color information 27 on a stage card 50. The example of a stage card 50 in Figure 7 shows an example of color information 27 for "red," indicating that the character on the stage card 50 belongs to the group "red."
[0056] The stage name 52 is the name of the stage (character) associated with the stage card 50. The stage image 51 is a picture of the stage (character). It is most preferable that the stage image 51 be a picture that allows at least part of the effect exerted by the stage card 50 to be intuitively understood. By doing so, even if the player does not remember the effect of each and every stage card 50, part of the effect can be intuitively understood, so there is no risk of the game progress being impeded by trying to understand the effects exerted by the cards, and the interest of the game is not lost.
[0057] The stage effect information 53 is information about the effect when the stage card 50 is placed on the play sheet 3.
[0058] <Event Card 60> The event card 60 corresponds to a second type of item.
[0059] 8 is a diagram illustrating an example of the front side of the event card 60. By placing the event card 60 on the play sheet 3 (appearing on the field), the effect of the event written on the event card 60 is exerted in the progress of the game.
[0060] The event card 60 has card type information 11, card identification information 21, cost information 25, color information layout section 26, color information 27, event image 61, event name 62, and event effect information 63 written thereon.
[0061] The card type information 11 describes the type of the card, and in the case of the event card 60, is information that identifies it as an event card. The card identification information 21 is information that uniquely identifies the game card 2, such as a card number.
[0062] The cost information 25 is information about the cost required for the user to place the event card 60 from their hand on the play sheet 3, and is a numerical value of the required cost. In the example of FIG. 8, the cost information 25 is "2," which indicates that two cost cards 10 are required to place the event card 60 on the play sheet 3.
[0063] The color information placement section 26 is a section where color information 27 corresponding to the group to which the event (character) associated with the event card 60 belongs is placed. As described above, in this embodiment, there are a total of six character groups, so the color information placement section 26 is hexagonal, and one piece of color information 27 is assigned to each of the six equal triangles into which the hexagon is divided. The color indicated by the color information 27 indicates the group to which the character belongs. There is only one piece of color information 27 on an event card 60. The example of the event card 60 in FIG. 8 shows an example of color information 27 for "red," indicating that the character on the event card 60 belongs to the "red" group.
[0064] The event name 62 is the name of the stage (character) associated with the event card 60. The event image 61 is a picture of the event (character). It is most preferable that the event image 61 be a picture that allows at least part of the effect exerted by the event card 60 to be intuitively understood. By doing so, even if the player does not remember the effects of each and every event card 60, part of the effect can be intuitively understood, eliminating the possibility that the progress of the game will be impeded by trying to understand the effects exerted by the cards, and the interest of the game will not be lost.
[0065] The event effect information 63 is information about the effect when the event card 60 is placed on the play sheet 3.
[0066] While each game card 2 described above has card type information 11 indicating the type of each game card 2, the type of each game card 2 may be identified by the card's basic color. In particular, it is preferable that the colors of the leader cards 30 and multi-leader cards 40 corresponding to the first type of game item are different from those of the character cards 20, stage cards 50, and event cards 60 corresponding to the second type of game item. The leader cards 30 and multi-leader cards 40 corresponding to the first type of game item are not elements for building a deck, while the character cards 20, stage cards 50, and event cards 60 are elements for building a deck. Therefore, as long as the character cards 20, stage cards 50, and event cards 60 have the same color, the colors of the leader cards 30 and multi-leader cards 40 may be different from those of the character cards 20, stage cards 50, and event cards 60. Furthermore, the colors of the leader cards 30 and multi-leader cards 40 may also be different.
[0067] <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.
[0068] 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.
[0069] As shown in FIG. 1, a character area 32 is formed along the edge (corresponding to the first edge) of the play sheet 3 on the opponent's side. As described below, the character area 32 is an area where character cards 20, which are central to the battle, are placed, and therefore is placed near the opponent's side so that the opponent can easily see them. The cost area 36 is formed along the edge (corresponding to the second edge) on the user's side, which is opposite the opponent's side. As described below, the cost area 36 is an area where cost cards 10, which require user operation, are placed, and therefore is placed near the user's side. 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 (corresponding to the third edge) sandwiched between the opponent's side edge and the user's side 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.
[0070] The deck area 31 is an area where a deck constructed by a user is stacked in such a way that the game cards 2 cannot be identified. That is, the game cards 20 are placed face down in the deck area 31.
[0071] 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. Cost cards 10 placed in the character area 32 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. 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.
[0072] 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 or multi-leader card 40 placed in the leader area 33.
[0073] The leader area 33 is an area where the leader card 30 or the multi-leader card 40 and the cost cards 10 are placed. The leader card 30 or the multi-leader card 40 in the leader area 33 is 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 the 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 or the multi-leader card 40 so that they are partially hidden. In the following explanation, placing a cost card 10 under the leader card 30 or the multi-leader card 40 is referred to as "granting power to the leader card 30 or the multi-leader card 40." This granting of power increases the attack value of the leader card 30 or the multi-leader card 40.
[0074] In the following explanation, for the sake of simplicity, an example will be given in which the attack value of the leader card 30 or the multi-leader card 40 increases by "1000" every time one cost card 10 is stacked. Also, like the granting of power to the character card 20, an example will be given in which the attack value increases by "1000" every time one cost card 10 is stacked when power is granted to the leader card 30 or the multi-leader card 40, but the increase value may be different between the granting of power to the character card 20 and the granting of power to the leader card 30 or the multi-leader card 40.
[0075] The stage area 34 is an area where stage cards 50 can be placed. A stage card 50 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.
[0076] The cost deck area 35 is an area in which 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.
[0077] 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.
[0078] The life area 37 is an area where at least one of the game cards, namely, the character card 20, the stage card 50, and the event card 60, is placed in the number of times indicated in the life information 27 of the leader card 30 or the multi-leader card 40 placed in the leader area 33.
[0079] The off-site area 38 is an area where used game cards 2 are placed.
[0080] <Game Preparation> The user places his / her play sheet 3 and the opponent's play sheet 3 facing each other.
[0081] Here, the deck used by the user will be described. FIG. 9 is a diagram for explaining a deck. As described above, a deck can be constructed from character cards 20, stage cards 50, and event cards 60 that have the same color information 27 as the leader card being used. For example, as shown in FIG. 9, if the leader card being used is a leader card 30 that has a single color information 27 of "red," a deck can be constructed from character cards 20, stage cards 50, and event cards 60 whose color information 27 is "red." On the other hand, if the leader card being used is a multi-leader card 40, a deck can be constructed from all character cards 20, stage cards 50, and event cards 60. In other words, a deck (mixed color deck) can be constructed from character cards 20, stage cards 50, and event cards 60 that have any of the color information 27 of the entire group: "red," "green," "blue," "purple," "black," or "yellow."
[0082] For ease of understanding, in this embodiment, first, a case will be described in which the leader card used by the user is a leader card 30 with single color information 27.
[0083] The user selects character cards 20, stage cards 50, and event cards 60 that have the same color information 27 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, 50 cards will be used as an example. The constructed deck is placed face down in the deck area 31.
[0084] 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.
[0085] 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.
[0086] 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.
[0087] The user subtracts the number of game cards 2 placed in the deck area 31 from the number written in the life information 28 of the leader card 30 placed in the leader area 33 and places them face down in the life area 37.
[0088] <Game Flow> When the game starts, the first and second players are decided, and turns are alternated starting with the first player.
[0089] Each turn consists of multiple phases, such as a refresh phase, draw phase, cost phase, main phase, and end phase. In the following explanation, for simplicity, five phases will be used as an example, but each turn can have any number of phases.
[0090] In the refresh phase, the game cards 2 placed on the play sheet 3 (field) are activated. Also, the cost cards 10 placed in the character area 32 and leader area 33 are returned to the cost area 36 in an active state.
[0091] During the Draw Phase, draw 1 Game Card 2 from Deck Area 31 and add it to your hand.
[0092] 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.
[0093] In the main phase, Place character card 20 from your hand in character area 32. Place Stage Card 50 from your hand in Stage Area 34 Place Event Card 60 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.
[0094] Next, in the main phase, the effects of the stage cards 50 and event cards 60 can be activated. A stage card 50 that has activated its effect changes from an active state to a rest state. An event card 60 that has activated its effect is moved to the outside area 38.
[0095] Furthermore, in the main phase, it is possible to give power to the character cards 20 and leader cards 30.
[0096] 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 22 of the attack card is higher than the numerical value of the power information of the attack target card. If the numerical value of the power information 22 of the attack card is higher than the numerical value of the attack target card, the user wins.
[0097] If the attacked card is a character card 20 and the numerical value of the power information 22 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.
[0098] If the attacked card is the leader card 30 and the numerical value of the power information 22 of the attacking card is greater than the numerical value of the power information 22 of the attacked leader card 30, the user wins the battle in that turn. The attacked opponent adds one game card placed in the life area 37 to their hand. At this time, if there are no game cards in the life area 37 that the opponent can add to their hand, the user wins and the game ends.
[0099] 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.
[0100] 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. 10, 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.
[0101] 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 follows, as shown in FIG. 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.
[0102] Furthermore, the user assigns a cost to the character card 20_3. 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_3, as shown in FIG. 12. Since the attack value increases by 1000 each time power is assigned, the attack value information 25 of the character card 20_3 arranged above the cost card 10_3 increases from 2000 to 3000.
[0103] <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. 10, there is a character card 20_1 in the hand, and the play sheet 3 has the following: 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.
[0104] 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. 13, 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.
[0105] In the above explanation, the power information 22 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.
[0106] 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 improved.
[0107] Example 3 The third embodiment is an example in which a multi-reader card 40 is used.
[0108] As mentioned above, a deck used in the game can only be constructed from character cards 20, stage cards 50, and event cards 60 that have the same color information 27. This is because the concept of groups (friends, episodes) to which characters belong is introduced to emphasize the storyline of the game.
[0109] However, characters other than the group leader may also fight together with other groups, and it may be desirable to realize such a situation in the game. One way to solve this problem would be to use multiple color information 27 for the character cards 20, stage cards 50, and event cards 60, but in this case, the concept of group (comrades, episodes) may become ambiguous.
[0110] Therefore, in the third embodiment, a predetermined pack is provided in which a plurality of game cards 2, each of which has a single color information 27, are packaged. Each pack does not necessarily contain game cards 2 having the same color information 27, but also contains game cards 2 having different color information 27. A plurality of types of such packs are provided. These plurality of types of packs contain game cards 2 having different color information 27, and the characters associated with the game cards 2 do not originally belong to the same group, but are specific characters that have some kind of relationship with each other. Meanwhile, one multi-leader card 40 is included in each pack. Alternatively, a method may be used in which packs containing a multi-leader card 40 are set in advance and the fact that the pack contains a multi-leader card 40 is clearly indicated.
[0111] A multi-leader card 40 is used to enable a deck to be constructed from character cards 20, stage cards 50, and event cards 60 associated with characters belonging to different groups. Since the multi-leader card 40 has all the color information 27, it is possible to construct a deck (mixed color deck) from character cards 20, stage cards 50, and event cards 60 with different color information 27 provided in a pack. Except for using a deck (mixed color deck) constructed in this way, the method of using the character cards 20, stage cards 50, and event cards 60, which are the building elements of the deck (mixed color deck), is the same as in the above-described embodiment and example. Furthermore, the method of using the multi-leader card 40 is the same as in the above-described embodiment and example.
[0112] 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.
[0113] [Appendix 1] A game toy, A first type of item, a second type of item that is an element for constructing a deck, Equipped with The first type of item is associated with a first type of character; the second type of item is associated with a second type of character; the first type of article includes a plurality of visually identifiable identification information; the second type of article includes visually identifiable identification information of any one of the plurality of identification information; the identification information is identification information for identifying a group to which the first type of character and the second type of character belong, The deck can be constructed from a second type of item that includes any of a plurality of identities of the first type of item. Game toys.
[0114] [Appendix 2] The first type of item includes identification information of all groups to which the second type of character belongs. 1. A game toy as described in Appendix 1.
[0115] [Appendix 3] Equipped with a third type of item, The third type of item is associated with the first type of character, The third type of article includes one or two visually identifiable pieces of identification information from the plurality of pieces of identification information, The deck is constructible from a second type of item that includes identification information identical to identification information of the third type of item. 1. A game toy according to claim 1 or claim 2.
[0116] [Appendix 4] The identification information is arranged at the same position on the first type of item, the second type of item, and the third type of item. 1. A game toy according to any one of claims 1 to 3.
[0117] [Appendix 5] The identification information is color information. 10. A game toy according to any one of claims 1 to 4.
[0118] [Appendix 6] The first type of product contains a plurality of types of color information in an adjacent manner. 1. A game toy according to any one of claims 1 to 5.
[0119] [Appendix 7] The first type of article and the third type of article are configured to be visually distinguishable from the second type of article. 1. A game toy according to any one of claims 1 to 6.
[0120] [Appendix 8] Only the second type of items associated with a specific character among the second type of items can be used as elements for constructing a deck when using the first type of items. 10. A game toy according to any one of claims 1 to 7.
[0121] [Appendix 9] a fourth type of item that is not associated with a character and does not include the identification information; the first type of item, the second type of item, and the third type of item each include visually identifiable character information; the character information includes cost information required to place the second type of item on the field; The fourth type of goods is the price of the cost information. 10. A game toy according to any one of claims 1 to 8.
[0122] [Appendix 10] the character information and the identification information are arranged on the first type of item, the second type of item, and the third type of item in a manner that they do not overlap; 10. A game toy according to any one of claims 1 to 9.
[0123] [Appendix 11] the character information includes attack value information indicating an attack value against an opponent's game item; The fourth type of item is a price for increasing the attack value information. 10. A game toy according to any one of claims 1 to 10.
[0124] [Appendix 12] A play sheet is provided on which the first type of item, the second type of item, the third type of item, and the fourth type of item are placed. 12. A game toy according to any one of claims 1 to 11.
[0125] [Appendix 13] The play sheet is provided with a visually distinguishable first placement area, a visually distinguishable second placement area, and a visually distinguishable third placement area, the first placement area is an area where the first type of item or the third type of item is placed, the second placement area is an area where the second type of item is placed, The third placement area is an area where the fourth type of item is placed. 13. A game toy according to any one of claims 1 to 12.
[0126] [Appendix 14] The play sheet is provided with a visually identifiable fourth placement area, The fourth placement area is an area where the deck is placed. 14. A game toy according to any one of claims 1 to 13.
[0127] [Appendix 15] the first type of item, the second type of item, the third type of item, and the fourth type of item are game cards; 15. A game toy according to any one of claims 1 to 14. [Explanation of symbols]
[0128] 1. Game toys 2 Game Cards 3 Playsheet 10 cost card 20 character cards 30 Leader Cards 40 Multi-Reader Cards 50 Stage Cards 60 Event Cards
Claims
1. It is a game card, It is associated with a character and includes all of the multiple group identification pieces for identifying each of the multiple groups defined in the game. The aforementioned group identification information is arranged adjacent to each other within a predetermined arrangement area, and this arrangement area is located in the same position as the arrangement area for group identification information on other game cards. Game card.
2. The aforementioned arrangement area is polygonal in shape, and the group identification information is assigned to each area. The game card according to claim 1.
3. The aforementioned arrangement area is divided into multiple areas, and the group identification information is arranged in each area corresponding to the respective area. The game card according to claim 2.
4. The group identification information is distinguished using different colors. The game card according to claim 1 or 2.
5. The group identification information is displayed in the same format as the group identification information on the other game cards. The game card according to claim 1.
6. The game card is configured to be visually distinguishable from other game cards that do not have the group identification information, based on the arrangement of the plurality of group identification information in the arrangement area. The game card according to claim 1.