Program, terminal, and game method
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- BANDAI CO LTD
- Filing Date
- 2025-08-28
- Publication Date
- 2026-06-10
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, a terminal, and a game method. [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] Therefore, the present invention aims to provide a program, a terminal, and a gaming method that improve the entertainment value of a game. [Means for solving the problem]
[0006] One aspect of the present invention is a program that causes a computer to function as game element presentation means capable of presenting a first type of game elements that are associated with a first type of character and include a plurality of visually identifiable group identification information, and a second type of game elements that are associated with a second type of character and include one visually identifiable group identification information of the plurality of group identification information, and deck construction means capable of constructing a deck from the second type of game elements that include one group identification information of the plurality of group identification information of the first type of game elements.
[0007] One aspect of the present invention is a terminal comprising: a game element presentation means capable of presenting a first type of game elements that are associated with a first type of character and include a plurality of visually identifiable group identification information; and a second type of game elements that are associated with a second type of character and include one visually identifiable group identification information of the plurality of group identification information; and a deck construction means capable of constructing a deck from the second type of game elements that include one group identification information of the plurality of group identification information of the first type of game elements.
[0008] One aspect of the present invention is a game execution method in which a computer is capable of presenting a first type of game elements that are associated with a first type of character and include a plurality of visually identifiable group identification information, is capable of presenting a second type of game elements that are associated with a second type of character and include one visually identifiable group identification information of the plurality of group identification information, and is capable of constructing a deck from the second type of game elements that include one group identification information of the plurality of group identification information of the first type of game elements. [Effects of the Invention]
[0009] According to the present invention, it is possible to provide a game that enhances entertainment value. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. 1 is a schematic diagram of a playfield 2 according to this embodiment. [Figure 2] FIG. 2 is a diagram showing an example of the back side of the game card 1. As shown in FIG. [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 showing an example of deck construction. [Figure 10] FIG. 10 is a diagram showing an example of the overall configuration of a game system according to this embodiment. [Figure 11] FIG. 11 is a diagram showing an example of the device configuration of a smartphone, which is an example of the player terminal 3. [Figure 12] FIG. 12 is a block diagram showing an example of the functional configuration of the player terminal 3. [Figure 13] FIG. 13 is an example of the game card database 140. [Figure 14] FIG. 14 is a diagram showing an example of the deck database 141. [Figure 15] FIG. 15 is a block diagram showing an example of the functional configuration of the game server 4. As shown in FIG. [Figure 16] FIG. 16 is an operational flowchart of the deck construction process. [Figure 17] FIG. 17 is an example of a deck construction screen displayed by the deck construction unit 124. [Figure 18] FIG. 18 is a diagram showing an example of a display of a game card having the selected group identification information (color information 27). [Figure 19] FIG. 19 is a diagram showing an example of a display of a game card having the selected group identification information (color information 27). [Figure 20] FIG. 20 shows an example of a display of a game card compatible with multi-reader cards. [Figure 21] FIG. 21 is an operational flowchart of the play field presentation process. [Figure 22] FIG. 22 is a diagram showing an example of the leader card and deck selection screen. [Figure 23]FIG. 23 is a diagram showing an example of the play field 2 displayed on the player's terminal 3. [Figure 24] FIG. 24 is a diagram showing an example of the play field 2 displayed on the player's terminal 3. [Figure 25] FIG. 25 is a flowchart of the card placement process. [Figure 26] FIG. 26 is a diagram for explaining the operation of placing cards. [Figure 27] FIG. 27 is a flowchart of the attack value increase process. [Figure 28] FIG. 28 is a diagram for explaining the attack value increase process. DETAILED DESCRIPTION OF THE INVENTION
[0011] An embodiment of the present invention will be described.
[0012] First, an overview of the game in this embodiment will be described.
[0013] The game in this embodiment is a competitive game in which players battle opponents by placing game elements on a playfield. Characters are associated with the game elements, and the playfield is provided with multiple areas in which to place the game elements. Players place game elements in any of the areas on the playfield and play the game using the abilities of the characters associated with the game elements.
[0014] There are three types of game elements: a first type of game element, a second type of game element, a third type of game element, and a fourth type of game element. The first type of game element, the second type of game element, and the third type of game element are associated with specific characters. On the other hand, the fourth type of game element is not associated with any specific character. Here, characters include people, animals, events, etc.
[0015] The first type of game element, the second type of game element, and the third type of game element each include visually identifiable identification information. This identification information is group identification information that identifies the group to which the character associated with each element 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, and examples of such information include text information for the group name and color information for identifying the group.
[0016] The first type of game elements and the third type of game elements are associated with a first type of character. The first type of character is the leader of the group and is a central character in the group. The first type of game elements and the third type of game elements differ in the number of group identification information they contain. The first type of game elements contain group identification information for all groups that exist in the game. On the other hand, the third type of game elements contain group identification information for one or two of the groups that exist in the game.
[0017] The second type of game element 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 initiates an event. The second type of game element includes group identification information of one of the groups that exist in the game.
[0018] Furthermore, the second type of game elements become building elements for a collection of multiple second type game elements used in a competitive game, called a deck. However, the second type of game elements that can be used as deck building elements are limited to second type game elements that include the same group identification information as the group identification information included in the first type of game elements or third type of game elements used in the game. In other words, second type game elements that include the same group identification information as the group identification information included in the first type of game elements or third type of game elements used in the game can be building elements for a deck used in the game. In this way, only second type characters who are allies of the leader first type character or who appear in similar episodes appear in the game, giving the game a story-like quality.
[0019] The fourth type of game element is not associated with a specific character, but serves as compensation for the cost of bringing the second type of game element into the game scene. Furthermore, the fourth type of game element does not include group identification information that identifies a group.
[0020] Furthermore, the first type of game element, the second type of game element, the third type of game element, and the fourth type of game element are associated with virtual objects. An example of a virtual object is a virtual game card displayed on a computer. In the game of this embodiment, the first type of game element, the second type of game element, the third type of game element, and the fourth type of game element are assumed to be virtual game cards associated with characters whose behavior is controlled based on the operation of a player (including a non-player operated by a computer), and the game cards are described as having designs of the corresponding characters (images showing the appearance of the characters). Furthermore, without being limited to this, game cards used to identify game elements of a game to be executed are not limited to those configured to be able to identify game elements such as characters, but may also be those that identify other game elements such as items or activated effects (for example, a fourth type of game element). Note that the objects are not limited to game cards, and any object configured to be able to identify a game element associated with the object is not limited to game cards. The virtual item may be, for example, a shaped object such as a figurine having the appearance of a character.
[0021] 1 is a schematic diagram for explaining the game according to this embodiment. As shown in FIG. 1, the game includes a game card 1 and a play field 2.
[0022] The game card 1 corresponds to the game element described above and is a card owned by a player. A player can acquire the game card 1 by purchasing it, exchanging it with other players, or distributing it to players who meet certain conditions.
[0023] The game card 1 is composed of a front and a back. The back of the game card 1 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 1 is) cannot be distinguished from the back of the game card 1. Figure 2 shows an example of the back of the game card 1.
[0024] The game card 1 has a normal position, and the normal position is the state in which the content written on the surface of the game card 1 can be read as is from the user's perspective. In the following explanation, the state in which the game card 1 is in the normal position is called the active state. The state in which the game card 1 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.
[0025] In this embodiment, multiple types of game cards 1 are prepared for the front surface. The front surface of the game card 1 differs depending on the type of information written on it. In the following explanation, a cost card 10 (corresponding to a fourth type of game element) will be used as an example of a game card 1 that does not have color information, which is group identification information. In addition, a character card 20 (corresponding to a second type of game element), a normal leader card 30 (corresponding to a third type of game element), a multi-leader card 40 (corresponding to a first type of game element), a stage card 50 (corresponding to a second type of game element), and an event card 60 (corresponding to a second type of game element) will be used as examples of game cards 1 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 1 may be provided.
[0026] 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.
[0027] 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.
[0028] <Cost Card 10> The cost cards 10 correspond to a fourth type of game element.
[0029] 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 playfield 2. In this card game, the number of game cards 1 that can be placed onto the playfield 2 from the hand is limited depending on the number of cost cards 10 placed on the playfield 2. In other words, to place a game card 1 from the hand onto the playfield 2, a number of cost cards 10 that meet the conditions of the game card 1 are required. Therefore, the cost card 10 serves as an element of the conditions for placing the game card 1 onto the playfield 2 from the hand, which is the first function of the cost card 10.
[0030] 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 cards 10 placed on the playfield 2 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.
[0031] 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."
[0032] <20 character cards> The character card 20 corresponds to a second type of game element.
[0033] 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.
[0034] 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 1, such as a card number. The power information 22 is numerical information that indicates the attack value of the opponent's game card 1. 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.
[0035] 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 playfield 2. 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 playfield 2.
[0036] 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."
[0037] <Leader Card 30> The leader card 30 corresponds to a third type of game element.
[0038] 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.
[0039] 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 1, such as a card number. The power information 22 is numerical information that indicates the attack value against the opponent's game card 1. 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.
[0040] 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.
[0041] 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."
[0042] The life information 28 is the number of character cards 20 that can be placed in the life area of the playfield 2, which will be described later, at the start of the game.
[0043] <Multi-Reader Card 40> The multi-reader card 40 corresponds to a first type of game element.
[0044] 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.
[0045] 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 1, such as a card number. The power information 22 is numerical information that indicates the attack value against the opponent's game card 1. 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.
[0046] 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.
[0047] 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.
[0048] One of the reasons for providing the multi-leader card 40 is for users who own a small number of game cards 1. 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 1 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.
[0049] 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.
[0050] An example of the above is an event where a deck is constructed using only game cards 1 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 1 with different color information 27. By using a multi-leader card 40, a user can construct a deck using only game cards 1 included in the package, even if all game cards 1 included in the package do not have the same color information 27. Note that there are several ways to obtain the multi-leader card 40: 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 a multi-leader card 40.
[0051] Furthermore, the game cards 1 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 1 included in the package will not go to waste for the user.
[0052] The life information 28 is the number of character cards 20 that can be placed in the life area of the playfield 2, which will be described later, at the start of the game.
[0053] <Stage Card 50> The stage card 50 corresponds to a second type of game element.
[0054] 7 is a diagram illustrating an example of the front side of a stage card 50. By placing the stage card 50 on the playfield 2 (appearing on the field), the effect written on the stage card 50 is exerted in the progress of the game.
[0055] 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.
[0056] 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 1, such as a card number.
[0057] The cost information 25 is cost information required for the user to place the stage card 50 from their hand on the playfield 2, and is a required cost value, etc. In the example of Figure 7, the cost information 25 is "2", indicating that two cost cards 10 are required to place the stage card 50 on the playfield 2.
[0058] 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."
[0059] 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.
[0060] The stage effect information 53 is information relating to the effect when the stage card 50 is placed on the play field 2.
[0061] <Event Card 60> The event cards 60 correspond to a second type of game element.
[0062] 8 is a diagram illustrating an example of the front side of the event card 60. By placing the event card 60 on the playfield 2 (appearing on the field), the effect of the event written on the event card 60 is exerted in the progress of the game.
[0063] 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.
[0064] 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 1, such as a card number.
[0065] The cost information 25 is information about the cost required for the user to place the event card 60 from their hand on the playfield 2, and is a numerical value of the required cost. In the example of FIG. 8, the cost information 25 is "2," indicating that two cost cards 10 are required to place the event card 60 on the playfield 2.
[0066] 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.
[0067] 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.
[0068] The event effect information 63 is information about the effect when the event card 60 is placed on the play field 2.
[0069] While each game card 1 described above has card type information 11 indicating the type of each game card 1, the type of each game card 1 may be identified by the card's basic color. In particular, it is preferable that the colors of the leader card 30 and multi-leader card 40, which correspond to the first type of game elements, are different from those of the character card 20, stage card 50, and event card 60, which correspond to the second type of game elements. The leader card 30 and multi-leader card 40, which correspond to the first type of game elements, are not elements for building a deck, while the character card 20, stage card 50, and event card 60 are elements for building a deck. Therefore, as long as the character card 20, stage card 50, and event card 60 have the same color, the colors of the leader card 30 and multi-leader card 40 may be different from those of the character card 20, stage card 50, and event card 60. Furthermore, the colors of the leader card 30 and multi-leader card 40 may also be different.
[0070] <Playfield 2> Next, the playfield 2 will be described with reference to Figure 1. In the example shown in Figure 1, the top of the playfield 2 is shown as the opponent's side. As shown in Figure 1, the playfield 2 is formed in a rectangular shape, for example, a rectangle.
[0071] A plurality of areas (regions) are formed on the playfield 2. These areas indicate the locations where the player places the game cards 1. 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.
[0072] As shown in FIG. 1, a character area 32 is formed along the edge of the playfield 2 on the opponent's side (corresponding to the first edge). As described below, the character area 32 is an area where character cards 20, which are the focus of the battle, are placed, and therefore is located near the opponent's side for easy viewing by the opponent. A cost area 36 is formed along the edge of the user's side (corresponding to the second edge), 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 located 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 playfield 2.
[0073] The deck area 31 is an area where decks constructed by a user are stacked in a state where the game cards 10 cannot be identified. That is, the game cards 10 are placed face down in the deck area 31.
[0074] The character area 32 is an area where cost cards 10 and character cards 20 can be placed. A character card 20 can be placed from the user's hand if the value of its 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.
[0075] 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.
[0076] 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.
[0077] 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.
[0078] The stage area 34 is an area where a stage card 50 can be placed. A stage card 50 can be 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.
[0079] 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.
[0080] 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.
[0081] 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.
[0082] The outside area 38 is an area where used game cards 1 are placed.
[0083] The above is an outline of the game card 1 and the play field 2 used in the game of this embodiment.
[0084] <Game Preparation> First, the deck used by the user will be described. FIG. 9 is a diagram for explaining the 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 30 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," the deck can be constructed from character cards 20, stage cards 50, and event cards 60 whose color information 27 is "red."
[0085] 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.
[0086] Therefore, in this embodiment, a multi-leader card 40 is introduced, making it possible to build a deck from character cards 20, stage cards 50, and event cards 60 that have different color information 27. In other words, a deck (mixed color deck) can be built from character cards 20, stage cards 50, and event cards 60 that have any of the color information 27 of all groups: "red," "green," "blue," "purple," "black," and "yellow."
[0087] However, if all character cards 20, stage cards 50, and event cards 60 could be elements of a mixed color deck, the concept of groups (friends, episodes) could become ambiguous. Therefore, in this embodiment, the character cards 20, stage cards 50, and event cards 60 that can be elements of a mixed color deck are limited. In this way, the character cards 20, stage cards 50, and event cards 60 that can be elements of a mixed color deck are referred to as multi-leader card compatible character cards 20, stage cards 50, and event cards 60. Note that obtaining character cards 20, stage cards 50, and event cards 60 that can be elements of a mixed color deck will be described later.
[0088] In the following description, for ease of understanding, a case will be first described in which the leader card used by the user is the leader card 30 with single color information 27 in this embodiment.
[0089] 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.
[0090] 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.
[0091] 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.
[0092] 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 1.
[0093] The user subtracts the number of game cards 1 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.
[0094] <Game Flow> When the game starts, the first and second players are decided, and turns are alternated starting with the first player.
[0095] 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.
[0096] In the refresh phase, the game cards 1 placed on the playfield 2 (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.
[0097] During the Draw Phase, draw 1 Game Card from Deck Area 31 and add it to your hand.
[0098] 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.
[0099] 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 Playfield 2 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 playfield 2 in an active state.
[0100] 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.
[0101] Furthermore, in the main phase, it is possible to give power to the character cards 20 and leader cards 30.
[0102] Next, an attack is made against the opponent. The user determines the game card 1 (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.
[0103] 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.
[0104] 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.
[0105] In the end phase, Game Card 1 placed in the rest state on Play Field 2 is changed to the active state and the game ends.
[0106] The above is an overview of the game according to this embodiment.
[0107] Next, the overall configuration of a game system that realizes the above-described game will be described.
[0108] [Overall configuration] Fig. 10 is a diagram showing an example of the overall configuration of a game system in this embodiment. As shown in Fig. 10, the game system is configured to include a player terminal 3 provided for each of game players A and B, and a game server 4. The player terminal 3 and the game server 4 can be connected to a communication line N and can communicate with each other.
[0109] The communication line N refers to a communication path that allows data communication. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, regardless of whether the communication method is wired or wireless.
[0110] The player terminal 3 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and can perform data communication with the game server 4. The player terminal 3 is, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a personal computer, a tablet computer, a controller for a stationary home game device, etc. There are basically multiple player terminals 3, and each is operated by a player.
[0111] The game server 4 is a server system configured to include one or more server devices, storage devices, etc. The game server 4 provides various services for operating the game of this embodiment, and can manage data necessary for operating the game, distribute game programs and data necessary for running the game on the player terminals 3, etc.
[0112] [Each device configuration] Fig. 11 is a diagram showing an example of the device configuration of a smartphone, which is an example of the player terminal 3. As shown in Fig. 11, the player terminal 3 includes a display 101, a touch operation panel 102 that is integral with the display 101, and a speaker 103 that is provided inside the housing. The player terminal 3 also includes a control board, a built-in battery, a power button, a volume adjustment button, etc., which are not shown.
[0113] The control board is equipped with various microprocessors such as a CPU, GPU, and DSP, various IC memories such as an ASIC, VRAM, RAM, and ROM, and a wireless communication module for wireless communication with a mobile phone base station. The control board also is equipped with a so-called I / F circuit (interface circuit), such as a driver circuit for the touch operation panel 102. These elements equipped on the control board are electrically connected to each other via a bus circuit or the like, and are connected to enable reading and writing of data and sending and receiving of signals.
[0114] FIG. 12 is a block diagram showing an example of the functional configuration of the player terminal 3. As shown in FIG.
[0115] As shown in FIG. 12, the player terminal 3 includes a processing unit 110, an operation input unit 111, an image display unit 112, a sound output unit 113, a communication unit 114, and a storage unit 115.
[0116] The processing unit 110 comprehensively controls the operation of the player terminal 3 based on programs and data stored in the memory unit 115, operation input signals from the operation input unit 111, etc. The functions of the processing unit 110 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, and an IC memory. The processing unit 110 includes a game calculation unit 120, an image generation unit 130, a sound generation unit 131, and a communication control unit 132 as its main functional units.
[0117] The game calculation unit 120 executes various game processes to realize the game of this embodiment, and outputs the processing results to the image generation unit 130 and the sound generation unit 131. The game calculation unit 120 includes a player information management unit 121, a game card acquisition unit 122, a game card presentation unit 123, a deck construction unit 124, a game field presentation unit 125, and a game execution unit 126.
[0118] The player information management unit 121 manages player information, including basic user information such as the player's nickname.
[0119] The game card acquisition management unit 122 performs processing related to the acquisition and management of game cards 1. The acquisition and management of game cards 1 is performed using a game card database 140. FIG. 13 is an example of the game card database 140. One record in the game card database 140 has fields for card type information, card identification information, character name, stage name, event name, image data, cost information, life information, group identification information, multi-leader card compatible flag, and player owned flag. The card type information field describes the type of the card, and describes one of cost card, leader card, character card, stage card, and event card. The card identification information field describes the card number. The character name, stage name, and event name fields describe the character name, stage name, and event name associated with the card. The image data field is image data of the card. The cost information field describes the cost information of the card. The life information field describes the life information of the card. The group identification information field contains the group identification information of the group to which the character, stage, and event associated with the card belong. The multi-leader card compatible game card field contains information on whether the card can be used as a component of a mixed color deck, as will be described later, with "1" being written if it can be used and "0" being written if it cannot. The possession flag contains "1" for game cards 1 owned by the player, and "0" for those not owned.
[0120] The game card database 140 is provided by the game server 4 or another application distribution server etc. when a player completes account registration, and the information on the game card 1 is updated every time a new game card 1 is provided (sold).
[0121] A game card 1 is provided to a player upon fulfilling certain conditions. The certain conditions include payment of a price (money, in-game currency, points earned by the player by participating in a lottery event held online, etc.), exchange for compensation obtained for the player's actions in or outside the game, registration of a user account, etc. The game card acquisition management unit 122 transmits a game card provision request to the game server 4, and upon receiving card identification information and permission for the possession flag transmitted from the game server 4 when the conditions for providing the game card are fulfilled, sets the possession flag in the record of the card identification information of the game card 1 to "1." This allows the player to possess the game card 1.
[0122] As one method of providing game cards 1, in this embodiment, a predetermined pack containing multiple game cards 1, each having a single color information 27, is provided. Each pack does not necessarily contain game cards 1 with the same color information 27, but may contain game cards 1 with different color information 27. Multiple types of such packs are provided. These multiple types of packs contain game cards 1 with different color information 27, and the characters associated with the game cards 1 do not originally belong to the same group, but are specific characters (hereinafter referred to as specific characters) that have some kind of relationship with each other. Furthermore, specific character game cards 1 (character cards 20, stage cards 50, and event cards 60) can be used to build a mixed-color deck by using a multi-leader card 40. Hereinafter, specific character game cards 1 (character cards 20, stage cards 50, and event cards 60) that can be used to build a mixed-color deck by using a multi-leader card 40 will be referred to as multi-leader card compatible game cards.
[0123] Incidentally, one multi-reader card 40 may be included in each pack, or a pack containing the multi-reader card 40 may be set in advance and it may be clearly indicated that the pack contains the multi-reader card 40.
[0124] When the game card acquisition management unit 122 acquires a multi-reader compatible game card, it sets the possession flag of the record of the card identification information of the game card 1 to "1."
[0125] The game card presenting unit 123 uses the game card database 140 to present to the player terminal 3 the cost cards 10, character cards 20, leader cards 30, multi-leader cards 40, stage cards 50, and event cards 60 as shown in Figures 2 to 8.
[0126] The deck construction unit 124 constructs a deck to be used in the game from the game cards owned by the player. As described above, a deck can be constructed from character cards 20, stage cards 50, and event cards 60.
[0127] In the game of this embodiment, as described above, a deck cannot be used with the leader card 30 and the multi-leader card 40 unless it is constructed from character cards 20, stage cards 50, and event cards 60 that have the same group identification information (color information 27) as the group identification information (color information 27) of the leader card 30 and the multi-leader card 40 used in the game. For example, in the example of FIG. 9, when a leader card 30 whose group identification information (color information 27) is red is used in the game, it can only be used with a deck constructed from character cards 20, stage cards 50, and event cards 60 whose group identification information (color information 27) is red. On the other hand, when a multi-leader card 40 is used in the game, it can only be used with a deck constructed from character cards 20, stage cards 50, and event cards 60 that are multi-leader card compatible game cards.
[0128] Therefore, in order to increase convenience for the player, the deck construction unit 124 displays a deck construction screen that displays on the player terminal 3 only the character cards 20, stage cards 50, and event cards 60 that correspond to the group identification information (color information 27) of the leader card to be used when selecting the character cards 20, stage cards 50, and event cards 60 to construct a deck.
[0129] The deck construction unit 124 also manages decks using a deck database 141. Fig. 14 is a diagram showing an example of the deck database 141. The deck database 141 in Fig. 14 stores a field for the deck name, a field for the group identification information of the deck, and a field for the card identification information of the game cards that construct the deck, all of which are associated with each other. In the group identification information field of the deck, color information is entered for a single-color deck (color information for each group in the case of multiple groups), and "multi-leader card compatible deck" is entered for a mixed-color deck made up of multi-leader card compatible game cards.
[0130] When a new deck is constructed, the deck construction unit 124 writes the deck name and the card identification information of the game cards that construct the deck into the deck database 141, thereby updating the deck database 141.
[0131] The play field presentation unit 125 displays the play field 2 shown in FIG.
[0132] The game execution unit 126 places and moves the game cards 1 in response to the player's operation of the game cards. It also refers to the power information, cost information, and life information (hereinafter sometimes collectively referred to as character information) of each game card 1, and executes the attack, defense, effects, and events of each game card 1, determines the outcome of the game, and manages the progress of the entire game.
[0133] The image generation unit 130 generates one game screen per frame time (for example, 1 / 60 seconds) based on the processing results of the game calculation unit 120, and outputs an image signal of the generated game screen to the image display unit 112. The functions of the image generation unit 130 can be realized by, for example, a processor such as a GPU or a digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, an IC memory used for expanding texture data, and the like.
[0134] The sound generation unit 131 generates sound signals such as sound effects and background music related to the game, audio information for operation assistance information, and various operation sounds based on the processing results of the game calculation unit 120, and outputs them to the sound output unit 113. The function of the sound generation unit 131 can be realized by, for example, a processor such as a digital signal processor (DSP) or a voice synthesis IC, or an audio codec capable of playing audio files.
[0135] The communication control unit 132 performs communication connection and data processing for data communication with the game server 4 .
[0136] The operation input unit 111 is used by the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 110. The function of the operation input unit 112 can be realized by, for example, an element that is directly operated by Player A with his / her fingers, such as a touch operation pad, a home button, a button switch, a joystick, or a trackball, as well as an element that detects movement or posture, such as an acceleration sensor, an angular velocity sensor, a tilt sensor, or a geomagnetic sensor. In FIG. 11, this corresponds to the touch operation panel 102.
[0137] The image display unit 112 displays various game screens based on image signals input from the image generation unit 130. The functions of the image display unit 53 can be realized by a display device such as a flat panel display, a projector, or a head-mounted display. In the player terminal 3 of FIG. 11, the image display unit 112 corresponds to the display 101.
[0138] The sound output unit 113 is for outputting sound effects and the like related to the game based on the sound signal input from the sound generation unit 131. In the player terminal 3 of FIG.
[0139] The communication unit 114 realizes communication by connecting to the communication line N. The function of the communication unit 114 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, or the like.
[0140] The storage unit 115 stores in advance or temporarily stores each time processing is performed programs for operating the player terminal 3 and implementing various functions of the player terminal 3, and data used during execution of these programs. The storage unit 115 can be realized by, for example, RAM, ROM, IC memory such as flash memory, magnetic disks such as hard disks, optical disks such as CD-ROMs and DVDs, etc.
[0141] The storage unit 115 stores a system program and a game program. The system program is a program for realizing the basic functions of the player terminal 3 as a computer. The game program is a program for causing the processing unit 110 to function as the game calculation unit 120. This program is distributed from the game server 4 or another application distribution server, etc., once the player has completed account registration.
[0142] The storage unit 115 also stores the game card database 140 and deck database 141 described above.
[0143] Next, we will explain the configuration of the game server 4. Fig. 15 is a block diagram showing an example of the functional configuration of the game server 4.
[0144] The game server 4 includes a processing unit 200, a communication unit 201, and a storage unit 202.
[0145] The processing unit 200 includes a player management unit 211 , a card providing unit 212 , and a game management unit 213 .
[0146] The player management unit 211 uses user information data to manage the account, game progress, etc. for each player of the player terminal 3. Furthermore, management for each player is performed using a database similar to the game card database 140 prepared for each player. Furthermore, when it is necessary to update the game card database 140, for example, by adding a new game card 1, an update process for the game card database 140 of each player's terminal 3 is performed.
[0147] The card providing unit 212 is a unit that provides cards to players and provides a function called a shop. Specifically, in response to a request for providing a game card 1 from the player's terminal 3, it transmits a providing screen (for example, a shop top screen) to the terminal 3.
[0148] The card providing unit 212 provides cards as a shop in two ways: (1) providing only the desired game card 1, and (2) providing a package of multiple game cards 1 (a collection of multiple game cards 1 of the same series). Method (2) is, for example, a package including multiple multi-reader card compatible game cards as described above. The memory unit 202 stores the probability of obtaining each card, card identification information of the cards that make up each package, the acquisition price of each card, etc., and the card providing unit 212 uses this information to provide the card identification information of the cards to be provided to the player terminal 1. The card providing unit 212 also performs payment for the price (cash, in-game currency, ticket) to obtain the card.
[0149] The game management unit 213 manages the entire game, including matching between the player and opposing players.
[0150] The communication unit 201 connects to a communication line N to realize communication.
[0151] The memory unit 202 stores a system program and a game program. The system program is a program for realizing the basic functions of the game server 4 as a computer. The game program is a program for causing the processing unit 200 to function as a player management unit 211, a card providing unit 212, and a game management unit 213. Furthermore, the memory unit 202 stores the various data described above.
[0152] Next, the operation of this embodiment will be described.
[0153] First, the operation of constructing a deck used in the game will be described.
[0154] <Deck building process> The following describes the operation of the deck building process by the deck building unit 124. Fig. 16 is a flowchart showing the operation of the deck building process.
[0155] When the deck building screen is selected from the game menu screen, the deck building unit 124 displays the deck building screen (Step 100). Fig. 17 is an example of the deck building screen displayed by the deck building unit 124. On the deck building screen of Fig. 17, it is possible to select one of the group identification information (color information 27) of the leader card to be used, namely red, green, blue, purple, black, yellow, or multi-leader card (all colors). It is also possible to select multiple color information simultaneously.
[0156] The deck building unit 124 determines whether the user has selected group identification information (color information 27) (Step 101). If the user's selection of group identification information (color information 27) is other than a multi-leader card (Step 102), the deck building unit 124 reads information (character information, images) of character cards 20, stage cards 50, and event cards 60 that have the selected group identification information (color information 27) and are owned by the player (possession flag "1") from among the game cards registered in the game card database 140 (Step 103). In the example of the deck building screen in FIG. 17, red has been selected by the user, so the deck building unit 124 reads information (card identification number, character information, images) of character cards 20, stage cards 50, and event cards 60 whose possession flag is "1" and whose group identification information (color information 27) is red from the game card database 140.
[0157] The deck construction unit 124 displays the character cards 20, stage cards 50, and event cards 60 having the selected group identification information (color information 27) from the read information (Step 104). FIG. 18 is a diagram showing an example of the display of game cards having the selected group identification information (color information 27). In the example of FIG. 18, character cards 20, stage cards 50, and event cards 60 whose group identification information (color information 27) is red are displayed. The player can then scroll the screen to display other character cards 20, stage cards 50, and event cards 60. In addition, selection buttons are provided below each game card to select a game card to be used as a deck construction element. By selecting a selection button, the player can select the character card 20, stage card 50, or event card 60 displayed above the selection button as a game card to be used as a deck construction element.
[0158] When the player has finished selecting the game cards to build the deck, he / she scrolls the screen to display the Game Card Selection Complete button, as shown in Figure 19, enters the deck name, and selects the Game Card Selection Complete button.
[0159] The deck construction unit 124 determines whether the game card selection completion button has been selected (Step 105). If the game card selection completion button has been selected, it determines whether a deck name has been entered (Step 106). If a deck name has not been entered, it displays a warning to enter a deck name (Step 109) and returns to Step 104.
[0160] If the game card selection completion button is selected and a deck name is entered, the deck construction unit 124 obtains the card identification number and group identification information of the selected character card 20, stage card 50, or event card 60 (Step 107).
[0161] The deck construction unit 124 registers the deck name, the group identification information of the deck, and the acquired game card identification number in the deck database 141, and updates the deck database 141 (Step 108). This allows the player to construct and register a new deck. A deck constructed in this way is a monochromatic deck.
[0162] On the other hand, if the group identification information (color information 27) selected by the user is a multi-leader card (Step 110), the deck construction unit 124 reads out information (character information, images) of the character cards 20, stage cards 50, and event cards 60 that are multi-leader card compatible game cards (multi-leader card compatible game card flag is “1”) and that are owned by the player (ownership flag is “1”) from among the game cards registered in the game card database 140 (Step 111).
[0163] The deck building unit 124 displays the character cards 20, stage cards 50, and event cards 60 that are compatible with multi-reader cards based on the read information (Step 104). FIG. 20 is a diagram showing an example of the display of game cards that are compatible with multi-reader cards. In the example of FIG. 20, the character cards 20, stage cards 50, and event cards 60 that can be used in the game are displayed together with the multi-reader card 40, even though they are game cards with different group identification information (color information 27). The player can then scroll the screen to display other character cards 20, stage cards 50, and event cards 60. In addition, a selection button is provided below each game card to select a game card to be used as a deck building element. By selecting a selection button, the player can select the character card 20, stage card 50, or event card 60 displayed above the selection button as a game card to be used as a deck building element.
[0164] After displaying the multi-reader card compatible character card 20, stage card 50, or event card 60, the deck construction unit 124 proceeds to Step 105 and performs the same process. This allows the player to construct and register a new deck. A deck constructed in this manner is a mixed-color deck. In addition, in the case of a multi-reader card compatible deck, the group identification information registered in the deck database 141 is that of a multi-reader card compatible deck.
[0165] <Playfield presentation process operation> Next, the process of presenting the play field will be described with reference to the flowchart of FIG.
[0166] Prior to a game match, a player selects a leader card 30 or a multi-leader card 40 and a deck to be used in the game.
[0167] The game execution unit 126 displays a leader card and deck selection screen on the player's terminal 3 (Step 200). The game execution unit 126 reads information on the leader card 30 or multi-leader card 40 owned by the player from the game card database 140, and reads the name of the deck registered by the player from the deck database 141. Then, the game execution unit 126 displays the leader card and deck selection screen based on the read information. FIG. 22 is a diagram showing an example of the leader card and deck selection screen. The leader card and deck selection screen in FIG. 22 displays the leader cards 30 or multi-leader cards 40 owned by the player, with selection buttons displayed below each card. Furthermore, the player can select a deck registered by the player. Then, when the selection of the leader card 30 or multi-leader card 40 and the deck is completed, the player selects the complete button, and the selection of the leader card and deck to be used in the game is completed.
[0168] The game execution unit 126 determines whether the selection of the leader card and the deck is complete (Step 201). When the leader card and deck selection completion button is selected (Step 202), the game execution unit 126 determines the group identification information (color information 27) of the selected leader card and the group identification information (color information 27) of the selected deck (Step 203). The game execution unit 126 reads the group identification information (color information 27) of the selected leader card from the game card database 141, and reads the group identification information (color information 27) of the selected deck from the deck database 141. Then, the game execution unit 126 compares the group identification information (color information 27) of the leader card with the group identification information (color information 27) of the deck.
[0169] If the group identification information (color information 27) of the selected leader card and the group identification information (color information 27) of the selected deck are the same (Step 204), the game execution unit 126 instructs the playfield presentation unit 125 to present a playfield. On the other hand, if the group identification information (color information 27) of the selected leader card and the group identification information (color information 27) of the selected deck are not the same (Step 204), it is determined whether the selected leader card is a multi-leader card and the group identification information (color information 27) of the selected deck is a multi-leader card compatible deck (Step 205). If the selected leader card is a multi-leader card and the group identification information (color information 27) of the selected deck is a multi-leader card compatible deck, the game execution unit 126 instructs the playfield presentation unit 125 to present a playfield.
[0170] The playfield presentation unit 125 displays the playfield on the player's terminal 3 (Step 206). Then, the playfield presentation unit 125 places the selected leader card 30 or multi-leader card 40 in the leader area 33 of the playfield (Step 207). The playfield presentation unit 125 places the deck in the deck area 31, and places the cost deck (deck of cost cards 35) in the cost area deck 35 (Step 208). The playfield presentation unit 125 displays a predetermined number of game cards from the deck as a hand (Step 209). The playfield presentation unit 125 places the number of life information cards of the leader card 30 or multi-leader card 40 from the deck in the life area 37, and places a predetermined number (e.g., three) of cost cards 10 from the cost deck in the cost area 36 (Step 210).
[0171] 23 and 24 are diagrams showing an example of the play field 2 displayed on the player's terminal 3. The example shown in Fig. 23 shows an example in which the multi-leader card 40 selected by the player is placed in the leader card area 33, and the hand, deck, cost cards, etc. are placed in each area. As shown in Fig. 24, the player can also check the play field of the opposing player by sliding the play field downwards.
[0172] In this way, the playfield and the placement of each game card are completed, and the game is ready.
[0173] <Card placement process> The following describes the operation of the process of arranging (appearing) the character cards 20, stage cards 50, and event cards 60 on the game field. Figure 25 is a flowchart of the card arrangement process.
[0174] The player selects from his / her hand the character cards 20, stage cards 50, and event cards 60 to be placed (appear) on the game field (Step 300).
[0175] The game execution unit 126 determines the cost of the selected card (Step 301). The game execution unit 126 counts the number of cost cards 10 placed in the cost area 36 and determines whether the number of cost cards 10 placed in the cost area 36 is equal to or greater than the cost information of the selected card (Step 302). If the number of cost cards 10 placed in the cost area 36 is equal to or greater than the cost information of the selected card, the game execution unit 126 determines whether the number of active cost cards 10 among the cost cards 10 placed in the cost area 36 is equal to or greater than the cost information of the selected card (Step 303).
[0176] If the number of active cost cards 10 is equal to or greater than the cost information of the selected card, the game executing unit 126 places the selected card in the corresponding area (Step 304).
[0177] The game execution unit 126 changes the state of the cost cards 10, the number of which is equal to the cost information of the placed cards, from the active state to the rest state (Step 305).
[0178] FIG. 26 is a diagram for explaining the operation of placing cards. In the example of FIG. 26, a hand is placed on the playfield 2 in the main phase, and a cost is further assigned to the character card 20. As shown in FIG. 26, there is a character card 20_1 in the hand, and on the playfield 2, 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.
[0179] In the main phase, the player touches and drags the character card 20_1 in his / her hand, which has cost information 25 of "2" and attack value information 25 of "3000", to the character area 32 in order to place the character card 20_1 therein.
[0180] Here, since the cost information 25 of the character card 20_1 is “2”, the game execution unit 126 places two of the three active cost cards 10 placed in the cost area 36 in the rest state, and places the character card 20_1 in the character area 32.
[0181] In this way, the character cards 20, stage cards 50, and event cards 60 are placed on the game field.
[0182] <How the attack value of a card increases> The following describes the operation of the process for increasing the power information (attack value) of the character card 20, the stage card 50, and the event card 60. Figure 27 is a flowchart of the attack value increase process.
[0183] The active cost card 10 placed in the cost area is moved to the card (character card 20, stage card 50, or event card 60) whose attack value is to be increased (Step 400).
[0184] When a card (character card 20, stage card 50, or event card 60) whose attack value is to be increased is identified (Step 401), the game execution unit 126 increases the attack value of that card (Step 402).
[0185] FIG. 28 is a diagram for explaining the attack value increase process. In FIG. 28, an example will be explained in which multiple powers are given to the multi-leader card 40. As shown in FIG. 28, there is a character card 20_1 in the hand, and on the play field 2, One Multi-Reader Card 40 in the Reader 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.
[0186] In the main phase, the player assigns two costs to the multi-leader card 40_1. In this play, as shown in FIG. 28, the active cost cards 10_1 and 10_2 are dragged (moved) to the multi-leader card 40_1. This allows the game executing unit 126 to identify the multi-leader card 40_1 whose attack value will be increased. Since the attack value increases by 1000 per cost card 10, the game executing unit 126 increases the attack value of the multi-leader card 40_1 placed above the cost cards 10_1 and 10_2 from 5000 to 7000.
[0187] 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.
[0188] 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.
[0189] This embodiment introduces the concept of group identification information to game cards, allowing players to enjoy a story-like game. On the other hand, by providing a multi-leader card that holds the group identification information of all groups, it is possible to accommodate players who own only a small number of game cards, or players who wish to use related characters simultaneously, regardless of the concept of a group.
[0190] Some or all of the above-described embodiments may also be described as in the following supplementary notes, but are not limited to the following.
[0191] [Appendix 1] Computer, a game element presenting means capable of presenting a first type of game element, which is associated with a first type of character and includes a plurality of visually identifiable group identification information, and a second type of game element, which is associated with a second type of character and includes one visually identifiable group identification information of the plurality of group identification information; a deck building means for building a deck from second-type game elements including any one of the plurality of group identification information of the first-type game elements; A program that functions as a
[0192] [Appendix 2] The first type of game element includes group identification information of all groups to which the second type of character belongs. The program described in Appendix 1.
[0193] [Appendix 3] the game element presenting means is capable of presenting a third type of game element that is associated with the first type of character and includes one or two visually identifiable group identification information of the plurality of group identification information; the deck construction means is capable of constructing a deck from second-type game elements that include group identification information identical to group identification information of the third-type game elements; 1. A program according to claim 1 or 2.
[0194] [Appendix 4] the game element presenting means displays the group identification information at the same position as the first type of game element, the second type of game element, and the third type of game element. 1. A program according to any one of appendices 1 to 3.
[0195] [Appendix 5] The group identification information is color information. 1. A program according to any one of appendices 1 to 4.
[0196] [Appendix 6] the game element presentation means displays a plurality of types of color information adjacent to each other on the first type of game element; 1. A program according to any one of appendices 1 to 5.
[0197] [Appendix 7] The deck construction means includes: a second type of game element presenting means for presenting a second type of game element of group identification information selected by the user from among the second type of game elements possessed by the user; a selection means for selecting a second type of game element for constructing a deck from the second type of game elements of the same group identification information presented; a deck construction means for constructing a deck from the selected second type of game elements; Equipped with 10. A program according to any one of appendices 1 to 6.
[0198] [Appendix 8] The deck construction means includes: a second-type game element presenting means for presenting second-type game elements that can be used when the first-type game elements are used in a game, among the second-type game elements possessed by the user; a selection means for selecting a second type of game element for constructing a deck from the presented second type of game elements; a deck construction means for constructing a deck from the selected second type of game elements; Equipped with 10. A program according to any one of appendices 1 to 7.
[0199] [Appendix 9] The program causes the computer to: functioning as an acquisition means capable of acquiring a second type of game element in the form of a collection including a plurality of game elements that can be used when the first type of game element is used in a game; 10. A program according to any one of appendices 1 to 8.
[0200] [Appendix 10] the presentation means is capable of presenting a fourth type of game element that does not include the group identification information; the program causes the computer to function as game element placement means that can place the second type of game element on a game field in exchange for a presented fourth type of game element; 10. A program according to any one of appendices 1 to 9.
[0201] [Appendix 11] The program causes the computer to: and functioning as a game execution means for increasing the attack power of the second type of game element in exchange for the presented fourth type of game element. 11. A program according to any one of claims 1 to 10.
[0202] [Appendix 12] The computer functions as a play field presentation means for presenting a play field that is a place for the game; the playfield includes a first area in which the first type of game elements or the third type of game elements are arranged, a second area in which the second type of game elements are arranged, and a third area in which the fourth type of game elements are arranged; 12. A program according to any one of appendices 1 to 11.
[0203] [Appendix 13] the presentation means presents the first type of game element, the second type of game element, the third type of game element, and the fourth type of game element in a card-shaped form; 13. A game toy according to any one of claims 1 to 12.
[0204] [Appendix 14] a game element presenting means capable of presenting a first type of game element, which is associated with a first type of character and includes a plurality of visually identifiable group identification information, and a second type of game element, which is associated with a second type of character and includes one of the visually identifiable group identification information of the plurality of group identification information; a deck building means for building a deck from second-type game elements that include any one of the plurality of group identification information of the first-type game elements; A terminal comprising:
[0205] [Appendix 15] The computer A first type of game element can be presented, the first type of game element including a plurality of visually identifiable group identification information associated with the first type of character; A second type of game element is associated with a second type of character and can be presented, the second type of game element including one visually identifiable group identification information of the plurality of group identification information; A deck can be constructed from a second type of game element that includes any one of the plurality of group identification information of the first type of game element. How to run the game.
[0206] Although the present invention has been described above by way of preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be modified and implemented in various ways within the scope of its technical concept. [Explanation of symbols]
[0207] 1 game card 2 Playfield 3. Terminal 4 Game Server 10 cost card 20 character cards 30 Leader Cards 40 Multi-Reader Cards 50 Stage Cards 60 Event Cards 121 Player Information Management Department 122 Game Card Acquisition Department 123 Game Card Presentation 124 Deck Construction Department 125 Game Field Presentation Unit 126 Game Execution Department
Claims
1. Computers, Presentation means capable of presenting multiple second game elements, each having at least one group identification piece of information. When constructing a deck from the aforementioned multiple second game elements, a restricting means that limits the inclusion of second game elements having different group identification information in the same deck. Restriction release means that releases the restriction imposed by the aforementioned restricting means only when a release condition is met that includes at least the selection of a specific first game element, A program that makes it function as such.
2. The aforementioned specific first game element is a first game element that possesses all of the group identification information. The program according to claim 1.
3. The aforementioned release condition is to include in the deck only the second game elements that have different group identification information and are set to be usable together with the first game element. The program according to claim 1 or claim 2.
4. The aforementioned presentation means displays only the second game element that can be selected when the release condition is met. The program according to claim 3.
5. The group identification information is color information. The program according to claim 1.
6. Computers, This system functions as a game execution means that determines the compatibility of the combination of the deck and the first game element, permits the start of the game if it is compatible, and prohibits the start of the game if it is incompatible. The program according to claim 1 or claim 2.
7. A presentation means capable of presenting multiple second game elements, each having at least one group identification piece of information, When constructing a deck from the aforementioned multiple second game elements, a constraint means is provided to restrict the inclusion of second game elements having different group identification information in the same deck, A restriction release means that releases the restriction imposed by the aforementioned restriction means only when a release condition is met that includes at least the selection of a specific first game element, A game device equipped with the following features.