NFT trading card game system and program
The NFT trading card game system enables online play by using a network-connected management device and user terminals to issue and manage NFT trading cards, addressing the challenges of online gameplay and physical card vulnerabilities.
Patent Information
- Application Number
- JP2024109340
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-08
- Publication Date
- 2026-01-21
AI Technical Summary
Trading card games require a network environment and a camera for online matches, placing a burden on users, and physical cards are susceptible to loss, damage, or destruction.
An NFT trading card game system utilizing a management device and user terminals connected via a network, issuing NFT trading cards for online play, determining outcomes based on battle parameters, and using a blockchain for card management.
Promotes online trading card games by eliminating the need for physical cards and reducing the burden of network requirements.
Smart Images

Figure 2026009467000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an NFT trading card game system and program. [Background technology]
[0002] Trading cards, which have designs or photographs printed on them, are collected by collectors for decorative purposes. Furthermore, competitive games using trading cards have become widespread, and trading cards are also collected for the purpose of playing competitive games. In competitive games using trading cards, the outcome is determined based on various pieces of information attached to each trading card.
[0003] For example, Patent Document 1 discloses a technology that can further diversify the development of a match against an opponent in a trading card game. Patent Document 1 states that "an information processing device is provided for supporting the management of a TCG (Trading Card Game) match. The information processing device manages match information related to the match and match information of each user participating in the match, and stores information on multiple decks that users can use in the match as registered deck information in association with the match information. The control unit executes the following steps: determining an opponent user to play against a user; presenting information related to the opponent user's registered deck information to the user before registering win / loss information between the user and the opponent user; accepting from the user, after the presentation in the step of presenting the information to the user, a designation of a deck to be used in the match from the user's registered deck information; and updating the managed match information in response to each user designating a deck." [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent Publication No. 2021-106662 Summary of the Invention [Problem to be solved by the invention]
[0005] Trading card games are generally played face-to-face, but online matches are also available. However, online matches require not only a network environment but also a separate camera to take pictures of the trading cards, which places a heavy burden on the user. Furthermore, with physical trading cards, there is a risk of cards being lost, damaged, or destroyed.
[0006] Therefore, an object of the present invention is to provide a technology that can promote online trading card games. [Means for solving the problem]
[0007] An NFT trading card game system according to a representative embodiment of the present invention includes a management device and a plurality of user terminals connected to the management device via a network. The management device issues NFT trading cards that can be used in the NFT trading card game. Users of the user terminals operate their own user terminals to participate in a competitive game using NFT trading cards. In the competitive game, the management device determines the outcome by referencing the battle parameters of the NFT trading cards played by both competitors. [Effects of the Invention]
[0008] The present invention can promote online trading card games. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1 is a diagram illustrating an example of an overview of an NFT trading card game system according to embodiment 1 of the present invention. [Figure 2] FIG. 2 is a diagram illustrating an example of the configuration of a management device. [Figure 3] FIG. 10 is a diagram illustrating an example of the configuration of a user terminal. [Figure 4] FIG. 10 is a diagram illustrating information attached to an NFT trading card. [Figure 5] FIG. 1 is a flow diagram illustrating a method for acquiring an NFT trading card. [Figure 6] FIG. 10 is a diagram illustrating an example of a menu screen of a random card acquisition game. [Figure 7] FIG. 10 is a diagram illustrating a method for issuing a random card. [Figure 8] FIG. 10 is a diagram illustrating information given to a random card. [Figure 9] FIG. 1 is a flow diagram illustrating a competitive game using NFT trading cards. [Figure 10] FIG. 10 is a diagram illustrating an example of a menu screen of a fighting game. [Figure 11] FIG. 10 is a diagram illustrating an example of a battle screen during a battle game. [Figure 12] FIG. 10 is a diagram illustrating an example of a battle screen during a battle game. [Figure 13] FIG. 10 is a diagram illustrating an example of a battle screen during a battle game. [Figure 14] FIG. 10 is a diagram illustrating an example of a battle screen during a battle game. [Figure 15] FIG. 10 is a diagram illustrating an example of a battle screen during a battle game. [Figure 16] FIG. 10 is a diagram illustrating patterns of superiority and inferiority among three types of cards. [Figure 17] FIG. 10 is a diagram illustrating patterns of superiority and inferiority among three types of cards. [Figure 18] FIG. 10 is a flow diagram illustrating a method for playing a game using multiple cards. DETAILED DESCRIPTION OF THE INVENTION
[0010] (Embodiment 1) Hereinafter, embodiments of the present invention will be described with reference to the drawings. In all the drawings for explaining the embodiments, the same members are generally denoted by the same reference numerals, and repeated explanations thereof will be omitted as appropriate.
[0011] <Overview of NFT Trading Card Game System> FIG. 1 is a diagram illustrating an overview of an NFT (Non-Fungible Token) trading card game system according to Embodiment 1 of the present invention. As shown in FIG. 1, the NFT trading card game system 1 includes a management device 10, user terminals 30, a blockchain network BCN, and a network NET that connects the components of the NFT trading card game system 1.
[0012] The network NET connects between the components of the NFT trading card game system 1. The network NET is, for example, a WAN (Wide Area Network) or a LAN (Local Area Network) represented by the Internet. Also, the network NET may use various lines such as a communication line of a mobile phone service.
[0013] The management device 10 is a device that performs various processes related to the NFT trading card game system 1, such as user management, issuance of NFT trading cards, distribution of game applications, execution of battle games, and management of battle games. As user management, the management device 10 stores, for example, the account information of each user. As management of battle games, the management device 10 issues, for example, cards (random cards) for a random card acquisition game and stores the issuance history, issues NFT trading cards and stores the issuance history, and the like. Note that a random card is a card to which information (group identification code speculation information) necessary for acquiring an NFT trading card is given. The random card will be described in detail later.
[0014] The user terminal 30 is a terminal used by a user who uses the NFT trading card game system 1. The user uses the user terminal 30 to log in to the NFT trading card game system 1, play a random card acquisition game, and a competitive game using the NFT trading card game, etc. The user may also operate the user terminal 30 to trade NFT trading cards, etc.
[0015] The blockchain network BCN stores a blockchain BC that includes various information related to NFT trading cards (e.g., each card's identification information, issuer, owner, transaction history, etc.). In other words, the blockchain network BCN stores various information related to NFT trading cards as a blockchain BC. The blockchain network BCN may also store at least a portion of the information stored by the management device 10. The blockchain network BCN may be either an open type or a closed type. In the case of a closed type, the management device 10 and each user terminal 30 constitute the blockchain network BCN.
[0016] <<Management device>> The management device 10 is, for example, an information processing terminal such as a personal computer equipped with a communication function. Fig. 2 is a diagram illustrating the configuration of the management device. As shown in Fig. 2, the management device 10 includes a processor 11, a main memory 13, a storage 15, and a communication interface 17. The management device 10 may also include a monitor 19 as necessary.
[0017] The communication interface 17 is a communication device that transmits and receives various types of information to and from the user terminal 30 via the network NET.
[0018] The storage 15 includes various storage areas, such as a program storage area 15a, an account information storage area 15b, an application storage area 15c, and a battle game information storage area 15d. The program storage area 15a stores various programs, such as basic programs such as an OS (Operating System) that runs the management device 10, and programs that cause the processor 11 to realize the functional blocks of the NFT trading card system 1. The program storage area 15a also stores parameters for each program. In this way, the storage 15 functions as a program recording medium.
[0019] The account information storage area 15b stores account information of users registered in the NFT trading card game system 1. The user's account information includes various information such as an identification number, login ID, login password, username (e.g., name, title, nickname, etc.), login history, contact information (e.g., email address, phone number, etc.), and terminal information.
[0020] The application storage area 15c stores various applications, such as game applications for distribution to use the NFT trading card game and applications for the management device 10. When a game application in the application storage area 15c is requested by a user, it is distributed to the user terminal 30 of the requesting user. The application storage area 15c may also store update programs for each application. The update programs for the game application are distributed to the user terminal 30 of the requesting user.
[0021] The application may be stored in the program storage area 15a, in which case the program storage area 15a also has the function of the application storage area 15c.
[0022] The battle game information storage area 15d stores, for example, the issuance history of cards for a random card acquisition game (random cards), the issuance history of NFT trading cards, and the battle results of various games. The battle game information storage area 15d may also store various information related to NFT trading cards, such as the identification information, issuer, owner, and transaction history of each card. The battle game information storage area 15d may also share and store this information with the blockchain BC.
[0023] Main memory 13 temporarily stores various data such as programs and parameters read from program storage area 15a, calculation results by processor 11, game applications for distribution, etc. Main memory 13 also temporarily stores various information received via communication interface 17, information to be transmitted via communication interface 17, etc.
[0024] The processor 11 reads and executes programs stored in the main memory 13, thereby configuring the functional blocks that drive the components of the management device 10, the functional blocks of the NFT trading card game system 1, and the like, with software, and executes various processes related to the NFT trading card game system 1. Note that some functions may be configured with hardware, or may be configured with a combination of software and hardware.
[0025] <<User terminal>> Next, a description will be given of the user terminal 30. The user terminal 30 is an information processing device equipped with a communication function, such as a smartphone, a mobile phone, a personal computer, or a tablet terminal.
[0026] Fig. 3 is a diagram illustrating the configuration of a user terminal. As shown in Fig. 3, the user terminal 30 includes a processor 31, a main memory 33, a storage 35, a communication interface 37, a camera 38, and a display unit 39. The communication interface 37 is a communication device that communicates with the management device 10 and other user terminals 30 via the network NET.
[0027] The storage 35 includes various storage areas such as a program storage area 35a, an account information storage area 35b, a competitive game information storage area 35c, and a wallet 35d. When the user terminal 30 is a component of a blockchain network BCN, for example, the blockchain BC may be stored in the storage 35, or a separate storage for storing the blockchain BC may be provided.
[0028] The program storage area 35a stores various programs, such as basic programs such as an OS that runs the user terminal 30, applications such as game applications that cause the processor 31 to implement the functional blocks of the NFT trading card game system 1, APIs (Application Programming Interfaces) that link with the management device 10 and other user terminals 30, and parameters corresponding to each program. These programs may also include update programs. In this way, the storage 35 functions as a program recording medium.
[0029] The account information storage area 35b stores the account information of the user who uses this user terminal 30. The account information may include various information such as an identification number, a login ID, a login password, and a user name (e.g., name, appellation, nickname). The account information stored in the user terminal 30 is mainly used when logging in to the NFT trading card game system 1.
[0030] The competitive game information storage area 35c stores, for example, the user's history of acquiring cards (random cards) for the random card acquisition game, the history of acquiring NFT trading cards, and the results of various games, etc., of the user using this user terminal 30.
[0031] Wallet 35d stores random cards, NFT trading cards, crypto assets, etc. acquired in NFT trading card game system 1. Random cards can be used in a random card acquisition game to acquire NFT trading cards. NFT trading cards acquired in NFT trading card game system 1 can be used in competitive games within NFT trading card game system 1.
[0032] Crypto assets are used to pay membership fees and / or usage fees for the NFT trading card game system 1, to pay for transactions of NFT trading cards, etc. Note that legal tender may also be used to pay / receive the price of NFT trading cards.
[0033] The main memory 33 stores various programs read from the program storage area 35a and corresponding parameters, etc. The main memory 33 also temporarily stores information received via the communication interface 37, information to be transmitted via the communication interface 37, etc.
[0034] The processor 31 reads and executes programs and parameters stored in the main memory 33, thereby configuring, in software, functional blocks that drive each component of the user terminal 30, functional blocks that cooperate with the management device 10 and other user terminals 30, and functional blocks that realize the NFT trading card game system 1. Note that some of the functional blocks may be configured in hardware, or may be configured in a combination of software and hardware.
[0035] The camera 38 is an imaging device that captures images of the periphery of the user terminal 30, and may capture images of the user, for example, while playing a competitive game. The display unit 39 displays a user interface for operating the terminal, screens related to the NFT trading card game system 1 including a battle screen, and screens related to other applications. The display unit 39 may also have a touch input function. This allows the user to perform desired input operations by touching the display unit 39 while looking at the display screen. The input device may also be provided separately from the display unit 39.
[0036] <NFTトレーディングカード> Here, we will explain NFT trading cards. NFT trading cards are conventional physical trading cards that have been converted into NFTs. NFT trading cards are issued in groups, with multiple cards (for example, three cards) making up one set (one group). FIG. 4 is a diagram illustrating information attached to NFT trading cards. As shown in FIG. 4, each NFT trading card is attached with various information such as a unique identification code, a group identification code, a thumbnail image, and battle parameters. Furthermore, each NFT trading card may be attached with information about the issuer, owner, and / or transaction history.
[0037] The unique identification code is a code uniquely assigned to each NFT trading card. The group identification code is an identification code commonly assigned to NFT trading cards in the same group. The group identification code can identify the group to which each NFT trading card belongs. The thumbnail image functions as identification information of the NFT trading card displayed on the user terminal or the like. Note that, as the thumbnail image, a rare image, an image of a popular character, or the like may be used. Also, it is possible to adjust the added value given to the NFT trading card according to the type of the thumbnail image. The battle parameters may be randomly assigned to each NFT trading card, or parameters that are intentionally highly rare, that is, assumed to have a high winning rate in the battle game may be assigned.
[0038] Information related to the NFT trading card (including the issuer, owner, and transaction history) is stored in the blockchain BC.
[0039] <Method of obtaining NFT trading card> Next, the method of obtaining the NFT trading card will be described. FIG. 5 is a flowchart illustrating the method of obtaining the NFT trading card. First, in step S10, the user participates in a random card acquisition game. The random card is a card to which information (group identification code speculation information) necessary for obtaining the NFT trading card is assigned.
[0040] The random card acquisition game is played using a game application provided by the operator. FIG. 6 is a diagram illustrating an example of a menu screen for the random card acquisition game. When the user starts the game application, the menu screen IMG_1 for the random card acquisition game is displayed on the display unit 39 of the user terminal 30. The menu screen IMG_1 displays the random card acquisition games (1, 2, ...) that the user can currently participate in. The user can participate in the random card acquisition game by selecting one of the games displayed.
[0041] Each random card acquisition game is set up to correspond to a group, so once someone acquires an NFT trading card from a group, that group's random card acquisition game will be closed.
[0042] The content of the random card acquisition game is not particularly limited as long as it is a competitive game. The random card acquisition game may be a game in which two or more users compete against each other, or a game in which one or more users compete against a computer. A player who wins the random card acquisition game can acquire a random card (step S20).
[0043] Each user may participate in the same random card acquisition game multiple times, and acquiring multiple random cards increases the chance of acquiring the corresponding NFT trading card.
[0044] <<Random Card>> Fig. 7 is a diagram explaining a method for issuing a random card, and Fig. 8 is a diagram illustrating information attached to a random card.
[0045] The management device 10 issues a random card corresponding to each NFT trading card. As shown in FIG. 7, the management device 10 prepares a group identification code for the NFT trading card corresponding to the random card to be issued, and an arbitrary correct salt value. This correct salt value is added to the front or back of the group identification code. The management device 10 then hashes the value obtained by adding the correct salt value to the group identification code using a hash function to obtain a first digest value. The hash function is not particularly limited, and a widely known function such as SHA-256 can be used. Note that instead of the group identification code, an individual identification code of an arbitrary NFT trading card within the same group may be used.
[0046] The management device 10 then adds the correct salt value to the first digest value. The management device 10 then hashes the first digest value to which the correct salt value has been added to obtain a second digest value. The management device 10 then hashes the second digest value to which the correct salt value has been added to obtain a third digest value. The management device 10 then repeats this process a predetermined number of times (the number of hashings) to obtain a final digest value. If the number of hashings is N, the final digest value is the Nth digest value.
[0047] As shown in Fig. 8, the management device 10 issues a random card to which, for example, a randomly selected salt value (the correct salt value or another salt value), group identification code guessing information including the number of hashing attempts, the final digest value obtained by hashing, and a unique identification code are attached. Each random card may also be attached with information such as a thumbnail image and issuer. Note that, among the various pieces of information on the random card, at least the salt value may be set so that it cannot be viewed by the user. This makes it possible to prevent the correct salt value from being guessed from the salt value attached to the random card.
[0048] The management device 10 issues multiple random cards corresponding to the same group identification code. For example, multiple random cards with different salt values may be issued for the same group (same group identification code). Among the multiple random cards corresponding to the same group, some are assigned the correct salt value, and others are assigned a salt value other than the correct salt value. In other words, a random card acquired in a random card acquisition game may be a card assigned a salt value that is not the correct salt value. Whether or not an acquired random card is assigned the correct salt value can be determined by performing the processing described below.
[0049] Furthermore, multiple random cards may be issued with the same salt value (including the correct salt value). As will be described later, the salt value is guessed from the value obtained by reverse hashing to extract the group identification code, and it may not be possible to guess the correct group identification code even if group identification code guess information with the correct salt value is used.
[0050] Returning to the explanation of FIG. 5, in step S30, the user guesses the group identification code (guessed group identification code) assigned to the NFT trading card based on the group identification code guessing information assigned to the acquired random card. Specifically, the process reverse to that of FIG. 7, i.e., reverse hashing, is performed based on the final digest value, salt value, and number of hashings assigned to the acquired random card. If the salt value is the correct salt value, performing reverse hashing a predetermined number of times will result in a value obtained as a predetermined value that is a combination of the "group identification code" and the "correct salt value." If the salt value is hidden from the user, the user or user terminal will guess the salt value and group identification code from the predetermined value obtained by reverse hashing.
[0051] Next, in step S40, the group identification code inferred in step S30 is transmitted to the management device 10, and it is determined whether it is correct. If it is determined that the inferred group identification code is incorrect (No), the process returns to step S30, and the inference of the group identification code may be performed again. Note that when the number of repetitions of steps S30 - S40 reaches a predetermined number, the inference process of the group identification code for this random card may be terminated.
[0052] On the other hand, in step S40, if it is determined that the group identification code inferred in step S30 is correct (Yes), the user can acquire a set of NFT trading cards to which this group identification code is assigned (step S50). At this time, the management device 10 performs a process of changing the owner of a set of NFT trading cards to which the correctly determined group identification code is assigned to the user who transmitted the correct group identification code. That is, the user name of the user who transmitted the correct group identification code is assigned as the owner to this set of NFT trading cards. Then, the transaction history (owner change history) of each NFT trading card in step S50 is stored in the blockchain BC (step S60).
[0053] The group identification code (individual identification code of the NFT trading card) and the group identification code inference information (sort value, number of hashings, etc.) may be used as parameters for difficulty adjustment when acquiring the NFT trading card. The difficulty may be changed, for example, according to the game method, or may be changed according to the rarity or popularity of the character, etc.
[0054] <Fighting game using NFT trading cards> Next, a battle game using NFT trading cards (hereinafter also referred to as a "battle game") will be described. A battle game is a game in which players battle other users using NFT trading cards acquired in a random card acquisition game. FIG. 9 is a flow diagram illustrating a battle game using NFT trading cards. First, in step S210, a user launches a battle game application or connects to the management device 10 via API to display a screen for the battle game and participate in the battle game (step S210). Then, the user selects a set of NFT trading cards to use in the battle (step S220).
[0055] 10 is a diagram illustrating an example of a menu screen for a fighting game. When the user participates in a fighting game in step S210, a fighting game menu screen IMG_2 is displayed on the display unit 39 of the user terminal 30. The menu screen IMG_2 displays fighting games (1, 2, ...) that the user can currently participate in. The user can select one of the displayed fighting games to participate in the fighting game.
[0056] Here, we will explain the battle screens that are displayed while an NFT trading card game is being played. Figures 11 to 15 are diagrams illustrating battle screens during a battle game. When a battle game to participate in is selected, a battle screen IMG_3 is displayed on the user terminal 30, as shown in Figure 11. The battle screen IMG_3 includes a first area AR_1 that displays information about the user using this terminal (user information), a second area AR_2 that displays information about the opponent (opponent information), and a third area AR_3 where NFT trading cards played by both players (user and opponent) are placed and the battle takes place.
[0057] As shown in FIG. 11, the first area AR_1 displays, for example, a set of NFT trading cards selected for a battle by the user of this user terminal 30. The first area AR_1 may display, for example, thumbnail images of each NFT trading card TC, or thumbnails of NFT trading cards for each group. Furthermore, user information such as past battle results may be displayed. The user information displayed in the first area AR_1 can be changed as desired.
[0058] 11 may be selected for each set (group) of NFT trading cards described above. In this case, the first area AR_1 may display a thumbnail image of any one card in the set of NFT trading cards as a thumbnail screen of the NFT trading cards TC, or may display thumbnail images of all cards sequentially, either simultaneously or at different times.
[0059] In the second area AR_2, opponent identification information (e.g., user name, nickname, ID number, etc.) is displayed as opponent information. In addition, as opponent information, for example, a set of NFT trading cards selected by the opponent for the match, past match results, etc. may be displayed. Note that the opponent information displayed in the second area AR_2 may be changeable as desired.
[0060] The third area AR_3 displays information related to the competitive game, such as the NFT trading cards (hereinafter also referred to as "competition cards") issued by the players (user and opponent), the results of the match, etc.
[0061] Returning to the explanation of FIG. 9, when the battle screen is displayed, the user selects one of the NFT trading cards TC displayed in the first area AR_1 and places it in the third area AR_3 (step S230). As shown in FIG. 12, when the opponent also places one NFT trading card TC, the management device 10 refers to the battle parameters assigned to each NFT trading card placed by both the user and the opponent (step S240) and determines whether the battle has ended (step S250). The determination of whether the battle has ended is made in accordance with predetermined win / loss determination rules. The win / loss determination rules will be explained in detail later.
[0062] After determining the outcome of the match, the management device 10 notifies each competitor of the match result (step S260). The match result is displayed, for example, in the third area AR_3 of the match screen IMG_3. As the match result, as shown in FIG. 13, only the win / loss of the user corresponding to each user terminal 30 (the user using each user terminal 30) may be displayed, or as shown in FIG. 14, the win / loss of both the user corresponding to each user terminal 30 and the opponent may be displayed. Note that, as will be described later, depending on the content of the win / loss determination rules, the match may end in a draw, and as shown in FIG. 15, a draw may be displayed as the match result.
[0063] According to this embodiment, online trading card games can be promoted.
[0064] <<Winning and Losing Rules>> Next, the rules for determining victory or defeat will be explained. The rules for determining victory or defeat explained below are merely examples and are not limited to these. As a prerequisite, it is assumed that there are three types of NFT trading cards, for example, A, B, and C. However, there may be four or more types of NFT trading cards. Information about the type of each card is assigned as a battle parameter. Note that, in the following, in cases where the rules are applicable to all types, only a certain type (for example, card A) will be explained, and explanations of other types may be omitted.
[0065] <<<Basic Rules>>> First, the basic rules will be explained. The patterns of these three types of cards are in a triple-bar relationship. Figures 16 - 17 are diagrams illustrating the superiority and inferiority patterns of the three types of cards. In the example of Figure 16, A is stronger than B (A > B), B is stronger than C (B > C), and C is stronger than A (C > A). In contrast, in the example of Figure 17, A is stronger than C (A > C), B is stronger than A (B > A), and C is stronger than B (C > B). The example of Figure 16 will be called the S pattern (Pattern 1), and the example of Figure 17 will be called the T pattern (Pattern 2). When opponents play different types of cards, based on the basic rules in Figures 16 and 17, the winner and loser are automatically determined.
[0066] <<<<In the case of a battle with the same type of card>>>> Next, the case where opponents play the same type of card will be explained. First, when the winning rates of all cards of the same type are the same (50%), the winning rate during the battle is 50%.
[0067] In contrast, in some of the cards of the same type, the winning rate P in the battle with the same type of card may be set higher than 50% (0.5 < P ≤ 1). Such cards are called strong cards (A1, B1, C1), and cards with a winning rate of 50% against the same type of card are called normal cards (A2, B2, C2). In this case, the winner and loser are determined based on the winning rates of both cards. Note that in this case, different from the case of the basic rules, a strong card may lose to a normal card. Information such as the winning rate of each card is set as a parameter for the battle.
[0068] Also, in the case of a battle with the same type of card, the winner and loser may be determined based on the issue date of the card. The card with an earlier issue date may be determined as the winner, or the card with a later issue date may be determined as the winner.
[0069] A plurality of strong cards may be generated. Furthermore, strong cards and normal cards may be generated at a predetermined ratio. When a plurality of strong cards are generated, there may be a plurality of strong cards with the same winning percentage P against normal cards of the same type, or each strong card may have a different winning percentage P against normal cards of the same type.
[0070] The winning percentage in a match between two strong cards of the same type (for example, two A1 cards) may be 50% or may be set for each card. Also, in a match between two strong cards of the same type, the outcome may be determined based on the issue date of the cards.
[0071] In addition, in a match between cards of the same type, whether it is a normal card vs. a normal card, a strong card vs. a strong card, or a normal card vs. a strong card, the match may end in a draw.
[0072] <<<<When pattern information on the superiority or inferiority of card types is assigned to each card>>> Next, we will explain the case where pattern information indicating the superiority or inferiority of the card type is assigned to each card. Here, pattern information is information that defines the S pattern and T pattern in the basic rules described above. In other words, the win or loss of each card may be determined according to the pattern information assigned to that card.
[0073] For example, if two players play different types of cards with the same pattern information, the outcome may be determined based on a pattern set in advance as a basic rule, or based on the pattern information attached to the cards. When making a determination based on the pattern information attached to the cards, the management device 10 is set in advance to make a determination based on the pattern information attached to the cards. The setting for making a determination based on the pattern information attached to the cards is set based on the decision of the administrator or the agreement between the players.
[0074] On the other hand, even if the types of cards played by the players are different, if the pattern information given to them is different, the outcome is determined based on a pattern of superiority that is preset as a basic rule.
[0075] <<<<<In the case of a match with the same type of cards>>>> Next, assuming that pattern information defining the merits and demerits of card types is used, a case where players deal cards of the same type to each other will be described. In this case, too, for each type of card in each pattern, strong cards with a winning percentage P in a match against cards of the same type of card may be set as well as normal cards with a winning percentage P of 50% or higher against cards of the same type of card. Strong cards for each type of S pattern are, for example, As1, Bs1, and Cs1. Normal cards for each type of S pattern are, for example, As2, Bs2, and Cs2. Strong cards for each type of T pattern are, for example, At1, Bt1, and Ct1. Normal cards for each type of T pattern are, for example, At2, Bt2, and Ct2. In this case, the outcome is determined based on the winning percentage of both players' cards.
[0076] <<<<< Battles using multiple cards >>>> Next, we will explain the case where a match is played using multiple cards. Here, an effect card As3 of type A with an S pattern is introduced. With effect card As3, Cs with the same S pattern can draw with Bs. In an S pattern, as shown in Figure 16, Bs is generally stronger than Cs (Bs > Cs). However, by introducing effect card As3, it is possible for Cs to draw with Bs.
[0077] Similarly, the effect card As3 may allow As of the same S pattern to draw with Cs. By introducing the effect card As3, it is possible to give As the possibility of drawing with Cs.
[0078] Similarly, effect cards Bs3 and Cs3 may be introduced for types B and C. Also, only effect cards of a specific type may be introduced.
[0079] Although the S pattern has been described here, the effect cards At3, Bt3, and Ct3 may also be introduced in the T pattern in the same manner.
[0080] FIG. 18 is a flow diagram illustrating a battle method using multiple cards. In FIG. 18, it is assumed that a set of NFT trading cards for the battle shown in FIG. 9 has been selected (step S220 in FIG. 9). This step is called a draw tame. When a battle with the same opponent is played n times in a row, n or more NFT trading cards (for example, n+3 cards) are selected. A battle may also be played only once.
[0081] Then, the user and the opponent select one card from their hand and place it on the battle field (third area AR_3) (step S310). This step is called the summoning term. Then, the card placed on the field is turned face up (step S320). This step is called the first battle term.
[0082] Next, the user and the opponent select and play an effect card from the cards in their hand (step S330). This step is called an effect term. However, it is not necessary to play an effect card even if the effect card is in their hand. If the opponent does not want to play an effect card, they can simply touch or click a skip button (not shown) displayed on the user terminal 30, for example.
[0083] In step S340, a decision is made as to whether the game has won or lost, including effect cards. This step is called the second battle term. In step S350, when the decision result is notified and displayed, the cards whose battle has ended are moved to a truce area. The truce area may be set up within the third area AR_3 or outside the third area AR_3.
[0084] Alternatively, the opponents may repeatedly play against each other (including a single match), and the final winner may obtain the cards in the truce area.
[0085] <<>> Next, we will explain cards that can completely change the state of the game up to that point. Such cards are called Game Changer Cards (hereafter "G Cards"). The winning rate of G Cards is set to be higher than 50% against all types of cards (A, B, C). G Cards can be based on any type of card (A, B, C), and by adding G Card battle parameters to the base card, this card can function as a G Card.
[0086] The winning percentage for each type of G card may be set to the same value for all types A, B, and C, or may be set to a different value for each type.
[0087] Also, G cards may function to increase the winning rate of your own cards. In this case, if you have a G card, the winning rate of each card may automatically increase, or when a G card is played on the field, only the winning rate of your own cards that are played on the field at the same time may increase.
[0088] In this way, players who have G cards can play at an advantage.
[0089] <<<When combining multiple patterns of cards>>> Next, we will explain how to combine cards of multiple patterns. For example, placing a T-pattern card on an S-pattern card is called a "stacking." Furthermore, the S-pattern card on which a T-pattern card is stacked and this T-pattern card are collectively called "stack cards." By stacking in this way, for example, it becomes possible to add the winning percentage Pt of the T-card to the winning percentage Ps of the stacked cards (here, the S-pattern cards).
[0090] Also, stacking may be set to allow only cards of the same type. In this case, for example, an A card in an S pattern can only be stacked with an A card in a T pattern, and B and C cards in a T pattern cannot be stacked with it.
[0091] Also, stacking may be allowed only in specific combinations. For example, it may be set so that an A card in an S pattern can only be stacked with a B card in a T pattern, and A and C cards in a T pattern cannot be stacked.
[0092] The stack may also be made into an opponent's card. In this case, the stack card (here, the T-pattern card) functions to lower the ability of the opponent's card (for example, to lower the winning rate of the T-pattern card).
[0093] Although the case where T-pattern cards are stacked on S-pattern cards has been described here, the same can be applied to the case where S-pattern cards are stacked on T-pattern cards.
[0094] According to this embodiment, by arbitrarily setting the winning / losing determination rules as described above, the playability of the game can be further improved, and in turn, online trading card games can be further promoted.
[0095] Although the embodiments of the present invention have been described above, the present invention is not limited to the above embodiments. Those skilled in the art can easily modify, add, or convert each element of the above embodiments within the scope of the present invention. It is possible to replace part of the configuration of one embodiment with the configuration of another embodiment, and it is also possible to add the configuration of another embodiment to the configuration of one embodiment. [Explanation of symbols]
[0096] 1...NFT trading card game system, 10...management device, 30...user terminal, BC...blockchain, BCN...blockchain network, NET...network, TC...NFT trading card.
Claims
1. A management device; a plurality of user terminals connected to the management device via a network; Equipped with The management device issues NFT trading cards, The user operates the user terminal to participate in a competitive game using the NFT trading card, the management device determines the outcome of the competitive game based on the battle parameters assigned to the NFT trading cards played by the competitors; NFT trading card game system.
2. 2. The NFT trading card game system according to claim 1, the management device issues a random card to which group identification code guessing information is assigned for guessing a group identification code assigned in common to a set of the NFT trading cards; The user operates the user terminal to participate in a random card acquisition game, and if a guessed group identification code guessed based on the group identification code guess information attached to the acquired random card matches the group identification code attached to the corresponding set of NFT trading cards, the user acquires the corresponding set of NFT trading cards. NFT trading card game system.
3. 3. The NFT trading card system according to claim 2, the group identification code guess information includes a final digest value obtained by hashing the group identification code and the correct salt value a predetermined number of times using a hash function, an arbitrary salt value, and the number of times of hashing; The user operates the user terminal to perform reverse hashing using a hashing function based on the final digest value and the salt value a number of times to infer the inferred group identification code. NFT trading card game system.
4. 3. The NFT trading card system according to claim 2, the management device issues a plurality of the random cards corresponding to the same group identification code; NFT trading card system.
5. 4. The NFT trading card system according to claim 3, The management device issues a plurality of the random cards corresponding to the same salt value and / or the correct salt value. NFT trading card system.
6. 2. The NFT trading card system according to claim 1, Each of the NFT trading cards is assigned information about the type of the NFT trading card as the battle parameter; the management device determines the winner based on pattern information that defines the superiority or inferiority between types; NFT trading card system.
7. 2. The NFT trading card system according to claim 1, a winning rate against the trading card of the same type is assigned to the NFT trading card as a battle parameter; the management device determines the outcome of a battle between the NFT trading cards of the same type using the winning rate assigned as the battle parameter; The NFT trading card system.
8. 2. The NFT trading card system according to claim 1, A match is played using multiple NFT trading cards issued by the same player. The NFT trading card system.
9. A program executed in an NFT trading card system including a management device and a plurality of user terminals connected to the management device via a network, The management device issues an NFT trading card; In a competitive game in which users participate by operating their own user terminals and using the NFT trading cards, the management device determines whether a player wins or loses based on battle parameters assigned to each of the NFT trading cards played by the competitors; causing a processor to execute program.
Citation Information
Patent Citations
Information processor, method, and program
JP2021106662A