Programs, methods, information processing devices, and systems

The program addresses the challenge of immediate deck completeness by offering rental decks based on acquired cards, enhancing the enjoyment of collecting and playing trading card games.

JP2026090519APending Publication Date: 2026-06-02THE POKEMON CO +1

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
THE POKEMON CO
Filing Date
2026-02-26
Publication Date
2026-06-02

AI Technical Summary

Technical Problem

Existing trading card games do not allow players to enjoy the pleasure of collecting cards that can be used in their deck immediately after starting the game, as the completeness of the deck is unknown.

Method used

A program that allows players to receive card packs, determines if the acquired cards meet predetermined deck requirements, and provides rental decks containing those cards if they do, enhancing the enjoyment of card collection.

Benefits of technology

This enhances the enjoyment of collecting cards by providing players with rental decks that meet their deck requirements, improving the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

Enhance the enjoyment of collecting cards. [Solution] This is a program to be executed by a computer equipped with a processor and memory. The program causes the processor to perform the following steps: receive an instruction from the player to obtain a card pack containing trading cards in a digital TCG (Trading Card Game); acquire the card in response to the instruction; store multiple card decks composed of multiple cards in advance and determine whether the acquired card satisfies predetermined requirements for the card deck; present the acquired card to the player; and, if the acquired card satisfies predetermined requirements for the card deck, provide the card deck containing the card to the player as a rental deck.
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Description

Technical Field

[0001] The present disclosure relates to a program, a method, an information processing apparatus, and a system.

Background Art

[0002] When playing a trading card game, it is necessary to assemble a card deck to be used in the game. In Patent Document 1, a technique for reducing the labor required for an operation performed by a player during deck compilation in a battle-type card game on a virtual space is described.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In Patent Document 1, it is described that a player deck is compiled using characters owned by the player. However, Patent Document 1 does not describe the processing in a state where the cards are not complete.

[0005] In a trading card game, a player obtains cards by opening a card pack containing a plurality of cards of unknown content, for example. Of course, there is the enjoyment of obtaining the cards themselves, such as when the obtained cards look good. However, aiming for cards that can be used in the deck is also one of the pleasures of opening a card pack. However, immediately after starting the game, since the existence of the deck cannot be grasped, it is difficult to enjoy the pleasure of card collection of aiming for cards that can be used in the deck.

[0006] An object of the present disclosure is to improve the enjoyment of collecting cards. [Means for solving the problem]

[0007] This is a program to be executed on a computer equipped with a processor and memory. The program causes the processor to perform the following steps in a digital TCG (Trading Card Game): receiving an instruction from the player to obtain a card pack containing trading cards; acquiring the cards in response to the instruction; having multiple card decks pre-stored and determining whether the acquired cards meet predetermined requirements for the card decks; presenting the acquired cards to the player; and, if the acquired cards meet the predetermined requirements for the card decks, providing the card decks containing those cards to the player as rental decks. [Effects of the Invention]

[0008] According to the disclosure, this can enhance the enjoyment of collecting cards. [Brief explanation of the drawing]

[0009] [Figure 1] This figure shows the phase in which a TCG match is being prepared according to this embodiment. [Figure 2] This figure shows the state in which a TCG match is about to begin according to this embodiment. [Figure 3] This diagram shows the current state of each user's TCG match. [Figure 4] This is a block diagram showing an example of the overall configuration of System 1. [Figure 5] Figure 4 is a block diagram showing an example configuration of the terminal device 10. [Figure 6] This figure shows an example of the functional configuration of server 20. [Figure 7] This diagram shows the data structure of card information 182. [Figure 8] This diagram shows the data structure of deck information 183. [Figure 9]It is a diagram showing the data structure of card log information 184. [Figure 10] It is a diagram showing the data structure of battle information 185. [Figure 11] It is a diagram showing an example of the data structure of user information table 2021. [Figure 12] It is a diagram showing an example of the data structure of card master table 2022. [Figure 13] It is a diagram showing an example of the data structure of deck information table 2023. [Figure 14] It is a diagram for explaining the operations of terminal device 10 and server 20 when a user obtains a digital trading card. [Figure 15] It is a schematic diagram showing an example of the production for representing the lottery process and the lottery result. [Figure 16] It is a diagram for explaining the operations of terminal device 10 and server 20 when providing a rental deck to a user. [Figure 17] It is a schematic diagram showing an example of the display of the provided rental deck. [Figure 18] It is a schematic diagram showing an example of the display when using a rental deck in a card battle. [Figure 19] It is a schematic diagram showing an example of the display of the first screen for starting to edit a deck. [Figure 20] It is a schematic diagram showing an example of the display of a deck editing screen. [Figure 21] It is a schematic diagram showing an example of the display of an energy setting screen. [Figure 22] It is a schematic diagram showing an example of the display of a screen indicating that the deck to be edited does not meet the requirements. [Figure 23] It is a schematic diagram showing an example of the display during a card battle. [Figure 24] It is a block diagram showing the basic hardware configuration of computer 90.

Embodiments for Carrying Out the Invention

[0010] Embodiments of the present disclosure will be described below with reference to the drawings. In the following description, identical parts are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed descriptions of them will not be repeated.

[0011] <Overview> The trading cards according to this embodiment are virtual cards (digital cards) used in a TCG (Trading Card Game) in a virtual space. Users collect trading cards in the virtual space and, for example, play card games with other users. When a user obtains a predetermined card, a rental deck corresponding to the card obtained is provided. Also, when a user reaches a predetermined state, a rental deck corresponding to that state is provided. Users can use rental decks in card games.

[0012] First, an overview of the TCG according to this embodiment will be described. Next, the program according to this embodiment will be described.

[0013] <0 Overview of TCGs> Figure 1 shows the state in which preparations are being made for a TCG match according to this embodiment. Figure 2 shows the state in which a TCG match is about to begin according to this embodiment. Figure 3 shows the state in which each user is progressing through a TCG match.

[0014] In the example shown in Figure 1-3, the user plays a digital TCG using terminal devices 10A and 10B. Images related to the digital TCG battle (card battle) are displayed on terminal devices 10A and 10B. The battle takes place, for example, on a playmat 30, between decks constructed by combining digital trading cards. In this embodiment, for example, one deck contains 20 cards.

[0015] <0.1 Card placement during a match> Referring to Figure 1, the placement of cards during a TCG match will be explained. As shown in Figure 1, when User 5A (First User) and User 5B (Second User) begin a TCG match, a playmat 30 is placed between User 5A and User 5B. The playmat 30 is for placing cards from the deck. Each user places cards on the playmat 30 as a deck, and the TCG match progresses as they add cards from the deck to their hand.

[0016] The playmat 30 shows, for example, the positions for placing cards. The playmat 30 includes, for example, a deck placement section 31A and a deck placement section 31B (hereinafter sometimes collectively referred to as "deck placement section 31"), a preparation card placement section 32A and a preparation card placement section 32B (hereinafter sometimes collectively referred to as "preparation card placement section 32"), a battle card placement section 34A and a battle card placement section 34B (hereinafter sometimes collectively referred to as "battle card placement section 34"), and a consumption card placement section 35A and a consumption card placement section 35B (hereinafter sometimes collectively referred to as "consumption card placement section 35"). The playmat 30 may be placed for each user. In this case, for example, the playmat 30 includes an area related to one user. Specifically, for example, the playmat 30 includes a deck placement section 31A, a preparation card placement section 32A, a battle card placement section 34A, and a consumption card placement section 35A.

[0017] As shown in Figure 3, in a TCG match, each user replenishes their hand with cards dealt from the deck while battling cards against each other. In the example in Figure 3, user 5A has hand 93A (two cards in this example). User 5B has hand 93B (three cards in this example).

[0018] The deck placement area 31 is an area for each user to place one of the cards that make up their deck as a deck. The deck placement area 31A is an area for user 5A to place cards as a deck. The deck placement area 31B is an area for user 5B to place cards as a deck.

[0019] As shown in Figure 2, when a TCG match begins, the cards that make up each user's deck are shuffled and placed face down in the deck placement unit 31. The cards that make up user 5A's deck are placed in the deck placement unit 31A as deck 91A. The cards that make up user 5B's deck are placed in the deck placement unit 31B as deck 91B. At the start of a TCG match, each user draws a predetermined number of cards from the deck placement unit 31 to form their hand.

[0020] The preparation card placement area 32 is an area for preparing cards that can battle against the opponent's cards. Each user swaps cards placed in the preparation card placement area 32 with cards placed in the battle card placement area 34, and battles cards placed in the battle card placement area 34 against each other.

[0021] As shown in Figure 2, before a TCG match begins, no cards are placed in the preparation card placement section 32 or the battle card placement section 34. At the start of a TCG match, each user places cards from their hand into the preparation card placement section 32 and the battle card placement section 34. At this time, it is not necessary to place any cards in the preparation card placement section 32. If a user does not have any cards in their hand that meet the requirements for placement in the battle card placement section 34, they may return their hand to the deck placement section 31 and draw a predetermined number of cards from the deck placement section 31 to form their hand. Once each user has placed at least one card in the battle card placement section 34, the match is ready and the match begins.

[0022] As the TCG match progresses, as shown in Figure 3, each user places cards in the preparation card placement section 32 and the battle card placement section 34, and battles the cards against each other in the battle card placement section 34. Each user replenishes their hand from the deck and places cards from their hand to be used in battle in the preparation card placement section 32 and the battle card placement section 34. User 5A places a card in the preparation card placement section 32A. User 5B places a card in the preparation card placement section 32B.

[0023] The battle card placement area 34 is an area for placing cards to battle against the opponent's cards. User 5A places cards in the battle card placement area 34A. User 5B places cards in the battle card placement area 34B. In this embodiment, basically, the cards placed in the battle card placement area 34A and the cards placed in the battle card placement area 34B fight based on the health (HP), attack power, characteristics, character attributes shown on the card, weakness attributes, and other parameters set for each card. Cards placed in the battle card placement area 34 take damage according to their attack power, card attributes, weaknesses, etc., and the damage taken is deducted from their health. Cards placed in the battle card placement area 34 or the preparation card placement area 32 have their characteristics activated at predetermined timings, affecting the course of the battle. When a card's health is lost due to an attack or other reason, the card is removed from the battle card placement area 34 and placed in the consumption card placement area 35.

[0024] The card placement area 35 is an area for placing cards consumed in a TCG battle. For example, cards that have lost health in battle, cards that have activated effects, etc., are placed in the card placement area 35. As shown in Figure 3, user 5A places the cards consumed in the battle as card 92A in the card placement area 35A. User 5B places the cards consumed in the battle as card 92B in the card placement area 35B.

[0025] Cards placed in the card placement section 35 can be moved to the deck placement section 31, the preparation card placement section 32, or the player's hand by activating the effect of a predetermined card. In addition to the card placement section 35, the playmat 30 may have further areas for placing cards consumed during a match. These areas may be referred to as, for example, the second card placement section. Cards placed in the second card placement section will not return to the field even if the effect of a predetermined card is activated. Furthermore, the activation of predetermined effects may depend on the number of cards placed in the second card placement section.

[0026] <0.2 Types of cards used in TCGs> In the TCG of this embodiment, the types of cards include (i) character cards that can be used in battles, and (ii) effect cards that produce specific effects during a match (support cards, item cards, stadium cards, etc.).

[0027] (i) Character cards include cards that can be placed in the preparation card placement section 32 or the battle card placement section 34 when the user draws a card from the deck and adds it to their hand (also called "unconditional cards"), and cards that can be placed in the preparation card placement section 32 or the battle card placement section 34 when certain conditions are met (also called "conditional cards").

[0028] (iA) For example, a conditional card can be placed on the condition that an unconditional card related to the conditional card is also placed. For example, analogous to character evolution, an unconditional card is first presented to the opponent user by placing it on playmat 30, and then a conditional card related to that unconditional card is placed on playmat 30. Such conditional cards are sometimes called "evolved characters" as they are evolved from unconditional cards. Also, since unconditional cards can be considered the base characters for placing "evolved characters," they are sometimes called "seed characters."

[0029] (iB) For example, conditional cards can be placed in the preparation card placement section 32 or the battle card placement section 34 by consuming a specific card and moving it to the consumption card placement section 35. Specifically, the specific card may be an unconditional card placed on the playmat 30 that can be consumed (moved to the consumption card placement section 35) to place a conditional card in the preparation card placement section 32 or the battle card placement section 34.

[0030] For example, a conditional card can be placed in the preparation card placement area 32 or the battle card placement area 34 in exchange for one or more character cards placed by the user on the playmat 30. For example, if each character card has a parameter indicating the overall performance of the character (e.g., evolution level) in addition to the individual parameters such as the character's attack power shown on the card, a conditional card with an evolution level corresponding to the evolution level of the character card placed by the user may be placed. For example, with a character with evolution level 1 and a character with evolution level 2 placed on the playmat 30, a conditional card with evolution level 3 can be placed on top of these character cards (or in exchange for these character cards).

[0031] In addition, it may be possible to allow a conditional card to participate in a battle in exchange for several character cards specified by the conditional card. In this case, it may also be possible to allow a conditional card to participate in a battle by consuming a support card, which is different from a character card and will be described later. For example, the effect of a support card may be that a specific conditional card can be allowed to participate in a battle in exchange for a specific unconditional card located in the battle card placement area 34, the consumption card placement area 35, etc., of the playmat 30.

[0032] (iC) These cards include those that serve multiple purposes from the above-mentioned character cards, action point cards (described later), and support cards. For example, there may be special cards that can be used as both character cards and support cards. If a user places such a special card in a location where character cards should be placed (for example, the preparation card placement section 32 or the battle card placement section 34), it can be used as a character card.

[0033] (ii) Support cards that assist in the game include card types that the user can use any number of during a turn as long as they are in their hand, and card types that can only be used once during a turn. These support cards also include those that activate when the user declares that they will use the effect of the support card.

[0034] Furthermore, auxiliary cards may also be included that are placed face down in a predetermined location on the playmat 30 (in this embodiment, the predetermined location is not shown), and whose effect is activated when the user declares their intention to use the auxiliary card.

[0035] <0.3 Overview of TCG Battle Rules> The above explains the card placement during a match and the types of cards. Next, we will explain the rules of the digital TCG in detail.

[0036] In the TCG shown in this embodiment, as described above, each user attacks or defends (battles) based on the cards they have placed in the battle card placement section 34A and the battle card placement section 34B to advance the TCG match. The TCG match progresses with users taking turns acting alternately. For example, after the first user has acted and finished their turn, it becomes the second user's turn. The second user acts during their turn, and once their actions are complete, it becomes the first user's turn again.

[0037] At the start of each turn, a predetermined number of cards are dealt from the deck to the user whose turn it is. The user adds the dealt cards to their hand. Also, at the start of each turn, a predetermined number of energy is supplied to the user whose turn it is. Energy can be associated with character cards, enabling the user to perform the predetermined actions shown on the character cards. Energy is treated as consumed when it is associated with a character card. There are multiple types of energy. The type of energy supplied during a match is predetermined for the deck the user is using. Energy is supplied randomly from among the types of energy set for the deck. The type of energy supplied may be declared in the turn before the energy is supplied.

[0038] Energy supplied to a user is not accumulated. In other words, any energy not used during a turn is lost. Therefore, a user can only use one energy at a time during a turn. Note that unused energy supplied during a turn does not necessarily have to be lost. However, the restriction that only one energy can be used per turn is imposed.

[0039] During their turn, the user places cards from their hand that they intend to use to attack or defend against the opponent's cards (character cards) into the preparation card placement area 32. During their turn, the user can swap cards placed in the preparation card placement area 32 with cards placed in the battle card placement area 34.

[0040] During their turn, the user performs an operation to associate energy with a character card. Energy can be associated with either a character card placed in the preparation card placement section 32 or a character card placed in the battle card placement section 34. The number of times a user can associate supplied energy with a character card is limited. For example, a user can associate supplied energy with either character card once during their turn. For example, suppose a character card has a first attack action that requires 1 energy to activate and a second attack action that requires 2 energy to activate. The user associates energy with the character card in order to activate the character card's attack action.

[0041] During their turn, the user makes the character cards placed in the battle card placement section 34 take action. When a character card takes action, for example, an attack is launched against a character card placed in the opponent's battle card placement section 34 or preparation card placement section 32. As a result, the health value set on the opponent's character card is reduced based on the attack power set on the user's character card. If the exit conditions set for a character card are met, such as when the opponent's character card's health reaches zero, the character of that character card is considered to have fainted, and the character card is moved to the consumption card placement section 35.

[0042] If a character card is removed from the battle card placement section 34 or the preparation card placement section 32 due to its health being depleted during battle, the energy associated with that character card is lost. However, the energy associated with that character card may be made reusable.

[0043] When an opponent's character card is moved to the card placement area 35, the user is awarded points. Some character cards have a "rule" that specifies the number of points awarded when they are removed from the game. If a rule is written on a card that has been removed from the game, the user will be awarded points according to that rule, for example.

[0044] When a user makes a character card placed in the battle card placement section 34 take action, the user's turn ends and the turn proceeds to the opponent. Even if the user does not make a character card placed in the battle card placement section 34 take action, if the user chooses to end their turn, the user's turn ends and the turn proceeds to the opponent. For example, if a user makes a character card placed in the battle card placement section 34 take action or chooses to end their turn without consuming the supplied energy, the user will be warned that the energy has not been consumed. Also, for example, if a user chooses to end their turn without making a character card placed in the battle card placement section 34 take action, the user will be warned that the character card has not taken action.

[0045] By repeating these operations, the user who first acquires the predetermined number of points wins the TCG match.

[0046] The victory conditions for a match are not limited to those described above. Another possible victory condition is that a player loses if there are no character cards in either the battle card placement section 34 or the preparation card placement section 32. Alternatively, a victory condition may be that a player loses if they are unable to draw a card from the deck placement section 31 during their turn.

[0047] <1 System Configuration Diagram> Figure 4 is a block diagram showing an example of the overall configuration of System 1. System 1 shown in Figure 4 includes, for example, a terminal device 10 and a server 20. The terminal device 10 and the server 20 communicate with each other via, for example, a network 80.

[0048] Figure 4 shows an example where System 1 includes three terminal devices 10, but the number of terminal devices 10 included in System 1 is not limited to three. System 1 may include two or fewer terminal devices 10, or four or more terminal devices 10.

[0049] Figure 4 shows an example where System 1 includes one Server 20, but the number of Servers 20 included in System 1 is not limited to one. Server 20 may consist of multiple servers depending on the functions they have. Also, Server 20 may be, for example, a collection of multiple devices. The way in which the multiple functions required to implement Server 20 according to this embodiment are distributed to one or more hardware can be appropriately determined in consideration of the processing capacity of each hardware and / or the specifications required for Server 20.

[0050] The terminal device 10 shown in Figure 4 is, for example, an information processing device operated by a user playing a digital TCG. The terminal device 10 can be implemented as a mobile device such as a smartphone or tablet. Alternatively, the terminal device 10 may be implemented as a stationary PC (Personal Computer), laptop PC, or wearable device such as an HMD (Head Mount Display).

[0051] The terminal device 10 includes, for example, a communication interface 12, an input device 13, an output device 14, memory 15, storage 16, and a processor 19. The input device 13 is a device for receiving input operations from the user (e.g., a touch panel, touchpad, etc.). The output device 14 is a device for presenting information to the user (e.g., a display, speaker, etc.).

[0052] Server 20 is, for example, an information processing device that provides services related to digital TCGs to terminal device 10. Server 20 manages, for example, information about cards and information about decks.

[0053] The server 20 is implemented, for example, by a computer connected to the network 80. As shown in Figure 4, the server 20 includes, for example, a communication IF 22, an I / O IF 23, memory 25, storage 26, and a processor 29. The I / O IF 23 functions as an interface for an input device to receive input operations from the user and an output device to present information to the user.

[0054] Each information processing device consists of a computer equipped with an arithmetic unit and a memory device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by said hardware configuration will be described later. For each of the terminal device 10 and the server 20, explanations that overlap with the basic hardware configuration and basic functional configuration of the computer described later will be omitted.

[0055] <1.1 Terminal Device Configuration> Figure 5 is a block diagram showing an example configuration of the terminal device 10 shown in Figure 4. As shown in Figure 5, the terminal device 10 includes a communication unit 120, an input device 13, an output device 14, an audio processing unit 17, a microphone 171, a speaker 172, a camera 160, a location information sensor 150, a storage unit 180, and a control unit 190. Each block included in the terminal device 10 is electrically connected, for example, by a bus.

[0056] The communication unit 120 performs processing such as modulation and demodulation processing for the terminal device 10 to communicate with other devices. The communication unit 120 performs transmission processing on the signal generated by the control unit 190 and transmits it to an external source (for example, the server 20). The communication unit 120 performs reception processing on the signal received from an external source and outputs it to the control unit 190.

[0057] The input device 13 is a device for a user operating the terminal device 10 to input instructions or information. The input device 13 can be implemented, for example, by a touch-sensitive device 131 on which instructions are input by touching the operating surface. If the terminal device 10 is a PC, the input device 13 may be implemented by a reader, keyboard, mouse, etc. The input device 13 converts the instructions input by the user into electrical signals and outputs the electrical signals to the control unit 190. The input device 13 may also include, for example, a receiving port that accepts electrical signals input from an external input device.

[0058] The output device 14 is a device for presenting information to the user operating the terminal device 10. The output device 14 is implemented, for example, by a display 141. The display 141 displays data according to the control of the control unit 190. The display 141 is implemented, for example, by an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display. Alternatively, the output device 14 may be implemented by a vibrator that generates vibrations.

[0059] The audio processing unit 17 performs, for example, digital-to-analog conversion processing of the audio signal. The audio processing unit 17 converts the signal received from the microphone 171 into a digital signal and provides the converted signal to the control unit 190. The audio processing unit 17 also provides the audio signal to the speaker 172. The audio processing unit 17 is implemented, for example, by an audio processing processor. The microphone 171 receives an audio input and provides the audio signal corresponding to that audio input to the audio processing unit 17. The speaker 172 converts the audio signal received from the audio processing unit 17 into audio and outputs the audio to the outside of the terminal device 10.

[0060] Camera 160 is a device that receives light using a photodetector and outputs it as a shooting signal.

[0061] The location information sensor 150 is a sensor that detects the position of the terminal device 10, and is, for example, a GPS (Global Positioning System) module. A GPS module is a receiving device used in a satellite positioning system. In a satellite positioning system, signals are received from at least three or four satellites, and the current position of the terminal device 10, which is equipped with a GPS module, is detected based on the received signals. The location information sensor 150 may also detect the current position of the terminal device 10 from the position of the wireless base station to which the terminal device 10 is connected.

[0062] The memory unit 180 is implemented by, for example, memory 15 and storage 16, and stores data and programs used by the terminal device 10. The memory unit 180 stores, for example, user information 181, card information 182, deck information 183, card log information 184, and battle information 185.

[0063] User information 181 includes, for example, information about a user who plays a digital TCG. User information includes, for example, user ID, user's name, age, address, date of birth, registration date, favorite card, etc. For favorite cards, for example, the card ID of the favorite card is stored. Multiple favorite cards may be registered, or only one.

[0064] Card information 182 may include, for example, information about a card. Card information 182 may also include information about cards owned by the user. Further details will be provided later.

[0065] Deck information 183 includes, for example, information about the deck. This deck information includes, for example, information about decks built by the user and information about rental decks. Further details will be provided later.

[0066] A rental deck is a pre-configured deck of cards provided to a user when certain conditions are met. For example, a rental deck might contain a total of 20 cards, including cards the user owns and cards the user does not own. Alternatively, it might contain 20 cards the user does not own. A rental deck may have one or more cards pre-configured as representative cards. These representative cards can be the core cards or main cards of the deck. These representative cards could be character cards or effect cards. For example, a rental deck might be provided when a user first acquires a main card.

[0067] Rental decks have a predetermined set of energy types. The energy types are set based on the main card, for example. Specifically, if the main card is a character, the energy type required to activate the action set on that main card is set as the energy type for the rental deck.

[0068] Rental decks have usage restrictions. For example, rental decks can only be used in battles against the computer. In other words, rental decks cannot be used in battles against other players. Furthermore, even in battles against the computer, rental decks can only be used a predetermined number of times. Once the predetermined number of uses is reached, you will no longer be able to select a rental deck in battles.

[0069] Card log information 184 includes, for example, information regarding the results of using cards owned by the user in card battles. Further details will be provided later.

[0070] Match information 185 includes, for example, information about matches the user has played in the past. These matches include, for example, matches the user has played against other users. Further details will be provided later.

[0071] The control unit 190 is realized when the processor 19 reads a program stored in the memory unit 180 and executes instructions contained in the program. The control unit 190 controls the operation of the terminal device 10. By operating according to the program, the control unit 190 performs the functions of an operation reception unit 191, a transmission / reception unit 192, a management unit 193, a game processing unit 194, and a display control unit 195.

[0072] The operation reception unit 191 performs processing to receive instructions or information input from, for example, the input device 13. Specifically, for example, the operation reception unit 191 receives instructions or information input from the touch-sensitive device 131, etc.

[0073] Furthermore, the operation reception unit 191 receives images input from, for example, the camera 160. Specifically, for example, the operation reception unit 191 receives the image data captured by the camera 160.

[0074] Furthermore, the operation reception unit 191 receives audio information input from, for example, the microphone 171. Specifically, for example, the operation reception unit 191 receives audio data input from the microphone 171 and converted into digital data by the audio processing unit 17.

[0075] The transmitting / receiving unit 192 performs processing to enable the terminal device 10 to send and receive data with an external device such as the server 20 in accordance with a communication protocol. Specifically, for example, the transmitting / receiving unit 192 transmits instructions input by the user or various information acquired to the server 20. The transmitting / receiving unit 192 also receives information provided by the server 20. The information provided by the server 20 includes, for example, information about a card newly acquired by the user or information about the deck.

[0076] The management unit 193 manages, for example, user information 181, card information 182, deck information 183, card log information 184, and battle information 185, which are stored in the memory unit 180. For example, when user information is edited, the management unit 193 stores the edited information in user information 181. Also, when card information is updated, the management unit 193 updates card information 182. Also, when deck information is edited, the management unit 193 updates deck information 183. Also, when a card owned by a user is used in a card battle, the management unit 193 updates card log information 184. Also, the management unit 193 updates battle information 185 according to the result of the battle.

[0077] The game processing unit 194 controls, for example, processing related to digital TCGs. For example, the game processing unit 194 performs processing for acquiring digital trading cards. Specifically, for example, when the game processing unit 194 receives a request from a user to acquire a digital trading card, it sends an instruction to the server 20 via the transmission / reception unit 192 to acquire the card. Also, for example, the game processing unit 194 controls deck editing. In other words, the game processing unit 194 controls processing that supports deck editing. Also, for example, the game processing unit 194 controls card battles between the user and the computer or other players.

[0078] The display control unit 195 controls the output device 14 to display a predetermined image to the user, for example. For example, the display control unit 195 controls the display 141 to display an image when obtaining a card. The display control unit 195 also controls the display 141 to display an image when editing a deck, for example. The display control unit 195 also controls the display 141 to display an image when conducting a card battle, for example.

[0079] <1.2 Functional Configuration of the Server> Figure 6 shows an example of the functional configuration of server 20. As shown in Figure 6, server 20 functions as a communication unit 201, a storage unit 202, and a control unit 203.

[0080] The communications unit 201 performs processing to enable the server 20 to communicate with external devices.

[0081] The memory unit 202 includes, for example, a user information table 2021, a card master table 2022, and a deck information table 2023.

[0082] User Information Table 2021 is a table that stores information about users who have registered for services related to digital trading card games (TCGs), for example. Further details will be provided later.

[0083] The Card Master Table 2022 is, for example, a table that stores information about cards available to a user. More details will follow.

[0084] The Deck Information Table 2023 is a table that stores information about decks registered by users, for example. Further details will be provided later.

[0085] The control unit 203 is realized when the processor 29 reads a program stored in the memory unit 202 and executes instructions contained in the program. By operating according to the program, the control unit 203 performs functions as a receive control module 2031, a transmit control module 2032, a management module 2033, a game processing module 2034, and a presentation module 2035.

[0086] The receive control module 2031 controls, for example, the process by which the server 20 receives signals from an external device according to a communication protocol. Specifically, for example, the receive control module 2031 receives signals transmitted from the terminal device 10.

[0087] The transmission control module 2032 controls, for example, the process by which the server 20 transmits signals to an external device according to a communication protocol. Specifically, for example, the transmission control module 2032 transmits a predetermined signal to the terminal device 10.

[0088] The management module 2033 manages tables stored in the memory unit 202, for example. Specifically, for example, when the management module 2033 obtains information about a user, it updates the user information table 2021. Also, when the management module 2033 obtains the latest information about a card, it updates the card master table 2022. Also, when the management module 2033 obtains the latest information about a deck, it updates the deck information table 2023.

[0089] The game processing module 2034 controls, for example, processing related to digital TCGs. For example, the game processing module 2034 performs card draws. Specifically, for example, when the game processing module 2034 receives a card acquisition instruction from the terminal device 10, it selects a card to provide to the user by lottery based on the card master table 2022. The probability of a predetermined card being selected is set, for example, according to the rarity assigned to the card.

[0090] Furthermore, for example, the game processing module 2034 provides a rental deck to the user based on whether predetermined conditions are met. Specifically, for example, the game processing module 2034 determines whether the card selected according to the user's instructions, or the user's state, meets predetermined conditions. The game processing module 2034 determines a rental deck based on the deck information table 2023 according to the conditions that have been met. Also, for example, the game processing module 2034 controls card battles between the user and other players.

[0091] Presentation module 2035 may, for example, display images related to digital TCGs to the user. For example, presentation module 2035 may display images of the user acquiring cards. Also, presentation module 2035 may display images of the user being offered a rental deck.

[0092] <2 Data Structure> Figures 7 to 10 show the data structure of the information stored by the terminal device 10. Note that Figures 7 to 10 are examples and do not exclude data that is not shown.

[0093] Figure 7 shows the data structure of card information 182. The card information 182 shown in Figure 7 is a table with columns such as name, type, attributes, card information, image data, and quantity, with card ID as the key. In addition to these, card information 182 may also have columns for regulation and rarity.

[0094] The Card ID is an item that stores an identifier to uniquely identify the type of card. In this embodiment, identical cards are assigned the same Card ID. Even if cards have the same name, cards with different effects, different rarities, or different regulations are assigned different Card IDs. The Name is an item that stores the name of the card. The Type is an item that stores the type of card. In this embodiment, the type of card includes, for example, character, support, goods, stadium, etc.

[0095] Attributes are items that store the properties to which a character belongs. For example, the "Attribute" item stores Fire, Water, Lightning, Grass, Psychic, Steel, Dark, Fighting, etc. Attributes can be advantageous against certain types of opponents, and disadvantageous against others. Card information is an item that stores information describing the content of the card. If the card type is Character, card information includes, for example, the character's attack power, health, the amount of energy required to use an attack, the amount of energy required to retreat, weaknesses, resistances, special characteristics the character possesses, rules, etc. If the card type is Supporter, Item, or Stadium, card information includes, for example, the requirements for using the card, the effects that occur when the card is used, etc.

[0096] Image data is an item that stores an image. Image data may also store reference information (path) to an image data file located elsewhere. The number of cards is an item that stores the number of cards owned by the user that have been assigned the same card ID. In this embodiment, cards with the same name but different effects are assigned different card IDs. Also, cards with the same name but different rarities are assigned different card IDs. Also, cards with the same name but different regulations are assigned different card IDs.

[0097] A record of a card is added to terminal device 10 when a new card is acquired.

[0098] Figure 8 shows the data structure of deck information 183. The deck information 183 shown in Figure 8 is a table with columns such as name, cards included, main card, energy, availability, update date, rental status, and number of uses, with deck ID as the key. In addition to these, deck information 183 may also contain information about the deck's common name, deck usage history, representative image, etc. The deck's common name is, for example, a name given based on the distinctive cards used in the deck, which succinctly represents the characteristics of the deck and is a name given with a common understanding among multiple users. The representative image is, for example, an image of a card specified by the user (main card) among the cards included in the deck, or an image of a card selected according to a predetermined rule. The representative image is, for example, an image related to the illustration, excluding the text, from the card's description. The representative image is, for example, an image with the number of pixels reduced to a predetermined number, such as a thumbnail image.

[0099] The Deck ID is an item that stores an identifier to uniquely identify a deck. The Name is an item that stores the name of the deck. The Name is, for example, assigned by the user. The Composition Cards is an item that stores the cards that make up the deck. The Composition Cards store, for example, the card IDs of the cards that make up the deck.

[0100] The main card is an item that stores the card that represents the deck and is included in the deck. The main card may be specified by the user or it may be set based on the deck's composition. If it is set based on the deck's composition, for example, a character card may be set as the main card. Alternatively, for example, among the character cards included in the deck, a base character may be set as the main card, or an evolved character may be set as the main card. There may be one main card or multiple main cards.

[0101] Energy is an item that stores the types of energy set for a deck. The "Energy" item can store, for example, Fire, Water, Lightning, Grass, Psychic, Steel, Dark, Fighting, etc. Energy can be set to more than one type; for example, Fire and Grass are both possible.

[0102] The "Usability" field is a record of whether or not a deck can be used in battle. Whether or not a deck can be used in battle is determined, for example, by whether or not it meets the following requirements. • The deck contains 20 cards • Contains one or more seed characters • You can have up to two cards with the same name. • Energy is set so that there is at least one character card that can use a technique. • Made up using only the cards you own. In the "Usability" field, a circle is stored if the deck can be used in battle, and an "X" is stored if the deck cannot be used in battle.

[0103] The "Update Date" field records the date on which the deck's composition was changed. In calculating the update date, using a card included in one deck in another deck may also be treated as a change. The "Rental" field records whether or not a deck is a rental deck. Rental decks are marked with a circle in the "Rental" field. The "Number of Uses" field records the number of times a deck has been used. For example, rental decks have a predetermined number of uses. The "Number of Uses" field records the number of times a deck has been used if it is a rental deck. On the other hand, if a deck is not a rental deck, the "Number of Uses" field does not need to record the number of times the deck has been used.

[0104] Records about decks are added when a new deck is created on terminal device 10, based on instructions from the user.

[0105] Figure 9 shows the data structure of the card log information 184. The card log information 184 shown in Figure 9 is a table with columns such as match date and match record, with the card ID as the key. The information stored in the card log information 184 is not limited to these and may also include opponents, card exchange history, etc. The card exchange history includes, for example, the exchange date, the person to whom it was exchanged, and the consideration for the exchange (for example, a specified item, a specified card, etc.). In the card log information 184, for example, information about all the cards owned by the user is stored as records.

[0106] The "Battle Date" field stores the date on which a card battle using your favorite card took place. The "Battle Record" field stores the battle record of your favorite card in that battle. For example, the "Battle Record" field may store how many points the card earned in the battle. It may also store how much damage the card inflicted on the opponent's character. Furthermore, it may store whether or not the card was selected as a standout card in the battle.

[0107] For example, one card is selected as a "high-performing" card in each match. Whether a card is considered "high-performing" is determined based on factors such as the amount of damage it inflicted on the opponent's character card or the number of times it knocked out the opponent's character card during the match.

[0108] Figure 10 shows the data structure of the match information 185. The match information 185 shown in Figure 10 is a table with columns such as match date, opponent, deck used, opponent deck, and match information, with the match ID as the key.

[0109] The Match ID is an item that stores an identifier to uniquely identify a match. The Date and Time is an item that stores the date and time the card match took place. The Opponent is an item that stores information about the player who played the match. For example, the User ID of the opposing player is stored in the "Opponent" item.

[0110] The "Used Deck" field stores an identifier that identifies the deck used by the user in a card battle. For example, the "Deck ID" of the deck used by the user in the battle is stored in the "Used Deck" field. The "Opponent Deck" field stores information about the deck used by the opponent in a card battle. For example, the name of the deck used by the opponent in the battle, the main cards, and other information are stored in the "Opponent Deck" field. The "Battle Information" field stores information about the conditions of the card battle and the battle result. For example, the "Battle Information" field stores whether the user won or lost the battle. Also, the "Battle Information" field stores, for example, the order of play in the battle, such as "first player" or "second player". Also, the "Battle Information" field stores, for example, the points the user earned in the battle. Also, the "Battle Information" field stores, for example, the points the opponent earned in the battle. Also, the "Battle Information" field stores, for example, the damage the user dealt to the opponent's character in the battle. Additionally, the "Battle Information" section will store, for example, the cards that performed well in a match.

[0111] Records in Battle Information 185 are added when a card battle is played by a user.

[0112] Figures 11 to 13 show examples of the data structure of information stored by server 20. Note that Figures 11 to 13 are examples and do not exclude data not shown.

[0113] Figure 11 shows an example of the data structure of User Information Table 2021. The User Information Table 2021 shown in Figure 11 is a table with User ID as the key and columns such as Name, Age, Address, Date of Birth, and Registration Date. The columns included in User Information Table 2021 are not limited to these. For example, User Information Table 2021 may also include columns that store the user's skill level, battle history, etc.

[0114] The User ID is an item that stores an identifier to uniquely identify the user. The Name is an item that stores the user's name. The Age is an item that stores the user's age. The Address is an item that stores the user's place of residence. The Date of Birth is an item that stores the date the user was born. The Registration Date is an item that stores the date the user started using the digital TCG-related service.

[0115] Records in the User Information Table 2021 are added whenever a new user is registered.

[0116] Figure 12 shows an example of the data structure of the card master table 2022. The card master table 2022 shown in Figure 12 is a table that uses card ID as the key and has columns such as name, type, attributes, card information, and image data. In addition to these, the card master table 2022 may also have columns for regulation and rarity.

[0117] Records in the Card Master Table 2022 are added, for example, when a new card is issued.

[0118] Figure 13 shows an example of the data structure of the deck information table 2023. The deck information table 2023 shown in Figure 13 is a table that uses the deck ID as the key and has columns such as name, composition cards, main card, energy, and rental conditions. In addition to these, the deck information table 2023 may also contain information about the deck's common name, deck usage history, representative image, etc. For example, the deck information table 2023 stores information about decks that are available for rental to a user.

[0119] The "Rental Conditions" field stores the conditions under which a user can use a corresponding deck. For example, the following information may be stored in the "Rental Conditions" field: • Obtain the main card - Obtain a predetermined number of cards from the cards that will be used to create the deck. • Obtain the designated card. • The deck must meet the specified requirements. • The user's battle record meets the specified requirements. • The user's skill level has reached a predetermined threshold. • Use of specified consumer goods (points, giveaways, items, etc.) • Win a match against a computer using a compatible rental deck. • Complete the designated mission.

[0120] <3 operations> The operation of the terminal device 10 and the server 20 according to this embodiment will be described.

[0121] (Action taken during card drawing) This section describes the operation between the terminal device 10 and the server 20 when a user obtains a digital trading card.

[0122] Figure 14 is a diagram illustrating the operation between the terminal device 10 and the server 20 when a user obtains a digital trading card.

[0123] First, the user launches, for example, an application related to a digital TCG and inputs an operation to obtain a digital trading card into the touch-sensitive device 131. In this embodiment, for example, the user can obtain a card when they meet certain requirements. The certain requirements are, for example, as follows: • Completed the assigned tasks. • Waited for the prescribed time. • Obtained the specified items (in the specified number). • Used the specified item.

[0124] When the requirements for obtaining a card are met, the game processing unit 194 makes it possible to input the operation to obtain the card.

[0125] The cards available may be sold individually or in packs of multiples. Digital trading cards are packaged in virtual bags, such as card packs. Each card pack contains a predetermined number of digital trading cards, such as one or five.

[0126] A card pack may have multiple types. For example, different types of card packs may include card packs with different concepts. A card pack with a given concept may include, for example, a card pack that makes it easier to obtain cards of a given attribute. Also, a card pack with a given concept may include, for example, a card pack that makes it easier to obtain cards centered around a given main card.

[0127] Furthermore, for example, different types of card packs may include card packs from different series. A given series of card packs may be issued, for example, at predetermined intervals, events, or specific times. Each series may contain multiple cards. The cards included in each series may be entirely different, or some may be the same. Within each series, card packs with different concepts may be available.

[0128] The user, for example, operates the input device 13 to specify the type of card pack they desire. Specifically, for example, the display control unit 195 displays multiple card pack concepts and multiple card pack series on the display 141 for selection. Note that any of the multiple series may be selectable, or only the currently issued series may be selectable. The user selects the desired concept or series from the displayed concepts and series.

[0129] In step S11, the terminal device 10 receives a card acquisition instruction from the user. Specifically, for example, the operation reception unit 191 receives a selection from the user regarding the type of card pack. More specifically, for example, the operation reception unit 191 receives from the user the desired attributes for the series desired by the user. The transmission / reception unit 192 sends the input acquisition instruction to the server 20. Along with the acquisition instruction, the transmission / reception unit 192 also sends the type of card pack selected by the user to the server 20.

[0130] In step S12, the server 20 draws cards. Specifically, for example, the game processing module 2034 draws cards based on the card master table 2022 in response to a card acquisition instruction sent from the terminal device 10. The game processing module 2034 selects cards based on a probability of selection based on the rarity of the cards, for example. If the unit of acquisition of cards is multiple cards, the game processing module 2034 selects multiple cards by drawing. The game processing module 2034 may select cards one by one, or it may treat multiple cards as one set and select multiple cards in one draw. The game processing module 2034 may perform the draw in such a way that at least one rare card is always included among the multiple cards. If the terminal device 10 specifies the type of card pack, the game processing module 2034 narrows down the cards stored in the card master table 2022 based on the specified information and selects cards from the narrowed-down cards.

[0131] In step S13, the server 20 presents the card selected as a result of the lottery to the user. Specifically, for example, the presentation module 2035 creates information for presenting the card selected as a result of the lottery to the user. The transmission control module 2032 transmits the created information to the terminal device 10.

[0132] In step S14, the terminal device 10 displays the lottery result to the user. Specifically, for example, when the lottery on the server 20 is completed, the game processing unit 194 creates a presentation to represent the lottery process and the lottery result. The display control unit 195 displays the created presentation on the display 141. The game processing unit 194 may accept input from the user during the presentation to represent the lottery process and the lottery result.

[0133] Figure 15 is a schematic diagram illustrating an example of a presentation for representing the lottery process and the lottery result. In the example shown in Figure 15, multiple card packs relating to a predetermined attribute in a predetermined series are presented. The display control unit 195, for example, arranges the card packs in a ring shape with each card pack facing outward, and displays them so that the card packs rotate in the circumferential direction of the ring in response to user contact. The user selects one of the displayed card packs. When one of the displayed card packs is selected, the display control unit 195 opens the selected card pack and displays a presentation on the display 141 showing multiple cards selected by the server 20 being dispensed from the opened card pack.

[0134] The display control unit 195 may display multiple cards dispensed from a card pack face up on top of each other, allowing the user to check the contents of each card one at a time. The display control unit 195 may also place the card with the highest rarity last among the dispensed cards, so that the highest rarity card can be checked last. In this way, the user can maintain a sense of excitement until they check the last card among the multiple cards. The display control unit 195 may also allow the user to check the shine of each card from the side of the multiple cards that are displayed on top of each other. Cards shine differently depending on their rarity. By being able to check the shine of each card from the side of the multiple cards that are displayed on top of each other, the user can further increase their anticipation for the last card.

[0135] Furthermore, the display control unit 195 may display the card packs, which are arranged in a ring shape with the front faces outwards, so that they are flipped over in response to user contact. In other words, the display control unit 195 may arrange the card packs in a ring shape with the back faces outwards. When a flipped card pack is selected, the display control unit 195 opens the selected card pack and displays on the display 141 an animation of dispensing multiple cards from the opened card pack. At this time, the display control unit 195 may display the multiple cards dispensed from the card pack face down on top of each other, allowing the user to check the contents of each card one by one, starting from the back. For example, if the card with the highest rarity is placed at the back, the display control unit 195 will display the card with the highest rarity first to the user. This makes it possible for the user to efficiently check the card with the highest rarity among the multiple cards selected.

[0136] In step S15, the terminal device 10 updates the data within the terminal based on the acquired card. Specifically, the management unit 193 updates the card information 182 so that the card selected by the server 20 is treated as being owned by the user.

[0137] The example shown in Figure 14 illustrates a case where a card draw is performed by the server 20 in response to a card acquisition instruction. However, the card draw in the server 20 is not limited to responding to a card acquisition instruction. For example, the server 20 may perform a card draw in response to a user selecting a card pack in the terminal device 10. Specifically, in step S11, when a card acquisition instruction is input, the display control unit 195 displays the card pack selection screen shown in Figure 15. The user selects a desired card pack from the selected card packs. Each card pack has predetermined information related to the draw set for it. The transmitting / receiving unit 192 transmits the information set for the selected card pack to the server 20.

[0138] Server 20 performs a card draw based on the information received from terminal device 10. This ensures that the draw is based on the card pack selected by the user, thereby increasing the user's interest in selecting a card pack.

[0139] (Operation when providing rental decks) This section describes the operation of the terminal device 10 and the server 20 when a user receives a rental deck.

[0140] Figure 16 is a diagram illustrating the operation of the terminal device 10 and the server 20 when providing a rental deck to a user. The explanation based on Figure 16 will use as an example a case where the server 20 performs a lottery to determine which cards to provide to the user, and then decides whether or not to provide the rental deck to the user.

[0141] In step S21, the server 20 determines whether the card selected in step S13 is a card that satisfies predetermined conditions. Specifically, for example, the game processing module 2034 determines whether the selected card satisfies the following conditions. • Must be the main card in the designated rental deck. • It must be the specified number of cards in the set of the designated rental deck. • It must be a designated card.

[0142] The game processing module 2034, for example, proceeds to step S22 if the selected card meets the above conditions, and stops the process related to providing the rental deck if the selected card does not meet the above conditions.

[0143] In the explanation of Figure 16, the game processing module 2034 shows an example where selecting a predetermined card is a condition for providing a rental deck. However, the conditions for providing a rental deck are not limited to selecting a predetermined card, and may be as follows. • The deck must meet the specified requirements. • The user's battle record meets the specified requirements. • The user's skill level has reached a predetermined threshold. • Use of specified consumer goods (points, giveaways, items, etc.)

[0144] In step S22, the server 20 determines the rental deck. Specifically, for example, the game processing module 2034 determines the rental deck corresponding to the conditions that have been met, based on the deck information table 2023. If there are multiple rental decks that meet the conditions, the game processing unit 194 determines the rental deck according to a predetermined rule, for example. The predetermined rule may be random, or it may be weighted according to the rarity of the cards that are included in the deck. Specifically, for example, if there are multiple rental decks that require obtaining the card selected in step S13, the game processing unit 194 randomly selects one rental deck from among the multiple rental decks that meet the condition.

[0145] In step S23, the server 20 presents the determined rental deck to the user. Specifically, for example, the presentation module 2035 creates information to present the determined rental deck to the user based on the selected cards. The transmission control module 2032 transmits the created information to the terminal device 10.

[0146] In step S24, the terminal device 10 displays the rental deck determined by the server 20 to the user. Specifically, for example, when the server 20 determines the rental deck, the display control unit 195 displays the determined rental deck on the display 141.

[0147] Figure 17 is a schematic diagram showing an example of how a provided rental deck is displayed. In the example shown in Figure 17, the display control unit 195 causes the display 141 to display area 1411. Area 1411 is an area for displaying information related to the rental deck provided to the user. For example, the display control unit 195 displays an image 14111 representing an overview of the provided rental deck, an image 14112 representing the details of the rental deck, and text information 14113 related to the rental deck in area 1411. Image 14112 includes, for example, a display of the cards included in the rental deck and a display of the energy set in the rental deck. Text information 14113 includes points to note about the rental deck. Specifically, for example, text information 14113 includes information that the rental deck has become available and information regarding restrictions on the use of the rental deck.

[0148] Rental decks can be used in card games against the computer, but not in card games against other players. Furthermore, when using a rental deck in a card game against the computer, information indicating that the deck being used is a rental deck will be added. Specifically, the display control unit 195 will mark the cards used in the game with a mark indicating that the card belongs to a rental deck.

[0149] Figure 18 is a schematic diagram illustrating an example of how a rental deck is displayed when used in a card game. In the example shown in Figure 18, the display control unit 195 displays a mark 1412 in the upper right corner of the image of the card used by the user, indicating that it is a rental deck.

[0150] Figure 16 illustrates the case where server 20 determines the rental deck, but the determination of the rental deck is not limited to server 20. Terminal device 10 may also determine the rental deck. Specifically, for example, when card information 182 is updated in step S15 of Figure 16, game processing unit 194 determines whether the newly acquired card satisfies predetermined conditions. At this time, terminal device 10 is assumed to have a table in storage unit 180 similar to the deck information table 2023 in which the rental conditions are stored. Game processing unit 194 refers to the table in which the rental conditions are listed and determines whether the acquired card satisfies the rental conditions.

[0151] The game processing unit 194 determines a rental deck if the acquired card meets predetermined conditions. Specifically, for example, the game processing unit 194 determines a rental deck corresponding to the met conditions based on a table. If there are multiple rental decks that meet the conditions, the game processing unit 194 determines the rental deck according to predetermined rules, for example. The display control unit 195 presents the determined rental deck to the user. Specifically, for example, the display control unit 195 displays the rental deck determined based on the acquired card on the display 141. If the acquired card does not meet predetermined conditions, the game processing unit 194 terminates the process.

[0152] (Editing the deck) This section describes the operation of terminal device 10 when a user edits a deck used in a card game.

[0153] First, the user launches an application related to a digital TCG, for example, and inputs an operation to edit a deck to be used in a card battle into the touch-sensitive device 131. Upon receiving the operation from the user, the display control unit 195 displays, for example, a first screen on the display 141 to start editing the deck. If a created deck or a rental deck is already stored in the deck information 183, the first screen may also be called a deck selection screen. Note that rental decks may or may not be editable. On the first screen, the operation reception unit 191 accepts whether the user wants to create a new deck or create a deck by referring to a pre-configured deck.

[0154] Figure 19 is a schematic diagram showing an example of the first screen display for starting deck editing. In the example shown in Figure 19, the display control unit 195 displays areas 1413 and 1414 on the display 141. Area 1413 is the area for receiving instructions from the user to create a new deck. When area 1413 is selected by the user, the display control unit 195 displays area 14131 on the display 141. Area 14131 displays the options "Create New" and "Create from Theme Deck Recipe," and is ready to accept a selection from the user.

[0155] A theme deck recipe represents, for example, a deck template. Theme deck recipes can be obtained from those created and published by other players. They can also be obtained as rewards for completing designated missions. Users can recreate the deck represented by a theme deck recipe by assembling cards based on the acquired recipe. However, decks created by referencing a theme deck recipe cannot include rented cards; decks must be created using cards owned by the user. In other words, a theme deck recipe cannot be used unless all the cards listed in that recipe are acquired. After using a rented deck, a theme deck recipe for that rented deck may be provided.

[0156] When the user selects one of the options displayed in area 14131, the display control unit 195 displays an editing screen corresponding to the selected option on the display 141.

[0157] Area 1414 is an area for accepting user selections from existing decks. The display control unit 195 displays, for example, an image representing an existing deck and the number of the existing deck in area 1414. If there are multiple existing decks, the display control unit 195 displays the number of areas 1414 corresponding to the existing decks on the display 141. When an area 1414 is selected by the user, the display control unit 195 displays the editing screen for the corresponding deck on the display 141.

[0158] The operation reception unit 191 receives editing instructions for the deck from the user via the editing screen. Specifically, the operation reception unit 191 accepts from the user requests such as changing the name attached to the deck, changing (swapping) the cards included in the deck, changing the energy set for the deck, changing the designated items set for the deck, and changing the main card set in the deck. Designated items set for the deck include, for example, a mat placed on the field during a match, a coin tossed by the user during a match, and card sleeves. When the user selects a designated area related to each change, the display control unit 195 displays the screen related to the change selected by the user on the display 141.

[0159] Figure 20 is a schematic diagram showing an example of the deck editing screen display. In the example shown in Figure 20, the display control unit 195 displays areas 1415-1418 on the display 141. Area 1415 is the area that displays the energy set for the deck. In the example shown in Figure 20, Grass, Water, and Psychic energy are set. The user can change the energy set for the deck by selecting area 1415. Area 1416 is the area that displays the items set for the deck. The user can change the items set for the deck by selecting area 1416. Area 1417 is the area that displays the main card set in the deck. The user can change the main card set in the deck by selecting area 1417. Area 1418 is the area that displays the cards that make up the deck. The user can change or swap the cards that make up the deck by selecting area 1418.

[0160] When the user selects area 1415, the display control unit 195 displays the energy setting screen on the display 141. The operation reception unit 191 receives energy setting instructions from the user via the energy setting screen. Specifically, the operation reception unit 191 receives instructions from the user, for example, to select the energy to be set for the deck. The deck's energy may be automatically set based on the energy required to perform the techniques set on the character cards in the deck. Alternatively, if the main card is a character, the deck's energy may be automatically set based on the energy required to perform the techniques set on the main card of the deck.

[0161] Figure 21 is a schematic diagram showing an example of the energy setting screen display. In the example shown in Figure 21, the display control unit 195 displays multiple selection icons on the display 141. Each selection icon corresponds to a type of energy. The operation reception unit 191 receives a selection from the user for at least one of the selection icons.

[0162] When a user finishes editing a deck, they save the contents of the edited deck. Specifically, for example, when a user has finished changing the name of the deck, changing (swapping) the cards in the deck, changing the energy set for the deck, changing the designated items set for the deck, changing the main card set in the deck, or at least two combinations of these, they press the save button 1419 shown in Figure 20. When the save button 1419 is pressed, the management unit 193 stores the contents of the modified deck in the deck information 183. If a new deck is created, the management unit 193 creates a new record in the deck information 183, and if it is an edit of an existing deck, it updates the deck information 183 with the edited information.

[0163] The game processing unit 194 may determine, upon completion of deck editing, whether the edited deck meets the requirements for being usable in card battles. Specifically, for example, upon completion of deck editing, the game processing unit 194 may determine whether the edited deck meets the following requirements. • The deck contains 20 cards • Contains one or more seed characters • You can have up to two cards with the same name. • Energy is set so that there is at least one character card that can use a technique. • Made up using only the cards you own.

[0164] If the edited deck meets the above requirements, the management unit 193 updates the deck information 183. On the other hand, if the edited deck does not meet the above requirements, the display control unit 195 presents a notification to the user indicating that the deck being edited does not meet the requirements. Specifically, for example, the display control unit 195 displays a message on the display 141 indicating that the deck being edited does not meet the requirements.

[0165] Figure 22 is a schematic diagram showing an example of a screen display indicating that the deck being edited does not meet the requirements. In the example shown in Figure 22, the display control unit 195 causes the display 141 to display an area 14110 on the display 141 indicating that the deck does not meet the requirements.

[0166] The management unit 193 updates the deck information 183 when the user acknowledges that the deck does not meet the requirements. When a deck that does not meet the requirements is stored, the display control unit 195 presents the deck that does not meet the requirements to the user on the first screen shown in Figure 19 in a way that allows it to be identified from other decks.

[0167] Furthermore, there may or may not be a limit on the number of decks that can be formed simultaneously for each card. For example, if there is no limit on the number of decks that can be formed simultaneously for a card, a user can use that card in multiple decks once they acquire it. On the other hand, if there is a limit on the number of decks that can be formed simultaneously, a card used in one deck may not be usable in other decks. By imposing a limit on the number of decks that can be formed simultaneously, it becomes possible to increase the value of owning multiple copies of a card.

[0168] (Energy generation in card battles) This section describes the operation of the terminal device 10 when generating energy during a card game.

[0169] The game processing unit 194 deals a predetermined number of cards to the user from the deck when it is the user's turn. The game processing unit 194 supplies, for example, one energy each time it is the user's turn. This energy is, for example, randomly selected by the game processing unit 194 from the energy set in the deck information 183 during the user's previous turn. The game processing unit 194 selects, for example, one energy to supply in the next turn each time it is the user's turn. At this time, the game processing unit 194 selects, for example, randomly selected from the energy set in the deck information 183. The display control unit 195 displays the energy supplied to the user and the energy scheduled to be supplied to the user in the next turn on the display 141. The display control unit 195 displays, for example, the energy supplied in the current turn and the energy to be supplied in the next turn on the display 141 in a way that allows for identification.

[0170] Figure 23 is a schematic diagram showing an example of display during a card game. In the example shown in Figure 23, the display control unit 195 displays the user's area in the foreground and the opponent's area, such as the computer or another player, in the background. The display control unit 195 displays the user's hand in area 14121 within the user's area. The display control unit 195 also displays the preparation card placement unit 32A in area 14122 within the user's area. The display control unit 195 may also display character cards placed by the user in area 14122. The display control unit 195 also displays the battle card placement unit 34A in area 14123 within the user's area. The display control unit 195 may also display character cards placed by the user in area 14123. The display control unit 195 also displays the consumption card placement unit 35A in area 14124 within the user's area. The display control unit 195 may also display cards discarded by the user in area 14124. Furthermore, the display control unit 195 displays the deck placement unit 31A and the deck in area 14125 within the user's area.

[0171] Objects 141261 and 141262 represent energy in a card battle. Object 141261 represents the energy supplied to the user in the current turn. Object 141262 represents the energy that will be supplied to the user in the next turn. The display control unit 195 displays object 141261 larger than object 141262. This allows the user to understand the energy available in the current turn. When the user touches object 141261 with their finger, moves their finger while maintaining contact, and releases their finger on a designated character card, the energy is associated with the character card. The display control unit 195 displays the associated energy, for example, by attaching it to a designated position on the character card displayed in the preparation card placement unit 32A or the battle card placement unit 34A (for example, the lower left of the card).

[0172] In Figure 23, the display control unit 195 displays object 141262, which represents the energy to be supplied to the user in the next turn. However, it is not necessary to display object 141262. If the display control unit 195 does not display object 141262, the game processing unit 194 may randomly select the energy to be supplied in the current turn.

[0173] The display control unit 195 displays the cards placed in the deck placement unit 31A, preparation card placement unit 32A, battle card placement unit 34A, consumption card placement unit 35A, and area 14121 (hand) in the user's area in the correct position from the user's perspective. The display control unit 195 displays the cards placed in the deck placement unit 31B, consumption card placement unit 35B, and hand area in the opponent's area in the reversed position from the user's perspective. The display control unit 195 displays the cards placed in the preparation card placement unit 32A and battle card placement unit 34A in the opponent's area in the correct position from the user's perspective. This makes it possible to avoid misidentifying the character being played against.

[0174] The game processing unit 194 controls the output device 14 and generates vibration when the user touches any of the cards in the hand displayed in area 14121. This allows the user to accurately recognize that they have selected a card from their hand. Furthermore, the game processing unit 194 controls the output device 14 and generates vibration when the user touches a card in their hand, maintains contact, and moves their finger to reach the preparation card placement area 32A or the battle card placement area 34A. This allows the user to accurately recognize that they have moved a card to a placeable area.

[0175] When a card battle ends, the game processing unit 194 selects the cards that performed well in the battle. Specifically, the game processing unit 194 selects the card that dealt the most damage to the opponent's character card from among the cards included in the winning player's deck. Alternatively, the game processing unit 194 may select the card that knocked out the opponent's character card the most times from among the cards included in the winning player's deck. The management unit 193 updates the card log information 184 and the battle information 185 based on the selected cards that performed well. The game processing unit 194 may select cards from other players' decks as well as its own user's cards. Furthermore, the game processing unit 194 may select cards that performed well not only from the cards included in the winning player's deck, but also from the cards included in the losing player's deck.

[0176] The display control unit 195 displays the selected active cards on the display 141. If a card belonging to another player who participated in a card battle is selected as an active card, the display control unit 195 may display on the display 141 the card pack that may contain that card. The selection of active cards may also be performed by the game processing module 2034.

[0177] As described above, in this embodiment, the receiving control module 2031 receives an instruction from the player to obtain a card pack containing trading cards in a digital TCG. The game processing module 2034 acquires the cards in response to the instruction to obtain the card pack. The game processing module 2034 has multiple card decks pre-stored, and determines whether the acquired cards meet predetermined requirements related to the card deck. The presentation module 2035 presents the acquired cards to the player. If the acquired cards meet predetermined requirements related to the card deck, the game processing module 2034 provides the card deck containing those cards to the player as a rental deck.

[0178] This allows users to obtain rental decks usable in card battles by acquiring cards. Rental decks have restrictions on their use, but they are composed of cards usable in card battles, and collecting all the cards included in a rental deck can become a goal for users in their card collection. In other words, users will start to expect that the cards included in the rental deck will be drawn from card packs, increasing the enjoyment of opening card packs. Furthermore, collecting the cards included in the rental deck can serve as a first step, sparking interest in other decks, and giving players the enjoyment of collecting cards while imagining what kind of decks they can be used in.

[0179] Therefore, according to the program, method, information processing device, and system of this embodiment, the enjoyment of collecting cards can be enhanced.

[0180] Furthermore, in the above embodiment, the operation reception unit 191 receives an instruction from the player to obtain a card pack containing trading cards in a digital TCG. The transmission / reception unit 192 acquires the cards in response to the instruction to obtain the card pack. The game processing unit 194 has multiple card decks pre-stored, and determines whether the acquired cards meet predetermined requirements related to the card decks. The display control unit 195 presents the acquired cards to the player. If the acquired cards meet predetermined requirements related to the card decks, the game processing unit 194 provides the card deck containing those cards to the player as a rental deck. As a result, by acquiring cards, the user can obtain a rental deck that can be used in card battles.

[0181] Furthermore, in the above embodiment, the card deck includes cards that are central to card battles. The game processing module 2034 determines whether the acquired card is a central card in the card deck. If the acquired card is a central card in the card deck, the game processing module 2034 provides the player with a card deck containing that card as a rental deck. This increases the player's motivation to play the game, as they are not only happy to have acquired a central card, but also provided with a rental deck containing that card.

[0182] Furthermore, in the above embodiment, the game processing unit 194 conducts card battles using card decks. When using a rental deck in a card battle, the game processing unit 194 marks the cards included in the rental deck to indicate that it is a rental deck. This makes it easy for the player to recognize that the card deck they are using is a rental deck during a card battle. Also, for example, when recording a card battle using the recording function of the terminal device 10, decks that contain cards that the player does not actually own will be marked to indicate that they are rental decks, thereby encouraging the recording of gameplay videos using decks that the player actually owns.

[0183] Furthermore, in the above embodiment, the game processing unit 194 prevents the rental deck from being used in card battles against other players. In other words, the rental deck can only be used in battles against the computer. This makes it possible to motivate players to actually build their own decks. It also makes it possible to conduct card battles between players using card decks that the players themselves have built, which can make card battles between players more exciting.

[0184] Furthermore, in the above embodiment, the game processing unit 194 pre-sets a limit on the number of times a rental deck can be used in card battles. This prevents unlimited use of rental decks and encourages players to build their own decks. As a result, users will enjoy the game spontaneously and maintain their motivation to continue playing.

[0185] Furthermore, in the above embodiment, the game processing unit 194 supports editing a card deck composed of multiple cards. The game processing unit 194 sets the type of energy generated during a card battle in association with the card deck. This allows the type of energy associated with the deck to be set automatically, reducing the burden on the user.

[0186] Furthermore, in the above embodiment, the game processing unit 194 sets the type of energy based on the energy used by the characters included in the card deck. This automatically sets the type of energy that is most likely to be used in a card battle.

[0187] Furthermore, in the above embodiment, the card deck includes a main card that is central to the card battle. The game processing unit 194 sets the type of energy based on the energy used by the main card in the card deck. This automatically sets the type of energy that is most likely to be used in the card battle.

[0188] Furthermore, in the above embodiment, the game processing unit 194 outputs a warning if the card deck to be edited does not meet predetermined requirements when editing is completed. This makes it possible for the player to understand that the card deck that has been edited has defects, such as being unusable in card battles.

[0189] Furthermore, in the above embodiment, the game processing unit 194 supports editing a card deck composed of multiple cards. The game processing unit 194 conducts card battles using the card deck. The game processing unit 194 sets the type of energy generated during a card battle in association with the card deck. In each turn of a card battle, the game processing unit 194 randomly generates one of the energy types associated with the card deck. As a result, energy is generated every turn regardless of the cards dealt. Therefore, players can use energy every turn, leading to speedy battles. In addition, since energy is not included in the card deck, it is possible to reduce the number of cards that can be included in the card deck, making it easier to enjoy TCGs.

[0190] Furthermore, in the above embodiment, the game processing unit 194 randomly generates energy that can be used in the next turn. As a result, in the current turn, the energy generated in the previous turn is used, and in the next turn, the energy generated in the current turn is used. Therefore, it becomes possible to use energy in the current turn while taking into account the energy that will be generated in the next turn.

[0191] Furthermore, in the above embodiment, the display control unit 195 presents the player with the energy available in the current turn. This allows the player to understand the energy available in the current turn.

[0192] Furthermore, in the above embodiment, the display control unit 195 presents the player with the energy available in the current turn and the energy that will be available in the next turn. This allows the player to also understand the energy that will be supplied in the next turn.

[0193] <Variation> In this embodiment, the terminal device 10 may have a recording function. This makes it possible to acquire card battles as video information. Recording may be started upon instruction from the user or without instruction from the user. If the control unit 190 starts recording without instruction, it may, for example, at the end of a card battle, confirm with the user whether or not to save the recorded video. The control unit 190 may upload the saved video to the server 20.

[0194] Furthermore, in this embodiment, the server 20 may have a recording function. This makes it possible to acquire card battles as video information. Recording may be started upon instruction from the user or without instruction from the user. If the control unit 203 starts recording without instruction, it may, for example, at the end of a card battle, confirm with the user whether or not to save the recorded video. The control unit 203 may make the saved video, or the video uploaded from the terminal device 10, available for viewing by the user.

[0195] Furthermore, in this embodiment, the server 20 may store information regarding card battles conducted between players or against the computer. In this case, the server 20 stores information regarding card battles using rental decks, for example, linked to the rental decks. The server 20 makes the stored information available to the player upon request. This allows the user to watch card battles using rental decks and improve their playing skills using rental decks.

[0196] The above embodiment was described using the example of providing a rental deck. The items to be lent to the user are not limited to card decks. For example, individual cards may be lent. The lent cards may be character cards or effect cards. The lent cards may be all cards or only the cards that are available for lending. When a lent card is used in a card battle, the display control unit 195, for example, assigns information to the card that identifies it as a lent card.

[0197] The game processing unit 194 may restrict the use of decks composed of the loaned cards. For example, the game processing unit 194 may limit the use of decks composed of the loaned cards to matches against the computer, or to matches against other players, excluding those in designated tournaments.

[0198] The game processing unit 194 may restrict the use of the loaned cards. For example, the game processing unit 194 may pre-set the number of times a loaned card can be used. The game processing unit 194 may limit the number of cards that can be loaned. For example, the game processing unit 194 may limit the number of copies of a single card that can be loaned at the same time. For example, according to this embodiment, the number of identical cards that can be included in a deck is, for example, two. The game processing unit 194 may not allow borrowing three or more identical cards at the same time. The game processing unit 194 may also limit the number of cards that can be loaned at the same time. For example, the game processing unit 194 may not allow borrowing more than a predetermined number of cards at the same time, regardless of the type of card. The game processing unit 194 may also limit the number of rental cards that can be included in a deck.

[0199] Furthermore, while the sharing of predetermined information via communication lines is mainly carried out via WANs such as the Internet, communication between information processing devices may be carried out only via short-range wireless communication such as Bluetooth® and infrared communication, without using a WAN.

[0200] Furthermore, while the above embodiment describes an example of how each function is provided by the terminal device 10 or the server 20, the embodiment is not limited to this configuration, and some or all of the functions may be provided by the terminal device 10, the server 20, or both the terminal device 10 and the server 20 in a configuration different from that of the above embodiment.

[0201] Furthermore, the present invention may be implemented as a program that causes an information processing device to execute the functions provided by the terminal device 10 or server 20 described above, or as a computer-readable non-temporary recording medium that stores the program.

[0202] <4. Basic Hardware Configuration of a Computer> Figure 24 is a block diagram showing the basic hardware configuration of computer 90. Computer 90 includes at least a processor 94, main memory 95, auxiliary storage 96, and a communication interface 99. These are electrically connected to each other by a bus.

[0203] The processor 94 is hardware for executing the instruction set written in a program. The processor 94 consists of an arithmetic unit, registers, peripheral circuits, etc.

[0204] Main memory 95 is used to temporarily store programs and data processed by programs, etc. For example, it is volatile memory such as DRAM (Dynamic Random Access Memory).

[0205] Auxiliary storage device 96 refers to a storage device for saving data and programs. Examples include flash memory, HDD (Hard Disc Drive), magneto-optical disk, CD-ROM, DVD-ROM, and semiconductor memory.

[0206] A communication IF99 is an interface for inputting and outputting signals for communication with other computers via a network using wired or wireless communication standards.

[0207] A network consists of various mobile communication systems built using the internet, LANs, wireless base stations, etc. For example, a network includes 3G, 4G, and 5G mobile communication systems, LTE (Long Term Evolution), and wireless networks that can connect to the internet via designated access points (e.g., Wi-Fi®). When connecting wirelessly, communication protocols include, for example, Z-Wave®, ZigBee®, and Bluetooth®. When connecting via a wired connection, the network also includes connections made directly via USB (Universal Serial Bus) cables, etc.

[0208] Furthermore, by distributing all or part of each hardware configuration across multiple computers 90 and connecting them to each other via a network, a computer 90 can be virtually realized. Thus, the concept of computer 90 includes not only a computer 90 housed in a single enclosure or case, but also a virtualized computer system.

[0209] <Basic Functional Configuration of Computer 90> The functional configuration of the computer realized by the basic hardware configuration of computer 90 shown in Figure 24 will be explained. The computer comprises at least one functional unit: a control unit, a memory unit, and a communication unit.

[0210] Furthermore, the functional units of computer 90 can also be realized by distributing all or part of each functional unit across multiple computers 90 interconnected via a network. The concept of computer 90 includes not only a single computer 90 but also a virtualized computer system.

[0211] The control unit is realized when the processor 94 reads various programs stored in the auxiliary storage device 96, loads them into the main memory device 95, and executes processing according to those programs. The control unit can realize various functional units that perform information processing depending on the type of program. In this way, the computer is realized as an information processing device that performs information processing.

[0212] The memory unit is implemented by a main memory 95 and an auxiliary memory 96. The memory unit stores data, various programs, and various databases. The processor 94 can also reserve memory areas corresponding to the memory unit in the main memory 95 or the auxiliary memory 96 according to the program. The control unit can also cause the processor 94 to perform operations such as adding, updating, and deleting data stored in the memory unit according to the various programs.

[0213] A database, specifically a relational database, is used to manage and link data sets called tables, which are structurally defined by rows and columns. In a database, tables are called tables, the columns of a table are called columns, and the rows of a table are called records. In a relational database, relationships can be established and linked between tables.

[0214] Typically, each table has a key column to uniquely identify records, but setting a key on a column is not mandatory. The control unit can instruct the processor 94 to add, delete, or update records in specific tables stored in the memory unit according to various programs.

[0215] The communication unit is implemented by the communication IF99. The communication unit provides the functionality to communicate with other computers 90 via the network. The communication unit can receive information transmitted from other computers 90 and input it to the control unit. The control unit can cause the processor 94 to perform information processing on the received information according to various programs. The communication unit can also transmit information output from the control unit to other computers 90.

[0216] The functions realized by the components described herein may be implemented in a circuitry or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, ASICs (Application Specific Integrated Circuits), CPUs (a Central Processing Unit), conventional circuits, and / or combinations thereof, programmed to realize the functions described herein. A processor includes transistors and other circuits and is considered a circuitry or processing circuitry. A processor may be a programmed processor that executes a program stored in memory. In this specification, circuitry, unit, and means are hardware programmed to perform or execute the functions described herein. Such hardware may be any hardware disclosed herein, or any hardware known to be programmed to perform or execute the functions described herein. If the hardware is a processor that is considered to be a type of circuitry, then the circuitry, means, or unit is a combination of hardware and software used to constitute the hardware and / or processor.

[0217] While several embodiments of this disclosure have been described above, these embodiments can be implemented in a variety of other forms, and various omissions, substitutions, and modifications are permitted without departing from the spirit of the invention. These embodiments and their variations are included in the scope and spirit of the invention, as well as in the claims and their equivalents.

[0218] <Note> The details described in each of the above embodiments are noted below. (Note 1) A program for execution on a computer having a processor and memory, the program causing the processor to perform the following steps: receiving an instruction from a player to obtain a card pack containing trading cards in a digital TCG (Trading Card Game); acquiring the cards in response to the instruction; having multiple card decks pre-stored and determining whether the acquired cards meet predetermined requirements for a card deck; presenting the acquired cards to the player; and, if the acquired cards meet predetermined requirements for a card deck, providing the card deck containing those cards to the player as a rental deck. (Note 2) The card deck includes cards that are central to card battles, and in the judgment step, it is determined whether the acquired card is a central card in the card deck, and in the provision step, if the acquired card is a central card in the card deck, the card deck containing that card is provided to the player as a rental deck (as described in Appendix 1). (Note 3) A program as described in (Appendix 1) or (Appendix 2) that causes the processor to perform a step of conducting a card battle using a card deck, and in the step of conducting a card battle, if a rental deck is used in the card battle, adds a mark to the cards included in the rental deck to indicate that it is a rental deck. (Note 4) In the step of conducting a card game, the rental deck cannot be used in card games against other players (as described in Appendix 3). (Note 5) In the step of conducting a card battle, the rental deck is a program (see Appendix 3) with a predetermined number of uses for card battles. (Note 6) A program as described in any of (Appendix 1) to (Appendix 5), which causes a processor to perform steps to support editing a card deck composed of multiple cards, and in the editing support steps, sets the type of energy generated during a card battle in association with the card deck. (Note 7) The program described in (Appendix 6) sets the type of energy based on the energy used by the characters included in the card deck, in the steps that support editing. (Note 8) The card deck includes the core cards used in card battles, and in the editing support step, the program sets the type of energy based on the energy used by the core cards of the card deck, as described in (Appendix 7). (Note 9) The program described in (Appendix 6) outputs a warning if the card deck being edited does not meet the specified requirements when editing is completed, in the steps that support editing. (Note 10) A program that causes a processor to perform the steps of supporting the editing of a card deck composed of multiple cards and conducting a card battle using the card deck, wherein in the editing support step, the types of energy generated during a card battle are set in association with the card deck, and in the card battle conducting step, one of the energy types associated with the card deck is randomly generated in each turn of the card battle, as described in any of (Appendix 1) to (Appendix 9). (Note 11) The program described in (Appendix 10) generates random energy that can be used in the next turn during the step of conducting a card battle. (Note 12) The program described in (Appendix 10) that, in the step of conducting a card game, presents the player with the energy available in the current turn. (Note 13) The program described in Appendix 11 presents the player with the energy available in the current turn and the energy that will be available in the next turn during the step of conducting a card battle. (Note 14) A method performed by a computer comprising a processor and memory, wherein the processor performs all steps to be performed in any of the inventions described in (Appendix 1) to (Appendix 13). (Note 15) An information processing apparatus comprising a processor and memory, wherein the processor performs all steps to be performed in any of the inventions described in (Appendix 1) to (Appendix 13). (Note 16) A system comprising means for performing all steps to be performed in any of the inventions described in (Appendix 1) to (Appendix 13). [Explanation of Symbols]

[0219] 1... System 10…Terminal device 12…Communication IF 120... Communications Department 13…Input device 131…Touch-sensitive devices 14…Output device 141…Display 15…Memory 150…Location information sensor 16…Storage 160... Camera 17…Sound Processing Unit 171... Mike 172...Speaker 180...Storage section 19… Processor 190... Control Unit 20... Server

Claims

1. A program to be executed by a computer having a processor and memory, wherein the program is to be executed by the processor, In a digital TCG (Trading Card Game), there is a step where the player gives instructions to obtain a card pack containing trading cards, The steps include obtaining a card in accordance with the above instructions, The system has multiple card decks pre-stored, each consisting of multiple cards, and the system determines whether the acquired card satisfies predetermined requirements related to the card deck. The steps include presenting the acquired card to the player, If the acquired card satisfies the predetermined requirements for the card deck, the step of providing the card deck containing the card to the player as a rental deck. A program that executes the command.

2. The aforementioned card deck includes cards that are central to card battles, In the aforementioned determination step, it is determined whether the acquired card is the main card in the card deck. The program according to claim 1, in the step of providing, if the acquired card is a core card in the card deck, the program provides the player with the card deck in which the card is made up as the rental deck.

3. The processor is instructed to perform the step of conducting a card battle using a card deck. The program according to claim 1, wherein, in the step of conducting the card battle, when the rental deck is used in the card battle, a mark indicating that it is a rental deck is affixed to the cards included in the rental deck.

4. The program according to claim 3, wherein in the step of conducting the card battle, the rental deck cannot be used in a card battle with another player.

5. In the step of conducting the card battle, the rental deck has a predetermined number of uses in the card battle as described in claim 3 of the program.

6. The processor is made to perform a step that supports editing the card deck, which is composed of multiple cards. The program according to claim 1, which, in the step of supporting the editing, sets the type of energy generated during a card battle in association with the card deck.

7. The program according to claim 6, which, in the step of supporting the editing, sets the type of energy based on the energy used by the characters included in the card deck.

8. The aforementioned card deck includes cards that are central to card battles, The program according to claim 7, which, in the step of supporting the editing, sets the type of energy based on the energy used by the main card of the card deck included in the card deck.

9. The program according to claim 6, which, in the step of supporting the editing, outputs a warning if the card deck to be edited does not meet predetermined requirements when the editing is completed.

10. A step to support editing the aforementioned card deck, which is composed of multiple cards, Steps to conduct a card battle using a card deck The processor is made to execute the above, In the step supporting the aforementioned editing, the type of energy generated during a card battle is set in association with the card deck, The program according to claim 1, wherein in the step of conducting the card battle, one of the energy types associated with the card deck is randomly generated in each turn of the card battle.

11. The program according to claim 10, wherein in the step of conducting the aforementioned card battle, energy that can be used in the next turn is randomly generated.

12. The program according to claim 10, wherein in the step of conducting the card battle, the program presents to the player the energy available in the current turn.

13. The program according to claim 11, wherein in the step of conducting the card battle, the program presents to the player the energy available in the current turn and the energy that will be available in the next turn.

14. A method performed by a computer comprising a processor and memory, wherein the processor performs all steps to be performed in any of the inventions according to claims 1 to 13.

15. An information processing apparatus comprising a processor and memory, wherein the processor performs all steps to be performed in any of the inventions according to claims 1 to 13.

16. A system comprising means for performing all steps to be performed in the invention according to any one of claims 1 to 13.