Game system, control program, and application program
The card game system enhances reasoning and thinking abilities by using character and number cards with strategic gameplay mechanics, improving cognitive skills through battle ability determination based on card combinations.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- 鳴戸 照寿
- Filing Date
- 2024-12-11
- Publication Date
- 2026-06-23
AI Technical Summary
Existing card games fail to enhance reasoning and thinking abilities of players beyond mere entertainment.
A card game system comprising character and number cards with associated ability values, a play field with specific areas for placement, and a game system with a terminal and server device to determine battle ability values based on card combinations, allowing for strategic gameplay that enhances cognitive skills.
The system provides an entertaining card game that improves reasoning and thinking abilities through strategic decision-making and card combination analysis.
Smart Images

Figure 2026101785000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game toy, a game system, a control program, and an application program.
Background Art
[0002] A battle-type card game represented by a TCG (Trading Card Game) is popular among card game enthusiasts and card collectors, helped by the popularity of the characters depicted on the trading cards in addition to the fun of the game.
[0003] Regarding TCG, for example, Patent Document 1 describes an invention that improves the interest of a card game without impairing the charm of the trading card itself.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In addition to interest, it is desired to realize a card game that can improve the reasoning ability and thinking ability of players.
[0006] An object of the present invention is to provide a card game that can improve the reasoning ability and thinking ability of players in addition to interest.
Means for Solving the Problems
[0007] This application includes a plurality of means for solving at least a part of the above problems. For example, they are as follows.
[0008] To solve the above problems, a game toy according to one aspect of the present invention comprises a plurality of first game objects to which characters and the basic ability values of the characters are associated, a plurality of second game objects to which numbers are associated, and a play field provided with a first area for placing the first game objects and a second area for placing the second game objects, corresponding to each player competing. The game toy determines the battle ability value of the character indicated by the first game object selected by the first player from among the plurality of second game objects placed by the first player in their second area, and the battle ability value of the character indicated by the first game object selected by the second player from among the plurality of first game objects placed by the second player, according to the combination of the numbers indicated by the first game object selected by the second player from among the plurality of first game objects placed by the first player in their first area.
[0009] The game toy can be configured such that the battle ability value of the character indicated by the first game object selected by the first player is determined based on the number indicated by the first game object selected by the first player and the basic ability value of the character indicated by the first game object selected by the first player, and the battle ability value of the character indicated by the first game object selected by the second player is determined based on the number indicated by the second game object selected by the second player and the basic ability value of the character indicated by the first game object selected by the second player.
[0010] The game toy may include a plurality of third game objects to which point values are associated, and the play field may have a third area for placing the third game objects to correspond to each player, and the number of points held by each player may be changed by increasing or decreasing the number of third game objects placed in the third area according to the difference between the battle ability value of the character corresponding to the first player and the battle ability value of the character corresponding to the second player.
[0011] The game toy can be configured such that if the number indicated by one of the second game objects selected by the first player is smaller than the number indicated by the second game object selected by the second player, the number of third game objects placed in the third area of the first player can be increased or decreased.
[0012] The game toy can be configured such that if the number indicated by one of the second game objects selected by the first player is smaller than the number indicated by the second game object selected by the second player, and these two numbers are a specific combination of numbers, the number of third game objects placed in the third area of the second player will increase or decrease.
[0013] The game toy can be configured such that, if the sum of the number indicated by one of the second game objects selected by the first player and the number indicated by the second game object selected by the second player is a specific number, an increase or decrease in the number of third game objects placed in the third areas of both the first and second players can be avoided.
[0014] The second area may include a protective area for placing one of the second game objects, and the first player and the second player may, after placing one of the second game objects in the protective area during the preparation phase of the game, exchange one of the multiple second game objects placed in the second area excluding the protective area.
[0015] Another aspect of the present invention is a game system comprising a terminal device and a server device, wherein the terminal device receives operations from a user who is a player, and the server device comprises a display control unit and a progress control unit, the display control unit causes the terminal device to display a plurality of first game objects to which characters and the basic ability values of the characters are associated, a plurality of second game objects to which numbers are associated, and a play field provided with a first area for placing the first game objects and a second area for placing the second game objects, corresponding to each player competing, and the progress control unit controls the plurality of the first players that the first player has placed in their second area. Depending on the combination of the number indicated by one of the two game objects selected by the first player and the number indicated by one of the multiple second game objects placed by the second player in their own second area, the battle ability value of the character indicated by one of the multiple first game objects placed by the first player in their own first area and the battle ability value of the character indicated by one of the multiple first game objects placed by the second player in their own first area are determined.
[0016] A control program according to yet another aspect of the present invention is a control program for a server device, wherein the computer of the server device functions as a display control unit and a progress control unit, the display control unit causes a terminal device to display a plurality of first game objects to which characters and the basic ability values of the characters are associated, a plurality of second game objects to which numbers are associated, and a play field provided with a first area for placing the first game objects and a second area for placing the second game objects, corresponding to each player in a match, and the progress control unit controls the plurality of second game objects that the first player has placed in their own second area. Depending on the combination of the number indicated by one of the second game objects selected by the first player and the number indicated by one of the second game objects selected by the second player from among the multiple second game objects placed in the second area of the second player, the battle ability value of the character indicated by one of the first game objects selected by the first player from among the multiple first game objects placed in the first area of the first player is determined.
[0017] An application program according to yet another aspect of the present invention is an application program for a terminal device, wherein the computer of the terminal device functions as a display control unit and a progress control unit, the display control unit displays a plurality of first game objects to which characters and the basic ability values of the characters are associated, a plurality of second game objects to which numbers are associated, and a play field provided with a first area for placing the first game objects and a second area for placing the second game objects, corresponding to each player in the match, the progress control unit operates as a second player, and the first player, who is the user, selects one of the plurality of second game objects that the first player has placed in its own second area Depending on the combination of the numbers indicated by one of the aforementioned second game objects and the numbers indicated by one of the multiple aforementioned second game objects that the second player has placed in his own second area, the battle ability value of the character indicated by one of the multiple aforementioned first game objects that the first player has placed in his own first area is determined, as well as the battle ability value of the character indicated by one of the multiple aforementioned first game objects that the second player has placed in his own first area. [Effects of the Invention]
[0018] According to the present invention, it is possible to provide a card game that, in addition to being entertaining, can improve the reasoning and thinking abilities of players.
[0019] Other issues, configurations, and effects not mentioned above will be clarified by the following description of the embodiments. [Brief explanation of the drawing]
[0020] [Figure 1] Figure 1 shows an example of a character card that constitutes a game toy according to the first embodiment of the present invention. [Figure 2] Figure 2 is a diagram showing an example of a number card that constitutes a game toy. [Figure 3] Figure 3 is a diagram showing an example of a point card that constitutes a game toy. [Figure 4] Figure 4 is a diagram showing an example of a rank-up card that constitutes a game toy. [Figure 5] Figure 5 is a diagram showing an example of an attack equipment card that constitutes a game toy. [Figure 6] Figure 6 is a diagram showing an example of a defense equipment card that constitutes a game toy. [Figure 7] Figure 7 is a diagram showing an example of a support card that constitutes a game toy. [Figure 8] Figure 8 is a diagram showing an example of a play field that constitutes a game toy. [Figure 9] Figure 9 is a flowchart explaining an example of preparations before starting the game. [Figure 10] Figure 10 is a diagram showing an example of the arrangement of cards in the user area. [Figure 11] Figure 11 is a flowchart explaining an example during the progress of the game. [Figure 12] Figure 12 is a flowchart explaining an example of re-preparations after the set is completed. [Figure 13] Figure 13 is a diagram showing a configuration example of a game system according to the second embodiment of the present invention.
Embodiments for Carrying Out the Invention
[0021] Hereinafter, several embodiments of the present invention will be described with reference to the drawings. In all drawings used to describe each embodiment, the same reference numerals will be used for the same components as a general rule, and repeated descriptions will be omitted. In addition, in the following embodiments, the components (including element steps, etc.) are not necessarily essential unless specifically stated or considered to be clearly essential in principle. Also, when referring to "consisting of A," "being made of A," "having A," or "including A," other elements are not excluded unless specifically stated that only that element is referred to. Similarly, in the following embodiments, when referring to the shape, positional relationship, etc. of components, etc., it includes those that are substantially similar or approximate to their shape, etc., unless specifically stated or considered to be not in principle.
[0022] <Regarding a card game using a game toy according to the first embodiment of the present invention> The game toy according to the first embodiment of the present invention is for use in a card game and comprises seven types of cards (Figures 1 to 7) and a play field 100 (Figure 8) for arranging the cards.
[0023] This card game is a one-on-one competitive card game played by two players, A and B. It is desirable to have a referee in addition to players A and B when playing this card game. However, players A and B may proceed with the game according to the rules without a referee.
[0024] This card game consists of multiple sets per game, with each set comprising multiple turns. For example, one game might consist of four sets, each consisting of five turns. In each set, players A and B switch roles (first and second) at the start of each turn. Going first means playing a number card 20 (Figure 2) face down (with the number hidden) corresponding to their character card 10 (Figure 1) before their opponent. The first player can play a number card 20 placed in the protection area 1111 (Figure 8) (details below). Going second means playing a number card 20 face down corresponding to their character card 10 after their opponent who went first. The second player cannot play a number card 20 placed in the protection area 1111 (Figure 8).
[0025] In the first turn of the first set, the player with the number card "0" (number 20) goes first. From the second turn onward, the first and second players alternate turns. For example, if player A goes first and player B goes second in the first turn of the first set, then in the second turn, player B goes first and player A goes second. The first and second players alternate again in the third and fourth turns, and in the final fifth turn, player A goes first and player B goes second. Then, in the first turn of the second set, player B goes first and player A goes second. To ensure that players A and B have an equal number of first turns in a game, it is desirable to have an even number of sets in each set if the number of turns in each set is odd.
[0026] To prepare for the game, the two players face each other and place their respective character cards (10) and distributed number cards (20) on the playfield (Figure 1). In each turn, each player selects a character card (10) and a number card (20) from their placed cards to use in the battle. The attack and defense of both players are determined according to the numbers on the number cards (20) selected by each player. The winner of each turn is determined by comparing the attack ability value of the character card (10) selected by the attacking player and the number on the number card (20), and the defense ability value of the character card (10) selected by the defending player and the number on the number card (20). The number of points each player holds is increased or decreased accordingly. One set ends after the fifth turn, and the winner of a game is determined by the points accumulated after, for example, four sets. The detailed rules of the game will be described later.
[0027] Figures 1 to 7 show examples of seven types of cards used in the card game. Each card is made from a material such as paper, plastic, or metal. However, its shape is not limited to a card; it may also have a three-dimensional shape, such as a chess or shogi piece, or a character figurine.
[0028] Figure 1 shows an example of a character card 10. The character card 10 corresponds to the first game object of the present invention. The character card 10 depicts the name 11 of a character such as a person, animal, fictional life form, or robot, an illustration 12, and information 13 such as the character's attributes, rank, attack ability value, and defense ability value. The character's attack ability value and defense ability value can be increased by applying enhancement cards, which will be described later. Hereinafter, the attack ability value and defense ability value will be collectively referred to as the base ability value.
[0029] Character ranks are set to one of three types: Normal Rank, Rare Rank, and Secret Rare Rank. Characters belonging to Normal Rank have a base ability score of, for example, "100". Characters belonging to Rare Rank have a base ability score of, for example, "150". Characters belonging to Secret Rare Rank have a base ability score of, for example, "200".
[0030] Each player must have character cards 10 ready (purchase them, etc.) before the game starts. In this embodiment, each player must have at least five character cards 10 depicting characters of normal rank.
[0031] Figure 2 shows an example of a Number Card 20. The Number Card 20 corresponds to the second game object of the present invention. The Number Card 20 has a number from "0" to "9" printed on it. The Number Card 20 are arranged in sets of 10, with each set containing a number from "0" to "9," and 5 cards are randomly distributed to players A and B at the start of each set. By checking the number on the Number Card 20 distributed to them, each player can also find out the number on the Number Card 20 distributed to their opponent. The numbers on the Number Card 20 are used to determine who goes first and second in the first turn of the first set, to determine offense and defense (attacker and defender) in each turn, to reverse offense and defense, to determine draws, and as coefficients to multiply by the character's base ability values.
[0032] Figure 3 shows an example of a point card 30. The point card 30 corresponds to the third game object of the present invention. The point card 30 has the number of points per card (for example, 50 points / card) printed on it. Players A and B are each dealt 100 point cards 30 at the start of the game. That is, players A and B have 5000 (= 50 × 100) points at the start of the game. At the end of the game, the player with the most point cards 30, i.e., the player with the most points, is the winner of the game. Points can also be called a player's life or energy.
[0033] Figure 4 shows an example of a rank-up card 40. A rank-up card 40 is a type of enhancement card. A rank-up card 40 depicts the name 41 and illustration 42 of a character to whom it can be applied. A rank-up card 40 can be applied to a character card 10 depicting the same character only once per set (by placing it on top of the character card 10), and by applying it, the rank of that character can be increased by one level. Furthermore, the rank (base ability value) of the ranked-up character can be carried over for the duration of the same game.
[0034] For example, if you apply Rank Up Card 40 to Normal Rank Character Card 10, the character will be ranked up from Normal Rank to Rare Rank, and its base ability value will increase from "100" to "150". Also, for example, if you apply Rank Up Card 40 again to Character Card 10 that has already been ranked up to Rare Rank, the character will be ranked up to Secret Rare Rank, and its base ability value will increase from "150" to "200".
[0035] Figure 5 shows an example of an attack equipment card 50. An attack equipment card 50 is a type of enhancement card. The attack equipment card 50 depicts the name 51 of the character to whom the attack equipment card 50 can be applied, an illustration 52, and the equipment type (attack) 53. By applying the attack equipment card 50 to a character card 10 depicting the same character (placing it below the character card 10 in a plan view), the attack ability value can be doubled, for example, for the duration of the same set.
[0036] Figure 6 shows an example of a defensive equipment card 60. A defensive equipment card 60 is a type of enhancement card. The defensive equipment card 60 depicts the name 61 of the character to whom the defensive equipment card 60 can be applied, an illustration 62, and the equipment type (defense) 63. By applying a defensive equipment card 60 to a character card 10 depicting the same character (placing it below the character card 10 in a plan view), the defensive ability value can be doubled, for example, for the duration of the same set.
[0037] However, attack equipment card 50 and defense equipment card 60 cannot be applied to the same character card 10 simultaneously; only one of them can be applied at a time. Also, the effects of attack equipment card 50 and defense equipment card 60 (increases to attack or defense stats) cannot be carried over to the next set.
[0038] Figure 7 shows an example of a support card 70. A support card 70 is a type of enhancement card. The support card 70 contains the name 71 of the character to whom the support card 70 can be applied, an illustration 72, and information 73 of the effect that can be applied to that character. The support card 70 can activate a predetermined effect by applying it to a character card 10 that depicts the same character (by arranging it below the character card 10 in a plan view).
[0039] Regarding Character Card 10 and Enhancement Cards (Rank-Up Card 40, Attack Equipment Card 50, Defense Equipment Card 60, and Support Card 70), multiple cards will be sold in packages, and each player is required to purchase and possess such packages as preparation for participating in the game. For Number Card 20 and Point Card 30, each player may purchase cards sold specifically for this game, or for Number Card 20, they may use cards from other card games (playing cards, UMO cards, etc.) that depict the numbers "0" through "9". For Point Card 30, they may use cards of any shape, not just card shapes.
[0040] <About Playfield 100> Figure 8 shows an example of a playfield 100 for two players A and B to place their cards. The playfield 100 may be a cloth-like surface printed with the playfield 100 on, for example, cloth, paper, plastic, or rubber, or it may be a table-like surface printed with the playfield 100 on a tabletop.
[0041] The playfield 100 includes a user area 110A for player A to place cards, and a user area 110B for player B to place cards. Hereafter, when it is not necessary to distinguish between user areas 110A and 110B, they will be referred to as user area 110.
[0042] The user area 110 is provided with the following areas in order from the side closest to the opponent: number area 111, character area 112, equipment area 113, support area 114, and hand area 115. While the arrangement of the number area 111, character area 112, equipment area 113, support area 114, and hand area 115 shown in Figure 8 is preferable, the arrangement is not limited to the example in Figure 8.
[0043] Number Area 111 corresponds to the second area of the present invention. Number Area 111 is an area for arranging the five number cards 20 distributed to the players. A protection area 1111 is provided within Number Area 111. The protection area 1111 is an area for placing only one number card 20 that a player does not want to exchange with their opponent. Each player checks the numbers on the five number cards 20 distributed before the start of the set, decides which card they do not want to exchange with their opponent, and places it face down (with the number not visible) in the protection area 1111. The remaining four cards are placed face down in Number Area 111 (excluding the protection area 1111). Then, one of the four cards in Number Area 111 (excluding the protection area 1111) is exchanged with the opponent while remaining face down. Note that the number card 20 placed in the protection area 1111 can only be used when going first, and cannot be used when going second.
[0044] The character area 112 corresponds to the first area of the present invention. The character area 112 is an area for arranging the character cards 10. As preparation for each set, each player places five character cards 10, from the character card 10 to be used in the first turn to the character card 10 to be used in the fifth turn, face down (with the characters not visible) in the character area 112 in order from right to left, and after exchanging number cards 20 with their opponent, they turn them face up (with the characters visible).
[0045] Equipment Area 113 is the area for applying attack equipment cards 50 and defense equipment cards 60 to character cards 10 placed in character area 112. Before the start of each set, each player can apply an attack equipment card 50 or a defense equipment card 60 by placing it in equipment area 113 directly below the character card 10 they wish to enhance the base ability of. Note that only one attack equipment card 50 or one defense equipment card 60 can be applied to a single character card 10.
[0046] Support Area 114 is the area for placing Support Cards 70. Before the start of each set, each player places a Support Card 70 face down in Support Area 114 directly below the character card 10 they wish to support from their character area 112. They can activate the effect of Support Card 70 by flipping it face up each turn. In addition, Attack Equipment Cards 50 or Defense Equipment Cards 60 can also be placed in Support Area 114. The explanation of the effect of Support Card 70 is omitted.
[0047] The hand area 115 is an area for temporarily holding enhancement cards (40 rank-up cards, 50 attack equipment cards, 60 defense equipment cards, and 70 support cards). Before the start of each set, each player draws 6 enhancement cards from the enhancement card deck (multiple cards shuffled and stacked face down) located in the deck area 116 and places them in the hand area 115.
[0048] Furthermore, the user area 110 is provided with a deck area 116, a points area 117, and a retrieval area 118. Note that the arrangement of the deck area 116, points area 117, and retrieval area 118 shown in Figure 8 is just one example, and these arrangements are not limited to the example in Figure 8.
[0049] Deck area 116 is the area for placing the decks of number cards 20 and the decks of enhancement cards.
[0050] Point area 117 is an area for placing point cards 30, and includes a plus area 1171 and a minus area 1172. Each player places the 100 point cards 30 distributed at the start of the game into their plus area 1171. Then, depending on the outcome of each turn, a predetermined number of point cards 30 are moved between the plus area 1171 and the minus area 1172.
[0051] The collection area 118 is an area for placing used enhancement cards. Enhancement cards placed in the collection area 118 are collected at the end of each set and shuffled into the deck of enhancement cards located in the deck area 116.
[0052] <Preparation before the game starts> Figure 9 is a flowchart illustrating an example of preparation before the start of the game. Figure 10 shows an example of the placement of each card in player A's user area 110A on the playfield 100.
[0053] First, players A and B each select five character cards 10 from their own collection to use in the first set of the game, and place them face down in the order they will play, starting from the right side of their character area 112 in their user area 110 (Step S1). The five character cards 10 selected here will be the same ones used in the second set and subsequent sets of the game.
[0054] Next, the referee randomly distributes 20 number cards, each containing a number from "0" to "9", to players A and B in sets of 5 (Step S2).
[0055] Next, Player A and Player B each check the numbers on the five number cards 20 that were distributed to them, place one card they do not want to exchange with their opponent face down (with the number hidden) in the protection area 1111, and place the remaining four cards face down in the number area 111 (excluding the protection area 1111) (Step S3). Next, Player A and Player B each exchange one of the four cards in the number area 111 (excluding the protection area 1111) that their opponent has selected face down (Step S4). As a variation of the rules, instead of having the opponent choose which number card 20 to exchange, Player A and Player B may each choose which number card 20 to give to their opponent according to their own strategy.
[0056] Next, players A and B each turn over the five character cards 10 that were placed face down in the character area 112 in step S1 (step S5).
[0057] Next, Players A and B each draw six enhancement cards 1162 (40 rank-up cards, 50 attack equipment cards, 60 defense equipment cards, or 70 support cards) from the enhancement card deck 1161 located in the deck area 116, and place them face up in the hand area 115 (Step S6).
[0058] Next, players A and B each apply the enhancement cards 1162 placed in their hand area 115 to the applicable character cards 10 located in the character area 112, according to their respective strategies. Specifically, rank-up cards 40 are placed on top of the character card 10 to which they are applied. Attack equipment cards 50 and defense equipment cards 60 are placed in the equipment area 113 directly below the character card 10 to which they are applied. Support cards 70 are placed in the support area 114 directly below the character card 10 to which they are applied (step S7). Enhancement cards 1162 that are not applied to character cards 10 can remain in the hand area 115. This concludes the explanation of the preparations before the start of the game.
[0059] Through the pre-game preparations described above, players A and B can see the characters they will face from turn 1 to turn 5, as well as the status of enhancements provided by enhancement card 1162. By checking the numbers on the number cards 20 assigned to them, they can determine the numbers on the number cards 20 held by their opponents. They then strategize about the order in which their opponents will play their number cards 20, and how to play their own number cards 20.
[0060] <About game progression> Figure 11 is a flowchart illustrating an example of game progression.
[0061] First, the referee determines who goes first and second in the first turn of the first set (Step S11). Specifically, players A and B are asked to declare that they were dealt the number card 20 with the number "0", and the player who received the number card 20 with the number "0" is determined to go first, and the other player to go second. Here, for example, let's assume that player A is determined to go first and player B is determined to go second.
[0062] Next, Player A, who goes first, selects a number card 20 from the unused, face-down number cards 20 located in their number area 111 (including the protection area 1111) to apply to the character card 10 located on the far right of the character area 112 from Player A's perspective (the character card 10 that will be played in the first turn), and moves it face down directly above that character card 10 (Step S12).
[0063] Next, Player B, who is going second, selects a number card 20 from the unused, face-down number cards 20 located in their number area 111 (excluding the protection area 1111) to apply to the character card 10 located on the far right of the character area 112 from Player B's perspective (the character card 10 that will be played in the first turn), and moves it face down directly above that character card 10 (Step S13). Note that Steps S12 and S13 may be performed in any order, or they may be performed simultaneously.
[0064] Next, players A and B each simultaneously turn over the number cards 20 that they moved directly above character card 10 in steps S12 and S13, and the referee compares the numbers on the two number cards 20 to determine which player A and B are attacking or defending (step S14). Specifically, the player with the higher number on number card 20 is determined to be the attacker, and the player with the lower number is determined to be the defender. Note that being the attacker means fighting the opponent based on the character's attack ability value, and being the defender means fighting the opponent based on the character's defense ability value. At this stage, let's assume, for example, that player A's number card 20 is higher, and player A is determined to be the attacker and player B is determined to be the defender.
[0065] Next, the referee determines whether the combination of numbers on the two number cards 20 is "0" and "9" (step S15). If the referee determines that the combination of numbers is "0" and "9" (YES in step S15), the offense and defense of the players are reversed (step S16). That is, for example, if player A's number card 20 is "9" and player B's number card 20 is "0", in step S14 player A is the attacker and player B is the defender, but this is reversed so that player A becomes the defender and player B becomes the attacker.
[0066] The number on the number card 20 is used as a coefficient to multiply the base ability value when calculating the match ability value. However, if the offense and defense of the players are reversed in step S16, the coefficient multiplied by the defensive ability value of player A, who has been switched to the defense, is considered to be "0", and the coefficient multiplied by the offensive ability value of player B, who has been switched to the attack, is considered to be "10". After this, the referee proceeds to step S18.
[0067] Next, the referee calculates the competitive ability scores of players A and B to determine the winner of the current turn and reflects the result of the win / loss determination in the points of players A and B (Step S18).
[0068] Specifically, for the attacking player, the attack ability value listed on the character card 10 being fought is increased according to the rank-up cards 40 and attack equipment cards 50 applied by the player to that character card 10, and then the battle ability value is calculated by multiplying this by a coefficient based on the number on the number card 20. For the defending player, the defense ability value listed on the character card 10 being fought is increased according to the rank-up cards 40 and defense equipment cards 60 applied by the player to that character card 10, and then the battle ability value is calculated by multiplying this by a coefficient based on the number on the number card 20.
[0069] Then, the player with the higher combat ability score is determined to be the winner of that turn. If the attacking player is the winner, the defending player's points are reduced by the difference in the combat ability scores of players A and B (by moving the point card 30 from the plus area 1171 in point area 117 to the minus area 1172).
[0070] Conversely, if the defending side wins, the defending player's points are increased by the difference in the competitive ability values of players A and B (by moving 30 point cards from minus area 1172 in point area 117 to plus area 1171). If there are not enough 30 point cards to move from minus area 1172 to plus area 1171, the number of 30 point cards currently in minus area 1172 will be used as the limit for moving them to plus area 1171.
[0071] For example, if the rank of player A and player B's character card 10 is Normal (base ability value = 100), and the number on player A's number card 20 is "9", and the number on player B's number card 20 is "0", the process proceeds to steps S15 and S16, and player A is determined to be the defender and player B is determined to be the attacker.
[0072] Then, in step S18, if defending player A has not applied rank-up card 40 and defensive equipment card 60, their defensive ability value of "100" is multiplied by a coefficient of "0" to calculate their combat ability value of "0". If attacking player B has not applied rank-up card 40 and offensive equipment card 50, their offensive ability value of "100" is multiplied by a coefficient of "10" to calculate their combat ability value of "1000". The attacking player B, who has the higher combat ability value, is determined to be the winner of the turn, and 20 point cards (30 total) corresponding to the difference in combat ability values (1000) are moved from the positive area 1171 to the negative area 1172 of the losing defending player A.
[0073] For example, if one rank-up card 40 is applied to attacking player B, the attack ability value of the upgraded rare rank "150" is multiplied by a coefficient of "10" to calculate a battle ability value of "1500". Also, if an attack equipment card 50 is applied, the attack ability value of "100" is doubled and then multiplied by a coefficient of "10" to calculate a battle ability value of "2000". Furthermore, if one rank-up card 40 and an attack equipment card 50 are applied, the attack ability value of the upgraded rare rank "150" is doubled and then multiplied by a coefficient of "10" to calculate a battle ability value of "3000".
[0074] In step S15, if it is determined that the combination of the numbers on the two number cards 20 is not "0" and "9" (NO in step S15), the referee then determines whether the sum of the numbers on the two number cards 20 is "10" (step S17). If it is determined that the sum of the numbers on the two number cards 20 is not "10" (NO in step S17), the referee proceeds to step S18, maintaining the offensive and defensive roles of players A and B as determined in step S14.
[0075] For example, if the rank of player A and player B's character card 10 is Normal (base ability value = 100), and the number on player A's number card 20 is "5", and the number on player B's number card 20 is "4", the process proceeds to steps S15, S17, and S18. In step S18, for attacking player A, if rank-up card 40 and attack equipment card 50 are not applied, the attack ability value "100" is multiplied by a coefficient of "5" to calculate a battle ability value of "500". For defending player B, if, for example, defensive equipment card 60 is applied, the defensive ability value "100" is doubled and multiplied by a coefficient of "4" to calculate a battle ability value of "800". The defending player B, who has the higher battle ability value, is determined to be the winner of the turn, and six point cards 30, corresponding to the difference in battle ability values of "300", are moved from the minus area 1172 to the plus area 1171 of the winning defending player B.
[0076] In step S17, if the judge determines that the sum of the numbers on the two number cards 20 is "10" (YES in step S17), the judge determines that the turn is a draw and skips step S18, thereby avoiding any movement (increase or decrease in points) of the point cards 30 for each player A and B, and proceeds to step S19.
[0077] Next, the referee determines whether either Player A or Player B's point count has reached 0 (whether the number on the point card 30 in plus area 1171 has reached 0) (step S19). If the referee determines that either Player A or Player B's point count has reached 0 (YES in step S19), then the referee determines the winner of the game based on the points of Players A and B (step S23). In this case, the player whose point count has reached 0 is determined to be the loser, and the game ends regardless of the current turn or set.
[0078] Conversely, if the judge determines that the point totals of players A and B are not zero (NO in step S19), the judge proceeds to step S20.
[0079] Next, the referee determines whether the prescribed number of turns (5 in this case) has been completed in the set (step S20). If the referee determines that the prescribed number of turns has not been completed (NO in step S20), the current turn ends, and the enhancement cards (50 attack equipment cards, 60 defense equipment cards, and 70 support cards, excluding rank-up cards 40) applied to the character card 10 that was played in the current turn are moved to the respective recovery areas 118 for players A and B. Then, the process returns to step S11, and the next turn begins. However, from the second turn of the first set onwards, the first and second players are switched from the previous turn. That is, in this case, player A went first in the first turn, so player B is determined to go first in the second turn. The character card 10 to be played is the one to the left of the character card 10 that was played in the previous turn. In other words, in the first turn, the first character card 10 from the right side of character area 112 was used for the battle, so in the second turn, the second character card 10 from the right side of character area 112 will be used for the battle.
[0080] Subsequently, in step S20, if it is determined that the prescribed number of turns has been completed (YES in step S20), the current set is ended, and then the referee determines whether the prescribed number of sets has been completed (step S21). If it is determined that the prescribed number of sets has not been completed (NO in step S21), then the referee has players A and B prepare for the next set (step S22).
[0081] Figure 12 is a flowchart illustrating an example of preparing the next set. Processes common to both the preparation of the next set and the preparation before the game starts (Figure 9) are denoted by the same symbols, and their explanations are omitted as appropriate.
[0082] First, the referee collects number card 20, which was used in the previous set. Also, players A and B each collect the unused enhancement cards from the six enhancement cards they drew from the deck in the previous set, as well as the used enhancement cards that were moved to the collection area 118 (step S31). The collected enhancement cards are then shuffled into the enhancement card deck in deck area 116.
[0083] Next, Players A and B each use the 5 character cards 10 they selected in the previous set and place them face down in the order they will face each other, starting from the right side of their character area 112 in their user area 110 (Step S1).
[0084] Next, the referee randomly distributes five number cards each from a set of 20 number cards, each containing a number from "0" to "9" (Step S2). The number cards are to be used alternately by each player, alternating between sets. This prevents cheating by ensuring that players receive numbers that are advantageous to them.
[0085] Steps S3 to S7 are the same as in Figure 9, so their explanation will be omitted. This concludes the explanation of the preparation for the next set.
[0086] Return to Figure 10. After step S22, the referee returns to step S11 and starts the next set. Then, in step S21, if it is determined that the prescribed set has been completed (YES in step S21), the referee then determines the winner of the game based on the points of players A and B (step S23). The above is an explanation of one example of game progression.
[0087] As described above, this embodiment makes it possible to provide a card game that can improve the reasoning and thinking abilities of players.
[0088] <Example of the configuration of the game system 200 according to the second embodiment of the present invention> Figure 13 shows an example configuration of a game system 200 according to a second embodiment of the present invention. As described above, the game system 200 implements a competitive card game that players A and B actually played face-to-face as an online game, making it playable via a network.
[0089] The game system 200 comprises terminal devices 210A and 210B used by players A and B, and a server device 220. The terminal devices 210A and 210B and the server device 220 are connected via network N. Network N is a bidirectional communication network, such as the Internet. Hereafter, when it is not necessary to distinguish between terminal devices 210A and 210B individually, they will be referred to as terminal device 210.
[0090] The terminal device 210 consists of a general-purpose computer such as a smartphone, personal computer, or game console. The server device 220 consists of a general-purpose computer such as a server computer. A typical computer includes a processor such as a CPU (Central Processing Unit), memory such as DRAM (Dynamic Random Access Memory), storage such as an HDD (Hard Disk Drive) or SSD (Solid State Drive), input devices such as a keyboard, mouse, or touch panel, output devices such as a display, and a communication module such as a NIC (Network Interface Card) (none of which are shown).
[0091] The terminal device 210 has functional blocks including a processing unit 211, a storage unit 212, a communication unit 213, a display unit 214, and an input unit 215.
[0092] The processing unit 211 is implemented by the computer's processor. The processing unit 211 controls a competitive card game by executing a game application program (app) 2111 installed on the computer.
[0093] The memory unit 212 is implemented by the computer's memory and storage. The memory unit 212 stores various data and information. The communication unit 213 is implemented by the computer's communication module. The communication unit 213 connects to the server device 220 via the network N and communicates various data and information. The display unit 214 is implemented by the computer's output device. The display unit 214 displays an operation screen (play screen) that includes the playfield 100 and various cards as objects in a competitive card game. The input unit 215 is implemented by the computer's input device. The input unit 215 accepts various operations from the user (player in a competitive card game) (for example, card selection, card placement, execution instructions, etc.).
[0094] The server device 220 has functional blocks consisting of a processing unit 221, a storage unit 222, and a communication unit 223.
[0095] The processing unit 221 is implemented by the computer's processor. The processing unit 221 includes a display control unit 2211 and a progress control unit 2212. The processing unit 221 implements the display control unit 2211 and the progress control unit 2212, which control the competitive card game, by executing a control program installed on the computer. The display control unit 2211 sends display information used to display the play screen to the terminal device 210 to display the play screen, and updates the display information on the play screen in response to user (player) operations in the competitive card game using the terminal device 210. The progress control unit 2212 controls the progress of the game in response to user (player) operations using the terminal device 210.
[0096] The memory unit 222 is implemented by the computer's memory and storage. The memory unit 222 stores player information 2221, which includes account and login information for each player, and card information 2222, which includes cards owned by each player.
[0097] Next, we will explain the correspondence between the game system 200 and the processing of each step in the example of preparation before the game starts (Figure 9), an example of game progression (Figure 11), and an example of preparation for the next set (Figure 12) described above.
[0098] The process of placing character cards in step S1 of Figure 9 is executed by the display control unit 2211 of the server device 220 in response to user (player) operations on the play screen displayed on the terminal device 210.
[0099] The process of distributing five number cards 20 at a time in step S2 is performed by the progress control unit 2212 of the server device 220 and reflected in the owned card information 2222.
[0100] The process of placing the number card 20 in the number area 111 in step S3 is performed by the display control unit 2211 of the server device 220 in response to user (player) operations on the play screen displayed on the terminal device 210.
[0101] The process of exchanging the number card 20 in step S4 is executed by the display control unit 2211 of the server device 220 in response to user (player) operations on the play screen displayed on the terminal device 210, and is reflected in the owned card information 2222.
[0102] The process of turning the character card 10 face up in step S5 is performed by the display control unit 2211 of the server device 220.
[0103] The process of drawing enhancement cards from the deck in step S6 is performed by the progress control unit 2212 of the server device 220 and reflected in the owned card information 2222. The process of placing the enhancement cards in the hand area 115 is performed by the display control unit 2211.
[0104] The process of applying the enhancement card to the character card 10 in step S7 is performed by the display control unit 2211 of the server device 220 in response to user (player) operations on the play screen displayed on the terminal device 210.
[0105] In step S11 of Figure 11, the process of determining whether players A and B go first or second is performed by the progress control unit 2212 of the server device 220, which refers to the held card information 2222.
[0106] In step S12, the process in which the first player selects number card 20 and moves it directly above character card 10 is executed by the display control unit 2211 of the server device 220 in response to user (first player) input to the play screen displayed on terminal device 210.
[0107] In step S13, the process in which the second player selects number card 20 and moves it directly above character card 10 is executed by the display control unit 2211 of the server device 220 in response to user (second player) input to the play screen displayed on terminal device 210.
[0108] The processing in steps S14 to S23 is performed by the progress control unit 2212 of the server device 220.
[0109] The process in step S31 of Figure 12 is performed by the display control unit 2211 and the progress control unit 2212 of the server device 220.
[0110] As explained above, the game system 200 can perform the processing of each step in an example of preparation before the game starts (Figure 9), an example of game progression (Figure 11), and an example of preparation for the next set (Figure 12).
[0111] Furthermore, the game played via the network N using the game system 200 can be played not only by two users, terminal devices 210A and 210B, competing as players A and B, but also by a single user, for example, using terminal device 210. In that case, the progress control unit 2212 of the server device 220 should be configured to operate as player B, the opponent.
[0112] Alternatively, users may enjoy the game independently using only the terminal device 210 without connecting to the server device 220. In that case, the application 2111 on the terminal device 210 can be run as the display control unit 2211 and the progress control unit 2212 (including operation as opponent player B) of the server device 220.
[0113] In the above description, a game-specific application 2111 is installed on the terminal device 210. However, the terminal device 210 may connect to the server device 220 using a general-purpose web browser and run the game on the web browser.
[0114] <Examples of application> The competitive card game of this embodiment can be applied to games that share a common game concept. For example, the characters depicted on character card 10 may be considered as virtual artists, idols, or performers, and players may compete based on their singing and dancing abilities. In that case, the sets and turns that constitute the game in this embodiment may be replaced with, for example, performances and live shows, the attacks and defenses in this embodiment may be replaced with, for example, singing and dancing, and the number of points in this embodiment may be replaced with, for example, the number of spectators.
[0115] The present invention is not limited to the embodiments and modifications described above, and various further modifications are possible. For example, the embodiments and modifications described above are explained in detail for the purpose of clearly illustrating the present invention, and are not necessarily limited to those having all the configurations described. Furthermore, it is possible to replace parts of one modification with other modifications or to combine modifications.
[0116] Furthermore, each of the above configurations, functions, processing units, and processing means may be implemented in hardware, either partially or entirely, by designing them as integrated circuits, for example. Alternatively, each of the above configurations and functions may be implemented in software by a processor interpreting and executing programs that implement each function. Information such as programs, tables, and files that implement each function can be stored in memory, recording devices such as hard disks and SSDs, or recording media such as IC cards, SD cards, and DVDs. Also, control lines and information lines are shown only if deemed necessary for explanation, and not all control lines and information lines are necessarily shown in the actual product. In practice, it can be assumed that almost all configurations are interconnected. [Explanation of symbols]
[0117] 10...Character Cards, 20...Number Cards, 30...Point Cards, 40...Rank-Up Cards, 50...Attack Equipment Cards, 60...Defense Equipment Cards, 70...Support Cards, 100...Playfield, 110...User Area, 111...Number Area, 1111...Protection Area, 112...Character Area, 113...Equipment Area, 114...Support Area, 115...Hand Area, 116...Deck Area, 1161...Deck, 117...Point Area, 1171...Plus Area, 1172...Minus Area, 118...Collection Area 200...Game system, 210...Terminal device, 211...Processing unit, 2111...Application, 212...Storage unit, 213...Communication unit, 214...Display unit, 215...Input unit, 220...Server device, 221...Processing unit, 2211...Display control unit, 2212...Progress control unit, 222...Storage unit, 223...Communication unit
Claims
1. A character and a plurality of first game objects to which the basic ability values of the character are associated, Multiple second game objects to which numbers are associated, The system comprises a playfield having a first area for placing the first game object and a second area for placing the second game object, corresponding to each player competing against each other. Depending on the combination of the number indicated by one of the multiple second game objects that the first player has placed in their second area and the number indicated by one of the multiple second game objects that the second player has placed in their second area, the battle ability value of the character indicated by one of the first game objects that the first player has placed in their first area and the battle ability value of the character indicated by one of the first game objects that the second player has placed in their first area are determined. Game toys.
2. A game toy according to claim 1, Based on the number indicated by the one second game object selected by the first player and the base ability value of the character indicated by the one first game object selected by the first player, the battle ability value of the character indicated by the one first game object selected by the first player is determined. Based on the number indicated by the first game object selected by the second player and the base ability value of the character indicated by the first game object selected by the second player, the battle ability value of the character indicated by the first game object selected by the second player is determined. Game toys.
3. A game toy according to claim 1, It comprises multiple third game objects to which point values are associated, The playfield is provided with a third area for placing the third game object, corresponding to each player. The number of game objects placed in the third area is increased or decreased according to the difference between the battle ability value of the character corresponding to the first player and the battle ability value of the character corresponding to the second player, thereby changing the number of points each player possesses. Game toys.
4. A game toy according to claim 3, If the number indicated by one of the second game objects selected by the first player is smaller than the number indicated by the second game object selected by the second player, the number of third game objects placed in the third area of the first player is increased or decreased. Game toys.
5. A game toy according to claim 4, If the number indicated by one of the second game objects selected by the first player is smaller than the number indicated by the second game object selected by the second player, and these two numbers are a specific combination, then the number of third game objects placed in the third area of the second player is increased or decreased. Game toys.
6. A game toy according to claim 4, If the sum of the number indicated by one of the second game objects selected by the first player and the number indicated by the second game object selected by the second player is a specific number, then an increase or decrease in the number of third game objects placed in the third area for both the first and second players is avoided. Game toys.
7. A game toy according to claim 1, The second area includes a protective area for placing one of the second game objects. During the preparation phase of the game, the first player and the second player place one of the second game objects in the protected area, and then exchange one of the multiple second game objects placed in the second area excluding the protected area. Game toys.
8. A game system comprising terminal devices and server devices, The terminal device receives input from the user, who is the player. The server device comprises a display control unit and a progress control unit, The display control unit, A character and a plurality of first game objects to which the basic ability values of the character are associated, Multiple second game objects to which numbers are associated, The terminal device displays a playfield in which a first area for placing the first game object and a second area for placing the second game object are provided, corresponding to each player competing. The progress control unit, Depending on the combination of the number indicated by one of the multiple second game objects that the first player has placed in their second area and the number indicated by one of the multiple second game objects that the second player has placed in their second area, the battle ability value of the character indicated by one of the multiple first game objects that the first player has placed in their first area and the battle ability value of the character indicated by one of the multiple first game objects that the second player has placed in their first area are determined. Game system.
9. A control program for a server device, The computer of the server device is configured to function as a display control unit and a progress control unit. The display control unit, A character and a plurality of first game objects to which the basic ability values of the character are associated, Multiple second game objects to which numbers are associated, A playfield is displayed on the terminal device, which includes a first area for placing the first game object and a second area for placing the second game object, corresponding to each player competing in the match. The progress control unit, Depending on the combination of the number indicated by one of the multiple second game objects that the first player has placed in their second area and the number indicated by one of the multiple second game objects that the second player has placed in their second area, the battle ability value of the character indicated by one of the multiple first game objects that the first player has placed in their first area and the battle ability value of the character indicated by one of the multiple first game objects that the second player has placed in their first area are determined. Control program.
10. A program for an application for a terminal device, The computer of the aforementioned terminal device is configured to function as a display control unit and a progress control unit. The display control unit, A character and a plurality of first game objects to which the basic ability values of the character are associated, Multiple second game objects to which numbers are associated, A playfield is displayed, which includes a first area for placing the first game object and a second area for placing the second game object, corresponding to each player competing in the match. The progress control unit, It operates as the second player, The system determines the character's battle ability value indicated by the first game object selected by the first player from among multiple second game objects placed in the second area of the user, based on the combination of the numbers indicated by the second game object selected by the second player from among multiple second game objects placed in the second area of the user, and the character's battle ability value indicated by the first game object selected by the first player from among multiple first game objects placed in the first area of the user, the system, the system, and the character's battle ability value indicated by the first game object selected by the second player from among multiple first game objects placed in the first area of the user, the system. Application program.