Program, game device, and method for running a game

The game system enhances player engagement by dynamically updating choice effects and incorporating support elements, offering a rich and enjoyable training experience through multiple turns and card synthesis.

JP2026122826AActive Publication Date: 2026-07-29RUDEL INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
RUDEL INC
Filing Date
2025-01-16
Publication Date
2026-07-29

AI Technical Summary

Technical Problem

Existing games lack mechanisms to enhance player engagement and enjoyment through dynamic choice-based training systems that update the effects of player choices over multiple turns.

Method used

A game system that includes a training part with multiple turns, where the computer updates the effect of a first choice based on other choices made during the same turn, allowing for the generation of new choices and incorporating support characters, equipment, and card synthesis to enhance the training experience.

Benefits of technology

The system provides a highly entertaining and engaging gameplay experience by dynamically updating the training object's status values and offering multiple layers of interaction, including card synthesis, thereby increasing player enjoyment.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026122826000001_ABST
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Patent Text Reader

Abstract

We provide highly entertaining games. [Solution] The program causes computer 2 to run a game that has a training part consisting of multiple turns, in which a training object is trained while the turns progress based on the execution of choices. In one or more turns, computer 2 performs an update process that updates the effect of executing the first choice among multiple executable choices based on other choices different from the first choice.
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Description

Technical Field

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[0001] The present invention relates to a program, a game device, and a method for executing a game.

Background Art

[0007] One aspect of the present invention is a program that causes a computer to run a game having a training part consisting of multiple turns, in which a training object is trained while the turns progress based on the execution of choices, and the program is characterized in that, in one or more turns, the computer performs an update process that updates the effect of executing a first choice among multiple executable choices based on other choices different from the first choice.

[0008] One aspect of the present invention is a program that causes a computer to run a game having a training part consisting of multiple turns, in which a training object is trained while the turns progress based on the execution of choices, and the program is characterized in that, in one or more turns, the computer executes an update process that generates a third choice different from the first choice and the second choice among a plurality of executable choices.

[0009] One aspect of the present invention is a game device comprising one or more computers that execute a game having a training part consisting of multiple turns, in which a training object is trained while the turns progress based on the execution of choices, wherein the computers execute an update process in one or more turns to update the effect of executing a first choice from among multiple executable choices based on other choices different from the first choice that can be executed in the same turn.

[0010] One aspect of the present invention is a method for executing a game having a training part consisting of multiple turns, in which a training object is trained while the turns progress based on the execution of choices, characterized in that, in one or more turns, the computer updates the effect of executing a first choice from among multiple executable choices based on other choices different from the first choice that can be executed in the same turn. [Effects of the Invention]

[0011] According to the present invention, it is possible to provide a highly entertaining game. [Brief explanation of the drawing]

[0012] [Figure 1] Block diagram of the information processing system according to this embodiment. [Figure 2] A diagram showing the processing sequence between the server and the terminal device. [Figure 3] A diagram showing the home screen. [Figure 4] A diagram showing the scenario selection screen. [Figure 5] A diagram showing the character selection screen for training. [Figure 6] A diagram showing the team formation screen. [Figure 7] A diagram showing the support character selection screen. [Figure 8] A diagram showing the support card selection screen. [Figure 9] A diagram showing the support equipment configuration screen. [Figure 10] A diagram showing the training screen. [Figure 11] This diagram shows the training screen with a training menu selected. [Figure 12] A diagram showing the effect multiplier notification screen. [Figure 13] A diagram showing the status update screen. [Figure 14] A diagram showing the results screen. [Figure 15] A diagram showing the screen transitions during the training card synthesis process. [Figure 16] A diagram showing the processing sequence between the server and the terminal device during the synthesis process of the training card. [Figure 17] (a) A table showing the acquisition conditions of the synthesis points, (b) A table showing the combination and effects of the training cards to be synthesized. [Figure 18] A diagram showing the home screen according to the second embodiment. [Figure 19] A diagram showing the scenario selection screen according to the second embodiment.

Embodiments for Carrying Out the Invention

[0013] Hereinafter, embodiments of the present invention will be described with reference to the drawings. (Schematic Configuration of the Information Processing System) First, the configuration of the information processing system 1 according to the present embodiment will be described. The information processing system 1 according to the present embodiment is a system that provides a game (hereinafter referred to as a training game) having a training part for training a game character (training object) to be trained for a user (hereinafter also referred to as a player). The above training game is a game that updates the status value (value of the ability parameter) of the training object character by executing a game called "training" and trains the training object character.

[0014] As shown in FIG. 1, the information processing system 1 includes a game management server 2 and a terminal device 5 that are communicably connected via a network 6 such as the Internet, and the above training game is provided as a so-called cloud service when the user accesses the game management server 2 via the Internet using the terminal device 5.

[0015] The terminal device 5 is, for example, a user terminal such as a mobile terminal or a personal computer, and includes a control unit 51, a storage unit 52, a communication unit 53, and a display unit 54. The control unit 51 is composed of a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), etc., and the storage unit 52 is composed of a RAM (Random Access Memory), a ROM (Read Only Memory), etc. Further, game application data and the like are stored in the storage unit 52, and the terminal device 5 can access the server 2 via the game application or a web browser. The terminal device 5 can play the above-described breeding game on the screen of the display unit 54 by accessing the game management server 2.

[0016] The game management server (hereinafter, also simply referred to as the server or the server device) 2 is composed of one or more computers, and includes a control unit 10, a storage unit 20, and a communication unit 30. The communication unit 30 is a communication interface for performing encrypted communication with the communication unit 53 of the terminal device 5 via the network 6.

[0017] The storage unit 20 stores an information processing program for the control unit 10 to execute, various data, etc., and is composed of a RAM (Random Access Memory), a ROM (Read Only Memory), etc. More specifically, the storage unit 20 includes a game data storage unit 21 in which the game program of the above-described breeding game and the like are stored, and a content storage unit 22 that stores various game contents (hereinafter, also simply referred to as contents) acquired by the user in the game.

[0018] The control unit 10 is composed of a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), etc., and functions as a game management unit 11, a content management unit 12, etc. by executing the program stored in the above-described storage unit 20.

[0019] The game management unit 11 is configured to manage the progress of the above-described breeding game, and executes processes related to updating the status values of the breeding target characters during training execution and the like.

[0020] The content management unit 12 is configured to manage the provision of game content to users in the game, and is configured to provide the above-described game content to users when predetermined conditions are satisfied. The above game content includes the breeding target characters in the above-described breeding game, items used in the game (for example, support cards such as special support cards and extra support cards described later, and support tools), and the like.

[0021] <Details of the Breeding Game> Next, the above-described breeding game will be described in detail. The breeding game according to the present embodiment is configured to execute a game called "training" as described above, and the training is a game in which a plurality of turns are set as one set. Each turn ends (elapses) by executing processes called "practice", "rest", or "match", which will be described in detail later. The status of the breeding target character and other parameters are updated by the above "practice", "rest", or "match" processes. Then, when the specified number of turns elapses, the above training ends. In addition to when the specified number of turns ends, the above training may also end when losing in the above "match", or when the game parameters that can be obtained by executing "practice" or "match" are below the specified threshold at a predetermined timing.

[0022] Specifically, Figure 2 is a diagram showing the training flow in terms of the processing sequence between Server 2 and Terminal Device 5. When a user starts the training game of this embodiment, they first launch the application on Terminal Device 5 and access Server 2. When the application is launched, Terminal Device 5 generates authentication information including a user ID (S1 in Figure 2) and sends it to Server 2 along with a login request (T1).

[0023] When Server 2 receives authentication information from Terminal Device 5, it performs authentication processing based on the received authentication information (S2). Specifically, it compares the received authentication information with the user ID etc. stored in Storage Unit 20 to confirm whether the user attempting to log in matches a user registered in Server 2. Based on the confirmation that the user matches a registered user, it approves the login request (T2). Once the login is approved, Terminal Device 5 can access information such as the user's game history stored in Server 2.

[0024] When login is approved, terminal device 5 displays the home screen 100 shown in Figure 3 on the display unit 54 (S3). The home screen 100 includes a training button 101, and to start the training game, the user presses (clicks, taps, or performs other selection operations) the training button 101.

[0025] When terminal device 5 detects that the training button 101 has been pressed, it sends a request to server 2 to start the training game (T3) and displays the scenario selection screen 1100 shown in Figure 4 on the display unit 54 (S4). The scenario selection screen 1100 has a scenario selection section 1110 at the bottom of the screen, which allows the user to select the scenario to be executed in this training from among multiple training scenarios using icons 113 and 114. In Figure 4, training A112 is selected.

[0026] Each training scenario differs in the training objectives to be cleared during training, the events that occur, and the rewards that can be obtained upon achieving the training objectives. In addition to the final training objective, each training scenario has intermediate achievement conditions that are different from the training objective. The number of turns is counted towards the point where the success or failure of these final and intermediate achievement conditions is judged, and the training ends when the intermediate achievement conditions are not met at the checkpoints where the success or failure of the intermediate achievement conditions is judged, or when the training objective is achieved. Also, at the top of the scenario selection screen 1100, the user's training stamina of 116 is displayed. This training stamina of 116 is a parameter that is consumed when performing training (training game), and a certain amount of stamina or more is required to perform training.

[0027] When a user selects a training scenario to execute, they press the confirmation button 115, which is located below the scenario selection unit 1110 and is labeled "Next," to confirm the training scenario to be executed. When the confirmation button 115 is pressed, the terminal device 5 generates the training scenario selection information and sends it to the server 2, and also displays the training character selection screen 120 on the display unit 54 (T4 and S5).

[0028] As shown in Figure 5, the character selection screen 120 comprises a character selection section 121 and a status display section 122. The character selection section 121 displays icons 121a of multiple characters to be trained that the user possesses. These icons of multiple characters to be trained are selection buttons that the user can choose from, and the status value of the selected character to be trained is displayed in the status display section 122. More specifically, each character to be trained has six types of status values, Status I to Status VI, as values ​​for multiple updatable ability parameters, and these values ​​are displayed in the status display section 122a to 122f of Status I to Status VI. Each character also has a special training card (not shown), and the special training card possessed by the selected character to be trained is added to the types of training cards displayed in "Training" above.

[0029] When a user selects a character to be trained in the character selection unit 121, they press the confirmation button 123, which is labeled "Next" and is located below the character selection unit 121, to confirm the selection of the character to be trained. Upon detecting the operation of the confirmation button 123, the terminal device 5 generates the selection information of the character to be trained and sends it to the server 2 (T5), and then proceeds to the support formation process. The support formation process is a process that sets up the training to support the training of the selected character during the training, and in this embodiment, it includes a team formation process that forms a team to run the training with the character to be trained, and a support equipment formation process that forms support equipment, which are items that support the training. Specifically, in this embodiment, when the support formation process starts, the terminal device 5 first displays the team formation screen 130 on the display unit 54 (S6).

[0030] As shown in Figure 6, the team formation screen 130 includes a support formation section 131, a special support card formation section 132, and an extra support card formation section 133. In the support formation section 131, support characters can be selected to train together with the training target character selected on the training character selection screen 120. In other words, the support formation section 131 is configured to allow the selection of multiple support characters different from the training target character selected on the training character selection screen 120, and the status values ​​updated during training and the events that occur will change depending on the support characters formed in the support formation section 131.

[0031] More specifically, on the team formation screen 130, when the plus icon on the support formation section 131 or the icon of a displayed character is pressed, the support character selection screen 1310 shown in Figure 7 is displayed. The support character selection screen 1310 comprises a support character selection section 1313 and a training card display section 1312. The support character selection section 1313 displays a row of icons for characters that the user can select as support characters. These icons for multiple support characters are select buttons that the user can choose, and the training card display section 1312 displays the special training cards 1312A to 1312C that the selected support character possesses. When a support character is formed, the special training cards possessed by the formed support character are added to the types of training cards displayed in "Training" above, and depending on the formed support character, predetermined stats and other attributes become easier to increase during "Training".

[0032] A training card is an example of an option that the user can choose from during the "practice" portion of the "training" described above. This "practice" involves selecting and executing one training card from several types of training cards presented. As shown in Figure 10, in this embodiment, there are five types of practice (training cards), from Practice A to Practice E. Each of these practices, A to E, has a different type and range of stat increases when executed. Furthermore, even among training cards belonging to the same practice (type), there are cards with different rarity levels, and the higher the rarity of the card, the greater the increase in stats when executed. For example, even within the same Practice A, training card 142a shown in Figure 10 is a normal card (the lowest rarity), while training card 1312A in Figure 7 has a higher rarity [gold]. Training card 1312A, with rarity [gold], increases stats more than when normal training card 142a is executed. Furthermore, the training card 1312B in Figure 7 has a rarity higher than [Gold], being [Black Gold], and the amount of status increase when used is higher than that of a [Gold] card (in this embodiment, three times that of a [Gold] card). In this embodiment, when using training cards of the same type, the value of a specific status increases regardless of rarity, but for cards of higher rarity, not only the amount of status increase but also the types of statuses that increase may increase. In addition, other effects that are advantageous to the user during "training" may be included.

[0033] Then, after selecting a support character, the user confirms the selection by pressing the confirm button 1314 at the bottom of the support character selection screen 1310. When the confirm button 1314 is pressed, the display unit 54 returns to the team formation screen 130, and the selected support character is added to the support formation unit 131.

[0034] In this embodiment, the support formation unit 131 is configured to allow selection of five support characters. Of these five support characters, four support characters 131a are selected from the training target characters held by the user, and one support character 131b can be selected from the training target characters (also called friend characters) held by other users.

[0035] Meanwhile, the Special Support Card Formation Unit 132 allows for the formation of Special Support Cards that provide an advantage in the aforementioned "Training." Specifically, when the icon for the Special Support Card Formation Unit 132 is pressed on the Team Formation Screen 130, the Support Card Selection Screen 1320 shown in Figure 8 is displayed. The Support Card Selection Screen 1320 comprises a Support Card Selection Unit 1321 and a Training Card Display Unit 1322. The Support Card Selection Unit 1321 displays a row of icons for cards that the user can select as support cards. These icons for multiple support cards are selection buttons that the user can choose, and the Training Card Display Unit 1322 displays the Training Cards 1322A to 1322C that the selected support card possesses.

[0036] More specifically, in the example shown in Figure 8, a special support card is selected that possesses training card 1322A with the rarity "black and red," training card 1322B with the rarity "black and gold," and training card 1322C with the rarity "gold." The "black and red" training card has an even higher rarity than the "black and gold" card, and in this embodiment, the amount of status increase when executed is five times that of the [gold] card. Furthermore, when a special support card is included in the formation, the special training cards possessed by the included special support card are added to the types of training cards displayed in "Training," and the special support card also has the effect of making it easier for predetermined statuses to increase during "Training."

[0037] When a special support card is selected, the user confirms the selection by pressing the "Next" button 1323 located at the bottom of the support card selection screen 1320. Once the confirm button 1323 is pressed, the display unit 54 returns to the team formation screen 130, and the selected special support card is added to the special support card formation section 132.

[0038] Furthermore, the Extra Support Card Formation Section 133 allows for the formation of Extra Support Cards that provide an advantage in the "Training" section. These Extra Support Cards are a type of Support Card, just like Special Support Cards. When Extra Support Cards are formed, the Special Training Cards possessed by the formed Extra Support Cards are added to the types of Training Cards displayed in the "Training" section, and certain stats become easier to increase during "Training," similar to Special Support Cards. In addition, Extra Support Cards are more difficult to obtain than Special Support Cards, and some have a greater effect when formed than Special Support Cards. Users can select Extra Support Cards in the same way as Special Support Cards by pressing the icon in the Extra Support Card Formation Section 133.

[0039] After completing the arrangement of the support characters, special support cards, and extra support cards, the user confirms the team arrangement process by pressing the confirmation button 134, which is labeled "Next" at the bottom of the team arrangement screen 130. When the confirmation button 134 is pressed, the process moves to the support equipment arrangement process, and the terminal device 5 displays the support equipment arrangement screen 1330 on the display unit 54. As shown in Figure 9, the support equipment arrangement screen 1330 includes a support equipment selection unit 1331 and an equipment capability display unit 1332. When the support equipment selection unit 1331 is pressed, a screen (not shown) displaying icons of support equipment that the user can select is displayed, similar to the case of special support cards shown in Figure 8, allowing the user to select and confirm the support equipment to be used. The support equipment selection unit 1331 displays the icon of the selected support equipment. The equipment capability display unit 1332 displays the capabilities of the selected support equipment. Specifically, it displays stats that are more likely to increase during "training," etc.

[0040] Once the support equipment is configured, the user confirms their selection by pressing the "Next" button 1333 at the bottom of the support equipment configuration screen 1330. Upon detecting the press of the "Next" button 1333, a final confirmation screen (not shown) is displayed before the training begins. Pressing the "Start Training" button on this screen consumes stamina for the training and starts the training. More specifically, when the "Start Training" button is pressed, the terminal device 5 generates selection information for support characters, etc., and sends it to the server 2 (T6). That is, it sends selection information for objects (support characters, special support cards, extra support cards, support equipment) that change (increase) the status values ​​that are updated during training, as selected by the support configuration process described above, to the server 2.

[0041] Server 2 receives selection information such as the training scenario, target character, and support character (T4-T6), and then determines the number of turns and training objectives (S7). Note that the number of turns and training objectives may be predetermined for each training scenario selectable by the user.

[0042] Furthermore, Server 2 obtains information on training cards usable in training from the above selection information and generates practice menu data, which is a combination of training cards to be displayed in each turn (S8). More specifically, this practice menu is generated by the generation processing unit 110 of Server 2, which obtains information on training cards usable in the current training from the above selection information and draws a lottery to determine which training cards to present in each turn. For example, in this embodiment, the generation processing unit 110 stores information on training cards other than normal that the target character, support character, special support card, and extra support card possess in the practice data table 211, and draws a lottery to determine whether or not to include these high-rarity training cards other than normal in the practice menu for each turn. If the lottery is successful, the high-rarity training card is added to the training cards in the practice menu for that turn. In addition, normal training cards are drawn for the remaining slots in the practice menu and filled with normal training cards of the winning type. Furthermore, Server 2 assigns support characters to the training cards in the above practice menu (S9). Server 2 then generates training information including the number of turns, training goals, training menus, and allocation of support characters (S10), and transmits it to terminal device 5 (T7).

[0043] The above allocation process involves assigning a support character to one of the training cards in the training menu, thereby reinforcing the effect of the training (training card) according to the characteristics of the support character. Specifically, for each type of training, the type of status that increases and the reference value of the increase are stored in the training data table 211 of the memory unit 20. For training to which a support character is assigned, a correction value is added to the reference value stored in the training data table 211, thereby reinforcing the effect of the training. In addition, the targets of allocation by the above allocation process may include not only support characters, but also special support cards and extra support cards.

[0044] When the terminal device 5 receives training information, it displays the training screen 140 on the display unit 54 (S11). As shown in Figure 10, the training screen 140 includes a status display unit 141 that displays the status values ​​of the character to be trained, and a training menu display unit 142. The status display unit 141 displays the values ​​of each status in the respective display units 141a to 141f for status I to status VI. The training menu display unit 142 displays multiple types of training as training card icons 142a to 142e. These training card icons 142a to 142e are selectable buttons, and as shown in Figure 11, when any icon (icon 142c in this embodiment) is selected, the base values ​​143a to 143d of the status that will increase through that training are added and displayed next to the corresponding status. The base value here refers to the reference value corrected by the correction value if there is a correction by a support character, and the reference value itself stored in the training data table 211 described above if there is no correction by a support character. Then, if the selected practice icon 142c is pressed again in this state, the practice to be performed in this turn is determined, and terminal device 5 sends information about the selected practice to server 2 (T8).

[0045] Furthermore, in addition to the status display unit 141 and training menu display unit 142 described above, the training screen 140 includes a turn count display unit 143 that displays the number of turns remaining until the checkpoint that determines the completion conditions of training, a target display unit 144 that displays the training objective, a condition display unit 145 that displays the condition of the character being trained, and a rest button 146. The training screen 140 also includes a synthesis point display unit 180, which will be described in more detail later. The condition of the character being trained, displayed in the condition display unit 145, is composed of multiple stages and is transmitted to the server 2 along with the training selection information described above. When a training card is selected and training is performed, the condition value increases or decreases by an amount randomly determined between the MIN and MAX values ​​for the consumption of condition set for that training, and the condition changes. Also, when the rest command (an example of an option in this embodiment) is executed, the condition value increases and the condition recovers. Depending on the condition level of the character being trained, the server 2 uses a different lottery table for the lottery of the effect multiplier, which will be described later. When the condition level is low, the effect multiplier lottery table becomes unfavorable to the user, so the user will either select the rest command mentioned above or adopt a support formation that has the effect of restoring condition.

[0046] When Server 2 receives the selection information and condition information for the training cards (practice) mentioned above, it performs a lottery for the effect multiplier (S12). Here, the effect multiplier is a parameter that determines the range of change (variation range) of the status value of the character being trained that is updated by the practice, and the status value of the character being trained that is updated by the practice is the value obtained by multiplying the base value mentioned above by the value of the effect multiplier that was won in the lottery for the effect multiplier (hereinafter referred to as the status increase value).

[0047] Furthermore, the lottery for the effect multiplier by Server 2 is performed based on the lottery table 212 stored in the game data storage unit 21, as described above. Multiple lottery tables 212 for the effect multiplier are prepared according to the condition level of the character being trained, as described above. The lottery table corresponding to a higher (better) condition level of the character being trained has a higher probability of winning a higher effect multiplier value (a lottery table with a higher expected value).

[0048] When the effect multiplier lottery is performed, Server 2 calculates the status increase value based on the winning effect multiplier and also subtracts from the turn counter. Then, it sends the updated information, including the winning effect multiplier value, status increase value, updated status value, and remaining turns, to Terminal Device 5 (T9).

[0049] Upon receiving the update information described above, terminal device 5 performs turn result display processing (S13). In turn result display processing, terminal device 5 performs an effect multiplier notification animation on the effect multiplier notification screen 150, as shown in Figure 12, and then displays the status update screen 160 shown in Figure 13 to notify the user of the status increase value and the updated status value.

[0050] For example, if the winning effect multiplier is 400%, the effect multiplier notification screen 150 will display the text "400%" on the effect multiplier display unit 151 as a notification. Then, the updated status display unit 161 on the status update screen 160 will display the updated status value, and the status increase values ​​162a to 162d will be displayed next to the updated status value.

[0051] Furthermore, if the terminal device 5 detects that the user has pressed the rest button 146 on the training screen 140, it sends the selection information that rest has been selected and the condition information of the character being trained to the server 2 (T8). Upon receiving this information, the server 2 executes a recovery process to restore the condition of the character being trained, increasing the level of the character's condition by one or more levels (S12). Simultaneously with this recovery process, it also subtracts from the training turn counter. Then, it sends the updated information, such as the updated condition level of the character being trained and the remaining number of turns, to the terminal device 5 (T9). Upon receiving this update information, the terminal device 5 displays the updated condition level of the character being trained on the display unit 54 (S13).

[0052] The above-mentioned practice or rest process (processes S11 to S13 in Figure 2) is repeated until the value of the turn counter reaches 0. When the value of the counter reaches 0 and the conditions for ending training are met, Server 2 generates result information (S14) and sends it to Terminal Device 5 (T10). Upon receiving the result information, Terminal Device 5 performs a result animation on the display unit 54 (S15). In the result animation, the final status values ​​of the training target character after the end of training are displayed on the result screen 170 shown in Figure 14, and the evaluation score 171, which is the sum of the values ​​of each status, is displayed.

[0053] <Training card synthesis process> Next, I will explain the training card synthesis process. The training card synthesis process is the process of strengthening a training card by combining multiple types of training cards presented on the training screen 140 mentioned above. As shown in Figure 15(a), the training screen 140 is equipped with a synthesis point display unit 180, which displays the synthesis points, which are parameters consumed when performing the above card synthesis process.

[0054] When a user wants to combine training cards, they first select the training card to be combined (hereinafter also referred to as the material card for combination) (for example, training card 190 in Figure 15(a)), and then drag and drop the selected training card 190 onto the training card 191 to be combined (hereinafter also referred to as the source card for combination) on the screen, as shown in Figure 15(b) (S20 in Figure 16).

[0055] When the synthesis material card 190 is dragged and dropped, the terminal device 5 sends a request to the server 2 for card synthesis, along with information about the card pair to be synthesized (information about the synthesis material card 190 and the source card 191) (T20).

[0056] When Server 2 receives a request to synthesize the above-mentioned training card, the update processing unit 111 performs an enhancement process to strengthen the source card 191 based on the synthesis material card 190. That is, upon receiving an update instruction from the user, the update processing unit 111 updates the effects of the training card 191 so that the effect of executing the training card 191 is advantageous to the user. For example, based on the rarity of the synthesis material card 190, it increases the amount of status increase (hereinafter referred to as the training effect) when executing the source card 191, and also increases the rarity of the card. At this time, it also changes the appearance and color of the source card 191. In the example shown in Figure 15, the update processing unit 111 upgrades the rarity of the training card 191 from normal to [gold]. The degree of enhancement of this source card (the degree to which the card's effect is advantageous) may be determined based on predetermined rules, or for example, the degree of enhancement may be determined by lottery. In addition, settings such as support characters that were assigned to the card before synthesis may be carried over to the training card after synthesis, or they may be discarded.

[0057] In other words, the control unit 10 performs management processing to manage display information related to the display of multiple selectable options and option display processing to display multiple selectable options on the user terminal based on the display information. When the above training card is synthesized, the control unit 10 performs option display processing update processing to change the display information of option 191 according to the updated option 191.

[0058] Furthermore, as shown in the table in Figure 17(b), the update processing unit 111 may not only increase the training effect by performing the above enhancement processing, but may also grant abilities (hereinafter referred to as skills) that are used in events that occur during training, or change the appearance of the card. In the table in Figure 17(b), the rarity of the cards increases in the order of Normal < Gold < Green < Red < Rainbow. In addition, there may be special training cards that are synthesized only when training cards owned by specific characters are combined.

[0059] In addition, the above enhancement process may also enhance the original card 191 by adding at least a portion of the effects of the synthesis material card 190 (the type and amount of stats that are increased) to the original card 191. In other words, the above training cards are associated with a training effect that increases the stats of the character being trained when executed, and when updating the original card (first option) 191 based on the synthesis material card (other option, second option) 190, the training effect of the original card 191 may be made more favorable based on the training effect of the synthesis material card.

[0060] In addition to these training effects, when a training card is synthesized through the enhancement process, the computer may be configured to execute an animation display process that shows the animation set when the training card is executed on the user terminal, and the animation may be based on the animation set on the source card 191 and the synthesis material card 190. For example, the source card 191 and the synthesis material card 190 before synthesis each have an animation set to be executed on the terminal device 5 when they are executed. When these source card 191 and synthesis material card 190 are synthesized, the system may be configured to execute an animation on the terminal device 5 that includes both of the animations originally set on the source card 191 and the synthesis material card 190 when the synthesized training card 191 is executed. Alternatively, when the training card 191 synthesized by the synthesis of the source card 191 and the synthesis material card 190 is executed, the system may be configured to execute an animation on the terminal device 5 that is different from both of the animations originally set on the source card 191 and the synthesis material card 190.

[0061] Furthermore, during the enhancement process, a training card different from these training cards 190 and 191 (a third option) may be generated and used as the combined training card 191. In this way, the enhancement process should be able to update the effects of the training cards to benefit the user. Additionally, there may be a certain probability, such as through a lottery, that the abilities of the combined training card 191 will decrease, or there may be a certain probability, such as through a lottery, that the enhancement process will fail.

[0062] In this embodiment, the card synthesis process is configured to allow synthesis only between training cards of the same type. That is, as shown in the source card 191 and synthesis material card 190 in Figure 15(b), only training cards of the same type (same training type, for example, training A) can be synthesized. However, this is not necessarily the case. For example, it may be configured to allow synthesis of training cards of different types (a training card for training A and a training card for training B). Furthermore, in such a case, compatibility may be established between specific types of training cards, and the degree of enhancement of the synthesized training card may be increased when specific types of training cards are combined.

[0063] When Server 2 performs the enhancement process described above, it sends the processing result (information on the synthesized training card 191) to Terminal Device 5 (T21). Upon receiving the information on the synthesized training card 191, Terminal Device 5 displays a confirmation screen 192, as shown in Figure 15(b), to determine whether or not to perform card synthesis (S21). This confirmation screen 192 displays the information on the synthesized training card 192a, and the user confirms this information to decide whether or not to perform card synthesis. If the user decides to perform card synthesis, they press the OK button 192b on the confirmation screen 192. If the user decides to cancel card synthesis, they press the Cancel button 192c.

[0064] In other words, the process of transmitting the processing results of the enhancement process described above to the terminal device 5 can be described as a conversion information display process that displays information related to the card synthesis process (update process) on the user terminal. That is, this conversion information display process includes a process of displaying information related to the results of the synthesis process (in this case, the enhancement process which is part of the synthesis process) on the user terminal before the synthesis process is completed.

[0065] When the OK button 192b is pressed, terminal device 5 sends a card synthesis execution request to server 2 (T22). Upon receiving the request, server 2 performs a subtraction process for synthesis points (S23). It also generates updated information with updated content on the training screen 140 (S24) and sends the generated updated information to terminal device 5 (T23). When generating the above updated information, the update processing unit 111 of server 2 updates the training card 191 with the content after synthesis and also performs a restriction process to restrict the display of the training menu display unit 142 so that the synthesis material card 190 cannot be executed.

[0066] Upon receiving the above update information, the terminal device 5 updates the training screen 140 as shown in Figure 15(c) (S25). Specifically, in the updated training screen 140, the combined training card 191 is displayed in the training menu display section 142. In addition, the display of the combined training card 190 is changed to an empty slot display 193, and the training card 190 that was used as material cannot be selected. In this embodiment, the updated training card 191 shown in Figure 15(c) is the same as the information 192a of the combined training card displayed on the confirmation screen 192, but for example, depending on the result of the lottery performed during the above-mentioned synthesis, it may differ from the information 192a of the combined training card displayed on the confirmation screen 192.

[0067] Furthermore, the selection restriction display for training card 190 does not have to be in the empty slot mentioned above (i.e., hiding the training card). For example, a display indicating that it cannot be selected and executed may be superimposed on training card 190. Any display format is acceptable as long as the training card 190 that served as the source material is no longer executable.

[0068] Furthermore, the synthesis point display unit 180 displays the synthesis points after deduction. In the example in Figure 15, an example was described in which 5 synthesis points are used to synthesize the above card, but the synthesis points required to synthesize this card may be fixed or variable. For example, as shown in the table in Figure 17(b), if the effect of card synthesis is large, the required synthesis points may be increased accordingly. Also, in this embodiment, the above synthesis points are acquired, for example, when executing training cards, when events occur during training, or when winning a match (a type of event), as shown in the table in Figure 17(a). Note that the game parameters consumed when executing the synthesis process do not necessarily have to be points; any game parameters that are granted according to the progress of the game may be used, for example, game items. If the user has enough synthesis points, they can execute the above synthesis process in one or more turns.

[0069] Thus, this embodiment makes it possible to enhance training cards by combining them with other training cards. As a result, users can enjoy the game not only in terms of the relationships between a single selected training card, but also in terms of the relationships between multiple presented cards, thereby improving the enjoyment of the game.

[0070] In the embodiment described above, the card synthesis process was limited to only one execution per turn. However, if there are enough synthesis points, cards may be synthesized any number of times. In this case, it may also be possible to synthesize further training cards onto a synthesized training card. Furthermore, it may be configured to allow the synthesis of two or more training cards at once. Additionally, the number of card synthesis operations that can be performed during a single training session may be limited to a predetermined number. Moreover, the card synthesis process may be configured so that the next card synthesis operation cannot be performed until a predetermined period of time (for example, a predetermined number of turns) has elapsed.

[0071] Furthermore, when a synthesized training card is executed, the condition value may decrease or increase more compared to when an unsynthesized training card is executed. For example, if the training effect of the synthesized training card is higher than that of the training card before synthesis, the condition value may decrease more easily when the synthesized training card is executed compared to when the unsynthesized training card is executed. Also, training cards may be synthesized not only with other training cards, but also with other options such as the "Rest" command. In such cases, the condition value may be restored when the synthesized training card is executed, or the condition consumption may be lower than when the unsynthesized training card is executed. In addition, if the training effect is lower than before synthesis due to synthesis failure, or if a special combination of training cards is synthesized, the condition value may be restored when the synthesized training card is executed, or the condition consumption may be lower than when the unsynthesized training card is executed.

[0072] Furthermore, when a combined training card is executed, the number of turns consumed may be equal to the number of times the combined training card was executed (for example, 2 times). Also, the combined training card may increase or decrease the rate at which the training level increases compared to executing the original training card separately over two turns. Note that the training level is a parameter set for each type of training, and the higher the training level, the better the stats obtained from executing it.

[0073] Furthermore, in the above-described embodiment, after card synthesis, the synthesized training card 190 was displayed as an empty slot. However, it is also possible to configure the system so that new training cards can be replenished by consuming game parameters such as synthesis points, or to change the system so that the synthesized training card 190 can be selected again and used. Moreover, it is also possible to configure the system so that training cards are replenished automatically without consuming any parameters or items.

[0074] <Second Embodiment> Next, a second embodiment will be described. This embodiment differs from the first embodiment only in that it allows for automated training. Therefore, in the following description, only the differences from the first embodiment will be explained, and other details will be omitted by using the same reference numerals.

[0075] As shown in Figure 18, in this embodiment, an automatic training button 101a is provided inside the training button 101 on the home screen 100. This automatic training button 101a indicates that automatic training is possible, and when the user presses the automatic training button 101a, the user transitions to the training scenario selection screen shown in Figure 19. Here, if automatic training is possible, a mode switching button 1112 is displayed below the scenario selection section 1110 to switch between automatic training mode and manual training mode (the normal training mode in which the player selects the options to be executed each turn). When the user is in automatic training mode, selecting an empty automatic training slot to the right of the mode switching button 1112 on the screen transitions the user to a settings screen (not shown) for executing automatic training in the selected scenario. Then, after selecting the character to be trained and the training policy on this settings screen, training is automatically executed.

[0076] When performing automated training, the user selects the scenario to be executed, the character to be trained, and the character's training policy, and Server 2 automatically performs the support formation process and starts the training. Furthermore, during the automated training, if there are enough synthesis points and the training card synthesis process is possible, the update processing unit 111 also automatically performs the training card synthesis process.

[0077] More specifically, when the update processing unit 111 automatically performs the synthesis of the training cards, it selects the combination of training cards that will produce the greatest effect from among the multiple training cards that can be selected and executed in that turn, performs the synthesis of the training cards of that combination, and also performs practice with the synthesized training cards.

[0078] Furthermore, the "combination that maximizes the effect of the synthesized training card" is determined based on a pre-set algorithm, and may include, for example, the combination that maximizes the total increase in status values ​​when the synthesized training card is used, the combination that maximizes the increase in the status value of a specific status according to the training policy, or the combination that maximizes the increase in the status value of a specific combination of statuses according to the training policy. In addition, the effect of the synthesized training card may include not only the above-mentioned status values, but also the skills that can be acquired through training (abilities that have an advantageous effect on the user in training or matches, etc.), synthesis points, and parameters necessary for scenario progression or goal achievement. That is, the above algorithm may determine that the combination that allows the acquisition of the most powerful skills, the combination that allows the acquisition of the most skills, the combination that allows the acquisition of the most synthesis points, or the combination that maximizes the increase in parameters necessary for scenario progression or goal achievement has the greatest effect.

[0079] As described above, in this embodiment, the synthesis of training cards can be performed automatically, allowing the user to easily and efficiently train the character to be trained. In this embodiment, the case of automatic training has been described, but even in the case of manual training or the first embodiment where there is no automatic training, for example, the system may be configured to automatically extract the combination of training cards that will produce the greatest effect after synthesis and display it as a suggestion to the user.

[0080] <Summary> [Configuration 1] A program that causes a computer to run a game having a training part consisting of multiple turns, in which a training object is trained while the turns progress based on the execution of choices, To the aforementioned computer, In one or more turns, an update process is performed to update the effect of executing the first option among multiple executable options based on other options different from the first option. A program characterized by the following features.

[0081] [Configuration 2] The aforementioned multiple options include a second option that is different from the first option. The other option mentioned above is the second option mentioned above. The update process combines the second option with the first option to update the effect of executing the first option. The program according to configuration 1, characterized by the above.

[0082] Thus, in a game where players develop a character or other development object by progressing through turns based on choices made, such as the training cards mentioned above, the effect of executing one choice can be updated based on other choices that differ from that choice. As a result, users can enjoy developing the development object not only through the first choice but also in relation to other choices, thereby enhancing the enjoyment of the game.

[0083] For example, by combining a different synthesis material card (an example of a second option) 190 with the aforementioned base card (an example of a first option) 191, the effect of base card 191 can be updated. For this reason, for example, if powerful training cards appear simultaneously in the same turn, you can benefit from both cards by combining these powerful cards. Also, for example, if the condition is good and you can expect to win a high effect multiplier, you can efficiently train the target character by combining training cards to perform highly effective training.

[0084] In this embodiment, "update" includes both the concepts of "change" and "generation." That is, updating the effect of executing the first option based on other options besides the first option includes both changing the effect that the first option originally had and generating a completely different effect that the first option originally did not have. In other words, updating the effect of executing the first option based on other options besides the first option includes changing the effect of executing the first option, and also includes generating a third option based on these first and other options, and making this third option the updated first option.

[0085] Furthermore, updating the effect of executing the first option based on other options is not limited to combining the first and second options as described above. For example, even without combining cards, the effect of executing the first option may change or a new effect may be generated by combining it with other options generated in the same turn. In addition, for example, it may be possible to change the effect of executing the first option by consuming the second option. Moreover, the term "option" is not limited to the training cards described above, but also includes the concept of the "Rest" command in the embodiment described above. In other words, the term "option" includes any command that advances the game within a turn, and by combining the rest command with training cards, etc., it may be possible to increase in-game parameters such as condition, or prevent a decrease in condition when executing the combined training card.

[0086] [Configuration 3] The program according to configuration 1 or 2, characterized in that the update process receives an update instruction from the user and updates the effect of executing the first option based on the other options.

[0087] In this way, because the effects of executing the first choice are updated based on change instructions from the user, users can independently update the effects of the first choice with a high degree of strategic thinking.

[0088] [Structure 4] The first option and the other options are among a plurality of options that can be executed in the same turn. In each of the multiple turns that constitute the training part, the computer may execute the update process and then execute the option to pass the turn, or it may execute the option without executing the update process to pass the turn. A program according to any one of configurations 1 to 3 characterized by the above.

[0089] Thus, in each turn of the training phase, it is possible to either execute or not execute the update process.

[0090] [Composition 5] The computer is instructed to perform a process to automatically select the first option and the other options in such a way that the update process maximizes the effect of executing the first option. A program according to any one of configurations 1 to 4 characterized by the above.

[0091] In this way, the combination of the first option and other options is automatically selected in a way that maximizes the effect, allowing users to efficiently and easily cultivate the target object.

[0092] [Composition 6] The aforementioned update process is: Restriction processing that restricts the execution of the other options mentioned above, The process includes an enhancement process that updates the effects of executing the first option in a way that is advantageous to the user, A program according to any one of configurations 1 to 5 characterized by the above.

[0093] In this way, by restricting the selection of other options during the update process, it is possible to prevent users from accidentally selecting other options.

[0094] [Composition 7] The restriction process restricts the selection of the other options by hiding them. The program according to configuration 6, characterized by the above.

[0095] In this way, for example, as shown in Figure 15(c), by hiding other options so that the area where the training card 190 was displayed becomes an empty frame, it is possible to effectively prevent the user from accidentally selecting another option.

[0096] [Structure 8] The enhancement process includes a process of determining by lottery the degree to which the effect of executing the first option is made more favorable. A program according to configuration 6 or 7, characterized by the above.

[0097] In this way, by determining the degree to which the first option is advantageous through a lottery, users can always have a sense of anticipation regarding the degree to which the first option is advantageous.

[0098] [Composition 9] The aforementioned multiple options include information about the type of option, The other options mentioned above are of the same type as the first option mentioned above. A program according to any one of configurations 1 to 8 characterized by the above.

[0099] In this way, by updating the effect of selecting the first option in relation to other options of the same type, the processing related to the update can be simplified. Furthermore, the functions related to the update process can be made simple and easy to use for the user.

[0100] [Configuration 10] The aforementioned multiple options are associated with a training effect, which is an effect that increases the status of the training object when executed. If the update process updates the first option based on the other options, it will make the training effect when executing the first option more favorable based on the training effect of the other options. A program according to any one of configurations 1 to 8 characterized by the above.

[0101] In this way, by making the development effect of the first option more favorable based on the development effects of the other options, the user can benefit from the development effects of both the first option and the other options.

[0102] [Composition 11] The update process is performed by consuming game parameters that are granted according to the progress of the game. A program according to any one of configurations 1 to 10 characterized by the above.

[0103] In this way, by not allowing users to perform unlimited update processes, the strategic aspect of the game regarding those update processes can be enhanced.

[0104] [Composition 12] The aforementioned multiple options are associated with information indicating their rarity. In the update process, the rarity of the first option is increased based on the other options. A program according to any one of configurations 1 to 10 characterized by the above.

[0105] In this way, by increasing the rarity of the first option based on other options, users can increase the rarity of the first option at a time they can control. Furthermore, if the update process is performed automatically, the rarity of the first option can be increased at the appropriate time.

[0106] [Composition 13] To the aforementioned computer, A management process for managing display information related to the display of the multiple selectable options, A program that further performs a selection display process, which displays the multiple selectable options on the user terminal based on the aforementioned display information, The aforementioned option display process includes a process to change the display information of the first option according to the first option updated by the update process. A program according to any one of configurations 1 to 12, characterized by the above.

[0107] In this way, the display information of the first choice can be changed in accordance with the update process. This allows, for example, to upgrade the display of the first choice by performing an update process. In particular, since the display of the first choice can be changed according to the effect and rarity of the first choice after the update, the interest of performing the update process can be increased, and the state of the first choice after the update can be notified to the user.

[0108] [Claim 14] The computer is instructed to execute a visual display process that displays the visual effects set when the selection is executed on the user terminal. The aforementioned performance display process, when the first option updated by the update process is executed, causes the user terminal to execute a performance based on the performance set for the first option and the performance set for the other options. A program according to any one of configurations 1 to 13 characterized by the above.

[0109] In this way, users can enjoy both the presentation related to the first option and the other options.

[0110] [Composition 15] The computer is instructed to perform a conversion information display process that displays information related to the update process on the user terminal. The conversion information display process includes a process of displaying information regarding the results of the update process on the user terminal before completing the update process. A program according to any one of configurations 1 to 14 characterized by the above.

[0111] In this way, users can learn about the results of the update process before it is completed, and based on this information, they can decide whether to proceed with the update process or cancel it.

[0112] [Composition 16] The update process modifies the first option based on the other options. A program according to any one of configurations 1 to 15, characterized by the features described above.

[0113] [Composition 17] The update process generates an option different from the first option and the other options based on the first option and the other options. A program according to any one of configurations 1 to 15, characterized by the features described above.

[0114] [Composition 18] A program that causes a computer to run a game having a training part consisting of multiple turns, in which a training object is trained while the turns progress based on the execution of choices, To the aforementioned computer, In one or more turns, an update process is executed to generate a third option that is different from the first and second options among a plurality of executable options, based on the first and second options. A program characterized by the following features.

[0115] In this way, since a third option can be selected based on the first and second options, users can choose options other than those generated by the generation process, allowing them to enjoy raising the objects in a strategic way and enhancing the game's appeal.

[0116] [Composition 19] A game comprising one or more computers that run a game having a training part consisting of multiple turns, in which a training object is trained while the turns progress based on the execution of choices, The aforementioned computer, In one or more turns, an update process is performed to update the effect of executing the first option among multiple executable options based on other options different from the first option that can be executed in the same turn. A game device characterized by the following features.

[0117] [Configuration 20] A method for running a game having a training part consisting of multiple turns, in which a training object is trained while the turns progress based on the execution of choices, Computers In one or more turns, the effect of executing the first option among multiple playable options is updated based on other options different from the first option that can be executed in the same turn. A method characterized by the following: [Explanation of Symbols]

[0118] 2: Computer (Server)

Claims

1. A program that causes a computer to run a game having a training part consisting of multiple turns, in which a training object is trained while the turns progress based on the execution of choices, To the aforementioned computer, In one or more turns, an update process is performed to update the effect of executing the first option among multiple executable options based on other options different from the first option. A program characterized by the following features.

2. The aforementioned multiple options include a second option that is different from the first option, The other option mentioned above is the second option mentioned above. The update process combines the second option with the first option to update the effect of executing the first option. The program according to claim 1, characterized by the feature.

3. The update process, upon receiving an update instruction from the user, updates the effect of executing the first option based on the other options. The program according to claim 1, characterized by the feature.

4. The first option and the other options are included in a plurality of options that can be executed in the same turn. In each of the multiple turns that constitute the training part, the computer may execute the update process and then execute the option to pass the turn, or it may execute the option without executing the update process to pass the turn. The program according to claim 1, characterized by the feature.

5. The computer is instructed to perform a process to automatically select the first option and the other options in such a way that the update process maximizes the effect of executing the first option. The program according to any one of claims 1 to 4.

6. The aforementioned update process is: Restriction processing that restricts the execution of the other options mentioned above, The process includes an enhancement process that updates the effects of executing the first option in a way that is advantageous to the user, The program according to claim 1, characterized by the feature.

7. The restriction process restricts the selection of the other options by hiding them. The program according to claim 6, characterized in that it is the program described in that claim.

8. The enhancement process includes a process of determining by lottery the degree to which the effect of executing the first option is made more favorable. The program according to claim 6, characterized in that it is the program described in that claim.

9. The aforementioned multiple options include information about the type of option, The other options mentioned above are of the same type as the first option. The program according to claim 1, characterized by the feature.

10. The aforementioned multiple options are associated with a training effect, which is an effect that increases the status of the training object when executed. If the update process updates the first option based on the other options, it will make the training effect when executing the first option more favorable based on the training effect of the other options. The program according to claim 1, characterized by the feature.

11. The update process is performed by consuming game parameters that are granted according to the progress of the game. The program according to claim 1, characterized by the feature.

12. The aforementioned multiple options are associated with information indicating their rarity. In the update process, the rarity of the first option is increased based on the other options. The program according to claim 1, characterized by the feature.

13. To the aforementioned computer, A management process for managing display information related to the display of the multiple selectable options, A program that further performs a selection display process, which displays the multiple selectable options on the user terminal based on the aforementioned display information, The aforementioned option display process includes a process to change the display information of the first option according to the first option updated by the update process. The program according to claim 1, characterized by the feature.

14. The computer is instructed to execute a visual display process that displays the visual effects set when the selection is executed on the user terminal. The aforementioned performance display process, when the first option updated by the update process is executed, causes the user terminal to execute a performance based on the performance set for the first option and the performance set for the other options. The program according to claim 1, characterized by the feature.

15. The computer is instructed to perform a conversion information display process that displays information related to the update process on the user terminal. The conversion information display process includes a process of displaying information regarding the results of the update process on the user terminal before completing the update process. The program according to claim 1, characterized by the feature.

16. The update process modifies the first option based on the other options. The program according to claim 1, characterized by the feature.

17. The update process generates an option different from the first option and the other options based on the first option and the other options. The program according to claim 1, characterized by the feature.

18. A program that causes a computer to run a game having a training part consisting of multiple turns, in which a training object is trained while the turns progress based on the execution of choices, To the aforementioned computer, In one or more turns, an update process is executed to generate a third option that is different from the first and second options among a plurality of executable options, based on the first and second options. A program characterized by the following features.

19. A game comprising one or more computers that execute a game having a training part consisting of multiple turns, in which a training object is trained while the turns progress based on the execution of choices, The aforementioned computer, In one or more turns, an update process is performed to update the effect of executing a first option among multiple executable options based on other options different from the first option that can be executed in the same turn. A game device characterized by the following features.

20. A method for running a game having a training part consisting of multiple turns, in which a training object is trained while the turns progress based on the execution of choices, Computers In one or more turns, the effect of executing a first option among multiple executable options is updated based on other options different from the first option that are executable in the same turn. A method characterized by the following: