Information processing program, information processing method, information processing system, and game device

By introducing multiple types of game media and representative objects in competitive games, allowing players to select different decks and activate special effects, the problem of lack of innovation in existing game mechanisms is solved and the player's game motivation and experience richness is improved.

JP7669559B1Active Publication Date: 2025-04-28CYGAMES INC
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Patent Information

Application Number
JP2024066402
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-04-16
Publication Date
2025-04-28
Estimated Expiration
2044-04-16

AI Technical Summary

Technical Problem

The lack of innovation in the game mechanisms of existing competitive games has led to insufficient motivation for players to play.

Method used

By introducing multiple types of game media and representative objects into the game, players are allowed to select different decks before starting a competitive game and enhance the game progress through special effects. The system includes determining activation conditions for special effects, updating relevant parameters, and activating specific special effects when players choose.

Benefits of technology

By introducing novel game mechanisms, players’ gaming motivation is enhanced and a richer and more diverse gaming experience is provided.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enhance players' motivation to play games by providing new gameplay. [Solution] The information processing program causes a computer to perform the following processes: a process of progressing a competitive game in which multiple types of special effects are used, which can be activated a predetermined number of times within a unit period and enable the competitive game to be progressed advantageously; a process of determining whether each of the multiple types of special effects can be activated based on at least current predetermined parameters; and a process of updating the predetermined parameters by an update value preset for each special effect and activating the special effect when a special effect determined to be activateable is selected by a player.
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Description

[Technical field]

[0001] The present invention relates to an information processing program, an information processing method, an information processing system, and a game device. [Background technology]

[0002] For example, Patent Document 1 proposes a digital card game that allows players to compete against each other through communication. In such a digital card game, a player creates a deck, which is a group of cards selected from a number of cards. The player then uses the deck to play a competitive game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-995 A Summary of the Invention [Problem to be solved by the invention]

[0004] As described above, although various competitive games with various gameplay characteristics have been proposed, there is not much difference in the gameplay characteristics of conventional competitive games, and new gameplay characteristics are desired.

[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device that are capable of increasing a player's motivation to play a game by providing new game properties. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program includes: a process for allowing a player to select one of a plurality of decks including a plurality of game contents and a representative object associated therewith before a start of a competitive game; It can be activated a predetermined number of times within a unit period, The above A fighting game in which a plurality of types of special effects are used to advantageously progress the fighting game, Using the deck selected by the playerThe ongoing process and A process of determining whether each of a plurality of types of special effects can be activated based on at least current predetermined parameters; a process of updating the predetermined parameters by an update value preset for each special effect and activating the special effect when the special effect determined to be activatable is selected by a player; Let the computer carry out 、 The representative object includes: The representative object is associated with an initial value of the predetermined parameter that may vary depending on the type of the representative object. .

[0007] The information processing program A process of associating the representative object corresponding to the deck selected by a player with the player ID of the player. 、 The computer executes the Let me Good too.

[0008] The representative object includes the special effect but It may be associated.

[0009] The information processing program A process of determining a first player who will be able to operate relatively first and a second player who will be able to operate after the first player operates within said unit period of time; a process of enabling the special effect associated with the representative object of the first player to be activated during a predetermined unit period, and enabling the special effect associated with the representative object of the second player to be activated during a unit period following the predetermined unit period; may be performed by a computer.

[0010] a plurality of types of the special effects are associated with the plurality of types of the decks, respectively; The information processing program A process of associating a plurality of types of the special effects associated with the deck selected by a player with the representative object associated with the deck selected by a player; may be performed by a computer.

[0011] The information processing program A process of distinguishably displaying the special effects that can be activated and the special effects that cannot be activated; may be performed by a computer.

[0012] The process of activating the special effect includes: When a special effect that is determined to be activatable is selected by a player, a special game medium with which the special effect is associated may be generated, and the special effect may be activated by using the special game medium.

[0013] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer includes: a process for allowing a player to select one of a plurality of decks including a plurality of game contents and a representative object associated therewith before a start of a competitive game; It can be activated a predetermined number of times within a unit period, The above A fighting game in which a plurality of types of special effects are used to advantageously progress the fighting game, Using the deck selected by the player The ongoing process and A process of determining whether each of a plurality of types of special effects can be activated based on at least current predetermined parameters; a process of updating the predetermined parameters by an update value preset for each special effect and activating the special effect when the special effect determined to be activatable is selected by a player; Carry out death, The representative object includes: The representative object is associated with an initial value of the predetermined parameter that may vary depending on the type of the representative object. .

[0014] In order to solve the above problem, an information processing system includes: An information processing system comprising one or more computers, The computer includes: a process for allowing a player to select one of a plurality of decks including a plurality of game contents and a representative object associated therewith before a start of a competitive game; It can be activated a predetermined number of times within a unit period, The above A fighting game in which a plurality of types of special effects are used to advantageously progress the fighting game, Using the deck selected by the player The ongoing process and A process of determining whether each of a plurality of types of special effects can be activated based on at least current predetermined parameters; a process of updating the predetermined parameters by an update value preset for each special effect and activating the special effect when the special effect determined to be activatable is selected by a player; Carry out death, The representative object includes: The representative object is associated with an initial value of the predetermined parameter that may vary depending on the type of the representative object. .

[0015] In order to solve the above problem, a game device includes: One or more computers; The computer, a process for allowing a player to select one of a plurality of decks including a plurality of game contents and a representative object associated therewith before a start of a competitive game; It can be activated a predetermined number of times within a unit period, The above A fighting game in which a plurality of types of special effects are used to advantageously progress the fighting game, Using the deck selected by the player The ongoing process and A process of determining whether each of a plurality of types of special effects can be activated based on at least current predetermined parameters; a process of updating the predetermined parameters by an update value preset for each special effect and activating the special effect when the special effect determined to be activatable is selected by a player; Carry out death, The representative object includes: The representative object is associated with an initial value of the predetermined parameter that may vary depending on the type of the representative object. . Effect of the Invention

[0016] According to the present invention, it is possible to enhance the player's motivation to play the game by providing new game characteristics. [Brief description of the drawings]

[0017] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] Fig. 3A is a diagram showing an example of a home screen, and Fig. 3B is a diagram for explaining an example of a card setting screen. [Figure 4] Fig. 4A is a diagram showing an example of a format selection screen, Fig. 4B is a diagram explaining an example of a deck selection screen, and Fig. 4C is a diagram explaining an example of a deck composition screen in an initial state. [Diagram 5] Fig. 5A is a diagram illustrating an example of a deck organization screen during organization. Fig. 5B is a diagram illustrating an example of a card list screen. Fig. 5C is a diagram illustrating an example of a card creation screen. Fig. 5D is a diagram illustrating an example of a card details screen. [Figure 6] Fig. 6A is a diagram for explaining an example of a format setting screen, and Fig. 6B is a diagram for explaining an example of a deck selection screen for special format. [Figure 7] Fig. 7A is a diagram for explaining an example of a confirmation dialogue, Fig. 7B is a diagram for explaining an example of a deck details screen, and Fig. 7C is a diagram for explaining an example of a special ability details screen. [Figure 8] Fig. 8A is a diagram for explaining an example of deck list information, and Fig. 8B is a diagram for explaining an example of special ability list information. [Figure 9] FIG. 9 is a diagram illustrating an example of the battle screen. [Figure 10] Fig. 10A is a diagram for explaining an example of a follower card, Fig. 10B is a diagram for explaining an example of a spell card, and Fig. 10C is a diagram for explaining an example of an amulet card. [Figure 11] FIG. 11 is a diagram illustrating an example of a capability. [Figure 12] Fig. 12A is a first diagram illustrating an example of a transition of a battle screen, Fig. 12B is a second diagram illustrating an example of a transition of a battle screen, and Fig. 12C is a third diagram illustrating an example of a transition of a battle screen. [Figure 13] Fig. 13A is a fourth diagram illustrating an example of a transition of a battle screen, Fig. 13B is a fifth diagram illustrating an example of a transition of a battle screen, and Fig. 13C is a sixth diagram illustrating an example of a transition of a battle screen. [Figure 14] Fig. 14A is a diagram for explaining an example of a special ability dialogue for a player, and Fig. 14B is a diagram for explaining an example of a special ability dialogue for an opponent. [Figure 15] Fig. 15A is a seventh diagram for explaining an example of a transition of a battle screen, Fig. 15B is an eighth diagram for explaining an example of a transition of a battle screen, and Fig. 15C is a ninth diagram for explaining an example of a transition of a battle screen. [Figure 16] Fig. 16A is a tenth diagram illustrating an example of a transition of the battle screen, and Fig. 16B is an eleventh diagram illustrating an example of a transition of the battle screen. [Figure 17] Fig. 17A is a twelfth diagram illustrating an example of a transition of a battle screen, and Fig. 17B is a thirteenth diagram illustrating an example of a transition of a battle screen. [Figure 18] Fig. 18A is a fourteenth diagram illustrating an example of a transition of a battle screen, and Fig. 18B is a fifteenth diagram illustrating an example of a transition of a battle screen. [Figure 19] Fig. 19A is a first diagram illustrating an example of a battle screen at the time of evolution, and Fig. 19B is a second diagram illustrating an example of a battle screen at the time of evolution. [Figure 20] FIG. 20 is a functional block diagram of a player terminal. [Figure 21] FIG. 21 is a functional block diagram of the server. [Figure 22] FIG. 22 is a flowchart illustrating an example of a card battle game execution process in a player terminal. [Figure 23] FIG. 23 is a flowchart illustrating an example of the player's turn control process in the player terminal. [Figure 24] FIG. 24 is a flowchart illustrating an example of a special ability management process in a player terminal. [Diagram 25] FIG. 25 is a flowchart illustrating an example of the opponent's turn control process in the player terminal. [Figure 26] FIG. 26 is a flowchart illustrating an example of a card battle game execution process in the server. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0018] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values ​​shown in the embodiment are merely examples for ease of understanding, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.

[0019] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1, a server 1000, and a communication network N having a communication base station Na.

[0020] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.

[0021] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various pieces of information (player information) for each player playing the game. The server 1000 also updates the accumulated information based on operations input from the player terminals 1.

[0022] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0023] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.

[0024] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage unit 12, a bus 14, an input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24.

[0025] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage unit 1012, a bus 1014, an input / output interface 1016, a storage device 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0026] The configurations and functions of the CPU 1010, storage unit 1012, bus 1014, input / output interface 1016, storage device 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage unit 12, bus 14, input / output interface 16, storage device 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.

[0027] The CPU 10 runs the programs stored in the storage unit 12 and controls the progress of the game. The storage unit 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required for controlling the progress of the game. The storage unit 12 is connected to the CPU 10 via a bus 14.

[0028] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0029] The storage device 18 is configured with a semiconductor memory, and stores various programs and data. In the player terminal 1, the programs and data stored in the storage device 18 are loaded into the storage unit 12 by the CPU 10.

[0030] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory unit 12 or the storage device 18.

[0031] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.

[0032] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a touch panel 26 that functions as the input unit 22 and the output unit 24.

[0033] (Game Contents) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. The game of this embodiment is a so-called digital card game. A player can acquire and possess multiple types of digital cards (game media, hereinafter simply referred to as cards) provided by an administrator through a lottery or the like. In a card battle game in a rotation or unlimited format, which will be described in detail later, a player can play against a computer or other players using cards that he possesses. In a card battle game in a special format, which will be described in detail later, a player can play against a computer or other players using a deck in which multiple types of cards have been organized in advance by the administrator, regardless of whether the player possesses the cards or not. The game content of this embodiment will be described in detail below.

[0034] FIG. 3A is a diagram showing an example of a home screen. FIG. 3B is a diagram explaining an example of a card setting screen. FIG. 4A is a diagram showing an example of a format selection screen. FIG. 4B is a diagram explaining an example of a deck selection screen. FIG. 4C is a diagram explaining an example of a deck composition screen in an initial state. FIG. 5A is a diagram explaining an example of a deck composition screen during composition. FIG. 5B is a diagram explaining an example of a card list screen. FIG. 5C is a diagram explaining an example of a card generation screen. FIG. 5D is a diagram explaining an example of a card details screen.

[0035] When an application for this game is started on the player terminal 1, communication between the player terminal 1 and the server 1000 is initiated, the player terminal 1 enters a logged-in state, and the game begins. When the game begins, various game screens are displayed on the touch panel 26 of the player terminal 1. In this embodiment, the game screens are broadly divided into normal screens and battle screens.

[0036] The normal screen is a screen on which the player mainly performs various settings and checks information. On the other hand, the battle screen is a screen displayed on the touch panel 26 from the start to the end of the card battle game. Here, all screens other than the battle screen are normal screens. The normal screen includes a home screen shown in FIG. 3A, a card setting screen shown in FIG. 3B, a shop screen (not shown), a menu screen, and a number of other screens.

[0037] The home screen shown in FIG. 3A is the screen that is first displayed after logging in. As shown in FIG. 3A, on the home screen, a menu bar 30 is displayed at the bottom of the touch panel 26. The menu bar 30 is provided with a plurality of operation sections that the player can operate (tap). The menu bar 30 is provided with a home screen selection operation section 30a marked "HOME" and a solo play selection operation section 30b marked "SOLO PLAY" and a multiplay selection operation section 30c marked "BATTLE" and a card setting screen selection operation section 30d marked "CARD" and a shop screen selection operation section 30e marked "SHOP" and a menu screen selection operation section 30f marked "OTHER".

[0038] When the home screen selection operation unit 30a is tapped, the home screen shown in FIG. 3A is displayed on the touch panel 26. When the solo play selection operation unit 30b is tapped, various setting screens are displayed, and when settings are made on the setting screen, a card battle game against a computer is started. When the multiplay selection operation unit 30c is tapped, a format setting screen (FIG. 6A described later) is displayed. When a player sets (selects) a format on the format setting screen, the player terminal 1 starts a card battle game by communication against another player.

[0039] When the card setting screen selection operation section 30d is tapped, the card setting screen shown in FIG. 3B is displayed on the touch panel 26, and the player can perform deck organization, card list display, card disassembly, card creation, and the like, which will be described later. When the shop screen selection operation section 30e is tapped, a shop screen is displayed on the touch panel 26, and the player can acquire cards by lottery by consuming in-game currency or items. When the menu screen selection operation section 30f is tapped, a menu screen (not shown) is displayed on the touch panel 26, and the player can check game settings and various information. In the menu bar 30, the operation sections corresponding to each screen are highlighted so that the screen being displayed on the touch panel 26 can be identified.

[0040] In addition, the player name, player icon, and game points (GP) associated with the player ID are displayed in the upper left corner of the home screen shown in Fig. 3A. Game points can be earned when a player wins a card battle game played against another player through a communication battle, and are deducted when a player loses a card battle game played against another player through a communication battle.

[0041] The card setting screen shown in FIG. 3B is displayed on the touch panel 26 by tapping the card setting screen selection operation unit 30d. The card setting screen displays a deck organization tab 31a and a card list generation tab 31b. When the deck organization tab 31a is tapped, the format selection screen shown in FIG. 4A is displayed. A format is a card classification that can be used in a card battle game, that is, it specifies cards, and can be said to be a game condition in the card battle game. A player will organize a deck using only cards corresponding to the selected format and play the card battle game. In this embodiment, there are two types of formats, rotation and unlimited, as formats in which a player can organize a deck. In addition, as will be described in detail later, a special format is provided as a format in which a player cannot organize a deck and a deck organized in advance by an administrator is used.

[0042] Here, in this embodiment, different cards are provided according to the distribution period of the game, and the game conditions of the card battle game, i.e., the available cards, differ for each distribution period of the game. For example, one distribution period is made up of four months, and the distribution period is updated every four months. Cards are provided by the administrator, and cards of a new card classification are provided by the administrator every time the distribution period is updated. Rotation is a format in which only cards belonging to the most recent five card classifications among the card classifications provided are available. On the other hand, Unlimited is a format in which, in addition to the most recent five card classifications similar to the rotation of the same period, all cards owned among cards belonging to all card classifications provided before that can be used.

[0043] As shown in FIG. 4A, the format selection screen displays a rotation selection tab 33a and an unlimited selection tab 33b. When the rotation selection tab 33a is tapped, a deck selection screen for rotation shown in FIG. 4B is displayed. When the unlimited selection tab 33b is tapped, a deck selection screen for unlimited (not shown) is displayed. The deck selection screen for unlimited is substantially the same as the deck selection screen for rotation. Therefore, hereinafter, the deck selection screen for rotation will be described, and the description of the deck selection screen for unlimited will be omitted. Also, hereinafter, the deck selection screen for rotation or unlimited will be simply referred to as a deck selection screen.

[0044] As shown in FIG. 4B, the deck selection screen displays a list of decks organized by the player. Decks can be organized to correspond to any format, and only decks corresponding to the format selected on the format selection screen are displayed on the deck selection screen. When organizing a deck, the player can organize the deck name. On the deck selection screen, the deck name is displayed on an icon corresponding to each deck. Also, an image indicating the leader set by the player for each deck is displayed on the icon corresponding to each deck.

[0045] Furthermore, the deck selection screen displays a deck creation tab 34 labeled "Create New." When the player taps the deck creation tab 34, a class selection screen (not shown) is displayed on the touch panel 26. On the class selection screen (not shown), the player can select the class of the deck to be created. Then, when the player selects a class on this class selection screen (not shown), a deck organization screen shown in FIG. 4C for organizing a deck of the selected class is displayed on the touch panel 26, and a new deck can be organized.

[0046] In this embodiment, a plurality of classes are provided, and each leader or each deck is classified into one of the classes. Also, each card is classified into one of the classes. The class indicates, for example, the race of the character, and seven classes such as Elf, Royal, Witch, Dragon, Necromancer, Vampire, Bishop, and Nemesis, and a neutral class that does not belong to any of the classes, may be provided. For example, the deck can be basically formed using only cards of the same class and neutral classes.

[0047] On the deck composition screen, multiple blank spaces are displayed on the top row, and cards owned by the player (hereinafter referred to as owned cards) are displayed on the bottom row. Then, on the deck composition screen, as shown in FIG. 5A, owned cards displayed on the bottom row can be slid to the top row, and the slid owned cards are placed in the blank spaces on the top row. In this way, owned cards placed on the top row on the deck composition screen are provisionally registered. Although not shown in the figure, on the deck composition screen, it is possible to select a leader to set for the deck from among the leaders owned by the player.

[0048] Then, when the save tab 35 marked "Save" on the deck organization screen is tapped, the deck information is stored. A deck ID is assigned to this deck information. Also, card group information that allows all temporarily registered owned cards to be identified is stored in association with the deck ID. Although not shown, when the save tab 35 is tapped, a screen for editing the deck name is displayed. Once editing of the deck name is completed, the card group information is stored in association with the deck ID. Also, the deck name and an icon displayed on the deck selection screen, etc. are stored in association with the deck ID.

[0049] Also, when an icon is tapped on the deck selection screen shown in Fig. 3C, a deck organization screen is displayed as shown in Fig. 5A. However, in this case, the cards that compose the deck selected on the deck selection screen are displayed on the top row, and the owned cards are displayed on the bottom row. In this case, the card displayed on the top row can be changed to the owned card displayed on the bottom row by the player's operation.

[0050] In the card battle game, a prescribed number of cards (for example, 40 cards) are used. Therefore, on the deck organization screen, usually, the player operates the player to provisionally register a prescribed number of owned cards, and then taps the save tab 35 to store deck information including card group information of the prescribed number of cards. However, even if the provisionally registered cards do not reach the prescribed number, or exceed the prescribed number, it is possible to save the deck information, but the deck information cannot be used in the card battle game. The deck information also includes the leader card set for the deck, or leader information indicating the leader character. In addition, in this embodiment, a leader is set in addition to the prescribed number of cards (for example, 40 cards) organized in the deck. However, the deck may be organized by a prescribed number of cards (for example, 40 cards) including the leader card.

[0051] When the card list generation tab 31b is tapped on the card setting screen, a card list screen shown in FIG. 5B is displayed on the touch panel 26. On this card list screen, a possessed card tab 36a, a generation mode tab 36b, and a possessed coin display field 36c are provided at the bottom of the touch panel 26. The possessed card tab 36a and the generation mode tab 36b are configured to be able to accept a tap operation by the player. The possessed card tab 36a and the generation mode tab 36b are also displayed on the card generation screen, and when the possessed card tab 36a is tapped, the card list screen shown in FIG. 5B is displayed, and when the generation mode tab 36b is tapped, the card generation screen shown in FIG. 5C is displayed. Meanwhile, the possessed coin display field 36c displays the number of coins (possessed coins) which are the in-game currency possessed by the player.

[0052] As shown in FIG. 5B, the card list screen displays the cards owned by the player and the number of cards owned. Note that cards not owned by the player may also be displayed on the card list screen. Also, as shown in FIG. 5C, the card generation screen displays all cards to be provided, regardless of whether the player owns them or not. However, while cards owned by the player are displayed in color, cards not owned by the player are displayed in gray (indicated by a dashed line in FIG. 5C). This allows the player to easily identify whether or not a card is owned by him / her.

[0053] When a card is tapped on the card list screen or the card generation screen, a card details screen is displayed as shown in FIG. 5D. On the card details screen, various information related to the tapped card is displayed. In addition, on the card details screen, a disassembly tab 37a and a generation tab 37b are provided. On the disassembly tab 37a, the number of acquired coins is displayed. When the disassembly tab 37a is tapped, the currently selected card is disassembled, and the player can acquire the number of acquired coins displayed on the disassembly tab 37a. When a card is disassembled, the number of the card in possession is decreased.

[0054] Furthermore, the number of coins to be consumed is displayed on the generation tab 37b. When the generation tab 37b is tapped, the number of coins to be consumed displayed on the generation tab 37b is consumed to generate the selected card. When a card is generated, the number of cards held increases. That is, the player can exchange the coins held for a card by tapping the generation tab 37b. Such a card generation function can be executed regardless of whether the player holds a card or not. That is, the player can generate cards both for cards held and cards not held.

[0055] The cards provided may include cards that can be generated and cards that cannot be generated, or all cards may be generated.Furthermore, cards may be included that are set to have a time when they can be generated and a time when they cannot be generated.

[0056] In addition, as will be described in detail later, some cards can evolve during the card battle game. In this embodiment, "evolution" means that the card selected by the player is changed to another card. When a card evolves, the card's performance is improved.

[0057] The card details screen is provided with a first button 37c and a second button 37d. On the card details screen of an evolvable card, the first button 37c is enabled. Although not shown, when the first button 37c is tapped, details of the evolved card are displayed on the card details screen. When the second button 37d is tapped, cards related to that card are displayed on the card details screen.

[0058] The card details screen is displayed both during and outside the card battle game. During the card battle game, the card details screen can be displayed not only for the player's own cards, but also for the opponent's cards. Therefore, during the card battle game, the player can understand what cards the opponent's cards can evolve into.

[0059] FIG. 6A is a diagram for explaining an example of a format setting screen. FIG. 6B is a diagram for explaining an example of a deck selection screen for special format. When the multiplay selection operation section 30c of the menu bar 30 is tapped, the format setting screen shown in FIG. 6A is displayed on the touch panel 26. As described above, a plurality of types of formats are provided for the card battle game. As shown in FIG. 6A, the format setting screen displays a rotation setting tab 38a, an unlimited setting tab 38b, and a special format setting tab 38c.

[0060] When the rotation setting tab 38a is tapped, the format of the card battle game is changed to rotation, and a rotation deck selection screen (not shown) is displayed on which a list of rotation decks organized by the player is displayed. This rotation deck selection screen accepts the player's selection operation of a deck to be used in the card battle game in the rotation format.

[0061] Furthermore, when the Unlimited setting tab 38b is tapped, the format of the card battle game is changed to Unlimited, and an Unlimited deck selection screen (not shown) is displayed on which a list of Unlimited decks organized by the player is displayed. This Unlimited deck selection screen accepts the player's selection operation of a deck to be used in the card battle game in the Unlimited format.

[0062] Furthermore, when the special format setting tab 38c is tapped, the format of the card battle game is set to the special format, and a deck selection screen for special format shown in FIG. 6B is displayed on the touch panel 26. As described above, a deck for the special format cannot be organized by the player. In this embodiment, the player selects a deck to be used in the card battle game using the special format from among multiple types of decks for the special format organized in advance by the operator. Then, by using the selected deck, it becomes possible to play the card battle game using the special format.

[0063] As shown in Fig. 6B, on the special format deck selection screen, the deck names are displayed on icons 40 corresponding to a plurality of types of decks for special formats. Also, as shown in Fig. 6B, on the icon 40 corresponding to each deck, the leader card or an image showing the leader character set in advance by the administrator for each deck is displayed.

[0064] FIG. 7A is a diagram for explaining an example of the confirmation dialogue 50. FIG. 7B is a diagram for explaining an example of the deck details screen 60. FIG. 7C is a diagram for explaining an example of the special ability details screen 70. FIG. 8A is a diagram for explaining an example of deck list information. FIG. 8B is a diagram for explaining an example of the special ability list information. When any icon 40 on the deck selection screen for special format shown in FIG. 6B is tapped and a deck is selected, the confirmation dialogue 50 shown in FIG. 7A is displayed on the touch panel 26. As shown in FIG. 7A, the confirmation dialogue 50 displays a message for confirming that the deck set with the leader (here, character A) displayed on the icon 40 tapped by the player is used. Also, as shown in FIG. 7A, the confirmation dialogue 50 displays a deck confirmation operation section 52 marked "Deck Confirmation" and a decision operation section 54 marked "OK".

[0065] The storage unit 12 of the player terminal 1 and the storage unit 1012 of the server 1000 store deck list information shown in FIG. 8A. As shown in FIG. 8A, the deck list information includes information linked to deck IDs for identifying multiple types of decks for special formats organized in advance by the administrator. Specifically, as shown in FIG. 8A, a leader ID for identifying a leader set on the deck is linked to each deck ID. Also, a class ID for identifying the class of the deck or the leader set on the deck is linked to each deck ID. Also, a card ID for identifying each card organized on the deck is linked to each deck ID.

[0066] In this embodiment, a plurality of classes are provided, and each leader or each deck is classified into one of the classes. Also, each card is classified into one of the classes. The class indicates, for example, the race of the character, and seven classes such as Elf, Royal, Witch, Dragon, Necromancer, Vampire, Bishop, and Nemesis, and a neutral class that does not belong to any of the classes, may be provided. For example, the deck can be basically formed using only cards of the same class and neutral classes.

[0067] When the deck confirmation operation unit 52 displayed in the confirmation dialog 50 of Figure 7A is tapped, the player terminal 1 displays the deck details screen 60 shown in Figure 7B on the touch panel 26 based on the deck information shown in Figure 8A stored in the memory unit 12 of the player terminal 1.

[0068] As shown in Fig. 7B, a leader image 62 indicating the leader set for the deck selected by the player is displayed in the upper left corner of the deck details screen 60. Also, as shown in Fig. 7B, a special ability details operation section 64 labeled "Special Ability Details" is displayed to the right of the leader image 62.

[0069] 7B, an operation unit 68 for ending the display of the deck details screen 60 is provided in the upper right portion of the deck details screen 60. When the operation unit 68 is tapped, the deck details screen 60 is hidden, and a confirmation dialog 50 is displayed on the touch panel 26. Also, as shown in FIG. 7B, a composition card display area 66 of the deck details screen 60 displays a list of cards composed in the deck selected by the player.

[0070] The special ability list information shown in FIG. 8B is stored in the storage unit 12 of the player terminal 1 and the storage unit 1012 of the server 1000. As shown in FIG. 8B, the special ability list information includes various information associated with the leader in a special format. Specifically, as shown in FIG. 8B, a vitality value is associated with each leader ID. Note that the vitality value may be different for each leader, or may be a common value (e.g., 10) regardless of the type of leader.

[0071] Also, as shown in Fig. 8B, an initial value of battle points (BP) is associated with each leader ID. Note that the initial value of battle points may be different for each leader, or may be a common value (e.g., 2) regardless of the type of leader.

[0072] In addition, a special ability ID is associated with each leader ID. In addition, information regarding the name of the special ability, the BP change amount, and the content of the special ability is linked to each special ability ID. In a battle game in a special format, it is possible to use a special ability by consuming BP, or to recover BP by using a special ability. In addition, a special ability that can be used without consuming or recovering BP may be provided.

[0073] Each leader may be able to use a different type of special ability. Also, at least some of the special abilities may be common to multiple leaders. Although the present embodiment shows a case in which three types of special abilities are available regardless of the type of leader, the number of available special abilities may differ depending on the type of leader.

[0074] As described above, according to this embodiment, it can be said that a leader, specifically a leader ID, is associated with special abilities and battle points (BP).

[0075] The special ability list information shown in Fig. 8B may include information about an image showing a leader. In other words, various information for displaying the player's leader 141a and the opponent's leader 141b in Fig. 9, which will be described later, may be included in the special ability list information.

[0076] Although the details will be described later, the card battle game of this embodiment is a turn-based game in which the player's turn and the opponent's turn are alternately executed. In this embodiment, the special ability can be used from the second turn of the first player and the first turn of the second player. That is, the first player can use the special ability in the first turn following the turn in which the second player can use the special ability. However, it is sufficient that the first player can use the special ability later than the second player. For example, the special ability may be used from the third turn of the first player and the second turn of the second player. In this embodiment, the special ability can be used only once per turn at most. However, the special ability may be used within a range of a predetermined number of times that can be used at most per turn. In addition, a limit may be set for the number of times that can be used per turn for each special ability. In addition, both a special ability that has a limit on the number of times that can be used per turn and a special ability that does not have a limit on the number of times that can be used per turn may be set. However, when using a special ability by consuming BP, it is necessary to consume BP within the range of the remaining BP to use the special ability. Furthermore, when using a special ability to recover BP, it is sufficient to recover BP within the range of an upper limit value of BP (for example, 10) by using the special ability.

[0077] In addition, when the special ability detail operation unit 64 in Figure 7B is tapped, the player terminal 1 displays the special ability detail screen 70 shown in Figure 7C on the touch panel 26 based on the special ability list information shown in Figure 8B stored in the memory unit 12 of the player terminal 1.

[0078] As shown in FIG. 7C, a leader image 72 showing the leader set in the deck selected by the player is displayed on the left side of the special ability detail screen 70. A vitality display section 74 is provided below the leader image 72. The vitality display section 74 displays the vitality of the leader set in the deck selected by the player. A special ability display section 76 is provided on the right side of the leader image 72. The special ability display section 76 displays detailed content of the special ability associated with the leader set in the deck selected by the player.

[0079] 7C, an operation unit 78 for closing the display of the special ability details screen 70 is provided at the top right of the special ability details screen 70. A close operation unit 79 marked "Close" for closing the display of the special ability details screen 70 is provided at the bottom of the special ability details screen 70. When the operation unit 78 or the close operation unit 79 is tapped, the special ability details screen 70 is hidden and the deck details screen 60 is displayed on the touch panel 26.

[0080] 7A, when the decision operation unit 54 is tapped, the use of the deck selected by the player is decided, and a card battle game in the special format is started. While the card battle game is being executed, the battle screen shown in FIG. 9 is displayed on the touch panel 26.

[0081] Next, a card battle game using a special format will be described. In the following, an overview of the card battle game using a special format will be described, followed by details of the cards and details of the card battle game using a special format. Note that here, a card battle game in which a player plays against another player will be described. In the following, the other player who is the opponent will be referred to as the opponent.

[0082] Fig. 9 is a diagram for explaining an example of a battle screen. As shown in Fig. 9, the battle screen is divided into a player display area 140a in which the player's cards, information, etc. are displayed, and an opponent display area 140b in which the opponent's cards, information, etc. are displayed. As shown in Fig. 9, the player display area 140a is located on the lower side of the touch panel 26, and is located on the upper side of the opponent display area 140b.

[0083] A player's leader 141a is displayed in the center of the bottom of the player display area 140a. In addition, vitality 142a and evolution points 143a of the player's leader 141a are displayed in the vicinity of the player's leader 141a.

[0084] Similarly, the opponent's leader 141b is displayed in the upper center of the opponent display area 140b. In addition, the vitality 142b and evolution points 143b of the opponent's leader 141b are displayed near the opponent's leader 141b. The vitality 142a of the player's leader 141a and the vitality 142b of the opponent's leader 141b are set to 20 as initial values.

[0085] In addition, in the player display area 140a, a player's deck area 144a is provided at the right end, a player's hand area 145a is provided at the bottom right, and a player's field 146a is provided in the center. In the deck area 144a, the player's unused cards are arranged face down, i.e., in an unidentifiable state. In the hand area 145a, cards in the player's hand are arranged so that they can be identified by the player. In the field 146a, cards and the like played from the hand area 145a are arranged so that they can be identified by the player.

[0086] Similarly, in the opponent display area 140b, the opponent's deck area 144b is provided at the right end, the opponent's hand area 145b is provided at the top left, and the opponent's field 146b is provided in the center. In the deck area 144b, the opponent's unused cards are arranged face down. In the hand area 145b, cards that are in the opponent's hand are arranged so that they cannot be identified by the player, that is, face down. In the field 146b, cards etc. that have been played from the hand area 145b are arranged so that they can be identified by the player.

[0087] At the upper right of the player display area 140a, a turn end button 147 that accepts a tap by the player and play point display units 148a, 148b that display the play points (PP) of the player are provided. As shown in FIG. 9, the turn end button 147 has a circular shape. In addition, in the play point display unit 148a, the maximum play points in the current turn are displayed as the denominator, and the available play points are displayed as the numerator. In addition, in the play point display unit 148b, the maximum play points and the available play points are displayed in a distinguishable manner by the display mode of the circles. In addition, in the opponent display area 140b, a play point display unit 148b that displays the opponent's play points is provided near the leader 141b. In addition, as shown in FIG. 9, the circles in the play point display unit 148b are arranged at approximately equal intervals along the circumference on the left side of the turn end button 147.

[0088] In addition, near the player's leader 141a in the player display area 140a and to the left of the player's leader 141a, a special ability button 149a that accepts a tap by the player and a battle point display section 150a that displays the player's remaining battle points (BP) are displayed. As shown in Fig. 9, the special ability button 149a displays the maximum battle points as the denominator and the available battle points as the numerator.

[0089] As shown in Fig. 9, the special ability button 149a has a circular shape. Also, as shown in Fig. 9, the maximum battle points and the available battle points are displayed in a distinguishable manner in the battle point display section 150a by the display manner of the circles. Also, as shown in Fig. 9, the circles in the battle point display section 150a are arranged at approximately equal intervals along the circumference on the left side of the special ability button 149a.

[0090] 9, in this embodiment, the diameter of the battle point display section 150a is displayed smaller than the diameter of the turn end button 147. However, the diameter of the turn end button 147 and the diameter of the battle point display section 150a may be equal. Alternatively, the diameter of the battle point display section 150a may be larger than the diameter of the turn end button 147.

[0091] In this embodiment, the diameter of the circle in the battle point display section 150a is displayed smaller than the diameter of the circle in the play point display section 148b. However, the diameter of the circle in the play point display section 148b and the diameter of the circle in the battle point display section 150a may be equal. Alternatively, the diameter of the circle in the battle point display section 150a may be larger than the diameter of the circle in the play point display section 148b.

[0092] In this embodiment, the number of circles (10) in the play point display section 148b is equal to the number of circles (10) in the battle point display section 150a. However, the number of circles (10) in the play point display section 148b may be different from the number of circles (10) in the battle point display section 150a.

[0093] In addition, near the opponent's leader 141b in the opponent display area 140b and to the right of the opponent's leader 141b, a special ability button 149b that accepts a tap from the player and a battle point display section 150b that displays the opponent's remaining battle points (BP) are displayed. As shown in FIG. 9, the circles in the opponent's battle point display section 150b are arranged at approximately equal intervals along the circumference on the left side of the opponent's special ability button 149b.

[0094] Also, as shown in FIG. 9, the player's special ability button 149a and the battle point display section 150a are arranged on the lower side of the touch panel 26 than the turn end button 147 and the play point display section 148b.

[0095] Also, as shown in FIG. 9, the distance between the player's special ability button 149a and battle point display section 150a and the turn end button 147 and play point display section 148b is longer than the distance between the player's leader 141a and the turn end button 147 and play point display section 148b.

[0096] As shown in FIG. 9, in the left-right direction of the touch panel 26, the player's leader 141a is displayed between the player's special ability button 149a and battle point display section 150a and the turn end button 147 and play point display section 148b.

[0097] Also, as shown in FIG. 9, the opponent's special ability button 149b and the battle point display section 150b are arranged on the upper side of the touch panel 26 relative to the turn end button 147 and the play point display section 148b.

[0098] Also, as shown in FIG. 9, the distance between the opponent's special ability button 149b and battle point display section 150b and the turn end button 147 and play point display section 148b is shorter than the distance between the opponent's leader 141b and the turn end button 147 and play point display section 148b.

[0099] As shown in FIG. 9, in the left-right direction of the touch panel 26, the opponent's special ability button 149b and battle point display section 150b are displayed between the opponent's leader 141b, the turn end button 147, and the play point display section 148b.

[0100] As described above, in this embodiment, the play point display areas 148a and 148b that display the player's play points (PP), the battle point display area 150a that displays the player's remaining battle points (BP), and the special ability button 149a are displayed in a distinguished manner. This makes it possible to prevent erroneous operations by the player.

[0101] The card battle game in this embodiment is a two-player game, in which cards are randomly dealt to the player from the deck selected by the player. Similarly, cards are randomly dealt to the opponent from the deck selected by the opponent. In the card battle game, the player's turn and the opponent's turn are alternated. During each turn, a card randomly selected from the deck is added to the player's hand.

[0102] During his / her turn, the player selects a follower card or an amulet card (described later) from among the cards placed in his / her hand area 145a and places it on the field 146a, or activates a predetermined effect using a spell card, according to a predetermined rule. In the following, placing a follower card or an amulet card placed in the hand area 145a, 145b on the field 146a, 146b, or using a spell card placed in the hand area 145a, 145b to activate a predetermined effect, that is, moving a card placed in the hand area 145a, 145b to another area, is referred to as "play."

[0103] In the card battle game, vitality 142a, 142b is set for the player's leader 141a and the opponent's leader 141b, and the player who first reduces the opponent's vitality 142a, 142b to 0 by attacking with cards or the like wins. Next, details of the cards used in the card battle game of this embodiment will be described.

[0104] Fig. 10A is a diagram explaining an example of a follower card. Fig. 10B is a diagram explaining an example of a spell card. Fig. 10C is a diagram explaining an example of an amulet card. Cards used in the card battle game of this embodiment are classified into any one of the following card types: follower cards, spell cards, and amulet cards.

[0105] As shown in FIGS. 10A to 10C, each card is assigned a name 151, a class 152, a type 153, and a cost 154, regardless of the card type. The name 151 is uniquely set for each card. That is, the name 151 can also be said to be the card name. There are multiple types of classes 152, and each card is classified into one of the classes. There are multiple types of types 153, and each card may be classified into one of the types or not classified into any type. The cost 154 indicates the play points required to play, and the card can be played by consuming the play points equivalent to the cost.

[0106] The follower card shown in FIG. 10A is a card that can attack the opponent's leader 141b and the follower card placed on the opponent's field 146b in a card battle game. The follower card has a name 151, a class 152, a type 153, a cost 154, an ability 155, an attack power 156, and a stamina 157. The attack power 156 indicates the amount of damage that the follower card will inflict on the opponent's leader 141b or the follower card placed on the opponent's field 146b when the follower card attacks. When the stamina 157 receives damage, it decreases by the amount of damage received, and when it reaches 0, the follower card is destroyed. The destroyed card is hidden from the field 146a and sent to the graveyard (not shown). However, unlike destruction, a state in which the card is hidden from the field 146b can also be a state in which the card is not sent to the graveyard, such as disappearance.

[0107] Furthermore, follower cards can be evolved by consuming evolution points 143a and 143b. An evolved follower card will have increased attack power 156 and strength 157, and will be given a specific ability 155. In other words, by evolving a follower card, the performance of the card (ability 155, attack power 156, strength 157) is strengthened.

[0108] The spell card shown in Fig. 10B has a name 151, a class 152, a type 153, a cost 154, and an ability 155. When a spell card is played, an ability 155 (effect) is activated and the spell card is destroyed. In other words, a spell card is a card that cannot be placed on the field 146a, 146b.

[0109] 10C has a name 151, a class 152, a type 153, a cost 154, and an ability 155. The amulet card is a card that remains in the field 146a and activates the ability 155 when played.

[0110] Fig. 11 is a diagram for explaining an example of the abilities 155. Note that the abilities 155 shown in Fig. 11 are just an example, and other abilities 155 may be provided, or some abilities 155 may not be provided. Also, the explanation here is given on the premise that the card is a player's card, but the same applies to the opponent's card.

[0111] As shown in FIG. 11, the abilities 155 include fanfare, last word, protection, charge, rush, special attack, drain, direct summon, evolution, fusion, etc. Fanfare is an ability that activates the effect described after "fanfare" when a card is placed from the hand area 145a to the field 146a (when a card is played). For example, in the example of the follower card shown in FIG. 10A, when the follower card is placed on the field 146a, the effect of "draw one card" is activated, and one card is selected by lottery from among the cards placed in the deck area 144a, and the selected card is placed in the hand area 145a.

[0112] Last Word is an ability that activates the effect written after "Last Word" when a card is destroyed. Guard is an ability that prevents the opponent from attacking cards other than the card with Guard when the card with Guard is placed on the field 146a. Charge is an ability that allows the opponent to attack a follower card on the turn the card is placed on the field 146a.

[0113] The "Sprint" ability allows a player to attack the opponent's follower card and leader 141b during the turn that the card is placed on the field 146a. The "Death Attack" ability allows a player to destroy the opponent's follower card regardless of its vitality when the player attacks and inflicts damage on the follower card. The "Drain" ability allows a player to recover the vitality 142a of their leader 141a by the amount of damage inflicted when the player inflicts damage on the opponent's follower card or leader 141b during the player's turn.

[0114] Direct summon is an ability whereby a card is directly placed on the field 146a from the deck area 144a when a preset condition is met. Evolution is an ability whereby the effect described after "evolution" is activated when a follower card evolves. Fusion is an ability given to a base card that is the source of fusion, and strengthens that card by fusing a card placed in the hand area 145a that meets a preset condition as a material card. Note that a single card may have multiple abilities 155 set in duplicate, or may not have any abilities 155 set at all.

[0115] In this embodiment, a deck is organized by combining follower cards, spell cards, and amulet cards, and the organized deck is used to play a card battle game. The card battle game will be described in detail below.

[0116] FIG. 12A is a first diagram explaining an example of a transition of a battle screen. FIG. 12B is a second diagram explaining an example of a transition of a battle screen. FIG. 12C is a third diagram explaining an example of a transition of a battle screen. FIG. 13A is a fourth diagram explaining an example of a transition of a battle screen. FIG. 13B is a fifth diagram explaining an example of a transition of a battle screen. FIG. 13C is a sixth diagram explaining an example of a transition of a battle screen.

[0117] When the card battle game is started, deck information including a deck ID indicating the deck for the special format selected by the player is transmitted from the player terminal 1 to the server 1000. Deck information is also transmitted from the opponent player terminal 1 to the server 1000. The server 1000 randomly determines who will play first and who will play second. The server 1000 also randomly assigns indexes (e.g., numbers from 1 to 40) to all cards included in the deck for the special format corresponding to the received deck ID. The server 1000 also determines three initial candidate cards and three exchange candidate cards from among the cards included in the deck for the special format corresponding to the received deck ID.

[0118] Then, the server 1000 sets initial information so that the player terminal 1 can acquire it, the initial information including first / second player information indicating who plays first and who plays second, index information indicating the indexes of the player's cards, and exchange information indicating the initial candidate cards and exchange candidate cards.

[0119] In addition, the server 1000 sets leader information including the player's leader ID for identifying the leader 141a set on the deck for a special format corresponding to the received player's deck ID, and the opponent's leader ID for identifying the leader 141b set on the deck for a special format corresponding to the received opponent's deck ID so that the player terminal 1 can acquire the leader information.

[0120] When the card battle game is started, the player terminal 1 displays on the touch panel 26 whether it is the first player or the second player, as shown in FIG. 12A, based on the first / second player information included in the received initial information.

[0121] 12B, the player terminal 1 places the three initial candidate cards in the initial card display area 160 based on the exchange information included in the initial information. In addition, the player terminal 1 displays on the touch panel 26 an exchange display area 161 for placing the cards to be exchanged.

[0122] When the player wishes to exchange cards among the initial candidate cards, the player moves the cards to be exchanged to the exchange display area 161 by a sliding operation as shown in FIG. 12C. Then, when the player taps the determination button 162, the player terminal 1 returns the cards moved to the exchange display area 161 to the deck area 144a, and determines the initial candidate cards that have not been exchanged and the exchange candidate cards equal to the number of exchanged initial candidate cards as initial cards. Then, the player terminal 1 transmits initial card information indicating the determined initial cards to the server 1000.

[0123] The server 1000 also receives initial card information from the opponent's player terminal 1. When the server 1000 receives initial card information from both the player and the opponent, it enables the player's player terminal 1 to acquire number information indicating only the number of cards included in the opponent's initial card information. Similarly, when the server 1000 receives initial card information from both parties, it enables the opponent's player terminal 1 to acquire number information indicating only the number of cards included in the player's initial card information.

[0124] When the player terminal 1 receives the opponent's number information, it displays a battle screen on the touch panel 26 as shown in Fig. 13A. At this time, the player terminal 1 arranges the determined initial cards in a identifiable manner in the hand area 145a. In addition, the player terminal 1 arranges three cards in an indistinguishable manner in the hand area 145b based on the obtained opponent's number information.

[0125] Furthermore, when the player terminal 1 receives the leader information, the player terminal 1 refers to the special ability list information (FIG. 8B) stored in the memory unit 12 of the player terminal 1 based on the leader ID included in the leader information, and grants the player's player ID or the player's leader ID a function that enables selection of a special ability corresponding to the leader ID. However, as described above, in this embodiment, the special ability can be used from the second turn of the first player or the first turn of the second player. Therefore, at the start of the card battle game, the player obtains the function that enables selection of a special ability corresponding to the leader ID, but the player can only actually use the special ability after a preset timing.

[0126] The special ability ID may be associated or associated with a deck ID for a special format. In this case, the player terminal 1 may provide the player ID of the player or the leader ID of the player with a function that enables selection of a special ability corresponding to the deck ID. In other words, the special ability may be stored in association with the leader or in association with the deck for a special format.

[0127] Thereafter, if the player is the first player, when the player's turn starts, the player terminal 1 displays an image with "YOUR TURN" written on it on the touch panel 26, indicating that it is the player's turn, as shown in FIG. 13B. Then, the player terminal 1 determines the index of one of the cards in the deck area 144a by drawing lots. That is, here, the player terminal 1 draws one of the cards in the deck area 144a. Then, the player terminal 1 places the card determined by drawing lots in the hand area 145a, as shown in FIG. 13C. Also, the player terminal 1 transmits the card information to the server 1000. Also, the player terminal 1 adds 1 to the play points, and updates and displays the play point display areas 148a and 148b (here, the play points are set to 1).

[0128] In this embodiment, special abilities can be used from the second turn of the first player and the first turn of the second player. Therefore, during the first turn of the first player, the player terminal 1 displays the player's special ability button 149a in a first operable state (cross-hatched in FIG. 13). On the other hand, the player terminal 1 displays the opponent's special ability button 149b in an operable state.

[0129] FIG. 14A is a diagram for explaining an example of the player's special ability dialogue 170a. FIG. 14B is a diagram for explaining an example of the opponent's special ability dialogue 170b. When the player's special ability button 149a displayed in the first mode is tapped, the player's special ability dialogue 170a is displayed in the left center part of the touch panel 26 as shown in FIG. 14A. The player terminal 1 refers to the special ability list information (FIG. 8B) stored in the storage unit 12 of the player terminal 1 based on the leader ID of the player's leader 141a, and displays the special ability corresponding to the leader ID in the player's special ability dialogue 170a. Note that when the special ability dialogue 170a is displayed, if an area other than the special ability dialogue 170a on the touch panel 26 is tapped, the special ability dialogue 170a is hidden.

[0130] Furthermore, when the opponent's special ability button 149b is tapped, as shown in Fig. 14B, the opponent's special ability dialogue 170b is displayed in the center left part of the touch panel 26. The player terminal 1 refers to the special ability list information (Fig. 8B) stored in the storage unit 12 of the player terminal 1 based on the leader ID of the opponent's leader 141b, and displays the special ability corresponding to the leader ID in the opponent's special ability dialogue 170b. Note that when the special ability dialogue 170b is displayed, if an area on the touch panel 26 other than the special ability dialogue 170b is tapped, the special ability dialogue 170b is hidden.

[0131] FIG. 15A is a seventh diagram for explaining an example of a transition of a battle screen. FIG. 15B is an eighth diagram for explaining an example of a transition of a battle screen. FIG. 15C is a ninth diagram for explaining an example of a transition of a battle screen. FIG. 16A is a tenth diagram for explaining an example of a transition of a battle screen. FIG. 16B is an eleventh diagram for explaining an example of a transition of a battle screen. As shown in FIG. 15A, for example, it is assumed that a follower card with a cost of 1 is placed on the field 146a by a sliding operation from among the cards arranged in the hand area 145a based on the operation of the player. In this case, the player terminal 1 subtracts 1 from the play points and updates and displays the play point display sections 148a and 148b. Here, if the follower card placed on the field 146a has an ability 155 and the activation condition is established, the player terminal 1 activates the ability 155 for which the activation condition is established.

[0132] Moreover, the player terminal 1 transmits to the server 1000 play information indicating the card played on the table 146a. Specifically, the player terminal 1 transmits to the server 1000 play information including the index given to the played card. When the server 1000 receives the play information, it sets the received play information so that it can be acquired by the opponent's player terminal 1. As a result, the card indicated in the play information is placed on the opponent's table 146b in the opponent's player terminal 1. Furthermore, in the opponent's player terminal 1, the opponent's play point display section 148b is updated and displayed. That is, in the opponent's player terminal 1, various processes are executed using the card ID corresponding to the index included in the acquired play information.

[0133] Thereafter, when the turn end button 47 is tapped by the player, the player terminal 1 transmits turn end information indicating that the turn has ended to the server 1000. Note that, in the case where a card that activates an ability 155 on the condition that the turn ends is on the playing field 146a, 146b, the player terminal 1 activates the ability 155 of that card. Upon receiving the turn end information from the player terminal 1, the server 1000 ends the player's turn, sets turn start information for starting the opponent's turn, and starts the opponent's turn against the player terminal 1.

[0134] Then, in the player's player terminal 1, an image with "ENEMY TURN" written thereon, indicating that it is the opponent's turn, is displayed on the touch panel 26, as shown in Fig. 15B. After that, the card information of the card determined by lottery in the opponent's player terminal 1 is transmitted to the server 1000. When the player terminal 1 receives and stores the number information from the server 1000, the player terminal 1 places the cards indistinguishably in the hand area 145b based on the number information, as shown in Fig. 15C.

[0135] At the start of a turn, one card is usually selected by lottery, but for the first turn of the second player, two cards are selected by lottery. Also, the player terminal 1 adds 1 to the opponent's play points and updates the play point display section 148b.

[0136] Thereafter, when the opponent ends the turn without playing a card in the hand area 145b and receives turn start information from the server 1000, the player terminal 1 displays an image with "YOUR TURN" written on it, indicating that it is the player's turn, on the touch panel 26, as shown in FIG. 16A. Then, the player terminal 1 determines the index of one of the cards in the deck area 144a by lottery. Then, the player terminal 1 places the card determined by lottery in the hand area 145a. The player terminal 1 also transmits the card information to the server 1000. The player terminal 1 also adds 1 to the play points, and updates and displays the play point display sections 148a and 148b (here, the play points are set to 2).

[0137] As described above, in this embodiment, special abilities can be used from the second turn of the first player and the first turn of the second player. Therefore, in the second turn of the first player, the player terminal 1 displays the player's special ability button 149a in the second mode (no hatching in FIG. 16A). When the player is able to use a special ability, that is, when the player has not yet used the special ability, the player terminal 1 highlights the outer periphery of the special ability button 149a as shown in FIG. 16A. This makes it possible to reduce the risk that the player will forget to use the special ability during a turn when the special ability is available.

[0138] As described above, in this embodiment, a special ability can be used a maximum of once per turn. However, a special ability may be used more than once per turn. In this case, regardless of whether or not a special ability is used during a player's turn, if a special ability is available for use, the outer periphery of the special ability button 149a may be highlighted.

[0139] Then, as shown in FIG. 16B, suppose that the player slides the follower card placed on the field 146a to the opponent's leader 141b. At this time, the player terminal 1 determines that the follower card has attacked the opponent's leader 141b, and reduces the vitality 142b of the opponent's leader 141b by the attack power 156 of that follower card. The player terminal 1 also transmits attack information indicating the attacking follower card, the attacked follower card, or the leader 141b to the server 1000. Upon receiving this attack information, the server 1000 sets the attack information in the opponent's player terminal 1 so that it can be acquired.

[0140] FIG. 17A is a twelfth diagram for explaining an example of a transition of a battle screen. FIG. 17B is a thirteenth diagram for explaining an example of a transition of a battle screen. FIG. 18A is a fourteenth diagram for explaining an example of a transition of a battle screen. FIG. 18B is a fifteenth diagram for explaining an example of a transition of a battle screen. When the player's special ability button 149a displayed in the second mode is tapped, the player terminal 1 displays a special ability image 180 and a selection operation unit 182 corresponding to the special ability image 180 on the touch panel 26 as shown in FIG. 17A. Specifically, the player terminal 1 refers to the special ability list information (FIG. 8B) stored in the memory unit 12 of the player terminal 1 based on the leader ID of the player's leader 141a, and displays the special ability image 180 corresponding to the special ability on the touch panel 26 for each special ability corresponding to the leader ID.

[0141] At this time, as shown in Fig. 17A, the player terminal 1 displays the special ability image 180 and the selection operation unit 182 corresponding to the unselectable special ability in an inactive state (cross-hatched in Fig. 17). As shown in Fig. 17A, the value of the battle points that increases or decreases when the special ability corresponding to the special ability image 180 is used is displayed in the upper left corner of the special ability image 180.

[0142] Furthermore, the player terminal 1 displays the special ability image 180 and the selection operation unit 182 corresponding to the selectable special ability in an enabled state. Note that the player terminal 1 determines that the special ability is usable when the player's battle points are equal to or greater than the battle points consumed in using the special ability. On the other hand, the player terminal 1 determines that the special ability is unusable when the player's battle points are less than the battle points consumed in using the special ability.

[0143] In addition, even if the player's battle points are equal to or greater than the battle points to be consumed, the player terminal 1 may determine that the special ability cannot be used depending on the content of the special ability. For example, if the content of the special ability is to destroy a follower card placed on the opponent's field 146b, and if there is no follower card placed on the opponent's field 146b, the player terminal 1 determines that the special ability cannot be used. In addition, for example, if the content of the special ability is to recover "1" of the player's battle points, and if the player's battle points are already at the upper limit, the player terminal 1 determines that the special ability cannot be used. However, if the content of the special ability is to recover "1" of the player's battle points, and if the player's battle points are already at the upper limit, the player terminal 1 may determine that the special ability can be used. In this case, the player terminal 1 may activate the special ability without recovering the player's battle points.

[0144] Furthermore, when the special ability image 180 is tapped, the player terminal 1 displays a special ability details dialog 184 in the upper left corner of the touch panel 26, as shown in Fig. 17B. The special ability details dialog 184 displays detailed content of the special ability corresponding to the tapped special ability image 180.

[0145] When the selection operation unit 182 displayed in an enabled state is tapped, the player terminal 1 executes a process for activating a special ability corresponding to the tapped selection operation unit 182. Specifically, the player terminal 1 generates a special card to activate the special ability, and activates the special ability by playing the generated special card. In this way, it is possible to standardize the process for activating the abilities of other cards, and it is possible to suppress the risk of an increase in the burden of design work.

[0146] When the generated special card is played, as shown in Fig. 18A, the player terminal 1 displays the special card 190 on the touch panel 26. The special card 190 has the same appearance as the special ability image 180, and the value of the battle points that increases or decreases when the special ability of the special card 190 is used is displayed in the upper left corner of the special card 190.

[0147] Then, when the special card 190 is played, the player terminal 1 updates (recovers or subtracts) the battle points based on the played special card and updates and displays the battle point display section 150a. Then, the player terminal 1 activates the special ability corresponding to the played special card. Here, the attack power 156 and the strength 157 of the follower card placed on the field 146a are increased from "1 / 1" to "2 / 2" as shown in FIG. 18B.

[0148] Furthermore, the player terminal 1 transmits play information indicating the played special card to the server 1000. In this embodiment, an index is not assigned to a special card generated by a special ability. Therefore, when a special card is played, the player terminal 1 transmits play information including a card ID corresponding to the special card to the server 1000.

[0149] When the server 1000 receives the play information, it sets the received play information so that it can be acquired by the opponent's player terminal 1. As a result, the opponent's player terminal 1 executes various processes using the card ID corresponding to the special card included in the acquired play information. Specifically, the opponent's player terminal 1 plays the special card indicated in the play information. Also, the opponent's battle point display section 150b is updated and displayed in the opponent's player terminal 1. The played special card is destroyed after the special ability is activated. In other words, the special card can be said to be a type of spell card.

[0150] Next, the evolution of follower cards will be described. In the card battle game of this embodiment, from the fifth turn onwards for the first player and from the fourth turn onwards for the second player, the follower cards can be evolved by consuming evolution points 143a and 143b. In addition, 2 points of evolution points 143a and 143b are given to the first player and 3 points to the second player.

[0151] FIG. 19A is a first diagram for explaining an example of a battle screen at the time of evolution. FIG. 19B is a second diagram for explaining an example of a battle screen at the time of evolution. For example, as shown in FIG. 19A, in the fifth turn of the first player, an unevolved follower card is placed on the field 146a. At this time, when the follower card placed on the field 146a is tapped, a card details tab 195 is displayed on the touch panel 26.

[0152] The card details tab 195 displays the ability of the tapped card. Also, the card details tab 195 displays an evolution button 197. Note that the evolution button 197 is displayed only in the card details tab 195 of the follower card, and is not displayed in the card details tab 195 of the spell card or the amulet card. The evolution button 197 functions as an operation unit that accepts a tap by the player when evolution is possible. Therefore, in this embodiment, only follower cards are set as cards that can evolve. Also, when the follower card tapped by the player can evolve, the card details tab 195 displays the ability before evolution and the ability after evolution.

[0153] When the Evolution button 197 of the card details tab 195 is tapped, an evolution animation is displayed. In the evolution animation, the card before evolution is displayed, and then an animation image (not shown) in which the card changes is displayed. Then, when the display of the evolution animation ends, the evolved card is displayed on the field 146a as shown in FIG. 19B.

[0154] When the evolved card is displayed on the field 146a, the evolution points 143a are subtracted and displayed. The attack power 156 and stamina 157 of the evolved card are increased. If the follower card has the ability "when evolved," that ability is activated.

[0155] Furthermore, the player terminal 1 transmits evolution information indicating the evolved follower card to the server 1000. Upon receiving the evolution information, the server 1000 sets the evolution information in the opponent's player terminal 1 so that it can be acquired. The opponent's player terminal 1 is able to know that the card has evolved and what the evolved card will look like, based on the received evolution information. Then, the opponent's player terminal 1 executes a process of displaying various types of evolution-related information and updating parameters as described above, based on the acquired evolution information.

[0156] As described above, the player's turn and the opponent's turn alternate, and each time the player and opponent play a card, attack, evolve, or decide to use a special ability, that information is sent to the server 1000, and the card battle game progresses.

[0157] When the vitality 142a of the player's leader 141a or the vitality 142b of the opponent's leader 141b reaches 0, the outcome of the game is decided. When the outcome of the game is decided, the player's player terminal 1 and the opponent's player terminal 1 transmit to the server 1000 win / loss result information indicating that the win / loss has been decided.

[0158] When the server 1000 receives the winning or losing result information, it executes a check process to check whether the winning or losing result is correct based on the information received up to that point. If the check process determines that the winning or losing result is correct, it increases or decreases the game points based on the winning or losing result.

[0159] According to the card battle game in the special format as described above, it is possible to play the card battle game with a deck including a leader that the player does not actually own, so that it is possible to improve the interest of the game. In addition, whether or not a special ability can be used basically depends only on the number of turns and the number of battle points. That is, each player cannot directly interfere with the use of the opponent's special ability. For example, even when a card battle game is played between a player with a relatively low level of skill and an opponent with a relatively high level of skill, the player can use the special ability without being interfered with by the opponent. This makes it possible to suppress the risk of the difficulty level in the card battle game becoming excessively high, and it is possible to improve the player's motivation to play the game. The card battle games in the rotation and unlimited formats are common except that they are not equipped with the above-mentioned functions related to the special abilities, so a description thereof will be omitted.

[0160] The following describes the processing of the player terminal 1 and the server 1000 for implementing the card battle game in the special format, and the functional units that execute each of these processes. Note that the following describes the processing related to the card battle game in the special format, and the other processing is omitted.

[0161] (Functional parts of player terminal 1) 20 is a functional block diagram of the player terminal 1. A program storage area 12a and a data storage area 12b are provided in the storage unit 12 of the player terminal 1. At the start of a game, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0162] The terminal-side game control program includes a game execution control program 200, a card battle game execution control program 201, a special ability control program 202, and a display control program 203. Note that the programs listed in Fig. 20 are just examples, and the terminal-side game control program includes many other programs.

[0163] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal control unit 1A. The terminal control unit 1A includes a game execution control unit 200a, a card battle game execution control unit 201a, a special ability control unit 202a, and a display control unit 203a.

[0164] Specifically, the CPU 10 runs a game execution control program 200, causing the computer to function as a game execution control unit 200a. Similarly, the CPU 10 runs a card battle game execution control program 201, a special ability control program 202, and a display control program 203, causing them to function as a card battle game execution control unit 201a, a special ability control unit 202a, and a display control unit 203a, respectively.

[0165] The data storage area 12b is provided with a game information storage unit 210 and a player information storage unit 211 as storage units for storing data. Note that the above-mentioned storage units are merely examples, and the data storage area 12b is provided with many other storage units.

[0166] The game execution control unit 200a controls the overall progress of the game. For example, the game execution control unit 200a logs into the game in response to a player's operation, and determines whether or not the overall game information of the game has been updated.

[0167] The card battle game execution control unit 201a is responsible for control for executing the card battle game. For example, the card battle game execution control unit 201a controls the progress of the card battle game based on operations input to the player terminal 1.

[0168] The special ability control unit 202a performs various controls relating to special abilities.

[0169] The display control unit 203a controls the display of images displayed on the touch panel 26 in accordance with the player's operations and the progress of the game.

[0170] (Functional part of server 1000) Fig. 21 is a functional block diagram of the server 1000. The storage unit 1012 of the server 1000 is provided with a program storage area 1012a and a data storage area 1012b. The program storage area 1012a stores a game execution control program 1200, a card battle game execution control program 1201, and a special ability control program 1202 as server-side game control programs. Note that the programs listed in Fig. 21 are just examples, and many other programs are provided in the server-side game control program.

[0171] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server control unit 1000A. The server control unit 1000A includes a game execution control unit 1200a, a card battle game execution control unit 1201a, and a special ability control unit 1202a.

[0172] Specifically, the CPU 1010 runs a game execution control program 1200, causing the computer to function as a game execution control unit 1200a. Similarly, the CPU 1010 runs a card battle game execution control program 1201 and a special ability control program 1202, causing the computer to function as a card battle game execution control unit 1201a and a special ability control unit 1202a.

[0173] The data storage area 1012b is provided with a game information storage area 1210 and a player information storage area 1211 as storage areas for storing data. Note that the above storage areas are merely examples, and the data storage area 1012b is provided with many other storage areas.

[0174] The game execution control unit 1200a controls the progress of the entire game. For example, when the game execution control unit 1200a receives login information from the player terminal 1, it sets the player information (deck information, GP, etc.) stored in the player information storage unit 1211 so that it can be acquired by the player terminal 1. Also, when the game information of the entire game is updated, the game execution control unit 1200a reads the updated game information from the game information storage unit 1210 and sets it so that it can be acquired by the player terminal 1.

[0175] The card battle game execution control unit 1201a is responsible for control for executing the card battle game.

[0176] The special ability control unit 1202a is responsible for various controls relating to special abilities.

[0177] (Communication processing between player terminal 1 and server 1000) The following describes basic processing of the player terminal 1 and the server 1000. In the following description, processing performed in the player terminal 1 is represented as Pn (n is an arbitrary integer), and processing performed in the server 1000 is represented as Sn (n is an arbitrary integer).

[0178] 22 is a flowchart illustrating an example of a card battle game execution process in the player terminal 1. When a deck for a special format is selected on the special format deck selection screen (FIG. 6B) and the decision operation unit 54 of the confirmation dialog 50 (FIG. 7A) is tapped, the card battle game execution process in the player terminal 1 is started.

[0179] When the card battle game execution process is started, the card battle game execution control unit 201a transmits deck information including a deck ID to be used in the card battle game in a special format to the server 1000 (P1-1). When the server 1000 receives deck information from both the player and the opponent, it sets initial information including first / second move information, index information, and exchange information so that it can be acquired by the player and the opponent's player terminals 1. In addition, the server 1000 sets leader information including the player's leader ID and the opponent's leader ID so that it can be acquired by the player and the opponent's player terminals 1 based on the received deck information (deck ID).

[0180] When the display control unit 203a receives initial information (first / second player information) from the server 1000 (P1-2), it displays on the touch panel 26 whether the player is playing first or second based on the received initial information (first / second player information) (P1-3).

[0181] After that, the card battle game execution control unit 201a executes an initial card determination process to determine initial cards based on the initial information (exchange information) (P1-4). Here, the display control unit 203a arranges three initial candidate cards in the initial card display area 160 based on the initial information (first player / second player information), and displays an exchange display area 161 for arranging cards to be exchanged on the touch panel 26 (FIG. 12B).

[0182] 12C, when the determination button 162 is tapped by the player, the card battle game execution control unit 201a returns the cards moved to the exchange display area 161 to the deck area 144a, and determines the initial candidate cards that have not been exchanged and the exchange candidate cards equal to the number of exchanged initial candidate cards as initial cards. The card battle game execution control unit 201a then transmits initial card information indicating the initial cards to the server 1000, and receives the opponent's number information (P1-5).

[0183] 13A, the display control unit 203a displays a battle screen on the touch panel 26 and arranges the determined initial cards in a identifiable manner in the hand area 145a (P1-6). In addition, the display control unit 203a arranges three cards in an indistinguishable manner in the hand area 145b based on the received number information of the opponent.

[0184] The card battle game execution control unit 201a receives the leader information from the server 1000 (P1-7). Then, the special ability control unit 202a refers to the special ability list information (FIG. 8B) stored in the game information storage unit 210 of the player terminal 1 based on the player's leader ID contained in the received leader information, and gives the player the ability to select a special ability corresponding to the leader ID (P1-8).

[0185] After that, the card battle game execution control unit 201a determines whether it is the player's turn based on the first / second player information or the turn start information sent from the server 1000 (P1-9). If it is the player's turn (YES in P1-9), the card battle game execution control unit 201a executes a self-turn control process (P10). On the other hand, if it is not the player's turn, i.e., if it is the opponent's turn (NO in P1-9), the card battle game execution control unit 201a executes an opponent's turn control process (P20).

[0186] Then, if the outcome has not been determined (NO in P1-10), the card battle game execution control unit 201a returns the process to P1-9, and if the outcome has been determined (YES in P1-10), it executes a card battle game termination process to end the card battle game (P1-11), and ends the card battle game execution process.

[0187] Fig. 23 is a flowchart for explaining an example of the player's turn control process in the player terminal 1. When the player's turn starts, the display control unit 203a displays an image with "YOUR TURN" written on it, indicating that it is the player's turn, on the touch panel 26, as shown in Fig. 13B (P10-1).

[0188] The card battle game execution control unit 201a determines one of the cards in the deck area 144a by lottery (P10-2). The display control unit 203a then arranges the determined card in the hand area 145a so that it can be identified. The card battle game execution control unit 201a then transmits card information of the determined card to the server 1000 (P10-3). The card battle game execution control unit 201a then adds 1 to the play points (P10-4). The display control unit 203a then updates and displays the play point display units 148a and 148b.

[0189] The card battle game execution control unit 201a also checks whether there is an ability 155 that will be activated when the player's turn starts, and if there is an ability 155 that will be activated when the player's turn starts, executes a situation confirmation process to activate that ability 155 (P10-5). The card battle game execution control unit 201a then determines whether the vitality 142a of the player's leader 141a or the vitality 142b of the opponent's leader 141b has become 0, that is, whether victory or defeat has been decided (P10-6). If victory or defeat has been decided (YES in P10-6), the current turn control process ends, and if victory or defeat has not been decided (NO in P10-6), the process proceeds to P10-7.

[0190] The card battle game execution control unit 201a judges whether or not a card including a special card has been played (YES in P10-7). As a result, if a special card has been played (YES in P10-7), the special ability control unit 202a updates the battle points according to the played special card. The display control unit 203a updates and displays the battle point display unit 150a. If a card other than a special card, that is, a card placed in the hand area 145a based on the player's operation, is played (YES in P10-7), the card battle game execution control unit 201a subtracts the play points by the cost 154 of the played card (P10-8). The display control unit 203a updates and displays the play point display units 148a and 148b.

[0191] The display control unit 203a also displays the played card (P10-9). If the played card is a special card, the special ability control unit 202a checks the special ability and activates the special ability (P10-10). If the played card is a card other than a special card, the card battle game execution control unit 201a checks the ability 155 of the played card, and if there is an ability 155 (fanfare) to be activated, activates the ability 155 (P10-10).

[0192] The card battle game execution control unit 201a transmits play information indicating the played card to the server 1000 (P10-11). Specifically, the card battle game execution control unit 201a transmits play information including an index given to the played card to the server 1000. However, in this embodiment, an index is not given to a special card generated by a special ability. Therefore, when a special card is played, the card battle game execution control unit 201a transmits play information including a card ID corresponding to the special card to the server 1000.

[0193] Then, the card battle game execution control unit 201a judges whether the outcome has been determined (P10-12). If the outcome has been determined (YES in P10-12), the current turn control process ends, and if the outcome has not been determined (NO in P10-12), the process proceeds to P10-13.

[0194] If a card placed on the field 146a is attacked by an opponent's follower card or the leader 141b by the player's operation (YES in P10-13), the card battle game execution control unit 201a executes an attack determination process (P10-14). In the attack determination process, the vitality of the attacked opponent's follower card or the leader 141b is subtracted, and the vitality of the attacking follower card is subtracted. In addition, the display control unit 203a executes a performance when an attack occurs.

[0195] The card battle game execution control unit 201a also transmits attack information indicating the attacked follower card and the attacked opponent's follower card or leader 141b to the server 1000 (P10-15). The card battle game execution control unit 201a then determines whether the outcome of the game has been determined (P10-16). If the outcome has been determined (YES in P10-16), the current turn control process ends, and if the outcome has not been determined (NO in P10-16), the process proceeds to P10-17.

[0196] The card battle game execution control unit 201a determines whether a card displayed on the field 146a has been tapped (P10-17). If a card has been tapped (YES in P10-17), the display control unit 203a displays the card details tab 195 shown in FIG. 19A (P10-18). Note that here, if an evolvable card has been tapped, the display control unit 203a displays the card details tab 195 by referring to pre-evolution and post-evolution performance information associated with the card.

[0197] Then, if the tapped card is an evolvable card (YES in P10-19) and is currently evolvable (YES in P10-20), the card battle game execution control unit 201a activates the evolve button 197 (P10-21). Here, it is determined that the card is evolvable if the current turn is an evolvable turn and the card has evolution points. Here, the display control unit 203a also displays the evolve button 197 in the card details tab 195.

[0198] The card battle game execution control unit 201a determines whether the enabled evolution button 197 displayed in the card details tab 195 has been tapped (P10-22). If the evolution button 197 has been tapped (YES in P10-22), the card battle game execution control unit 201a transmits evolution information indicating the card to be evolved to the server 1000 (P10-23).

[0199] The card battle game execution control unit 201a also subtracts 1 from the evolution points 143a (P10-24). The card battle game execution control unit 201a also increases and updates the performance (e.g., attack power and stamina) of the card to be evolved (P10-25). Here, the display control unit 203a also displays an evolution animation.

[0200] The card battle game execution control unit 201a also checks the ability 155 of the evolved card, and if there is an ability 155 (at evolution) to be activated when the card evolves, activates that ability 155 (P10-26). The card battle game execution control unit 201a then determines whether the outcome of the game has been determined (P10-27). If the outcome of the game has been determined (YES in P10-27), the current turn control process ends, and if the outcome of the game has not been determined (NO in P10-27), the process proceeds to the special ability management process (P12). This special ability management process (P12) will be described in detail later.

[0201] The card battle game execution control unit 201a judges whether the player's turn has ended in response to the operation of the turn end button 147 by the player (P10-28). If the player's turn has not ended (NO in P10-28), the card battle game execution control unit 201a moves the process to P10-7, and if the player's turn has ended (YES in P10-28), executes a turn end process (P10-29). Here, the card battle game execution control unit 201a checks the abilities 155 of the cards placed on the field 146a, and if there is an ability 155 to be activated at the end of the player's turn, activates the ability 155 and checks whether the player has won or lost. The card battle game execution control unit 201a also transmits turn end information to the server 1000, indicating that the player's turn has ended. If it is determined that the outcome has been decided in the above P10-6, P10-12, P10-16, or P10-27, the card battle game execution control unit 201a transmits to the server 1000 win / loss information indicating that the outcome has been decided.

[0202] 24 is a flowchart for explaining an example of the special ability management process in the player terminal 1. The special ability control unit 202a determines whether a special ability can be activated (P12-1). Here, if the current turn is a turn in which a special ability can be activated and the special ability has not yet been activated in the current turn, it is determined that the special ability can be activated.

[0203] If the special ability can be exercised (YES in P12-1), the display control unit 203a displays the special ability button 149a in a second manner (P12-2), as shown in FIG. 16B.

[0204] If the special ability cannot be exercised (NO in P12-1), the display control unit 203a displays the special ability button 149a in a first manner, as shown in FIG. 13C (P12-3).

[0205] In addition, the special ability control unit 202a judges whether the special ability button 149a of the player displayed in the second mode has been tapped (P12-4). As a result, if the special ability button 149a of the player displayed in the second mode has been tapped (YES in P12-4), the display control unit 203a displays the special ability image 180 on the touch panel 26 (P12-5).

[0206] The display control unit 203a also displays the selection operation unit 182 on the touch panel 26 (P12-6). Specifically, the display control unit 203a refers to the special ability list information (FIG. 8B) stored in the game information storage unit 210 of the player terminal 1 based on the leader ID of the player's leader 141a, and displays the special ability image 180 corresponding to the special ability on the touch panel 26 for each special ability corresponding to the leader ID. At this time, as shown in FIG. 17A, the display control unit 203a displays the special ability image 180 and the selection operation unit 182 corresponding to the special ability that cannot be selected in a disabled state (cross-hatched in FIG. 17). The display control unit 203a also displays the special ability image 180 and the selection operation unit 182 corresponding to the special ability that can be selected in an enabled state. Note that the special ability control unit 202a determines that the special ability is usable when the player's battle points are equal to or greater than the battle points consumed to use the special ability. On the other hand, when the player's battle points are less than the battle points to be consumed, the player terminal 1 determines that the special ability is unusable.

[0207] That is, the special ability control unit 202a determines the available special ability based on the tapping of the special ability button 149a. Then, based on the determination result of the special ability control unit 202a, the display control unit 203a displays the special ability image 180 on the touch panel 26. In other words, the available special ability is determined in response to the tapping of the special ability button 149a.

[0208] The special ability control unit 202a also determines whether the special ability image 180 has been tapped (P12-7). As a result, if the special ability image 180 has been tapped (YES in P12-7), the display control unit 203a displays the special ability details dialog 184 corresponding to the tapped special ability image 180 on the touch panel 26, as shown in FIG. 17B (P12-8).

[0209] The special ability control unit 202a also determines whether the selection operation unit 182 has been tapped (P12-9). As a result, if the special ability image 180 has been tapped (YES in P12-9), the special ability control unit 202a generates a special card to activate the special ability corresponding to the tapped special ability image 180 (P12-10). Then, the special ability control unit 202a plays the special card generated in the above P12-10 (P12-10). The special card played here is displayed on the touch panel 26 in the above P10-9, and the special ability is activated in the above P10-10.

[0210] FIG. 25 is a flowchart for explaining an example of the opponent's turn control process (P20) in the player terminal 1. When the opponent's turn starts, the display control unit 203a displays an image with "EMEMY TURN" written on it, indicating that it is the opponent's turn, on the touch panel 26, as shown in FIG. 15B (P20-1). In addition, the card battle game execution control unit 201a adds 1 to the opponent's play points (P20-2). In addition, the display control unit 203a updates and displays the play point display unit 148b.

[0211] The card battle game execution control unit 201a determines whether or not it has received number information from the server 1000 (P20-3). If it has received number information (YES in P20-3), the display control unit 203a arranges the cards in an indistinguishable manner in the hand area 145b based on the number information (P20-4).

[0212] The card battle game execution control unit 201a determines whether play information has been received (P20-5). If play information has been received (YES in P20-5), the card battle game execution control unit 201a executes various processes described below using a card ID corresponding to an index included in the play information. Alternatively, if play information including a card ID corresponding to a special card has been received, the card battle game execution control unit 201a executes various processes described below using the card ID corresponding to the special card included in the play information.

[0213] Specifically, when play information is received (YES in P20-5) and a special card is played, the special ability control unit 202a updates the battle points according to the played special card (P20-6). In addition, the display control unit 203a updates and displays the battle point display unit 150a. When play information is received (YES in P20-5) and a card other than a special card is played, the card battle game execution control unit 201a subtracts the play points by the cost 154 of the played card (P20-6). In addition, the display control unit 203a updates and displays the play point display units 148a, 148b.

[0214] The display control unit 203a also displays the played card (P20-7). If the played card is a special card, the special ability control unit 202a checks the special ability and activates the special ability (P20-8). If the played card is a card other than a special card, the card battle game execution control unit 201a checks the ability 155 of the played card, and if there is an ability 155 (fanfare) to be activated, activates the ability 155 (P20-8).

[0215] Then, the card battle game execution control unit 201a judges whether the outcome has been determined (P20-9). If the outcome has been determined (YES in P20-9), the opponent turn process ends, and if the outcome has not been determined (NO in P20-9), the process proceeds to P20-10.

[0216] The card battle game execution control unit 201a judges whether attack information has been received from the server 1000 (P20-10). If attack information has been received (YES in P20-10), the card battle game execution control unit 201a executes an attack determination process (P20-11). In the attack determination process, the vitality of the attacked player's follower card or the leader 141a is subtracted, and the vitality of the attacking follower card is subtracted. In addition, the display control unit 203a executes a presentation for the attack.

[0217] Then, the card battle game execution control unit 201a judges whether the outcome has been determined (P20-12). If the outcome has been determined (YES in P20-12), the opponent turn process ends, and if the outcome has not been determined (NO in P20-12), the process proceeds to P20-13.

[0218] The card battle game execution control unit 201a judges whether evolution information has been received from the server 1000 (P20-13). If evolution information has been received (YES in P20-13), the card battle game execution control unit 201a subtracts the evolution points 143b (P20-14). The display control unit 203a updates and displays the evolution points 143b. The card battle game execution control unit 201a also increases and updates the performance (e.g., attack power and stamina) of the follower card to be evolved (P20-15). The card battle game execution control unit 201a also checks the ability 155 of the evolved card, and if there is an ability 155 to be activated, activates the ability 155 (P20-16). The card battle game execution control unit 201a then judges whether the outcome of the game has been determined (P20-17). If the outcome has been determined (YES in P20-17), the process for the opponent's turn ends, and if the outcome has not been determined (NO in P20-17), the process proceeds to P20-18.

[0219] The card battle game execution control unit 201a judges whether or not turn end information has been received from the server 1000 (P20-18). If the turn end information has been received (YES in P20-18), the card battle game execution control unit 201a executes a turn end process (P20-19). Here, the card battle game execution control unit 201a checks the abilities 155 of the cards placed on the field 146b. If there is an ability 155 that will be activated at the end of the opponent's turn, the ability 155 is activated and the outcome of the game is confirmed. If it is determined in the above P20-9, P20-12, P20-17, and P20-19 that the outcome of the game has been decided, the card battle game execution control unit 201a transmits win / loss information indicating that the outcome of the game has been decided to the server 1000.

[0220] 26 is a flowchart explaining an example of the card battle game execution process (S1) in the server 1000. When the card battle game execution process starts, the card battle game execution control unit 1201a receives deck information from the player and opponent player terminals 1 (S1-1). Then, the card battle game execution control unit 1201a determines who will play first and who will play second (S1-2). In addition, the card battle game execution control unit 1201a assigns indexes to cards included in the deck information (S1-3), and sets initial information so that it can be acquired by the player and opponent player terminals 1 (S1-4).

[0221] Furthermore, the special ability control unit 1202a refers to the deck list information (FIG. 8A) stored in the game information storage unit 1210 of the server 1000 based on the received deck information (deck ID), and sets the leader information including the player's leader ID and the opponent's leader ID so that it can be acquired by the player and the opponent's player terminal 1 (S1-5). That is, the special ability control unit 1202a sets the leader information in which the leader ID is associated with the player's player ID so that it can be acquired by the player and the opponent's player terminal 1. Furthermore, the special ability control unit 1202a sets the leader information in which the leader ID is associated with the opponent's player ID so that it can be acquired by the player and the opponent's player terminal 1.

[0222] The card battle game execution control unit 1201a judges whether card information has been received from a player terminal 1 (S1-6). If card information has been received (YES in S1-6), the card battle game execution control unit 1201a sets the number information to be obtainable for an opponent player terminal 1 different from the player terminal 1 that received the card information (P1-7).

[0223] The card battle game execution control unit 1201a determines whether play information has been received from a player terminal 1 (S1-8). If play information has been received (YES in S1-8), the card battle game execution control unit 1201a sets the play information to be available to an opponent player terminal 1 different from the player terminal 1 that received the play information (S1-9).

[0224] The card battle game execution control unit 1201a determines whether attack information has been received from a player terminal 1 (S1-10). If attack information has been received (YES in S1-10), the card battle game execution control unit 1201a sets the attack information to be available to an opponent player terminal 1 other than the player terminal 1 that received the attack information (S1-11).

[0225] The card battle game execution control unit 1201a determines whether evolution information has been received from a player terminal 1 (S1-12). If evolution information has been received (YES in S1-12), the card battle game execution control unit 1201a sets the evolution information to be available to an opponent player terminal 1, which is different from the player terminal 1 that received the evolution information (S1-13).

[0226] The card battle game execution control unit 1201a determines whether or not it has received turn end information from a player terminal 1 (S1-14). If it has received turn end information (YES in S1-14), it sets the turn end information and turn start information so that they can be acquired by an opponent player terminal 1 other than the player terminal 1 that received the turn end information (S1-15).

[0227] The card battle game execution control unit 1201a judges whether or not it has received win / loss information from the player terminal 1 (S1-16). If it has received win / loss information (YES in S1-16), the card battle game execution control unit 1201a executes a win / loss check process to check whether the win / loss is correct based on the information received so far (S1-17). If it is judged in the win / loss check process that the win / loss is correct, the card battle game execution control unit 1201a calculates the game points of the player and the opponent (S1-18). The card battle game execution control unit 1201a also causes the player terminal 1 to receive the battle points, and ends the card battle game execution process.

[0228] As described above, the player terminal 1 is provided with a game execution control program 200, a card battle game execution control program 201, a special ability control program 202, and a display control program 203. The player terminal 1 also includes a game execution control unit 200a, a card battle game execution control unit 201a, a special ability control unit 202a, and a display control unit 203a. However, some or all of these programs and functional units may be provided in the server 1000. In other words, these programs and functional units may be provided in one or both of the player terminal 1 and the server 1000.

[0229] The server 1000 is also provided with a game execution control program 1200, a card battle game execution control program 1201, and a special ability control program 1202. The server 1000 also includes a game execution control unit 1200a, a card battle game execution control unit 1201a, and a special ability control unit 1202a. However, some or all of these programs and functional units may be provided in the player terminal 1. In other words, these programs and functional units may be provided in one or both of the player terminal 1 and the server 1000.

[0230] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.

[0231] In the above embodiment, a digital card game has been described as an example, but the genre and content of the game are not particularly limited, and may be, for example, a simulation game. Furthermore, the game progression method in the above embodiment is merely an example. For example, games to which the present invention can be applied are not limited to turn-based games. In any case, it is sufficient that the game is a competitive game, and the opponent is not limited to a human being, but may be a computer. Therefore, the game medium is not limited to digital cards, and may be, for example, a character, a unit, a piece, or other game medium provided in the game.

[0232] In the above embodiment, the information processing system S, which is a client-server system, performs each of the above information processes. However, the functions of the server 1000 in the above embodiment may be provided in the player terminal 1. Also, the functions of the player terminal 1 in the above embodiment may be provided in the server 1000. Also, a communication function is not essential, and for example, the game device G may be capable of executing a computer match or a match between multiple players. In any case, the information processing program may cause a computer to perform the following processes.

[0233] (Processing performed by a computer) A process (in the above embodiment, P1, P10, P20, S1 as examples) for progressing through a competitive game in which multiple types of special effects (in the above embodiment, one example is a special ability) that can be activated a predetermined number of times (in the above embodiment, one example is a turn) within a unit period and that enable the competitive game (in the above embodiment, one example is a card battle game) to be progressed advantageously are used. A process of determining whether each of a plurality of types of special effects can be activated based on at least current predetermined parameters (battle points as an example in the above embodiment) (steps P12-1 to P12-6 as an example in the above embodiment). When a special effect that is determined to be activateable is selected by the player, a process of updating a predetermined parameter by an update value preset for each special effect and activating the special effect (in the above embodiment, steps P12-10, P12-11, P10-7 to P10-10 are taken as an example).

[0234] In the above embodiment, a turn corresponds to a unit period, but the unit period is not limited to this. For example, a predetermined time (e.g., a few seconds to a few minutes) or a predetermined period (e.g., an event period or a day) may be used as the unit period. Alternatively, a division within the game other than a turn may be used as the unit period. In other words, it is sufficient that the progress of the game is divided into a plurality of unit periods, and the progress of the game is managed in chronological order for each of the plurality of unit periods.

[0235] In addition, before the start of a competitive game, the computer may be caused to execute a process (P1-1 in the above embodiment as an example) that allows a player to select one of multiple types of decks, each of which is a deck made up of multiple game media and has a representative object associated therewith. In addition, the computer may perform a process (S1-5 in the above embodiment as an example) of associating a representative object (the leader in the above embodiment as an example) corresponding to the deck selected by the player with the player's player ID. The process of progressing through the competitive game may progress through the competitive game using a deck selected by a player.

[0236] Furthermore, a special effect and a predetermined parameter may be associated with the representative object (FIG. 8B in the above embodiment as an example).

[0237] In addition, the computer may be caused to perform a process (S1-2 in the above embodiment as an example) of determining the first player who will be able to operate relatively first within one unit period (a turn as an example in the above embodiment), and the second player who will be able to operate after the first player operates. In addition, the computer may be caused to execute processing (P12-1 to P12-3 in the above embodiment as an example) that enables a special effect associated with the representative object of the first player to be activated in a predetermined unit period (the second turn in the above embodiment as an example), and enables a special effect associated with the representative object of the second player to be activated in a unit period that comes after the predetermined unit period (the first turn in the above embodiment as an example).

[0238] A plurality of types of special effects may be associated with each of the plurality of types of decks. In addition, the computer may be caused to perform a process (P1-7, P1-8 in the above embodiment as examples) of associating multiple types of special effects corresponding to the deck selected by the player with a representative object corresponding to the deck selected by the player.

[0239] Furthermore, the computer may be caused to execute a process of displaying special effects that can be activated and special effects that cannot be activated in a distinguishable manner (P12-5, P12-6, FIG. 17A in the above embodiment as an example).

[0240] In addition, when a special effect that is determined to be activatable is selected by a player, the process of activating a special effect may generate special game medium (in the above embodiment, as an example, a special card) associated with the special effect, and activate the special effect by using the special game medium (in the above embodiment, as an example, steps P12-10, P12-11, P10-7 to P10-10).

[0241] In addition, the representative object may be any display related to the leader in the above embodiment, for example, an image displayed as the player's leader 141a in Fig. 9 or an image displayed as the opponent's leader 141b. A specific card included in a deck may be the representative object. Cards in general or game media provided in the game may be the representative object.

[0242] Moreover, the control process shown in the above embodiment is merely an example. In the above embodiment, the case where the control process for executing the game is executed by the player terminal 1 has been described. That is, in the above embodiment, the control process for executing the game is executed only by the player terminal 1. In this case, only the player terminal 1 functions as the game device G. However, a part of the control process described above may be executed by the server 1000. That is, the information processing system S, which is a client-server system including the player terminal 1 and the server 1000, may function as the game device G.

[0243] In the above embodiment, the information processing program for implementing the game may be stored in a non-transitory computer-readable storage medium. Furthermore, the above embodiment may be an information processing method for implementing each function and each step shown in the flowchart. [Explanation of symbols]

[0244] 1 Player terminal 1000 servers S Information Processing System

Claims

1. A process for allowing a player to select one of a plurality of decks including a plurality of game media and a representative object associated therewith before a competitive game begins, comprising: a process of playing the competitive game using the deck selected by a player, the competitive game using a plurality of types of special effects that can be activated a predetermined number of times within a unit period and that allow the competitive game to be advantageously played; A process of determining whether each of a plurality of types of special effects can be activated based on at least current predetermined parameters; a process of updating the predetermined parameters by an update value preset for each special effect and activating the special effect when the special effect determined to be activatable is selected by a player; The computer executes the above. The representative object includes: an initial value of the predetermined parameter that may vary depending on the type of the representative object is associated with the representative object; Information processing program.

2. A process of associating the representative object corresponding to the deck selected by a player with a player ID of the player; have a computer carry out The information processing program according to claim 1 .

3. The representative object is associated with the special effect. The information processing program according to claim 2.

4. a process of determining a first player who will be able to operate relatively first within one unit period of time, and a second player who will be able to operate after the first player operates; a process of enabling the special effect associated with the representative object of the first player to be activated during a predetermined unit period, and enabling the special effect associated with the representative object of the second player to be activated during a unit period following the predetermined unit period; The information processing program according to claim 3, which causes a computer to execute the steps of:

5. a plurality of types of the special effects are associated with the plurality of types of the decks, respectively; A process of associating a plurality of types of the special effects associated with the deck selected by a player with the representative object associated with the deck selected by a player; The information processing program according to claim 2 , which causes a computer to execute the steps of:

6. A process of distinguishably displaying the special effects that can be activated and the special effects that cannot be activated; The information processing program according to claim 1 , which causes a computer to execute the steps of:

7. The process of activating the special effect includes:

5. An information processing program according to claim 1, wherein, when a special effect determined to be activatable is selected by a player, a special game medium associated with the special effect is generated, and the special effect is activated by using the special game medium.

8. 1. An information processing method performed by one or more computers, comprising: The computer includes: a process for allowing a player to select one of a plurality of decks including a plurality of game contents and a representative object associated therewith before a start of a competitive game; a process of playing the competitive game using the deck selected by a player, the competitive game using a plurality of types of special effects that can be activated a predetermined number of times within a unit period and that allow the competitive game to be advantageously played; A process of determining whether each of a plurality of types of special effects can be activated based on at least current predetermined parameters; a process of updating the predetermined parameters by an update value preset for each special effect and activating the special effect when the special effect determined to be activatable is selected by a player; To carry out the above, The representative object includes: an initial value of the predetermined parameter that may vary depending on the type of the representative object is associated with the representative object; Information processing methods.

9. An information processing system including one or more computers, The computer includes: a process for allowing a player to select one of a plurality of decks including a plurality of game contents and a representative object associated therewith before a start of a competitive game; a process of playing the competitive game using the deck selected by a player, the competitive game using a plurality of types of special effects that can be activated a predetermined number of times within a unit period and that allow the competitive game to be advantageously played; A process of determining whether each of a plurality of types of special effects can be activated based on at least current predetermined parameters; a process of updating the predetermined parameters by an update value preset for each special effect and activating the special effect when the special effect determined to be activatable is selected by a player; To carry out the above, The representative object includes: an initial value of the predetermined parameter that may vary depending on the type of the representative object is associated with the representative object; Information processing system.

10. One or more computers; The computer, a process for allowing a player to select one of a plurality of decks including a plurality of game contents and a representative object associated therewith before a start of a competitive game; a process of playing the competitive game using the deck selected by a player, the competitive game using a plurality of types of special effects that can be activated a predetermined number of times within a unit period and that allow the competitive game to be advantageously played; A process of determining whether each of a plurality of types of special effects can be activated based on at least current predetermined parameters; a process of updating the predetermined parameters by an update value preset for each special effect and activating the special effect when the special effect determined to be activatable is selected by a player; To carry out the above, The representative object includes: an initial value of the predetermined parameter that may vary depending on the type of the representative object is associated with the representative object; Gaming device.

Citation Information

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