Game toy and program
The game toy and program enhance card game appeal by using symbol-marked game items and areas on a play sheet, simplifying gameplay and increasing engagement for all players.
Patent Information
- Application Number
- JP2023202500
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-11-30
- Publication Date
- 2025-06-11
- Estimated Expiration
- 2043-11-30
AI Technical Summary
Existing card games often lead to interruptions and a loss of appeal due to complex and varied procedures, even for experienced players.
A game toy and program that include specific types of game items with marked symbols and areas on a play sheet, allowing players to intuitively place cards based on symbols, enhancing gameplay interest.
The solution improves the appeal of card games by simplifying gameplay and increasing player engagement, even for those unfamiliar with the game procedures.
Smart Images

Figure 0007691476000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game toy and a program.
Background Art
[0002] In addition to the fun of the game, competitive card games are also popular among the characters depicted on the cards. Therefore, there are many players who start playing card games for the first time, including not only long-time card game enthusiasts, but also fans of works featuring the characters and card collectors. Generally, in card games, the basic procedures such as the order of playing game cards are the same, but the detailed procedures vary from card game to card game. Therefore, even experienced card game players may interrupt the progress of the game, resulting in a loss of the game's appeal (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] It is desired to realize a card game that improves the appeal of the card game without sacrificing the charm of the card game itself. Therefore, an object of the present invention is to provide a game toy and a program that improve the appeal of card games.
Means for Solving the Problems
[0005] One aspect of the present invention is a game toy, comprising: a first type of game item having an image and ability information of an associated character and a first symbol marked on at least the surface thereof; a second type of game item having an image and ability information of an associated character and a second symbol marked on the surface thereof; a third type of game item having an image of an associated character and a third symbol marked on the surface thereof; a first area where the first type of game item can be placed; and a second area where the second type of game item and the third type of game item can be placed, at least including a play sheet, wherein the first symbol is marked in the first area, and the second symbol is marked in the second area.
[0006] One aspect of the present invention is a program for causing a computer to have: a first type of game item having an image and ability information of an associated character and a first symbol marked on at least the surface thereof; a second type of game item having an image and ability information of an associated character and a second symbol marked on the surface thereof; a third type of game item having an image of an associated character and a third symbol marked on the surface thereof; a first area where the first type of game item can be placed; and a second area where the second type of game item and the third type of game item can be placed, at least including a play sheet, wherein the first symbol is marked in the first area, and the second symbol is marked in the second area.
[0007] One aspect of the present invention is a game item, comprising: a first surface marked with a symbol indicating an area where the game item is to be placed, an image and ability information of a character associated with the game item; and a second surface marked with the symbol, and character information and ability information different from the character information and ability information marked on the first surface.
Advantages of the Invention
[0008] According to the present invention, a game toy with improved interestingness can be provided.
Brief Description of the Drawings
[0009]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Mode for Carrying Out the Invention
[0010] The first embodiment of the present invention will be described. The present invention is a game toy, and the game is a battle-type game in which game items are placed on a play sheet to battle against an opponent. A character is associated with the game items, and a plurality of areas for placing the game items are assigned to the play sheet. The player places the game items in any of the areas on the play sheet and executes the game using the abilities or effects of the characters associated with the game items. The game items are, for example, game cards which are items having a physical volume (real items). Note that the items are not limited to game cards as long as they are configured to be able to specify the game elements associated with the items. The items may be, for example, shaped objects such as figures having the appearance of game elements.
[0011] <First Embodiment> FIG. 1 is a schematic diagram for explaining the game toy 1 according to this embodiment. As shown in FIG. 1, the game toy 1 includes a game card 2 and a play sheet 3. The game card 2 corresponds to the game item described above and is a card held by the player. The player can obtain the game card 2 by purchasing, exchanging with other players, or distributing it to players who have cleared predetermined conditions.
[0012] The game card 2 is configured based on the same work or works of the same series in, for example, games, anime, movies, comics, novels, etc. A plurality of types of game cards 2 are prepared in this embodiment. The information recorded on the surface of the game card 2 differs depending on the type of the game card 2. Although any number of types of game cards 2 can be provided, in the following description, an example of three types of game cards, a leader card 21 (first type of game item), a battle card 22 (second type of game item), and an extra card 23 (third type of game item), will be used for explanation. A common point for any type of card is that a character image of the work is associated. The character image is an image of a character appearing in the work, but in this embodiment, an image of a scene including a character appearing in the work will also be described as a character image. Also, there are a plurality of game cards 2 with different character designs even for the same character, and each is treated as a different game card 2.
[0013] The player constructs a deck in advance using the obtained game cards 2 and executes the game. When constructing the deck, the total number of cards in the deck and the number of cards of each type are determined in advance. In this embodiment, a deck with a total of 50 cards including 1 leader card 21 will be described as an example, but the number of cards can be any number as long as it is determined in advance.
[0014] In addition, the game card 2 has a correct position, and the correct position is a state in which the content written on the game card 2 can be directly judged as seen from the player. And there are multiple arrangement states of the game card 2. In the following description, the state in which the game card 2 is in the correct position is called the active state, and the state in which the game card 2 is rotated 90 degrees to the horizontal is called the rest state. Also, in a predetermined area (the energy area described later), the state in which the game card 2 is rotated 180 degrees to the reverse position is called the active state. Note that a predetermined orientation may be determined in advance as the active state, and the case where the orientation of the game card is changed from the predetermined orientation may be determined as the rest state.
[0015] <Leader Card 21> The leader card 21 (first type of game item) will be described. FIGS. 2 and 3 are diagrams showing an example of the leader card 21. FIG. 2 is a diagram for explaining an example of the front surface of the leader card 21. FIG. 3 is a diagram for explaining an example of the back surface of the leader card 21. The leader card 21 is a card that is one of the cards in the deck. The leader card 21 is a game card that battles against the opponent's leader card 21 or battle card 22. The leader card 21 is a card that can be placed in the leader area 31 of the play sheet 3 described later.
[0016] On each of the front and back surfaces of the leader card 21, character information 10 and card information 11 are written. The leader card 21 is placed so that the front surface is visible at the start of the game, but is placed so that the back surface is visible when a predetermined condition is satisfied. The leader card 21 includes character information 10 and card information 11. The character information 10 includes a character name 101, a character image 102, power information 103, and effect information 104.
[0017] The character name 101 is the name of the character associated with the card. In the example shown in FIGS. 2 and 3, "Sakurakoji" is written. The character image 102 is an image of the character associated with the card.
[0018] The ability information 103 is the parameter of the ability of the character associated with the card. In the present embodiment, the case where the power value of the character is described as the ability information will be used for explanation. When the power value is greater than the power value of the battle card 22 of the opponent in the battle, victory is achieved. In the example of FIG. 2, the power value "15000" is described, and in the example of FIG. 3, the power value "20000" is described.
[0019] The effect information 104 describes the skill information regarding the effect activated at the time of attack and the awakening information regarding the condition and effect of turning from the front side to the back side. In the example of FIG. 2, as the skill information, "When attacking: Draw one card" and as the awakening information, "When the life is 4 or less, draw one card. Then turn this card over" are described. Note that the ability information 103 and the effect information 104 may be included in the character information 10, but in this description, an example where the ability information 103 and the effect information 104 are not included in the character information will be used for explanation.
[0020] The card information 11 includes the front-back information 111, the card type name 112, the card type mark 113, the color information 114, the rarity 115, and the card identification information 116.
[0021] The front-back information 111 is information that indicates the front and back of the leader card 21. Any information such as a character string, an illustration, or a symbol mark may be used as long as the front and back can be distinguished. In the example shown in FIG. 2, the front surface is indicated by the character "front" as the front-back information, and in the example shown in FIG. 3, the back surface is indicated by the character string "back" as the front-back information. Note that the front-back information only needs to be on the back surface at least. This is because in the game card of the card game, the appearance of the card itself is also emphasized, so it is preferred that unnecessary information is not described on the front surface.
[0022] The card type name 112 is information indicating the type of the card. Any one of the information of the leader card, the battle card, and the extra card is recorded in the card type name 112. In the example of the leader card 21 shown in FIGS. 2 and 3, "leader" is recorded in the card type name 112.
[0023] Any one of the symbols for distinguishing the leader card 21, the battle card 22, and the extra card 23 is recorded in the card type symbol 113. A leader symbol indicating that it is a leader card is recorded on the leader card 21. This leader symbol (the first symbol) is preferably a symbol that can remind of the role of the leader card 21 so that it can be visually understood that it is a leader card.
[0024] The color information 114 indicates the information of the color to which the card belongs. The player constructs a deck using the battle card 22 and the extra card 23 with the same color information by referring to the color information 114 of the leader card 21. The rarity 115 indicates the rarity level of the game card 2. The rarity level may be any display method as long as it is preset in advance. In this embodiment, the case where the rarity is divided into five levels is used for explanation. In the examples shown in FIGS. 2 and 3, the case where the rarity level is 1 is illustrated. The card identification information 116 is recorded with the identification information that uniquely identifies the game card 2. In the examples of FIGS. 2 and 3, "001" is recorded as the card identification information 116.
[0025] Different from other game cards, on the front and back of the leader card 21, the card type symbol 113 (leader symbol) and the ability information 103 or the effect information 104 are recorded. And the ability information 103 or the effect information 104 are different between the front and the back. Thereby, the evolution or awakening of one character can be expressed with one card, and it is possible to identify that it is a leader card also in the display of the front and back.
[0026] <Battle Card 22> The battle card 22 (second type of game item) will be described. FIG. 4 is a diagram for explaining an example of the front surface of the battle card 22. FIG. 5 is a diagram for explaining an example of the back surface of the battle card 22. As shown in FIG. 4, on the battle card 22, an image of the associated character is shown only on the front surface. The back surfaces of all the battle cards 22 are the same. The battle card 22 is a card that attacks the leader card 21 or the battle card 22 of the opponent player. The battle card 22 is a card that can be placed in the battle area 32 of the play sheet 3 described later.
[0027] The battle card 22 contains character information 10 and card information 11. Similar to the leader card 21, the character information 10 includes a character name 101, a character image 102, power information 103, and effect information 104. Furthermore, combo information 105 and cost information 106 are included.
[0028] The character name 101 is the name of the character associated with the card, similar to the leader card 21. In the example shown in FIG. 4, "Ume Koji" is written. The character image 102 is an image of the character associated with the card, similar to the leader card 21.
[0029] The power information 103 is the parameter of the ability of the character associated with the card, similar to the leader card 21. In the example of FIG. 4, the power value "20000" is written. The effect information 104 describes skill information regarding the effect that is activated during an attack. In the example of FIG. 4, as the skill information, "If you lose when attacked with this card, your life decreases by 1" is written.
[0030] The combo information 105 is information regarding the power value that is exerted when the card is placed in the combo area 33 described later. In the example shown in FIG. 4, as the combo information 105, "+5000" is written. The cost information 106 is information on the cost required to place the battle card 22 from the hand onto the battle area 32. That is, by changing the game cards 2 placed in the energy area 34 from the active state to the rest state by the number of cards indicated by the numerical value described in the cost information 106, it becomes possible to place the battle card 22 onto the battle area 32. In the example of FIG. 4, "3" is described as the cost information 106. Note that, in the following description, changing the game cards 2 placed in the energy area 34 from the active state to the rest state is described as "paying the cost".
[0031] The card information 11 includes a card type name 112, a card type mark 113, color information 114, a rarity 115, and card identification information 116. The card type name 112 is information indicating the type of the card. In the example of the battle card 22 shown in FIG. 4, "battle" is described as the card type name 112.
[0032] The card type symbol 113 is marked with a battle symbol (second symbol) indicating that it is the battle card 22. This battle symbol is preferably a symbol that can remind of the role of the battle card 22 so that it can be visually understood that it is a battle card. The color information 114 indicates information on the color to which the card belongs. The player constructs a deck using the battle card 22 and the extra card 23 with the same color information by referring to the color information 114 of the leader card 21.
[0033] The rarity 115 indicates the rarity level of the game card 2. In the example shown in FIG. 4, the case where the rarity level is 1 is illustrated. The card identification information 116 is marked with identification information that uniquely identifies the game card 2. In the example of FIG. 4, "002" is described as the card identification information 116.
[0034] <Extra Card> The extra card 23 (third type of game item) will be described. FIG. 6 is a diagram for explaining an example of the front surface of the extra card 23. As shown in FIG. 6, an image of the associated character is shown on the front surface of the extra card 23.
[0035] The back surface of the extra card 23 is the same as that of the battle card 22. Therefore, the back surface of the extra card 23 is the same as the battle card 22 shown in FIG. 5. The extra card 23 contains character information 10 and card information 11.
[0036] The character information 10 includes a character name 101, a character image 102, and effect information 104. The character name 101 is the name of the character associated with the card. In the case of the extra card 23, it is the name of a characteristic scene, scenario, landscape, background, building, character's possession, event, etc. that appears in the work. In the example of FIG. 6, "Water Surface Slash" is written.
[0037] The character image 102 is an image of the character associated with the card, and is an image in which characteristic scenes, scenarios, landscapes, backgrounds, buildings, character's possessions, events, etc. that appear in the work are expressed together with the character. The effect information 104 describes skill information regarding the effect activated during an attack. In the example of FIG. 5, "The power value doubles for one turn" is written as the skill information.
[0038] The cost information 106 is information on the cost required to place the extra card 23 from the hand to the battle area 32. In the example of FIG. 6, "3" is written as the cost information 106. The card information 11 includes a card type name 112, a card type mark 113, color information 114, a rarity 115, and card identification information 116.
[0039] The card type name 112 is information indicating the type of the card. In the example of the extra card 23 shown in FIG. 6, "Extra" is written in the card type name 112. In the card type symbol 113, an extra symbol (third symbol) indicating that it is the extra card 23 is written. This extra symbol is preferably a symbol that can remind of the role of the extra card 23 so that it can be visually understood that it is an extra card.
[0040] The color information 114 indicates the information of the color to which the card belongs. The player constructs a deck by referring to the color information 114 of the leader card 21 and using the battle cards 22 and extra cards 23 with the same color information. The rarity 115 indicates the rarity level of the game card 2. In the example shown in FIG. 6, the case where the rarity level is 1 is illustrated.
[0041] The card identification information 116 is written with identification information that uniquely identifies the game card 2. In the example of FIG. 6, "003" is written as the card identification information 116.
[0042] <Play Sheet 3> Next, the play sheet 3 will be described with reference to FIGS. 1 and 7. In the example shown in FIG. 7, the upper part of the play sheet 3 is shown to be on the opponent's side in the battle. The play sheet 3 is formed in a rectangular shape, for example, a rectangular shape. The play sheet 3 is preferably formed so that it can be folded for easy carrying. Further, it is preferable that it is formed so that the size after folding is equivalent to the size of the game card 2 so that it can be carried together with the game card. Also, in this embodiment, it is described as a sheet, but it may be in a form where the play sheet 3 is displayed on the screen.
[0043] Multiple areas are assigned to the play sheet 3. These multiple areas indicate where the player places the game card 2 and are arranged with a space of a predetermined width therebetween. In the following description, an example will be described in which there are seven areas named the leader area 31, the battle area 32, the combo area 33, the energy area 34, the life area 35, the deck area 36, and the drop area 37. Note that the names of these seven areas may be anything as long as they can be understood by the player during play.
[0044] As shown in FIG. 1, an area name is described in each of the areas of the leader area 31, the battle area 32, the combo area 33, the energy area 34, the life area 35, the deck area 36, and the drop area 37. The area name is described so as to be visually emphasized (easy to recognize), such as increasing the font size, using decorative characters, underlining, adding a surrounding line, making it bold, etc.
[0045] Placement information regarding the placement method of the game card 2 is described in each of the leader area 31, the battle area 32, the combo area 33, the energy area 34, the life area 35, and the deck area 36. Procedure information regarding the flow of the game during the player's turn is described in the combo area 33. The placement information and the procedure information are described so that the player can confirm them in detail at a desired timing, such as by making the font size smaller than the area name.
[0046] A card type symbol 113 is described in the leader area 31 and the battle area 32. Specifically, a leader symbol is described in the leader area 31, and a battle symbol and an extra symbol are described in the battle area 32. The card type symbol 113 described in the leader area 31 and the battle area 32 indicates the area where each game card is placed.
[0047] Also, as shown in FIG. 1, the leader area 31, the deck area 36, and the drop area 37 are formed to have the same size and the same shape. The leader area 31, the deck area 36, and the drop area 37 are areas of the same size as the game card 2, and are formed in a shape in which the game card 2 can be arranged in the correct position direction, as shown in FIG. 7.
[0048] The battle area 32 is formed in a shape in which a plurality of game cards 2 can be arranged in a row in the left - right direction on the play sheet 3 in the correct position direction. The combo area 33 and the energy area 34 are formed to have the same size and the same shape. Also, the combo area 33 and the energy area 34 are formed in a shape in which a plurality of game cards 2 can be arranged in a row in the left - right direction on the play sheet 3.
[0049] The life area 35 is formed in a shape in which a plurality of game cards 2 can be arranged in a row in the up - down direction on the play sheet 3 in the correct position direction. The leader area 31 and the battle area 32 are formed along the end of the play sheet on the opponent's side. The life area 35, the energy area 34, and the drop area 37 are formed in a row in the left - right direction along the end of the player's own side, in the order of the life area 35, the energy area 34, and the drop area 37 from left to right. The combo area 33 is formed between the battle area 32 and the energy area 34.
[0050] The leader area 31 is an area where the leader card 21 is placed. As described above, a leader symbol is marked in the leader area 31. This indicates that only one leader card 21 is to be placed in this leader area 31.
[0051] The battle area 32 is an area where the battle card 22 or the extra card 23 is placed from the hand after paying the cost according to the cost information described on the game card. The battle cards 22 and extra cards 23 placed in the battle area 32 are arranged in a row in the left - right direction so that some of them do not overlap. As described above, the battle symbol and the extra symbol are marked on the battle area 32. This indicates that it is the area where the battle card 22 or the extra card 23 selected from the hand is first placed in the main phase. The main phase is the phase of attacking the opponent and is the part where the interest of the game increases. Therefore, if it is clear which area the game card selected from the hand is placed in the main phase, the game will become lively and the interest will increase.
[0052] The combo area 33 is an area where the battle card 22 is placed when applying the combo information 105 described on the battle card 32 placed in the battle area 32. Procedure information is described in the combo area 33, and it is described in approximately the right half or the left half of the combo area 33. This is because in the battle area 32 and the energy area 34, the number of game cards 2 placed increases according to the progress of the game, but the game card 2 placed in the combo area 33 moves (resets) to the drop area 37 every turn, so it is an area where the number does not increase according to the progress of the game.
[0053] The energy area 34 is an area where one battle card 22 is placed from the hand at the start of the player's turn. Also, the card placed in the energy area 34 is changed from the active state to the rest state in order to pay the cost when placing the battle card 22 or the extra card 23 from the hand to the battle area 32. The battle cards 22 in the energy area 34 are arranged in a row in the left - right direction so that at least some of them overlap. In the energy area 34, as described above, the state where the game card 2 is placed in the reverse position is the active state.
[0054] At the start of the game, a predetermined number of game cards 2 are placed face-down in a rested state on the life area 35 from the deck area to set them. In the following description, the case where 8 game cards are placed face-down will be used for explanation, but the number of cards can be any number as long as it is determined in advance. The game cards 2 are placed so that at least a part of them overlaps with the life area 35. At this time, a part of the game cards 2 protrudes from the area of the life area 35.
[0055] The deck area 36 is an area where the player stacks and places the deck constructed by the player face-down. The drop area 37 is an area where the battle card 22 that has received an attack and been KO (Knockout) from the opponent's battle card 22 is placed when it has been KO'd.
[0056] 〈Preparation for the game〉 Place your own play sheet 3 and the opponent's play sheet 3 facing each other. The player constructs a deck using battle cards 22 and extra cards 23 that belong to the same color as the color to which the leader card 21 belongs. The number of cards in the constructed deck is predetermined. In the following description, 50 cards will be used as an example for explanation.
[0057] The player places the leader card 21 in the correct position in the leader area 31 and places the constructed deck in a face-down state in the deck area 36. The player draws a predetermined number of game cards as hand cards from the deck placed in the deck area 36. Here, it is assumed that 6 game cards 2 are drawn.
[0058] The player places a predetermined number of game cards 2 face-down on the life area 35 in a horizontal orientation (a direction rotated 90 degrees from the correct position). Here, 8 game cards 2 are placed on the life area 35.
[0059] 〈Flow of the game〉 When the game starts, the first player and the second player are determined, and turns are repeated alternately starting from the first player. Each turn consists of a plurality of phases including at least a charge phase, a main phase, and an end phase. The flow of each turn can be understood by checking the explanation of the combo area. In the charge phase of the player's own turn, the player activates all the game cards 2 placed in the battle area 32, the combo area 33, and the energy area 34. Subsequently, draw one game card 2 from the deck and put it into the hand. Select one game card 2 from the hand and place it on the energy area 34 in an active state.
[0060] In the main phase, · Place a game card 2 from the hand on the battle area 32 · Activate the effect information of the leader card 21 placed in the leader area 31 and the battle cards 22 and extra cards 23 placed in the battle area 32 and the combo area 22 · Attack the opponent player's leader card 21 or the battle card 22 placed in the battle area 32 At least one of the above can be performed.
[0061] The game card 2 played from the hand is less than or equal to the total value of the cost information of each of the battle cards 22 and extra cards 23 placed in the energy area 34 in an active state. By placing the battle cards 22 and extra cards 23 on the energy area 34 that meet this condition from the active state to the rest state, the battle cards 22 and extra cards 23 can be placed from the hand.
[0062] In the activation of the effect information, the effects of the battle cards 22 and extra cards 23 on the battle area 32 and the combo area 33 can be activated. In an attack on an opponent player, the combo information of the battle card 22 on the combo area is applied to the power information of the battle card 22 or the leader card 21 used for the attack to determine the power information of the attacking side.
[0063] The opponent player who has received the attack applies the effect information 104 of the leader card 21 or the battle card 22 that has received the attack to the power information to determine the power information of the defending side. The attacking side's power information and the defending side's power information are compared to determine the win or loss. At this time, if the value of the attacking side's power information is equal to or greater than the value of the power information of the defending side's leader card 21, the attacking side wins, and the opponent player adds 1 game card 2 placed in the life area 35 to their hand. If the value of the attacking side's power information is equal to or greater than the value of the power information of the defending side's battle card 22, the opponent player places the battle card 22 that has received the attack in the drop area 37. If the value of the attacking side's power information is less than or equal to the value of the power information of the defending side's leader card 21 or battle card 22, the game proceeds directly to the end phase.
[0064] In the end phase, the player declares the end of their turn and ends their turn. At this time, the game items placed in the rest state in the battle area 32 and the energy area 34 are changed to the active state. Furthermore, the game items placed in the combo area 33 are moved to the drop area 37.
[0065] The embodiments according to the present invention have the following effects. Since the card type symbols attached to the game cards 2 of each card type are indicated in the area of the play sheet 3 where the game cards 2 of each card type are placed, it is possible to intuitively place the game cards 2 by referring to the card type symbols. As a result, even a player who does not understand the details of the procedure can play without losing interest. In addition, since the card type symbols of the card game 2 that can be placed are written in the area where the card game 2 is placed at key times in the game, the game becomes exciting without being interrupted, and interest is increased.
[0066] <Second embodiment> Next, a second embodiment will be described. The game toy of the first embodiment can be executed by a computer as a battle game. FIG. 8 is a diagram showing an example of the overall configuration of a game system in this embodiment. As shown in FIG. 8, the game system includes a player terminal 500 prepared for each of game players A and B, and a game server 600.
[0067] The player terminal 500 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and can perform data communication with the game server 600. The player terminal 500 is, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a personal computer, a tablet computer, a controller for a stationary home game device, etc. Basically, there are a plurality of player terminals 500, each of which is operated by a player.
[0068] The game server 600 is a server system including one or more server devices, storage devices, etc. The game server 600 controls the card game of the above embodiment, provides various services for operating the card game, manages data required for operating the game, and distributes game programs and data required for executing the game on the player terminals 500.
[0069] 9 is a block diagram showing an example of the configuration of the player terminal 500. As shown in FIG. The communication unit 501 is a processing unit that controls communication with other devices such as the game server 600 and other player terminals 500, and is, for example, a communication interface such as a network interface card.
[0070] The storage unit 502 stores various data and programs executed by the control unit 503, and is, for example, a memory or a hard disk. The control unit 503 is a processing unit that controls the entire player terminal 500, and is, for example, a processor. The control unit 503 includes a game card management unit 531, a play sheet display unit 532, a game information calculation unit 533, and a game execution unit 534. Each processing unit is an example of an electronic circuit included in the processor or an example of a process executed by the processor.
[0071] The game card management unit 531 manages the above-described character cards 20, field cards 30, event cards 40, and action point (AP) cards 50. The play sheet display unit 532 displays the play sheets 3 of the player and the opponent player on the player terminal 500.
[0072] The game information calculation unit 533 performs calculations necessary for the progress of the game using the above-described ability information 103, effect information 104, combo information 105, cost information 106, etc. The game execution unit 534 manages and executes the production and progress of the battle. According to such a terminal, since it is a physical object, the game can be executed without using a game card.
[0073] According to the present embodiment, by executing the control of the card game described in Embodiment 1 on the player terminal 500 and performing matching of opponent players and overall game management on the game server 600, a card game can be executed online, so the interest of the player increases.
[0074] So far, in the above example, an example of a game via the game server 600 has been described. However, it is also possible to execute the game only with the player terminal 500. The present invention has been described with reference to the preferred embodiments. However, the present invention is not necessarily limited to the above embodiments, and various modifications can be made and implemented within the scope of the technical idea.
[0075] Some or all of the above embodiments are also described as follows, but are not limited thereto.
[0076] (Appendix 1) A game toy, a first type of game item on which at least an image and ability information of an associated character and a first symbol are marked on the surface, a second type of game item on which an image and ability information of an associated character and a second symbol are marked on the surface, a third type of game item on which an image of an associated character and a third symbol are marked on the surface, a play sheet including at least a first area where the first type of game item can be placed and a second area where the second type of game item and the third type of game item can be placed, comprising the first symbol is marked in the first area, the second symbol and the third symbol are marked in the second area, Game toy.
[0077] (Appendix 2) The second area is an area where the second type of game item or the third type of game item selected from the hand is first placed. The game toy according to Appendix 1.
[0078] (Appendix 3) Only one of the first type of game items is included in the deck constructed by the player. The game toy according to Appendix 1 or Appendix 2.
[0079] (Appendix 4) On the back of the first type of game item, there are images and ability information of characters different from the images and ability information of the characters described on the front surface. The game toy according to any one of Appendices 1 to 3.
[0080] (Appendix 5) On at least the back surface of the first type of game item, there is front-back information that can distinguish the front and back surfaces. The game toy according to any one of Appendices 1 to 4.
[0081] (Appendix 6) The first area is composed of an area with the same shape and size as the state where the first type of game item is placed in the correct position. The second area is composed of a shape and size that can arrange at least one of the second type of game item and the third type of game item in a row in the left-right direction in the correct position. The first area and the second area are adjacent to each other in a row in the left-right direction. The game toy according to any one of Appendices 1 to 5.
[0082] (Appendix 7) The play sheet includes at least one area where arrangement information regarding game items that can be placed in each area is described. The game toy according to any one of Appendices 1 to 6.
[0083] (Appendix 8) Each area of the play sheet has the name information of the area described thereon. The game toy according to any one of Appendices 1 to 7.
[0084] (Appendix 9) In each area of the play sheet, the name information is described with a size larger than that of the arrangement information. The game toy according to any one of Appendices 1 to 8.
[0085] (Appendix 10) The play sheet includes a third area on which procedure information regarding the game flow during the player's own turn is written. The game toy according to any one of Appendices 1 to 9.
[0086] (Appendix 11) The third area is an area where the second type of game item placed in the area is reset every turn. The game toy according to any one of Appendices 1 to 10.
[0087] (Appendix 12) The first area and the second area are formed along the first end of the play sheet. The first end is the end on the side of the opponent player. The game toy according to any one of Appendices 1 to 11.
[0088] (Appendix 13) The first type of game item, the second type of game item, and the third type of game item are game cards. The game toy according to any one of Appendices 1 to 12.
[0089] (Appendix 14) A computer A first type of game item on which at least an image and ability information of an associated character and a first symbol are written on the surface, a second type of game item on which an image and ability information of an associated character and a second symbol are written on the surface, and a third type of game item on which an image of an associated character and a third symbol are written on the surface A play sheet including at least a first area where the first type of game item can be placed and a second area where the second type of game item and the third type of game item can be placed Display means for displaying Control means for controlling the game Function as The first area has the first symbol marked thereon. The second area has the second symbol and the third symbol marked thereon. Program.
[0090] (Appendix 15) A game item, a first surface on which a symbol indicating the area where the game item is placed, an image of a character associated with the game item, and ability information are marked; a second surface on which the symbol, character information and ability information different from the character information and ability information marked on the first surface are marked; and a game item comprising the same.
[0091] The present invention has been described above with reference to preferred embodiments, but the present invention is not necessarily limited to the above embodiments, and can be variously modified and implemented within the scope of its technical idea.
Explanation of Reference Numerals
[0092] 1 Game toy 2 Card game 3 Play sheet 500 Player terminal 600 Game server
Claims
1. A game toy, A first type of game item on which an image, ability information, and a first symbol of an associated character are marked on the front surface, and an image of a character that is an image of an associated character and different from the image of the character on the front surface, ability information different from the ability information on the front surface, and the first symbol are marked on the back surface, A second type of game item on which an image and ability information of an associated character and a second symbol are marked on the front surface, A third type of game item on which an image of an associated character and a third symbol are marked on the front surface, A play sheet including at least a first area where the first type of game item can be placed and a second area where the second type of game item and the third type of game item can be placed, Comprising, The first symbol is marked in the first area, The second symbol and the third symbol are marked in the second area, Game toy.
2. The second area is an area where the second type of game item or the third type of game item selected from the hand is first placed, The game toy according to Claim 1.
3. Only one of the first type of game items is included in the deck constructed by the player, The game toy according to Claim 1 or Claim 2.
4. On the back surface of the first type of game item, an image and ability information of a character different from the image and ability information of the character marked on the front surface are marked, The game toy according to Claim 3.
5. At least on the back surface of the first type of game item, front-back information that can identify the front and back is marked, The game toy according to Claim 4.
6. The first area is composed of an area having the same shape and the same size as the state in which the first type of game item is placed in the correct position, The second area is composed of a shape and size in which at least one of the second type of game item and the third type of game item can be placed in a row in the left-right direction in the correct position, The first area and the second area are adjacent to each other in a row in the left-right direction, The game toy according to Claim 5.
7. The play sheet includes at least one area on which placement information regarding game items that can be placed in each area is marked, The game toy according to Claim 6.
8. Each area of the play sheet is marked with area name information, The game toy according to claim 7.
9. In each area of the play sheet, the name information is written with a size larger than that of the arrangement information. The game toy according to claim 8.
10. The play sheet includes a third area in which procedure information regarding the flow of the game during the player's own turn is written. The game toy according to claim 9.
11. The third area is an area where the second type of game item arranged in the area is reset for each turn. The game toy according to claim 10.
12. The first area and the second area are formed along the first end of the play sheet. The first end is the end on the side of the opponent player. The game toy according to claim 1.
13. The first type of game item, the second type of game item, and the third type of game item are game cards. The game toy according to claim 1.
14. A computer is made to function as display means for displaying a first type of game item on which an image, ability information, and a first symbol of an associated character are written on the front surface, an image of a character that is an image of an associated character and different from the image of the character on the front surface, ability information different from the ability information on the front surface, and the first symbol are written on the back surface, a second type of game item on which an image and ability information of an associated character and a second symbol are written on the front surface, a third type of game item on which an image of an associated character and a third symbol are written on the front surface, a play sheet including at least a first area where the first type of game item can be arranged and a second area where the second type of game item and the third type of game item can be arranged, control means for controlling the game, wherein the first symbol is written in the first area, and the second symbol and the third symbol are written in the second area. Program
Citation Information
Patent Citations
Game cards used in competitive card games
JP4786204B2
Board game toy, game device, and game processing method
WO2014157515A1
Gaming article, program, and game device
WO2017010173A1