Mahjong game system, mahjong game control method and program
The mahjong game system dynamically sets winning players as dealers for subsequent games, addressing fixed rankings to enhance entertainment and strategic value by enabling comebacks and score fluctuations.
Patent Information
- Application Number
- JP2021090354
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-05-28
- Publication Date
- 2025-12-15
- Estimated Expiration
- 2041-05-28
AI Technical Summary
Conventional mahjong games often result in fixed player rankings, making it difficult for lower-ranked players to make a comeback once their score difference with higher-ranked players becomes significant or when their turn as dealer has passed, thereby reducing entertainment and strategic value.
A mahjong game system that dynamically sets the player who wins in one game as the dealer for the next game, allowing for flexible player rankings and strategic gameplay by enabling players to continuously aim for high scores by winning consecutive games.
Enhances entertainment and strategic value by allowing players to make comebacks and fluctuate scores dynamically, providing a more engaging and unpredictable gaming experience.
Smart Images

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Figure 0007785263000002 
Figure 0007785263000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a mahjong game in which multiple players compete against each other. [Background technology]
[0002] Mahjong games in which multiple players can play against each other have been proposed. For example, Patent Document 1 discloses a mahjong game in which bonus points according to the number of winning poker hands are added to winning points. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 3663409 Summary of the Invention [Problem to be solved by the invention]
[0004] In conventional mahjong games, the ranking of each player tends to be fixed. For example, when the score difference between a player and a higher-ranked player becomes large enough, or when a lower-ranked player's turn as dealer has passed, it becomes difficult to make a comeback. In light of the above circumstances, there is room for further improvement in mahjong games from the perspective of increasing entertainment value and strategic value. One aspect of the present invention aims to provide a mahjong game that is highly entertaining and strategic. [Means for solving the problem]
[0005] In order to solve the above problems, one embodiment of the mahjong game system of the present invention is a mahjong game system that controls a mahjong game in which multiple players play against each other in multiple games, and includes a progress control unit that progresses each of the multiple games, a win determination unit that determines whether each player has won in each of the multiple games, and a parent setting unit that sets a player among the multiple players who has won in the first game as the dealer in the second game of the multiple games that follows immediately after the first game, and sets a player among the multiple players other than the dealer as the child in the second game.
[0006] A method for controlling a mahjong game according to one embodiment of the present invention is a method for controlling a mahjong game in which multiple players play against each other in multiple rounds, which involves progressing each of the multiple rounds, determining whether each player has won in each of the multiple rounds, setting a player among the multiple players who has won in a first round as the dealer in a second round that follows the first round, and setting a player among the multiple players other than the dealer as the child in the second round.
[0007] A program according to one embodiment of the present invention controls a mahjong game in which multiple players play against each other in multiple games, and causes a computer system to function as a progress control unit that progresses each of the multiple games, a win determination unit that determines whether each player has won in each of the multiple games, and a parent setting unit that sets a player among the multiple players who has won in a first game as the dealer in a second game of the multiple games that follows immediately after the first game, and sets a player among the multiple players other than the dealer as the child in the second game. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a block diagram illustrating the configuration of a mahjong game system according to a first embodiment. [Figure 2] FIG. 1 is a block diagram illustrating a configuration of a control system. [Figure 3]FIG. 1 is a block diagram illustrating an example of the functional configuration of a mahjong game system. [Figure 4] 10 is a flowchart illustrating a specific procedure of a battle setting process. [Figure 5] FIG. 2 is a block diagram illustrating a configuration of a terminal device. [Figure 6] This is an explanatory diagram of the points that a player will earn when he wins. [Figure 7] FIG. [Figure 8] 10 is a flowchart illustrating a specific procedure of a management process. [Figure 9] FIG. 10 is a schematic diagram of a notification image. [Figure 10] 10 is a flowchart illustrating a specific procedure of a control process. [Figure 11] FIG. 10 is a schematic diagram of a score image. [Figure 12] FIG. 10 is a block diagram illustrating the functional configuration of a mahjong game system according to a second embodiment. [Figure 13] An explanatory diagram of winning points in the third embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0009] The following description of the preferred embodiments of the present invention will be given with reference to the accompanying drawings. The embodiments exemplified below include various technically suitable limitations. The scope of the present invention is not limited to the embodiments exemplified below.
[0010] [First embodiment] FIG. 1 is a block diagram illustrating the configuration of a mahjong game system 100 according to the first embodiment. The mahjong game system 100 is a computer system that provides a mahjong game in which multiple players compete against each other by playing mahjong. The mahjong game system 100 includes a control system 10 and multiple terminal devices 20. Each of the multiple terminal devices 20 communicates with the control system 10 via a communication network 200, such as the Internet or a LAN (Local Area Network).
[0011] Each of the multiple terminal devices 20 is an information device used for a mahjong game. In the first embodiment, each terminal device 20 is a game device installed in various facilities such as a game center. It is assumed that multiple terminal devices 20 are installed in one facility, or that multiple terminal devices 20 are installed in different facilities. Multiple players play a mahjong game using different terminal devices 20. Each player is given a registration card after prior registration. The registration card is a recording medium on which identification information for identifying the player is recorded. Note that, for example, an information device such as a smartphone, a tablet device, a portable game device, or a personal computer may be used as the terminal device 20 for a mahjong game.
[0012] The control system 10 controls the mahjong game by cooperating with each of the multiple terminal devices 20. Specifically, the control system 10 of the first embodiment sets combinations of multiple players (hereinafter referred to as "battle pairs") who will compete against each other in the mahjong game. For convenience, the following description will assume a three-player mahjong game in which three players compete against each other.
[0013] Fig. 2 is a block diagram illustrating an example of the configuration of the control system 10. As illustrated in Fig. 2, the control system 10 includes a control device 11, a storage device 12, and a communication device 13. The control system 10 may be realized as a single device, or may be realized as multiple devices configured separately from each other.
[0014] The control device 11 is one or more processors that control the operation of the control system 10. Specifically, the control device 11 is configured by one or more types of processors, such as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), an FPGA (Field Programmable Gate Array), or an ASIC (Application Specific Integrated Circuit).
[0015] The storage device 12 is one or more memories that store programs executed by the control device 11 and various data used by the control device 11. For example, a well-known recording medium such as a semiconductor recording medium or a magnetic recording medium, or a combination of multiple types of recording media, is used as the storage device 12. Note that, for example, a portable recording medium that is detachable from the control system 10, or a recording medium (e.g., cloud storage) to which the control device 11 can write or read via the communication network 200 may also be used as the storage device 12.
[0016] The storage device 12 stores game data for each of a plurality of players. The game data for each player includes various information such as the player's identification information, attribute information such as name or place of residence, past results in mahjong games, items owned by the player, and the rank (rank, stage) to which the player belongs.
[0017] The communication device 13 communicates with each of the multiple terminal devices 20 via the communication network 200. The communication line used by the communication device 13 may include a wireless section. Furthermore, the communication device 13, which is separate from the control system 10, may be connected to the control system 10 by wire or wirelessly.
[0018] Fig. 3 is a block diagram illustrating an example of the functional configuration of the mahjong game system 100. As illustrated in Fig. 3, the control device 11 of the control system 10 functions as a match setting unit 30 by executing a program stored in the storage device 12. The match setting unit 30 sets combinations of three players (hereinafter referred to as "matching pairs") who will compete against each other in a mahjong game.
[0019] 4 is a flowchart illustrating the specific steps of a process Sa for setting up a matchup (hereinafter referred to as the "matchup setting process") by the control device 11 (matchup setting unit 30) of the control system 10. Note that the legitimacy of each player has been authenticated by an authentication process executed before the start of the matchup setting process Sa.
[0020] Each terminal device 20 transmits a match request to the control system 10 in response to an instruction from a player. The match request transmitted from each terminal device 20 includes location information of the terminal device 20 and identification information of the player. The location information is information indicating the location of the terminal device 20. For example, an IP (Internet Protocol) address is used as the location information. The match setting unit 30 of the control system 10 receives the match request transmitted from each terminal device 20 via the communication device 13 (Sa1). The match setting unit 30 acquires game data of each of the three players from the storage device 12 (Sa2). That is, the game data corresponding to the identification information included in the match request is read from the storage device 12.
[0021] The match setting unit 30 sets a combination of three players (hereinafter referred to as "matching groups") to play the mahjong game from among the multiple players who have successfully passed the authentication process (Sa3). For example, the match setting unit 30 sets the matching groups (i.e., matching) according to information such as the rank or battle record of each player specified by the game data.
[0022] The match setting unit 30 transmits match data from the communication device 13 to the three terminal devices 20 used by each player in the match group (Sa4). The match data includes location information of the terminal devices 20 used by each player in the match group and game data of each player. In other words, the location information of the three terminal devices 20 used in the mahjong game is notified to each terminal device 20.
[0023] Fig. 5 is a block diagram illustrating the configuration of each terminal device 20. As illustrated in Fig. 5, the terminal device 20 includes a control device 21, a storage device 22, a communication device 23, a display device 24, an operation device 25, and a reception device 26. The terminal device 20 may be realized as a single device, or may be realized as a plurality of devices configured separately from each other.
[0024] The control device 21 is one or more processors that control the operation of the terminal device 20. Specifically, the control device 21 is configured by one or more types of processors, such as a CPU, a GPU, a DSP, an FPGA, or an ASIC.
[0025] The storage device 22 is one or more memories that store programs executed by the control device 21 and various data used by the control device 21. For example, a known recording medium such as a semiconductor recording medium or a magnetic recording medium, or a combination of multiple types of recording media, is used as the storage device 22. Note that, for example, a portable recording medium that is detachable from the terminal device 20, or a recording medium (e.g., cloud storage) that the control device 21 can write to or read from via the communication network 200 may also be used as the storage device 22.
[0026] The communication device 23 communicates with the control system 10 or other terminal devices 20 via the communication network 200. For example, the communication device 23 transmits the above-mentioned battle request to the control system 10 in response to an instruction from a player via the operation device 25, and receives battle data transmitted from the control system 10 in response to the battle request. The communication line used by the communication device 23 may include a wireless section. Furthermore, the communication device 23, which is separate from the terminal device 20, may be connected to the terminal device 20 by wire or wirelessly.
[0027] The display device 24 displays various images under the control of the control device 21. For example, an image showing the progress of a mahjong game (for example, the match image Ga in FIG. 7) is displayed on the display device 24. For example, various display panels such as a liquid crystal display panel or an organic EL (Electroluminescence) panel are used as the display device 24. Note that the display device 24, which is separate from the terminal device 20, may be connected to the terminal device 20 by wire or wirelessly.
[0028] The operation device 25 is an input device that accepts operations by the player. For example, a plurality of operators that can be operated by the player, or a touch panel that detects contact of the player with the display surface of the display device 24, may be used as the operation device 25.
[0029] The reception device 26 receives the identification information of the player. Specifically, the reception device 26 is a contact or contactless reader that acquires the identification information from the registration card. The aforementioned match request, including the identification information received by the reception device 26, is transmitted from the communication device 23 to the control system 10. The reception device 26 may also include a configuration for receiving a value medium for playing the mahjong game from the player. The value medium is, for example, a physical medal (token) or an electronic medal.
[0030] As illustrated in FIG. 3, of the three terminal devices 20 corresponding to the competing pairs set by the control system 10, one terminal device 20 (hereinafter referred to as "management terminal device 20a") functions as a host computer, and the two terminal devices 20 other than the management terminal device 20a (hereinafter referred to as "subordinate terminal device 20b") function as client computers. For example, one of the three terminal devices 20 is selected as the management terminal device 20a according to predetermined conditions or randomly. In the following description, when there is no need to distinguish between the management terminal device 20a and the subordinate terminal device 20b, they will simply be referred to as "terminal device 20."
[0031] 3, the control device 21 of each terminal device 20 functions as a control processing unit 50 by executing a program stored in the storage device 22. The control device 21 of the management terminal device 20a functions not only as the control processing unit 50 but also as a management processing unit 40 by executing a program stored in the storage device 22. The control processing units 50 of the different terminal devices 20 and the management processing unit 40 of the management terminal device 20a cooperate with each other to progress a mahjong game between three players in a competitive group.
[0032] One match in a mahjong game (hereinafter referred to as a "unit game") consists of multiple rounds. A unit game is, for example, one East Wind match. Each round is the smallest unit of a match in a mahjong game. Specifically, one round is a game that begins with the dealing of tiles to three players and ends with one or more players winning or drawing. Each of the multiple rounds generally progresses according to the following procedure. Immediately after the start of a unit game, the points held by each player are set to a higher number (e.g., 35,000 points) than the points in a standard mahjong game (e.g., 25,000 points). If the points of any of the three players become 0 or less (a so-called "hakoten"), the unit game ends at that point.
[0033] [Step 1] A pile of tiles is formed by arranging multiple tiles, and a predetermined number of tiles are dealt from the pile to each of the three players. [Step 2] Each of the three players takes one tile from the pile (self-draw) and discards the self-drawn tile and one unwanted tile from their hand. Step 2 is repeated for each of the three players in turn. [Step 3] Players other than the player who has drawn a tile or whose turn it is to discard a tile (the player's turn to discard) can create one set in their hand by taking the discarded tile of the player who has drawn a tile (a side-open). A side-open can be Pon, Chi, or Kan. In the following explanation, the state in which one or more sets in a hand are created by a side-open is referred to as the "side-open state." [Step 4] If any of the three players has a specific winning hand and declares that they have won, that player has won. A winning hand can be achieved by a player drawing a tile (tsumo winning), or by another player discarding a tile (ron winning). If two players have the same waiting tile in their hands, they may both win at the same time (double ron). [Step 5] The player who has made a winning hand can receive points from the other players according to the winning hand (points according to the number of han and fu of the winning hand). [Step 6] A game ends when one of the three players wins or the game is drawn.
[0034] 3 controls the overall progress of the mahjong game. The management processing unit 40 includes a progress control unit 41 and a boss setting unit 42.
[0035] The progress control unit 41 advances each of the multiple rounds that make up one unit game. In a standard mahjong game, the round number (e.g., East Round 3) does not advance while the dealer is playing consecutive games. The progress control unit 41 of the first embodiment counts the number of rounds n regardless of whether the dealer among the three players has played consecutive games, and determines the ranking of the three players when the number of rounds n reaches a predetermined value N (n and N are natural numbers). That is, regardless of whether the dealer plays consecutive games, the number of rounds n increases by "1" for each game, and one unit game of a mahjong game ends after a total of N rounds. The predetermined value N is the total number of rounds that make up one unit game, and is set to, for example, "6." As can be understood from the above explanation, one unit game ends after a total of six rounds, namely East Round 1, East Round 2, East Round 3, East Round 4, East Round 5, and East Round 6, regardless of whether the dealer plays consecutive games.
[0036] The dealer setting unit 42 sets one of the three players as the dealer. The dealer is in a position where he can acquire points for a winning hand that are greater than the points that a child can acquire for the winning hand (for example, 1.5 times the points). Note that the player whose wind is East (East player) may also be referred to as the dealer.
[0037] In a standard mahjong game, each of the multiple players is set as the dealer in the order of their seats. In contrast to a standard mahjong game, the dealer setting unit 42 of the first embodiment sets the player who wins in the nth game among the three players as the dealer in the immediately following (n+1)th game, and sets the players other than the dealer as the children in the (n+1)th game. For example, a player who wins in the second game is set as the dealer in the third game. As can be understood from the above explanation, in a standard mahjong game, each of the multiple players is set as the dealer in the order of their seats, whereas in the mahjong game of the first embodiment, any of the three players is set as the dealer in any order. Therefore, a player who wins consecutively over multiple games is continuously set as the dealer, and a player who does not win in a single unit game may not be set as the dealer even once during the match. In the above explanation, the nth game is an example of the "first game," and the (n+1)th game is an example of the "second game."
[0038] In the first game (first East game) of one unit game, the dealer setting unit 42 selects one of the three players as the dealer (i.e., the player who starts the game). The method for selecting the dealer in the first East game is arbitrary. For example, in the first East game, a player selected probabilistically by a lottery process using random numbers is set as the dealer.
[0039] As mentioned above, there are cases where two players simultaneously win due to a discarded tile by one player (double ron). When two players simultaneously win in the nth game, the dealer setting unit 42 sets one player selected from the two players as the dealer for the (n+1)th game. Specifically, when one of the two players who simultaneously won in the nth game is the dealer in the nth game, the dealer setting unit 42 sets the player who was the dealer in the nth game as the dealer in the (n+1)th game. When both of the two players who simultaneously won in the nth game are children, the dealer setting unit 42 sets the player who is in the upper house of the two players as the dealer for the (n+1)th game.
[0040] Furthermore, the dealer setting unit 42 sets the player's own wind (east wind / south wind / west wind) for each of the three players. Specifically, the dealer setting unit 42 sets the player's own wind to east wind (East player), sets the player's own wind to south wind (South player) relative to the East player, and sets the player's own wind to west wind (West player) relative to the South player. That is, in a standard mahjong game, the player's own wind changes in the order of east wind → south wind → west wind, whereas in the mahjong game of the first embodiment, the player's own wind changes in no particular order depending on the player who has won in each round.
[0041] The control processing unit 50 in Figure 3 executes individual processing for each terminal device 20. The control processing unit 50 includes a winning judgment unit 51, a score management unit 52, and a display control unit 53. As mentioned above, the control processing unit 50 is installed in each terminal device 20 (management terminal device 20a, subordinate terminal device 20b). In the following description of the control processing unit 50, of the three players playing the mahjong game, a player using a terminal device 20 equipped with the control processing unit 50 will be referred to as the "target player," and the two players other than the target player will be referred to as the "other players."
[0042] The winning decision unit 51 decides whether the target player has won for each hand. Specifically, the winning decision unit 51 decides that the target player has won (tsumo winning) when the target player's hand tiles are drawn by the target player to form a winning hand and the target player has instructed the target player to win by operating the operation device 25. The winning decision unit 51 also decides that the target player has won (ron winning) when the target player's hand tiles are discarded by another player to form a winning hand and the target player has instructed the target player to win by operating the operation device 25. A discarded tile by another player that makes the target player win is hereinafter referred to as a "winning tile."
[0043] The score management unit 52 manages the number of points held by the target player (hereinafter referred to as "held points"). The held points are stored in the storage device 22. Specifically, when the target player wins, the score management unit 52 adds points corresponding to the winning hand to the held points of the target player, and when the target player transfers to another player (a so-called "forfeit"), the score management unit 52 subtracts points corresponding to the winning hand of the other player from the held points of the target player.
[0044] The number of points each player receives from other players when they win differs depending on whether the winning hand is a tsumo win or a ron win, even if the winning hand is the same. Figure 6 is an explanatory diagram of the points each player receives when they win. In the following explanation, the points corresponding to the winning hand will be referred to as "winning points." Winning points are determined based on the number of han and fu of the winning hand and the distinction between the player who won and the dealer or player who won. Figure 6 assumes that the winning hand is a mankan. The winning points for the dealer with a mankan are 12,000 points, and the winning points for the player with a mankan are 8,000 points.
[0045] First, a player who wins a specific winning hand by ron is paid the winning points corresponding to that winning hand by the player who discarded the winning tile. For example, as shown in Figure 6, if dealer wins a mankan by ron, child 1 who discarded the winning tile will pay 12,000 points to dealer. Also, if child 1 wins a mankan by ron after dealer's discard, dealer who discarded the winning tile will pay 8,000 points to child 1. Similarly, if child 1 wins a mankan by ron after child 2 discards a tile, child 2 who discarded the winning tile will pay 8,000 points to child 1. As shown in the above example, dealer wins a mankan by ron and child 1 receives 12,000 points, and child 1 receives 8,000 points.
[0046] On the other hand, if a player wins by tsumo with a specific winning hand, the other two players will each pay the winning points corresponding to that winning hand. For example, as shown in Figure 6, if the dealer wins by tsumo with a mankan, both of the two children (child 1 and child 2) will pay the dealer 12,000 winning points, which is the winning point corresponding to the dealer's mankan. Also, if child 1 wins by tsumo with a mankan, both dealer and child 2 will pay child 1 8,000 winning points, which is the winning point corresponding to the child's mankan. As shown in the above example, if a dealer wins by ron with a mankan, the dealer will earn 24,000 points and the children will earn 16,000 points.
[0047] As can be understood from the above explanation, each player can earn double the number of points by tsumo winning compared to the number of points earned by ron winning. In a standard mahjong game, when a player tsumo-wins a specific winning hand, the other two players split the points corresponding to that winning hand, whereas in the mahjong game of the first embodiment, when a player tsumo-wins a specific winning hand, the other two players each pay the points corresponding to that winning hand. As can be understood from the above explanation, tsumo winning in the first embodiment has a special benefit (hereinafter referred to as "tsumo winning benefit") that allows players to earn more points than the number of points earned by ron winning.
[0048] Even in a standard mahjong game, a player may be able to earn more points by one han (menzen tsumo) than by a ron win. However, the tsumo win bonus in the first embodiment differs from the increase in points achieved by a ron win in that the player can earn the winning points corresponding to the winning hand from both the other two players. Also, for example, in a standard mahjong game, assuming a soro state, the number of points each player can earn is the same whether they win by tsumo or ron. In contrast to the above, in the tsumo win bonus in the first embodiment, the number of points a player can earn in a soro state differs depending on whether the win is a tsumo win or a ron win. That is, in the first embodiment, the number of points a player earns when they tsumo-win a specific winning hand in a soro state exceeds the number of points the player would earn if they ron-win that winning hand in a soro state.
[0049] 3 causes the display device 24 to display various images. For example, the display control unit 53 causes the display device 24 to display a battle image Ga of FIG.
[0050] As illustrated in FIG. 7, the match image Ga includes an image Ga1 of the target player's hand, an image Ga2 of the other player's hand, an image Ga3 of each player's discarded tiles, and an image Ga4 of each player's current score. The match image Ga also displays the current number of rounds n (East n rounds) and the number of rounds remaining until the end of the match (hereinafter referred to as the "number of remaining rounds") k. The number of remaining rounds k is a value (k=Nn) obtained by subtracting the current number of rounds n from the total number of rounds N that make up one unit game. In the Nth round, where the number of remaining rounds k is "0," the number of rounds n and the number of remaining rounds k may be highlighted compared to the displays of the first through (N-1) rounds, or the fact that this is the final round may be explicitly displayed.
[0051] 8 is a flowchart illustrating the specific steps of the process (hereinafter referred to as the "management process") Sb executed by the control device 21 (management processing unit 40) of the management terminal device 20a. After the control system 10 sets the matchups, the control device 21 of the management terminal device 20a starts the management process Sb.
[0052] When the management process Sb starts, the progress control unit 41 initializes the current number of rounds n to "1" which means the first round in the East (Sb1). The dealer setting unit 42 sets the dealer (opener) of the first round and each player's own wind (Sb2). As mentioned above, the dealer of the first round is selected by, for example, a lottery process. Note that the order of the initialization of the number of rounds n (Sb1) and the setting of the own wind (Sb2) may be reversed.
[0053] The progress control unit 41 instructs the control processing unit 50 of each terminal device 20 (the management terminal device 20a and each subordinate terminal device 20b) to start the nth game (Sb3). Each terminal device 20 starts the mahjong game processing in response to the instruction to start the nth game. The mahjong game processing is a process in which the control processing units 50 of each terminal device 20 cooperate with each other to execute the above-mentioned steps 1 to 6, thereby progressing the nth game. As mentioned above, the nth game ends when one or more players win or draw.
[0054] When the nth game ends, the progress control unit 41 determines whether the current number of games n matches a predetermined value N (Sb4). If the number of games n matches the predetermined value N (Sb4: YES), the progress control unit 41 executes termination processing (Sb5). The termination processing is a process for determining the rankings of the three players based on the scores of each player. The results of the termination processing are displayed on the display device 24 of each terminal device 20. As described above, the progress control unit 41 determines the rankings of the three players when the number of games n reaches the predetermined value N (i.e., when the Nth game ends). The termination processing also includes a process for reflecting the results of the current unit game in the game data of each player stored in the storage device 12 of the control system 10. Note that if the score of any of the three players falls below 0, the unit game ends before the number of games n reaches the predetermined value N, and the termination processing is executed.
[0055] On the other hand, if the number of games n is less than the predetermined value N (Sb4: NO), the dealer setting unit 42 sets the dealer for the next game (Sb6 to Sb9). Specifically, the dealer setting unit 42 first determines whether the nth game ended with a winning hand (Sb6). That is, it determines whether the nth game ended with a winning hand or a draw.
[0056] If the nth game ends with a winning hand (Sb6: YES), the dealer setting unit 42 sets the dealer for the immediately following (n+1)th game (Sb7). Specifically, the dealer setting unit 42 sets the player who won in the nth game as the dealer for the immediately following (n+1)th game, and sets each player other than the dealer as a child for the (n+1)th game. In addition, the dealer setting unit 42 sets each child's own wind based on the dealer for the (n+1)th game (Sb8).
[0057] The parent setting unit 42 instructs the display control unit 53 of each terminal device 20 to display the notification image Gb (Sb9). The display control unit 53 of each terminal device 20 causes the display device 24 to display the notification image Gb of FIG. 9 in response to the instruction from the parent setting unit 42. The notification image Gb is an image representing a change in parent between the nth game and the (n+1)th game. The notification image Gb illustrated in FIG. 9 includes a transition image Gb1 representing a change in parent between the nth game and the (n+1)th game. The transition image Gb1 is an arrow pointing from the parent before the change to the parent after the change. The notification image Gb of FIG. 9 assumes a case in which the parent changes from "Player B" to "Player A." The notification image Gb also represents a change in each player's own wind between the nth game and the (n+1)th game.
[0058] On the other hand, if the nth game ends in a draw (Sb6: NO), the dealer setting unit 42 does not change the dealer and the player's own wind (Sb7 to Sb9). That is, the player who was the dealer in the nth game continues to be set as the dealer in the (n+1)th game. Also, if the nth game ends in a draw, the notification image Gb is not displayed. However, the display control unit 53 may cause the display device 24 to display the notification image Gb indicating that the dealer and the player's own wind will not change between the nth game and the (n+1)th game.
[0059] When the above processing is executed, the progress control unit 41 adds "1" to the current number of games n (Sb10). That is, the unit game proceeds to the next game. After updating the number of games n, the progress control unit 41 shifts the processing to step Sb3. That is, the progress control unit 41 instructs the control processing unit 50 of each terminal device 20 (the management terminal device 20a and each subordinate terminal device 20b) to start the updated nth game (Sb3). As can be understood from the above explanation, until the end of the Nth game (Sb4: YES), the setting of the dealer and the player's wind by the dealer setting unit 42 (Sb7, Sb8) and the progress of the game by the progress control unit 41 (Sb10) are repeated.
[0060] 10 is a flowchart illustrating the specific steps of the process (hereinafter referred to as "control process") Sc executed by the control device 21 (control processing unit 50) of each terminal device 20. The control device 21 of each terminal device 20 executes the control process Sc during the mahjong game process of each station.
[0061] When the control process Sc is started, the control processing unit 50 proceeds with the mahjong game process (specifically, the above-mentioned steps 2 and 3) (Sc1). When the target player is in tenpai status, the winning judgment unit 51 judges whether another player has discarded a winning tile from the target player's hand (Sc2). If the target player's winning tile has been discarded (Sc2: YES), the score management unit 52 calculates winning points W1 corresponding to the winning hand formed by the target player's hand tiles and the winning tile (Sc3).
[0062] The display control unit 53 displays the score image Gc on the display device 24 (Sc4). FIG. 11 is a schematic diagram of the score image Gc. The score image Gc is an image representing the number of points that the target player can acquire if the target player wins with the current hand. Specifically, the score image Gc represents the winning points W1 that can be acquired if the target player wins by ron using a winning tile discarded by another player, and the winning points W2 that can be acquired if the target player wins by tsumo using the winning tile. Specifically, in the score image Gc of the first embodiment, the winning points W1 when a player wins by ron and the winning points W2 when a player wins by tsumo are displayed side by side. For example, the score image Gc is displayed superimposed on the battle image Ga. As described above, if the target player wins by tsumo, the target player can acquire winning points W1 from both of the other two players. Therefore, the score W2 when a player wins by tsumo in the score image Gc is twice the score W1 when a player wins by ron.
[0063] By referring to the winning points W1 and W2 in the score image Gc and the points held by each player in the match image Ga (image Ga4), the target player can choose between winning by ron using a discarded tile by another player or ignoring the discarded tile (and aiming for a win by tsumo). That is, the target player operates the operation device 25 to instruct a win by ron or to ignore the discarded tile. The winning decision unit 51 determines whether or not an instruction to win by ron has been received from the target player (Sc5). If an instruction to ignore the discarded tile has been received (Sc5: NO), the control processing unit 50 proceeds to step Sc1. That is, the discarded tile by the other player is ignored, and the process proceeds to the player to the right of the target player self-drawing.
[0064] On the other hand, if the target player has instructed to win by ron (Sc5: YES), the score management unit 52 transfers winning points W1 between the target player and one of the other players who discarded the winning tile (Sc6). Specifically, the score management unit 52 adds the current winning points W1 to the target player's owned points, and notifies the terminal device 20 of the other player who discarded the winning tile of the payment of winning points W1. In response to the notification, the score management unit 52 in the terminal device 20 of the other player subtracts the winning points W1 from the owned points. Furthermore, the display control unit 53 causes the display device 24 to display a result image (not shown) representing the target player's ron winning and the transfer of points between the players (Sc7). The control process Sc ends with the display of the result image.
[0065] When a winning tile is self-drawn as the mahjong game process progresses (Sc1), the target player can choose to win by drawing the winning tile or discard the winning tile or a tile from his / her hand (to further change his / her hand). That is, the target player instructs to draw or discard a tile by operating the operation device 25. If the winning tile is not discarded (Sc2: NO), the winning decision unit 51 determines whether or not an instruction to draw from the target player has been received (Sc8). If an instruction to discard a tile has been received (Sc8: NO), the control processing unit 50 shifts the process to step Sc1. That is, the target player does not win by drawing, and the process shifts to the player to the player below him / her self-drawing a tile.
[0066] On the other hand, if the target player indicates a winning hand by tsumo (Sc8: YES), the score management unit 52 calculates the winning points W1 corresponding to the winning hand formed by the target player's hand tiles and the winning tile drawn by the target player (Sc9). The score management unit 52 then transfers the winning points W1 between the target player and the two other players (Sc10). Specifically, the score management unit 52 adds twice the winning points W1 to the target player's owned points and notifies each of the two other players' terminal devices 20 of the payment of the winning points W1. In response to the notification, the score management unit 52 in each of the other players' terminal devices 20 subtracts the winning points W1 from their owned points. The display control unit 53 then displays a result image (not shown) on the display device 24, which indicates the target player's winning hand by tsumo and the transfer of points between the players (Sc11). The control process Sc ends with the display of the resultant image.
[0067] As explained above, in the first embodiment, the player who wins the nth game is set as dealer in the following (n+1)th game. Therefore, compared to a standard mahjong game in which three players are set as dealers in the order of their seats, each player can easily aim for a comeback until the end of one unit game of the mahjong game. For example, since each player can be set as dealer in any of the total N games that make up the unit game, it is possible for the player to aim for a high score as dealer in any game within the unit game. In other words, a mahjong game that is highly entertaining and strategic can be provided.
[0068] In a game in which the player who won the nth game is set as dealer for the (n+1)th game, it is difficult for each player to know which of the three players is the dealer, compared to a standard mahjong game in which each player is set as dealer in the order of their seats. In the first embodiment, an announcement image Gb indicating the change of dealer between the nth game and the (n+1)th game is displayed on the display device 24, which has the advantage that each player can easily know who is the dealer for each game.
[0069] Furthermore, in the first embodiment, a player can win by drawing a tile (a tsumo win) and earn a higher number of points than a player who wins by discarding a tile (a ron win). Therefore, in a furo state, the points held by each player are more likely to fluctuate than in a standard mahjong game in which the points awarded for a tsumo win and a ron win are equal. This provides a mahjong game with high interest and strategy. For example, a highly interesting mahjong game can be realized in which each player places importance on the strategy of whether to aim for a tsumo win or a ron win.
[0070] In particular, in the first embodiment, the points (winning points W1) when another player has won by discarding a tile and the points W2 when the target player has won by self-drawing a tile are displayed in contrast on the display device 24. Therefore, each player can decide whether to prioritize winning by tsumo or winning by ron, taking into consideration the points held by each player. In other words, a highly strategic mahjong game can be provided.
[0071] In the first embodiment, the number of games n is counted regardless of whether the dealer has a consecutive game, and one unit game ends when the number of games n reaches a predetermined value N. Therefore, compared to a standard mahjong game in which the game time varies greatly depending on the dealer's number of consecutive games, it is easier to predict the time required for one unit game.
[0072] [Second embodiment] A second embodiment of the present invention will be described. Note that, in each of the following exemplary embodiments, for elements whose functions are similar to those of the first embodiment, the reference numerals used in the description of the first embodiment will be used and detailed descriptions of each element will be omitted as appropriate.
[0073] The mahjong game system 100 of the second embodiment includes a control system 10 and a plurality of terminal devices 20, similar to the first embodiment illustrated in FIG. 1. In the first embodiment, game devices installed in various facilities are exemplified as the terminal devices 20, but the terminal devices 20 of the second embodiment are information devices owned by each player. For example, information devices such as smartphones, tablet devices, portable game devices, or personal computers are used as the terminal devices 20 for the mahjong game. However, game devices installed in various facilities such as game arcades may also be used as the terminal devices 20 of the second embodiment.
[0074] 5, the terminal device 20 of the second embodiment includes a control device 21, a storage device 22, a communication device 23, a display device 24, and an operation device 25. The terminal device 20 of the first embodiment includes a reception device 26 that receives identification information of a player, but the terminal device 20 of the second embodiment does not include the reception device 26. The identification information of a player is stored in the storage device 22. That is, a battle request including the identification information stored in the storage device 22 is transmitted from the terminal device 20 to the control system 10.
[0075] Fig. 12 is a block diagram illustrating the functional configuration of a mahjong game system 100 in the second embodiment. As illustrated in Fig. 12, the control device 11 of the control system 10 in the second embodiment functions as the battle setting unit 30 similar to that in the first embodiment, and also functions as a management processing unit 40. The management processing unit 40 includes a progress control unit 41 and a parent setting unit 42, similar to that in the first embodiment. In other words, the management processing unit 40 installed in the management terminal device 20a in the first embodiment is installed in the control system 10 in the second embodiment.
[0076] In the mahjong game system 100 of the first embodiment, the mahjong game progresses as three terminal devices 20 corresponding to a playing pair communicate with each other. In the mahjong game system 100 of the second embodiment, the mahjong game progresses as each of the three terminal devices 20 corresponding to a playing pair communicates with the control system 10. That is, in the second embodiment, the terminal devices 20 communicate indirectly via the control system 10, and direct communication between the terminal devices 20 is not performed. However, the terminal devices 20 may also communicate directly without the control system 10 as an intermediate communication.
[0077] The configuration and operation of the management processing unit 40 are the same as those in the first embodiment. The configuration and functions of the control processing unit 50 in each terminal device 20 are also the same as those in the first embodiment. Therefore, the second embodiment also achieves the same effects as those in the first embodiment.
[0078] In the configuration of the first embodiment in which the management processing unit 40 is mounted on the terminal device 20 (management terminal device 20a), there is an advantage that the amount of communication between the control system 10 and each terminal device 20 and the processing load of the control system 10 are reduced. In addition, in the second embodiment in which the management processing unit 40 is mounted on the control system 1, there is an advantage that communication between each terminal device 20 is not required, and therefore it is easy to ensure stability and security of communication.
[0079] [Third embodiment] In the first embodiment, a winning score W1 is calculated according to the number of han and fu of the winning hand, as in a standard mahjong game. For example, if the dealer's winning hand is 2 han and 40 fu, the winning score W1 is 2600 points, and if the player's winning hand is 4 han and 30 fu, the winning score W1 is 7700 points. In the third embodiment, the calculation of the winning score W1 is simplified.
[0080] FIG. 13 is an explanatory diagram of the winning score W1 in the third embodiment. FIG. 13 illustrates an example of the winning score W1 of the child. The winning score W1 of the dealer is 1.5 times the value illustrated in FIG. 13. FIG. 13 also shows the winning score W1 in the case of a winning by ron and the winning score W2 in the case of a winning by tsumo. As in the first embodiment, the winning score W2 in the case of a winning by tsumo is twice the winning score W1 in the case of a winning by ron.
[0081] As can be seen from Figure 13, the score management unit 52 of the third embodiment calculates the winning score W1 according to the number of turns H of the winning hand. In other words, the number of points of the winning hand is not reflected in the winning score W1. Specifically, the score management unit 52 calculates the winning score W1 by adding the number of turns H to a predetermined base value B, as expressed by the following mathematical formula (1). W1=B+H …(1)
[0082] The base value B is set to a predetermined positive number (for example, a natural number). In Figure 13, the case where the base value B is "2" is assumed. For example, if the number of han H of the winning hand is "4", the winning point W1 when the child wins by Ron is "6", and if the number of han H of the winning hand is "7", the winning point W1 when the child wins by Ron is "9". Note that a case where the base value B is set to "0" (W1=H) is also assumed.
[0083] In a standard mahjong game, when the number of turns H is "6" or "7" (Tobiman), the player's winning point W1 is 18,000 points, and when the number of turns H is "8" to "10" (Baiman), the player's winning point W1 is 24,000 points. In other words, the winning point W1 increases in a stepped manner as the number of turns H increases, and there is a range where the winning point W1 does not increase even when the number of turns H increases. In contrast to the above embodiments, in the third embodiment, the winning point W1 increases linearly as the number of turns H increases. In other words, the winning point W1 differs for each number of turns H.
[0084] As mentioned above, the winning score W1 is basically calculated by the above-mentioned formula (1), but if the number of han H of the winning hand is "13" or more (i.e., the winning score is "yakuman"), the winning score W1 is set to "20". In other words, if the number of han H is "13" or more, the winning score W1 exceeds the value calculated by formula (1). Note that the points held by each player immediately after the start of a unit game are set to, for example, 35 points.
[0085] The third embodiment is the same as the first embodiment except for the method by which the score management unit 52 calculates the winning score W1. Therefore, the third embodiment also achieves the same effects as the first embodiment. In particular, the third embodiment has a simplified method for calculating the winning score W1 compared to a standard mahjong game, which has the advantage that even beginners who are unfamiliar with mahjong games can easily grasp the winning score W1. The configuration of the second embodiment is also applicable to the third embodiment.
[0086] [Variations] The above-described embodiments can be modified in various ways. Specific modifications that can be applied to the above-described embodiments are exemplified below. Two or more embodiments arbitrarily selected from the following examples may be combined to the extent that they are not mutually contradictory.
[0087] (1) Although the above-mentioned forms are based on the assumption that the mahjong game is a three-player game, the number of players playing the mahjong game is not limited to the above examples. For example, the above-mentioned forms can also be applied to a four-player mahjong game. In addition, if the player who won the nth game is set as the dealer for the (n+1)th game, each player tends to aim for a comeback until the end of one unit game. On the other hand, in a three-player mahjong game, it is inherently easier to win than in a four-player mahjong game, and there is a tendency for the ranking of each player to change easily. Therefore, the configuration in which the player who won the nth game is set as the dealer for the (n+1)th game can be said to be particularly suitable for a three-player mahjong game.
[0088] (2) In the above-mentioned cases, when two players simultaneously win in the nth game by discarding a tile from one player (double ron), the dealer or the player to the right of the two players is designated as dealer for the (n+1)th game. However, the method of designating the dealer for the next game when multiple players simultaneously win is not limited to the above examples. For example, among multiple players who simultaneously won, a player selected based on the winning points W1 or points held in the nth game may be designated as dealer for the (n+1)th game. For example, the player with the most winning points W1 or points held is designated as dealer for the (n+1)th game. In a four-player mahjong game, in addition to cases where two players simultaneously win (double ron), cases where three players simultaneously win (triple ron) are also envisioned.
[0089] (3) In each of the above-described embodiments, the notification image Gb ( FIG. 9 ) includes a transition image Gb1 indicating a change of the parent between the nth game and the (n+1)th game. However, the content of the notification image Gb is not limited to the above example. For example, an image in which the name of the player before the change and the name of the player after the change are arranged side by side may be displayed on the display device 24 as the notification image Gb.
[0090] (4) In the above-described embodiments, the score image Gc is illustrated as displaying the winning score W1 when a player wins by ron and the winning score W2 when a player wins by tsumo in parallel. However, the content of the score image Gc is not limited to the above examples. For example, the difference between the winning score W1 and the winning score W2 may be included in the score image Gc. The first embodiment in which the winning score W1 and the winning score W2 are displayed in parallel, and the embodiment in which the difference between the winning score W1 and the winning score W2 is displayed, are collectively expressed as an embodiment in which the winning score W1 when a player wins by ron is displayed in contrast to the winning score W2 when a player wins by tsumo. Note that instead of displaying the winning score W1 or the winning score W2, the degree to which the player's score difference with the higher player is reduced by the winning hand may be displayed.
[0091] (5) In each of the above embodiments, the configurations including the configurations 1 to 3 are exemplified. [Configuration 1] The player who wins in the nth game is set as the dealer for the (n+1)th game. [Configuration 2] The points W2 that can be gained by tsumo winning exceed the points W1 that can be gained by ron winning. [Configuration 3] When the number of games n reaches a predetermined value N, the unit game ends. Each of the above-exemplified configurations 1 to 3 may be employed individually. That is, each of the configurations 1 to 3 can be established independently without requiring the other configurations.
[0092] (6) In each of the above-mentioned embodiments, examples have been given of actual players playing a mahjong game, but one or more of the multiple players may be virtual players (non-player characters such as so-called CPU players) realized by calculations by the control device 21.
[0093] (7) The functions of the mahjong game system 100 (the match setting unit 30, the management processing unit 40, and the control processing unit 50) may be installed in any location. For example, a configuration in which part or all of the control processing unit 50 (for example, the winning determination unit 51 and the score management unit 52) is installed in the control system 10 is also possible. In addition, part or all of the management processing unit 40 may be installed in each terminal device 20.
[0094] (8) The functions of the mahjong game system 100 according to each of the above-described embodiments are realized by cooperation between one or more processors constituting the control device (11 or 21) and a program stored in the storage device (12 or 22). The program according to each of the above-described embodiments can be provided in a form stored on a computer-readable recording medium and installed on a computer. The recording medium is, for example, a non-transitory recording medium, such as an optical recording medium (optical disk) such as a CD-ROM, but also includes any known form of recording medium, such as a semiconductor recording medium or a magnetic recording medium. Note that a non-transitory recording medium includes any recording medium other than a transitory, propagating signal, and does not exclude volatile recording media. Furthermore, in a configuration in which a distribution device distributes a program via a communication network 200, the recording medium storing the program in the distribution device corresponds to the non-transitory recording medium described above.
[0095] [Note] From the above description, for example, the following preferred embodiments of the present invention can be understood. Note that, in order to facilitate understanding of each embodiment, reference numerals in the drawings are written in parentheses for convenience, but this is not intended to limit the present invention to the embodiments shown in the drawings.
[0096] [Appendix 1] A mahjong game system (100) according to one aspect (Supplementary Note 1) of the present disclosure controls a mahjong game in which multiple players compete against each other in multiple rounds. The system includes a progress control unit (41) for progressing each of the multiple rounds, a winning decision unit (51) for deciding whether each player has won in each of the multiple rounds, and a dealer setting unit (42) for setting a player among the multiple players who won in a first round as dealer in a second round immediately following the first round, and setting a player among the multiple players other than dealer as child in the second round. In the above aspect, the player who won in the first round is set as dealer in the second round immediately following. Therefore, compared to a standard mahjong game in which multiple players are each set as dealer in seating order, each player can easily aim for a comeback until the end of the mahjong game. In other words, a mahjong game with high entertainment value and strategic value can be provided.
[0097] "Player" refers to someone who plays a mahjong game. In addition to real players, the concept of "player" also includes virtual players (so-called CPUs) realized by computer calculations. It is also possible for a virtual player to take over play when a real player leaves. The number of players is arbitrary. In other words, the mahjong game can be either a three-player mahjong game or a four-player mahjong game.
[0098] "Dealer" is a player who can obtain more points for each winning hand than the other players can obtain for that winning hand (for example, 1.5 times the points). "Dealer" can also be described as a player who, when one player wins, offers more points to that player than the points offered by the other players. Also, a player whose wind is East Wind may be referred to as "Dealer."
[0099] A "game" refers to a unit of play from the deal of tiles to multiple players to a win or draw by one or more players. Note that the terms "first" and "second" in "first game" and "second game" are used only to distinguish between two games among multiple games, and do not refer to the order of the games. In other words, "first game" refers to any game other than the last game among multiple games, and is not limited to the first game among multiple games. Similarly, "second game" refers to the game immediately following the first game among multiple games (i.e., a game other than the first game), and is not limited to the second game among multiple games.
[0100] "Agari" (Hora) means that a player declares a 'win' when a specific winning hand is achieved with the tiles in his / her hand. 'Agari' includes both a win by a player's own self-drawn tile ('tsumo') and a win by another player's discarded tile ('ron'). 'Tsumo' also includes a win by self-drawing a tile from the pile, as well as a win by self-drawing a tile on the ledge ('ridge kai').
[0101] The practice of setting a player who has won in one game as the dealer in the immediately following game does not have to be applied to all of the multiple games that make up a single mahjong game, but may be applied only to some of the games.
[0102] If two or more players simultaneously win in the first game due to discards by other players (double ron in three-player / four-player mahjong, or triple ron in four-player mahjong), one player selected from the two or more players will be set as dealer in the second game. For example, if one of the two or more players is the dealer, that player may also be set as dealer in the second game, or the player to the right of the two or more players may be set as dealer in the second game. Also, for example, a player selected from the two or more players based on the number of winning points or points held (for example, the player with the most winning points) may be set as dealer in the second game.
[0103] In a conventional mahjong game in which the dealer's number is transferred to the player to the left in the order of seats, for example, if the dealer's player to the left wins in the first game, the player who won in the first game is set as the dealer for the second game. In the present invention, if the dealer's player to the left wins in the first game, the player to the right is set as the dealer for the second game, and if the dealer's player to the right wins in the first game, the player to the right is set as the dealer for the second game. In other words, the present invention is significantly different from conventional mahjong games in that the dealer's number can be transferred both forward in the seating order (from the player to the left) and backward (from the player to the right).
[0104] [Appendix 2] In a specific example (Supplementary Note 2) of Appendix 1, when one of the multiple players wins with a specific winning hand by self-drawing a tile in the furo state, the number of points (W2) earned by that player exceeds the number of points (W1) earned by another player in the furo state with the specific winning hand by discarding a tile. In the above-described embodiment, a player can win by self-drawing a tile (a tsumo win) and win by discarding a tile by another player (a ron win). Therefore, in the furo state, the number of points held by each player is more likely to fluctuate than in a standard mahjong game in which the points earned by tsumo and ron wins are equal. This provides a mahjong game with high entertainment value and strategic value. For example, the strategy of each player's choice of whether to aim for a tsumo win or a ron win is improved.
[0105] "Furo state" means the state in which one player has acquired a discarded tile from another player (Chi, Pon, or Kan) to form one or more sets in his hand.
[0106] [Appendix 3] The mahjong game system (100) according to a specific example (Supplementary Note 3) of Supplementary Note 2 includes a display control unit (53) that causes the display device (21) to display a comparison of the score (W2) of the first player who wins by drawing a tile and the score (W1) of the first player who wins by discarding a tile. In the above-described embodiment, the display device (21) displays a comparison of the score (W2) of the first player who wins by drawing a tile and the score (W1) of the first player who wins by discarding a tile. Therefore, each player can determine whether to prioritize winning by drawing a tile or winning by discarding a tile, taking into consideration the points held by each player. In other words, a highly strategic mahjong game can be provided.
[0107] "Displaying a comparison" between the score (W2) of a hand won by self-drawing and the score (W1) of a hand won by discarding means displaying an image (Gc) that allows each player to compare the scores of both. For example, in addition to displaying both scores side by side, a format that displays the difference between the scores of both is conceivable.
[0108] [Appendix 4] A mahjong game system (100) according to a specific example (Supplementary Note 4) of Supplementary Note 1 or Supplementary Note 2 includes a display control unit (53) that causes a display device (21) to display a notification image (Gb) indicating a change in dealer between the first game and the second game. In a configuration in which a player who won in the first game is set as dealer in the second game, it is difficult for each player to know which of multiple players is dealer, compared to a standard mahjong game in which players are set as dealer in seating order. The mode in which a notification image (Gb) indicating a change in dealer between the first game and the second game is displayed has the advantage that each player can easily know which is the dealer for each game.
[0109] The "announcement image (Gb)" is any image that represents a change in the dealer between the first game and the second game. For example, a typical example of the "announcement image (Gb)" is an image in which the name of the player who was set as the dealer in the first game and the name of the player who was set as the dealer in the second game are arranged side by side.
[0110] [Appendix 5] In a specific example (Supplementary Note 5) of any of Supplementary Notes 1 to 4, the progress control unit (41) counts the number of games played by the multiple players regardless of whether or not a player set as dealer among the multiple players has played consecutive games, and determines the ranking of the multiple players when the number of games reaches a predetermined value. In the above-mentioned aspect, the number of games is counted regardless of whether or not a player has played consecutive games, and one game (e.g., one East Wind game) ends when the number of games reaches a predetermined value. Therefore, the time required for one game is easier to predict compared to a standard mahjong game in which the time required for a game varies greatly depending on the number of consecutive games played by the dealer.
[0111] "Consecutive wins" means that one player wins two or more consecutive hands. "Confirming the rankings of multiple players" means that a single game (e.g., one half-game) that includes multiple hands has ended.
[0112] Furthermore, "counting the number of games regardless of whether the player set as dealer has a winning streak" means that even if the dealer has a winning streak spanning multiple games, each game will be counted as one game. Regardless of the number of games played by the dealer, the game between multiple players ends when the number of games played reaches a predetermined value.
[0113] [Appendix 6] A method for controlling a mahjong game according to one aspect (Appendix 6) of the present disclosure is a method for controlling a mahjong game in which multiple players compete against each other in multiple games, which involves progressing each of the multiple games, determining whether each player has won in each of the multiple games, setting a player among the multiple players who has won in a first game as the dealer in a second game of the multiple games immediately following the first game, and setting a player among the multiple players other than the dealer as the child in the second game.
[0114] [Appendix 7] A program according to one aspect (Appendix 7) of the present disclosure controls a mahjong game in which multiple players play against each other in multiple rounds, and causes a computer system to function as a progress control unit (41) that progresses each of the multiple rounds, a winning judgment unit (51) that judges whether each player has won in each of the multiple rounds, and a parent setting unit (42) that sets a player among the multiple players who has won in a first round to be the dealer in a second round that follows the first round, and sets a player among the multiple players other than the dealer to be the child in the second round. [Explanation of symbols]
[0115] 100...Mahjong game system, 200...communication network, 10...control system, 11, 21...control device, 12, 22...storage device, 13, 23...communication device, 20...terminal device, 20a...management terminal device, 20b...subordinate terminal device, 24...display device, 25...operation device, 26...reception device, 30...match setting unit, 40...management processing unit, 41...progress control unit, 42...dealer setting unit, 50...control processing unit, 51...winning judgment unit, 52...score management unit, 53...display control unit.
Claims
1. A mahjong game system for controlling a mahjong game in which a plurality of players compete against each other in a plurality of stations, comprising: a progress control unit that progresses each of the plurality of stations; a winning decision unit that decides whether each player has won in each of the plurality of games; a parent setting unit that sets a player who has won in a first game among the plurality of players as a parent in a second game among the plurality of games immediately after the first game, and sets a player other than the parent among the plurality of players as a child in the second game; a display control unit that causes a display device to display a notification image that indicates a change of parent between the first station and the second station by using a transition image from the parent of the first station to the parent of the second station; A mahjong game system comprising:
2. A mahjong game system for controlling a mahjong game in which a plurality of players compete against each other in a plurality of stations, comprising: a progress control unit that progresses each of the plurality of stations; a winning decision unit that decides whether each player has won in each of the plurality of games; a parent setting unit that sets a player who has won in a first game among the plurality of players as a parent in a second game among the plurality of games immediately after the first game, and sets a player other than the parent among the plurality of players as a child in the second game; Display control unit Equipped with The number of points acquired by one of the plurality of players when he / she wins with a specific winning hand by self-drawing a tile in the side-open state is greater than the number of points acquired by another player when he / she wins with the specific winning hand by discarding a tile in the side-open state; The display control unit displays on a display device a comparison of the points that the one player will get if he / she wins by drawing a tile himself / herself and the points that the other player will get if he / she wins by discarding a tile. Mahjong game system.
3. The progress control unit counts the number of games played by the plurality of players regardless of whether a player set as a dealer among the plurality of players plays consecutive games, and determines the ranking of the plurality of players when the number of games reaches a predetermined value.
3. The mahjong game system according to claim 1 or 2.
4. A method for controlling a mahjong game in which a plurality of players compete against each other in a plurality of stations, comprising: Proceeding each of the plurality of stations; determining whether each player has won in each of the plurality of hands; A player among the plurality of players who has won in a first game is set as a dealer in a second game of the plurality of games immediately following the first game, and a player among the plurality of players other than the dealer is set as a child in the second game; a notification image indicating a change of parent between the first station and the second station by a transition image from the parent of the first station to the parent of the second station is displayed on a display device; How to control the Mahjong game.
5. A method for controlling a mahjong game in which a plurality of players compete against each other in a plurality of stations, comprising: Proceeding each of the plurality of stations; determining whether each player has won in each of the plurality of hands; A player among the plurality of players who has won in a first game is set as a dealer in a second game immediately after the first game among the plurality of games, and a player among the plurality of players other than the dealer is set as a child in the second game. A method for controlling a mahjong game, comprising: The number of points acquired by one of the plurality of players when he / she wins with a specific winning hand by self-drawing a tile in the side-open state is greater than the number of points acquired by another player when he / she wins with the specific winning hand by discarding a tile in the side-open state; The display device displays a comparison of the points that the first player will get if he / she wins by drawing a tile himself / herself and the points that the first player will get if he / she wins by discarding a tile from another player. How to control the Mahjong game.
6. A computer system for controlling a mahjong game in which multiple players compete against each other in multiple rounds, comprising: a progress control unit that progresses each of the plurality of stations; a winning decision unit that decides whether each player has won in each of the plurality of hands; a parent setting unit that sets a player who has won in a first game among the plurality of players as a parent in a second game among the plurality of games immediately following the first game, and sets a player other than the parent among the plurality of players as a child in the second game; and a display control unit that causes a display device to display an announcement image indicating a change of parent between the first station and the second station by a transition image from the parent of the first station to the parent of the second station; A program that functions as a
7. A computer system for controlling a mahjong game in which multiple players compete against each other in multiple rounds, comprising: a progress control unit that progresses each of the plurality of stations; a winning decision unit that decides whether each player has won in each of the plurality of hands; a parent setting unit that sets a player who has won in a first game among the plurality of players as a parent in a second game among the plurality of games immediately following the first game, and sets a player other than the parent among the plurality of players as a child in the second game; and Display control unit A program that functions as The number of points acquired by one of the plurality of players when he / she wins with a specific winning hand by self-drawing a tile in the side-open state is greater than the number of points acquired by another player when he / she wins with the specific winning hand by discarding a tile in the side-open state; The display control unit displays on a display device a comparison of the points that the one player will get if he / she wins by drawing a tile himself / herself and the points that the other player will get if he / she wins by discarding a tile. program.
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