Program and game device

The program and game device improve the entertainment value of electronic trading card games by visually distinguishing game elements and incorporating three-dimensional leader characters and two-dimensional member cards, creating a more immersive and engaging gameplay experience.

JP7789108B2Active Publication Date: 2025-12-19BANDAI CO LTD
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Patent Information

Application Number
JP2024029209
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-02-28
Publication Date
2025-12-19
Estimated Expiration
2044-02-28

AI Technical Summary

Technical Problem

The arrangement of two-dimensional card images in electronic trading card games reduces the entertainment value compared to physical card games played in the real world.

Method used

A program and game device that visually differentiate game elements with different roles by displaying them in distinct forms, enhancing the game experience through three-dimensional leader characters and two-dimensional member cards, along with interactive display effects and strategic gameplay mechanics.

Benefits of technology

Enhances the entertainment value of electronic trading card games by providing a more immersive and engaging playing experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To cause a player to intuitively grasp operations during a competitive game.SOLUTION: A program causes a computer for executing an electronic game in which a game proceeds by placing game elements on a field to execute display control processing that controls the display of a game screen including the field on a display device. In the display control processing, among game elements associated with a player, a game element of a first type and a game element of a second type that play different roles in the progression of the electronic game are placed on the field and displayed in a visually different manner.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

[0001] The present invention relates to a program and a game device, and more particularly to an electronic game themed around a trading card game. [Background technology]

[0002] There is an electronic game that has a trading card game (TCG) theme and allows users to play against each other online (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-037078 Summary of the Invention [Problem to be solved by the invention]

[0004] Incidentally, the arrangement in which two-dimensional images of cards associated with each player are placed on the table, as in Patent Document 1, provides a playing experience similar to that of a TCG, which is played in the real world using physical cards and the table, but it may also reduce the entertainment value of the electronic game.

[0005] An object of the present invention is to provide a program and a game device that provide a highly entertaining playing experience. [Means for solving the problem]

[0006] One embodiment of the program of the present invention is a program that causes a computer that executes an electronic game that progresses by placing game elements on a field to execute a display control process that controls the display of a game screen including the field on a display device, and in the display control process, a first type of game element and a second type of game element that have different roles in the progress of the electronic game, among the game elements associated with a player, are arranged and displayed on the field in visually different forms. [Effects of the Invention]

[0007] According to the present invention, it is possible to provide a highly entertaining playing experience. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating the configuration of a game system according to an embodiment and a modification of the present invention. [Figure 2] FIG. 1 is a block diagram illustrating a hardware configuration of a player terminal 100 according to an embodiment and a modification of the present invention. [Figure 3] FIG. 1 is a block diagram illustrating a hardware configuration of a server 200 according to an embodiment and a modification of the present invention. [Figure 4] 10A and 10B are diagrams illustrating game screens of a fighting game according to an embodiment and a modification of the present invention; [Figure 5] FIG. 4 is a diagram illustrating the configuration of a battle area 401 in a battle game according to an embodiment and a modification of the present invention. [Figure 6] 10A and 10B are diagrams illustrating examples of displays relating to offensive actions in a fighting game according to an embodiment and a modification of the present invention; [Figure 7] FIG. 10 is another diagram illustrating an example of a display related to an attacking action in a fighting game according to an embodiment and a modification of the present invention. [Figure 8] FIG. 10 is a diagram illustrating a display relating to a combo operation in a fighting game according to an embodiment and a modification of the present invention. [Figure 9] 10A and 10B are diagrams illustrating examples of offensive action activation effects in a fighting game according to an embodiment and a modification of the present invention; [Figure 10] 10A and 10B are diagrams illustrating changes in the display mode of the field 400 in a fighting game according to an embodiment and a modified example of the present invention; [Figure 11] 1 is a flowchart illustrating a competitive game process executed by a player terminal 100 according to an embodiment and a modification of the present invention; [Figure 12] 10 is a flowchart illustrating an example of an operation phase process executed by the player terminal 100 according to the embodiment and the modified example of the present invention. [Figure 13] 10 is a flowchart illustrating a defensive action process executed by the player terminal 100 according to the embodiment and the modified example of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Embodiment] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the scope of the invention as claimed, and not all combinations of features described in the embodiments are necessarily essential to the invention. Two or more of the features described in the embodiments may be combined in any desired manner. Furthermore, the same reference numerals are used to designate identical or similar components, and redundant descriptions will be omitted.

[0010] In the embodiment described below, the present invention is applied to a game system in which a server connected to player terminals (communication terminals or game devices) used by each player matches two players connected at the same time and provides a service (battle service) to realize a battle game in which both players participate. However, the present invention can be applied to a system realized by any device configuration capable of progressing an electronic game in which multiple players participate. In addition, in this specification, the term "player" refers to a user who logs in to use the battle service provided by the server 200 in this game system.

[0011] <Game System Configuration> 1 is a diagram showing the configuration of a game system according to this embodiment. As shown in the figure, the game system is configured so that a server 200 and a plurality of player terminals 100 can be connected for communication via a network 300. In this embodiment, the server 200 matches two players of the connected player terminals 100 as players of a competitive game, establishes a communication session for transmitting and receiving various information related to the competitive game, and provides a competitive service that realizes a competitive game in which the two players participate.

[0012] Each player can log in to the battle service by launching a predetermined client application on the player terminal 100 used by that player. The client application allows the player to perform various settings and preparations for the battle game to be executed, set a player profile, and play (match, play) the battle game. As will be described in detail later, the battle game (electronic game) that can be played in the battle service of this embodiment is a trading card game (TCG) in which players progress by placing game elements such as cards on a predetermined game field. The player terminal 100 can also be any communication terminal equipped with a communication function, such as a PC or smartphone.

[0013] <Hardware configuration of the player terminal> Next, the hardware configuration of the player terminal 100 will be described with reference to Fig. 2. Fig. 2 is a block diagram illustrating the hardware configuration of the player terminal 100.

[0014] The control unit 101 is a processor such as a CPU, and performs various controls including operational control of each piece of hardware included in the player terminal 100. Specifically, the control unit 101 performs the relevant controls by, for example, reading out a necessary program stored in the storage device 102, expanding it into the memory 103, and executing it.

[0015] The storage device 102 is a device capable of permanently storing information, such as a non-volatile memory or HDD. The storage device 102 stores an operating system for operating the player terminal 100 and programs related to various applications, as well as parameter information required to realize various controls and various data used for display and communication functions related to the browser. The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 may be used not only as a development area for each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.

[0016] The GPU 104 is a drawing device that executes various drawing processes related to the generation of display screens for the player terminals 100. The GPU 104 also executes drawing processes for game screens during play of a competitive game. The GPU 104 includes a GPU memory (not shown), and develops various graphics data read from the storage device 102 and performs predetermined calculations to generate various images, including screens. Screens and images generated by the GPU 104 are presented to a player by being displayed on a display 110 provided in the player terminal 100, for example. The display 110 is a device for displaying information, such as a liquid crystal display, that is provided in the player terminal 100 or is detachably connected to the player terminal 100. The display 110 displays the screens generated by the GPU 104.

[0017] The operation I / F 105 is a user interface provided in the player terminal 100 and receives operation input. When the operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to the control unit 101. In one aspect, the operation I / F 105 includes, for example, operation members such as buttons provided on the exterior of the player terminal 100, various sensors, and the like. Furthermore, the display 110 provided in the player terminal 100 of this embodiment is configured to be able to detect touch input, and the operation I / F 105 includes a touch input detection sensor provided on the display 110.

[0018] The communication I / F 106 is a communication interface with an external device provided in the player terminal 100. Information communication between the communication I / F 106 and the external device may be performed via a wide area network (WAN) such as the Internet, or via a LAN or the like. Information communication performed by the communication I / F 106 will be described as being performed wirelessly, but this does not exclude wired communication.

[0019] The speaker 120 is an audio output interface provided in the player terminal 100. The speaker 120 outputs various types of audio information including audio related to the client application.

[0020] <Server hardware configuration> 3 is a block diagram showing the hardware configuration of the server 200 according to this embodiment. In the following description, the hardware configuration that realizes the same functions as the player terminal 100 will be prefixed with the letter "server" to clearly distinguish it from the configuration of the player terminal 100.

[0021] The server control unit 201 is a processor such as a CPU, and performs control related to the realization of various functions, including operational control of each piece of hardware provided in the server 200, player management related to the battle service, a player matching function, and transmission and reception of information about the battle game being executed, as well as information sharing. Specifically, the server control unit 201 performs the relevant control by, for example, reading out necessary programs stored in the server storage device 202, expanding them into the server memory 203, and executing them.

[0022] The server storage device 202 is a device capable of permanently storing information, such as a non-volatile memory or HDD. The server storage device 202 stores an operating system for operating the server 200 and programs related to matching, as well as parameter information required for implementing various controls and various data required for providing the matching function. The server storage device 202 also has a database function for managing information on each player registered as a player of the game system. The server memory 203 is a storage device used for temporary data storage, such as a volatile memory. The server memory 203 may be used not only as a development area for each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.

[0023] The server communication I / F 204 is a communication interface with an external device provided in the server 200. Information communication between the server communication I / F 204 and the external device may be performed via a wide area network (WAN) such as the Internet, or via a LAN or the like. Information communication performed by the server communication I / F 204 may be performed either wired or wirelessly.

[0024] Overview of the match game Below, an overview of the competitive game that provides a play experience in the game system of this embodiment will be described.

[0025] The competitive game is played on a predetermined field set by the game. Each player builds a "deck" by registering a set of game elements for the competitive game, and can play the competitive game using the deck they built.

[0026] To build a deck, a player must obtain game elements, for example, through a lottery function that can be used by paying a fee. In other words, the game elements that a player can include in a deck to be built are limited to, for example, game elements that the player has already obtained. Furthermore, the number of decks that a player can build is not limited to one, and a player may be able to build multiple decks that have at least some of the registered game elements different from one another.

[0027] Information about game elements that a player has acquired and decks that the player has constructed is managed by being associated with identification information (player ID) that uniquely identifies the player and registered in the server storage device 202. More specifically, the server storage device 202 also functions as a database (DB) that manages various information about each player as player information, and manages the player ID, information about game elements that the player has acquired, and information about decks that the player has constructed, in association with each other in the player information, which is one record in the DB.

[0028] For example, for game elements acquired by a player, an element ID that uniquely identifies the game element and the number of the element IDs are included in the player information, thereby making it possible to manage how many of the game elements the player owns. Also, for example, for a deck constructed by a player, identification information for the deck (deck ID) and the element IDs of the game elements included in the deck are included in the player information, thereby managing the information on the deck constructed by the player (deck information).

[0029] As described above, the competitive game that the competitive service of this embodiment provides a play experience in is a TCG, and the game elements that are given to players and can be registered in their decks and used are cards (virtual cards that can be owned in an electronic game). In the competitive game of this embodiment, the cards that players can use are classified into two types: leader cards and member cards, which have different roles in the competitive game, and a deck must include one leader card. In other words, a deck is constructed from one leader card and multiple (one or more) member cards. Each card has a cost that is determined, for example, according to the degree to which it provides an advantage in the competitive game, and the player must register a group of cards to be included in the deck so that the total cost of the deck reaches a specified value.

[0030] Similar to conventional TCGs, the competitive game progresses as the player and opponent place cards registered in their respective decks in various areas of the field. In the competitive game of this embodiment, as illustrated in the game screen of FIG. 4 , the game screen includes a field 400, which is primarily used for displaying effects related to the progress of the competitive game, as well as multiple other areas with different roles. In the illustrated example, the field 400 includes a battle area 401 in which cards that directly trigger competitive action in the competitive game are placed. Outside the field 400 or superimposed on the field 400, an energy area 402 and a life area 403 are located in which cards that do not directly trigger competitive action are placed. As illustrated, the battle area 401 is configured as a shared area for both players, while the energy area 402 and the life area 403 are configured as areas exclusive to each player.

[0031] The game screen illustrated in FIG. 4 is a screen presented to one player and is displayed on the display 110 of the player terminal 100 used by that player. Accordingly, the field 400 in the game screen is configured such that the foreground (lower part of the screen) corresponds to the player, and the background (upper part of the screen) corresponds to the opponent. To facilitate understanding of the invention, in the following description of a competitive game, the player using the player terminal 100 on which the game screen is displayed (the player assigned to the foreground of the screen) will be referred to as the "player," and the opposing player (the player assigned to the background of the screen) competing against the player will be referred to as the "opponent." When there is no need to distinguish between the player and the opponent, the terms "player" or simply "player" will be used. Furthermore, in order to distinguish between display elements related to the player and the opponent, the display elements related to the former will be labeled with "a" and the display elements related to the latter will be labeled with "b." When there is no need to distinguish between display elements related to the player and the opponent, the display elements will be described without the use of a label.

[0032] In the fighting game of this embodiment, each card is associated with a character related to the content of the fighting game, and a specified value of life (a parameter indicating the number of attacks the leader character can withstand) is set for the character corresponding to the leader card (hereinafter referred to as the leader character) at the start of the fighting game. In the fighting game of this embodiment, to ensure fairness between players, the life of each leader character is set to a fixed value of 8. As will be described in detail later, life is one of the parameters related to the end condition of the fighting game, and is managed for each player in the communication session related to the fighting game.

[0033] During a competitive game, the life of each player's leader character is displayed using cards (eight at the start of the game) randomly selected from the member cards included in each player's deck and placed face down (face down) in the life area 403 on the field. A player's life is reduced by one each time an opponent's attack on the leader character is successful. At this time, one member card is removed from the life area 403a and added to the player's hand. Note that, because it is not possible to identify the member cards placed in the life area 403, it is possible to display a combination of a predetermined number of representative card images and an indication of the number of remaining cards, rather than displaying individual face-down card images equal to the number of remaining cards.

[0034] Information about each card is associated with a unique card ID (element ID) as card information and is registered in the server storage device 202. More specifically, the server storage device 202 also functions as a DB that manages various information about each card as card information, and manages card information, which is one record in the DB, including a card ID that uniquely identifies the card and information about the character associated with the card. Here, the information about the character associated with the card includes attribute information such as the character's name, graphics data for the character, and parameters referenced when using the character in a fighting game.

[0035] Character attribute information may include, for example, parameters referenced when the character acts in a battle game, unique effects activated when the character acts or when conditions are met, etc. Character attribute information may also include, for example, information about the character's species associated with a card that must be consumed to place the character in the battle area 401 on the field. As will be described in detail later, each character is assigned a species. In order to place a character in the battle area 401 and make it available for action, a member card associated with a character of the same species must be placed in an energy area 402 separate from the battle area 401 prior to the placement to secure (hereinafter referred to as "charge") a consumption element (energy). Here, character species is not necessarily limited to biological classifications, but may be a concept indicating any classification set in relation to the game, such as a color classification assigned in the game or a team defined in the story of the content.

[0036] The battle game is turn-based, with a player's action turn alternating with the opponent's action turn. Each player's action turn basically consists of an initialization phase, a charge phase, an operation phase, and a resolution phase. In the initialization phase, cards that were inactive after an action in the previous turn are reactivated, and a card is drawn from the deck 405 (drawing one card and adding it to the hand 404) without the player's input. In the charge phase, cards from the player's hand 404 are placed in the energy area, thereby charging energy. In the operation phase, the corresponding energy is consumed to place cards from the player's hand 404 in the battle area 401, or to deactivate cards placed in the battle area 401 or cards already placed in the battle area 401, and the actions of the corresponding characters are determined. In the resolution phase, the actions determined in the operation phase are resolved.

[0037] Here, the charge phase and operation phase are phases in which operation inputs from the player are accepted, while the initialization phase and resolution phase are phases in which operation inputs from the player are not accepted. Furthermore, the operation phase and resolution phase can occur multiple times in each player's action turn, depending on the number of cards in the player's hand 404, the number of cards placed in the battle area 401, and the amount of energy charged.

[0038] The battle game ends when the life of the leader character associated with one of the players reaches 0, or when the deck (hand 404, deck 405, and member cards in battle area 401) of one of the players reaches 0. That is, a player can defeat an opponent by reducing the life of the opponent's leader character to 0 (reducing the cards placed in life area 403b to 0) or by forcing the opponent's deck to reach 0 first. A player can also be defeated by an opponent by reducing the life of his / her own leader character to 0 (reducing the cards placed in life area 403a to 0) or by reducing the deck to 0 first.

[0039] 4, the game screen is configured in such a manner that various GUIs are superimposed on a field 400. In the example shown in the figure, in addition to the above-mentioned battle area 401, energy area 402, and life area 403, a hand 404 and deck 405 for each player are displayed. Note that in an analog TCG, for example, there is a discard area where cards removed from the battle area 401 are placed, but in the battle game of this embodiment, the discarded cards are hidden from the game screen so that the progress of the game can be easily seen by both players.

[0040] A set number of cards (for example, six) are drawn from the hand 404 at the start of the battle game, and one more card is drawn each time an action turn arrives, so that when each action turn arrives, each player basically has one or more cards (member cards) in their hand 404. Cards in the hand 404 are not placed in any area, and can be moved and placed in either the battle area 401 or the energy area 402 by the operation of each player.

[0041] On the game screen, the cards in the player's hand 404a are displayed face up so that they can be distinguished, while the cards in the opponent's hand 404b are displayed face down so that they cannot be distinguished. Furthermore, the decks 405a and 405b are configured so that only the number of cards remaining can be seen, since it is unclear which card will be drawn next. In the energy area 402, cards are moved from the hand 404 and placed when the player specifies their placement during the charge phase of each action turn.

[0042] As described above, the life area 403 contains eight cards drawn at the start of the battle game, placed face down. As with the deck 405, the identity of the cards placed in the life area 403 should remain unknown until they are removed by an attacking action and moved to the hand 404, so only the number of remaining cards is known. As described above, in the battle game of this embodiment, life is considered to be the number of times the leader character has remaining life. Therefore, as shown in FIG. 4, the life areas 403a and 403b are placed near the leader characters associated with the player and opponent, respectively, as will be described later, and are displayed together with a number image that clearly indicates the number of remaining cards.

[0043] As shown in the figure, the field 400 is provided with a battle area 401 in which cards that are the targets of actions in the battle game are placed. To increase the interest of the battle game, the leader cards are placed in the battle area 401 in character form (a three-dimensional model of the associated character) rather than in card form. In the example of FIG. 4, a leader character 411a corresponding to the leader card included in the player's deck is placed at the front of the battle area 401, and a leader character 411b corresponding to the leader card included in the opponent's deck is placed at the back of the battle area 401. In the battle game, the appearance of the leader characters 411a and 411b changes as needed, for example, by applying a predetermined motion or adding an expression of being hit, depending on the actions initiated by the player and the actions initiated by the opponent.

[0044] In contrast, member cards are placed in the battle area 401 in card form rather than character form. In the example of Figure 4, member card 412a placed in the battle area 401 by the player is placed to the side (right) of the leader character 411a, and member card 412b placed in the battle area 401 by the opponent is placed to the side (left) of the leader character 411b. Unlike leader cards, member cards 412 are always displayed in card form with their appearance not changing.

[0045] In this way, the leader cards and member cards registered as each player's deck are placed in the battle area 401, but these cards are displayed in different appearances on the game screen. In the following explanation, these cards may be referred to as leader characters and member cards in accordance with the display style on the game screen, but since both are managed as information on cards in the processing related to the battle game, they may also be referred to simply as "cards."

[0046] (placement area) The placement of each card in the battle area 401 will now be described in detail with reference to Figure 5. As shown in Figure 5, the battle area 401 is configured in the shape of a rectangle (parallelogram). Note that in the example shown, the periphery of the battle area 401 is shown surrounded by a dashed line for the purpose of explanation, but this is for the purpose of explanation only; the battle area 401 is not explicitly displayed within the field 400 as shown in Figure 4.

[0047] A leader character 411a corresponding to the player's leader card and a leader character 411b corresponding to the opponent's leader card are placed in leader areas 501a and 501b, respectively, which are located diagonally at the furthest corners of the battle area 401. The battle area 401 also has a member area 502 sandwiched between the leader area 501a and the leader area 501b. Member cards moved from the player's hand 404 by the player or opponent during the operation phase to make them available for action are placed in the member area 502.

[0048] The member area 502 is divided into the player's side (below the center line 503 in the figure) and the opponent's side (above the center line 503 in the figure) by a vertical center line 503 indicated by a dashed dotted line. That is, the player's member cards 412a moved from their hand 404a to the member area 502 are arranged horizontally in the lower part of the area. The opponent's member cards 412b moved from their hand 404b to the member area 502 are arranged horizontally in the upper part of the area. Although the center line 503 is not displayed on the game screen, the member cards 412a and 412b in the member area 502 are arranged horizontally in different vertical positions and are displayed vertically spaced apart via the center line 503. This allows the player to easily distinguish between the member card 412a placed by the player and the member card 412b placed by the opponent.

[0049] To make it easier for the player to identify the member card 412b placed in the member area 502 by the opponent, the orientation of both the member card 412a and the member card 412b is controlled so that the cards are displayed in the upright position. That is, unlike analog TCGs, the member card 412b is not displayed upside down so that it is in the upright position as seen by the opponent, but rather the display is controlled so that both cards can be viewed in the upright position on the game screen. In other words, in a mode in which the standard orientation (orientation) is such that the up and down directions defined for each member card 412 coincide with the up and down directions on the game screen, both member cards 412a and 412b are placed and displayed in the member area 502 in the standard orientation.

[0050] (Attribute information display) As will be described in detail later, in the battle game of this embodiment, a player can designate a leader character 411a or a member card 412a placed on the field 400 (battle area 401) to perform an attack action against an opponent's leader character 411b or a member card 412b. The success or failure of the attack action is determined mainly based on the "power" parameter of the attribute information associated with each card.

[0051] Power can change sequentially depending on actions taken by the player or the opponent, such as when a specific condition is met and a unique effect of a character or card is activated, reducing the power of the opponent's character or card. For this reason, in this embodiment, the power of each card placed in the battle area 401 is displayed on the game screen so that the player can easily grasp the power that can change as the battle game progresses.

[0052] 4, such power is displayed in different ways for the leader character 411 and the member card 412. As described above, the member cards 412a and 412b are always displayed in card form in the battle area 401, and therefore, like cards generally used in TCGs, the power value is displayed in the card area. On the other hand, the leader characters 411a and 411b are displayed in character form in the battle area 401, and their appearances are controlled to change to suitably present the progress of the battle game, and therefore, the power value is displayed near each leader character but in a position that does not overlap with the leader character.

[0053] Offensive Actions Here, we will explain in detail the offensive actions required to achieve the conditions for ending the battle game. During the operation phase of the player's turn, the player selects his / her own member card 412a as the target of the offensive action, and then selects the opponent's card (leader character 411b or member card 412b) as the target of the offensive action, thereby completing the input for the operation phase for the offensive action.

[0054] The player's cards that can be selected as targets for action are cards that have already been placed in the battle area 401, and the player can select from a leader card (leader character 411a) and a member card 412a. The member cards 412a can include not only member cards that have already been placed in the battle area 401 in the player's previously completed action turn, but also member cards that the player has placed in the battle area 401 from his / her hand 404a in the current action turn.

[0055] When a player performs an operational input on their own card placed in the battle area 401, one or more options for actions that can be specified for that card are displayed. By selecting an option related to an attack action, the player can select that card as the target of the attack action. In other words, the player declares an attack action on that card. At this time, the control unit 101 of the player terminal 100 generates new action information that specifies the details of the attack action that the player wishes to perform. The action information includes, for example, type information indicating the type of action for the action that the player wishes to perform, and target information that groups the target of the action and the target of the action. Therefore, the control unit 101 generates new action information in which each piece of information is set to its initial value, and updates the type information of the action information and the target information of the target of the action in the target information based on the operational input related to the selection of the attack action and the selection of the target of the action.

[0056] The player can then select a leader card (leader character 411b) or member card 412b associated with the opponent to select that card as the target of an attack action. At this time, the control unit 101 updates the target information in the target information based on the operation input related to the selection of the target. By updating the action information, the target card and the target card are associated with each other and grouped together for the attack action the player wishes to execute. The action information is transmitted from the player terminal 100 used by the player to the server 200 via the communication I / F 106 and shared with the opponent player terminals 100 participating in the same communication session.

[0057] When an input related to an attack action is made in the operation phase, the success or failure of the attack action is determined in the subsequent resolution phase. The success or failure of the attack action is basically determined based on a numerical comparison of the power of the character associated with the target card and the power of the character associated with the target card. In the fighting game of this embodiment, the attack action is configured to be successful if the power of the former is equal to or greater than the power of the latter, and to be unsuccessful if the power of the former is less than the power of the latter.

[0058] The effect of a successful attack action differs depending on whether the target of the attack is a leader card (leader character 411b) or a member card 412b. If the target of the attack is a leader card, the leader character 411b's life is reduced by 1 as a result of the attack action. In other words, one of the opponent's cards placed in the life area 403b is removed. The removed card is moved to the opponent's hand 404b rather than being discarded. If the target of the attack is a member card 412b, the member card 412b is removed from the battle area 401 (becomes a discard card) as a result of the attack action. Note that if the attack action fails, even if the attack action was executed, the action is negated, or no change occurs in the target's status before and after the action is executed.

[0059] When the resolution phase for an attack action is completed, the card selected as the target of the action is set to an inactive state so that it cannot perform any further actions in the current action turn. Here, because the leader card is displayed in the battle area 401 in a character-like form (leader character 411a), unnaturally changing the character's appearance just because it has become inactive could reduce the sense of tension in the battle game. Therefore, the inactive state of the leader card may be indicated to the player simply by making the leader character 411a unselectable as a target of action, for example. On the other hand, the member card 412a is not displayed in a character-like form like the leader card, and there is no problem in terms of presentation if it is clearly in an inactive state. Therefore, the inactive state of the member card 412a may be indicated to the player by changing its appearance, for example, by graying out the member card 412a, rotating the member card 412a 90 degrees and laying it on its side, or adding a display indicating its inactive state.

[0060] Note that the opponent's member cards 412b that can be selected as targets for an action are limited to member cards 412b that are inactive at that time, i.e., member cards 412b that acted in the opponent's previous action turn. As will be described in detail later, the fighting game of this embodiment is configured so that when an offensive action is designated in the operation phase of a player's action turn, the opponent can perform a defensive action in response to the contents of the offensive action. The defensive action can be performed using unplaced member cards in the opponent's hand 404b at that time or active member cards 412b as support.

[0061] That is, each player can choose as appropriate whether to attack the opponent's cards with the member cards 412 placed in the battle area 401, taking the risk of becoming the target of the opponent's attack, or to take the safe measure of not attacking the opponent's cards and excluding them from the opponent's attack in preparation for participating in a defensive action. This configuration allows each player to devise various strategies from the perspective of how to reach the opponent's turn with member cards 412 that can participate in a defensive action, or how to ensure that the number of member cards that can participate in a defensive action is reduced when attacking the opponent's leader character, thereby increasing the excitement of the battle game.

[0062] Therefore, when an operation input is made during the player's action turn to select an active member card 412b as the target of an action, the control unit 101 controls the display 110 to display a notification that the member card cannot be selected.

[0063] (Display of connected components) The number of cards placed in the battle area 401 may increase as the turns progress. Therefore, it is preferable to clearly indicate the target of the action and the target of the attack selected by each player in the battle area 401. In other words, it is preferable that the display allows the player whose turn it is to act to easily know whether or not the attack action he or she desired has been input, and that the player whose turn it is not to act to easily know what the attack action input by the opponent is.

[0064] In the battle game of this embodiment, when the target information stores and groups card information indicating the target and receiver of an action, a connecting element connecting these cards is displayed on the game screen, as shown in FIG. 6. In the example shown in the figure, the player's member card 601 is selected as the target and the opponent's leader character 602 is selected as the receiver of an action, and a curved connecting element 603 is formed and displayed connecting these cards. As shown in the figure, the connecting element 603 displays the target and receiver cards involved in the attack action in a different manner from other cards (leader character, member card) in the battle area 401, making it easier for each player to understand the content of the attack action being input during the operation phase. Furthermore, the connecting element 603 is configured in the shape of an arrow pointing from the member card 601 to the leader character 602, clearly indicating the relationship between the target and receiver of an action.

[0065] In the competitive game of this embodiment, taking into account the advantages of such connecting elements 603, the connecting elements 603 are not only displayed for attacking actions whose contents have been determined, but are also configured to be displayed when selecting a card to be acted upon after the card to be acted upon has been determined.

[0066] Specifically, the target of an attack action can be determined in two stages: preliminary selection and final selection. First, as described above, when a player's card (leader character 411a or member card 412a) that is the target of an attack action is selected, the card is given a display effect, such as light emission or a color change, and is displayed in a manner that makes it identifiable from other cards on the battle area 401. Then, when selecting an opponent's card that is the target of an attack action, as shown in FIG. 7(a), a connecting element 703 is displayed in a manner that connects a coordinate 702 on the game screen where the player is making a command input to the target card 701. In the fighting game of this embodiment, the player's operation input is accepted by, for example, mouse operation. In this manner, the player can know to which position the command input is being made because the connecting element 703 connects the coordinate 702 where the command input is made with the mouse to the target card.

[0067] Furthermore, when the instruction input for selecting a target enters (mouse-overs) an area associated with one of the opponent's cards placed in the battle area 401, the card is preliminarily selected as the target. At this time, the control unit 101 preliminarily sets the target information of the target card in the target information to the opponent's card that is preliminarily selected as the target. As a result, as shown in FIG. 7(b), a connecting element 713 is displayed on the game screen in a manner connecting the mouse-over card 712 and the target card 701 based on the provisionally set target information. In other words, while the mouse is over an area associated with one of the opponent's cards 712, the connecting element 713 is fixedly displayed in a manner connecting the target card 701 and the preliminarily selected target card (the card currently being mouse-overed) 712, regardless of the coordinates 702 where the instruction input is made. Also, as shown in the figure, the preliminarily selected card 712 is also displayed with a display effect applied, similar to the target card 701.

[0068] Furthermore, when a selection confirmation operation is performed while a preliminary selection has been made, the pre-selected card 712 becomes the final selection as the target of the action. At this time, the control unit 101 updates the target information in the target information, assuming that the opponent's card 712, which was provisionally selected at that time, is the final selection as the target of the action. When the final selection is made, the content of the attack action is confirmed, and the target card 701 and the target card 712 are changed to appear as if they are floating on the field 400, as shown in FIG. 7(c), and are displayed in a manner that is further different from the other cards placed in the battle area 401. At this time, the display position of the connecting element 723 is adjusted to follow the floating target card 701 and target card 712.

[0069] 6 and 7 show examples in which only a specific card is the target of an action or the target of an action, but it goes without saying that other cards can be selected as the target of an action or the target of an action. In this case, it goes without saying that the length and shape of the connecting element are formed in a manner that changes depending on the positions of the target card and the target card.

[0070] To enhance the enjoyment of the battle game, an attacking action may be configured to activate an additional effect when a predetermined condition is met. The predetermined condition may be, for example, a condition for activating a skill of a character associated with the member card of the target of the action, or a skill of a leader character.

[0071] The additional effect may essentially transition the target card to a state that provides an advantage in the progression of the battle game. For example, an additional effect may include an effect that reduces the opponent's leader character's life by two or more when an attack on that character is successful. It is preferable to notify each player of such an additional effect when it is activated or when the conditions for activation are met. Therefore, in such a situation, when the connecting element related to the content of the attacking action is displayed, an effect connecting the target card and the target card is displayed along with the connecting element. The effect may, for example, be a lightning bolt moving along the connecting element from the target card to the target card, so as to indicate which card will be advantageous / disadvantageous upon activation of the additional effect. Note that in this embodiment, the effect related to the additional effect is described as being displayed together with the connecting element, but the implementation of the present invention is not limited to this, and an effect may be displayed instead of the connecting element.

[0072] (combo) However, in the above-described mode in which the success or failure of an attacking action is determined based on the power of the character associated with the target card and the power of the character associated with the target card, each player can predict the outcome of the attacking action without waiting for the resolution phase. In other words, if the outcome of an attacking action is determined solely by the power of the target card and the power of the target card, a player who places a card in the battle area 401 with a higher power value than any of the opponent's cards has an advantage, and it is difficult to overturn that player's advantage. For example, simply selecting a card with a power greater than the opponent's leader character and attacking that leader character eight times could result in a situation in which a player is guaranteed victory. In other words, in a mode in which the outcome of an attacking action is determined solely by the power of the two target cards, there are fewer uncertainties in the progression of the battle game, which could potentially reduce the game's enjoyment.

[0073] For this reason, in the battle game of this embodiment, a "combo" function is provided in which, for an attack action specified in the operation phase, the player whose turn is acting adds a card to the target card of the action, and the player whose turn is not acting adds a card to the target card of the action, to support the attack action or the defensive action against the attack action. The combo function is a function that, when a card (leader character 411 or member card 412) already placed in the battle area 401 acts, links other cards as support to the card that is acting, and the link can increase the power value of the card that is acting. Hereinafter, linking other cards as support will be simply referred to as "comboing."

[0074] More specifically, when it is the player's turn to act, the player can, in the operation phase, combo one card in the battle area 401 that has declared an attack action (the leader character 411a or member card 412a that is the target of the action) with an active member card 412a that is also placed in the battle area 401, or a member card in the hand 404a. On the other hand, in the resolution phase, the opponent can combo one card in the battle area 401 that has been designated by the player as the target of the action (the leader character 411b or member card 412b) with a member card 412b that is also placed in the battle area 401 and that was not inactive (active) in the opponent's most recent turn to act, or a member card in the hand 404b.

[0075] The number of member cards (hereinafter sometimes referred to as combo cards) to be combined with one card (hereinafter sometimes referred to as an action card) that performs an offensive or defensive action can be decided arbitrarily by each player, but it goes without saying that it is limited to the number of active member cards 412 placed in the battle area 401 and the number of member cards in the hand 404. If the deck reaches zero cards first, the player will lose the battle game, so each player must strategically choose whether or not to combine each offensive action.

[0076] A combo for an action card is accepted by an operation (hereinafter referred to as a combo operation) of moving the combo card to a predetermined area (hereinafter referred to as a combo area) on the game screen. Unlike the life area and energy area, which play the same role throughout the game and require the card placement status to be constantly displayed, the combo area is an area that only needs to be displayed during the period in which an attack action is performed (the period from the declaration of the attack action to its resolution). Furthermore, because the action card is determined by the player's operation related to the attack action, if the combo area is set in a fixed position, the player may not be able to intuitively perform the combo operation, especially when the action card and the combo area are far apart. In other words, the player may not be able to intuitively recognize that they are performing a combo operation on the action card.

[0077] Therefore, in the battle game of this embodiment, as shown in FIG. 8( a), a combo area 803 is displayed at the position of an action card 802 only while a combo card 801 is being selected to perform a combo operation (while a selection operation input (e.g., a drag operation of the combo card 801) for the combo card 801 is continuing). The example in the figure shows a game screen display when a player whose turn it is to act is attempting to combo the combo card 801 in his / her hand 404a with the action card 802 selected as the action target. Since multiple cards can be placed on the battle area 401, displaying the combo area 803 at the position of the action card 802 in this way allows the player to grasp the position on the screen to which the combo card 801 should be moved. Furthermore, a curved connecting element 804 connecting the combo card 801 and the action card 802 is displayed to notify the player that the combo card 801 needs to be moved to the combo area 803 in order to combo the action card 802.

[0078] The connecting element 804 is configured in the shape of an arrow pointing from the combo card 801 to the action card 802, and indicates to which position the combo card 801 must be moved to perform a combo. The connecting element 804 related to combo operations and the connecting element related to the content input of an attack action differ in that the former forms an arrow pointing from the coordinates where the command input is being made (coordinates in the combo card 801) to the combo area 803 (action card 802), while the latter forms an arrow pointing from the card to be acted upon to the coordinates where the command input is being made (or the card to be acted upon within the area where the command input is being made).

[0079] The connecting element 804, like the connecting element related to the input of the contents of the attack action, is displayed by changing its shape in a manner that follows the position of the combo card 801. At least while the combo card 801 is being moved, the action card 802 and combo area 803 are displayed without moving within the battle area 401, and therefore the connecting element 804 is displayed with one end fixed.

[0080] When the combo card 801 is moved to the combo area 803 and the selection state is released (a drag-and-drop operation is performed), the combo operation is completed, and the combo card 801 is combined with the action card 802. When the combo operation is complete, the display of the combo area 803 and the connecting element 804 is terminated, and the combined combo card 801 is arranged around the action card 802 in the arrangement mode related to the inactive state (horizontal in the example shown in the figure), as shown in Figure 8(b).

[0081] At this time, the control unit 101 also generates / updates combo information indicating the details of the combo related to the action card 802. The combo information includes, for example, a card ID that uniquely identifies the action card for a combo card that has been combined with an action card, a card ID that uniquely identifies the combo card, and change information that indicates a change in attribute information that occurs in the action card as a result of combining the combo card. In other words, the action card and the combo card are grouped by the combo information.

[0082] In the battle game of this embodiment, the power value of an action card increases as a result of a combo, and the change information stores information indicating the increase in power due to the combo (e.g., +5000). The increase in power due to the combo may be specified, for example, in card information related to the combo card and may also be indicated by the appearance of the member card displayed on the game screen. Furthermore, upon completion of a combo operation, the power value displayed for the action card is changed to reflect the change due to the combo. In the illustrated example, the power of the action card 802, which was "15000" in FIG. 8(a) before the combo, has increased to "20000" in FIG. 8(b) after the combo operation is completed. The combo information configured in this manner is sent to the server 200 and also transmitted to the player terminals 100 used by the opponents.

[0083] As such, it is important for players to understand various attribute information about cards that may be involved in offensive actions (or defensive actions) during the course of a competitive game. Therefore, in the competitive game of this embodiment, a card details window that displays various attribute information about cards placed in the battle area 401 and cards in the player's hand, such as the power value of the associated character and the increase in power due to a combo, can be displayed at any time during the game. For example, the card details window may be displayed in response to an input operation, such as right-clicking while hovering the mouse over a card for which the player wishes to display attribute information, on the game screen.

[0084] Note that, when a combo is confirmed, when an action related to an action card is performed, a configuration may be configured in which, for example, an effect indicating that the action has been strengthened by the combo is displayed on the game screen. Furthermore, as described above, in the fighting game of this embodiment, since multiple combo cards can be combined with one action card, the increase in power due to the combo tends to increase as the number of combo cards combined increases. In other words, the more combo cards combined, the higher the power value and the higher the success rate of the action. Therefore, when an action related to an action card is performed, a configuration may be configured in which an effect according to the number of combo cards combined is displayed on the game screen.

[0085] (Awakening) In the battle game of this embodiment, in addition to the combo function, a card awakening function is provided as an interesting element that can make a difference in the success or failure of attack actions, so that the game can be played more evenly. The card awakening function is a function that can be used only once for the leader card, provided that certain conditions are met during the progress of the battle game.

[0086] The predetermined condition under which the awakening function becomes available may be, for example, when the leader character's life is halved. In other words, if the leader character is assigned 8 lives at the start of the battle game, the player can use the leader character's awakening function in the action turn when their life is reduced to 4 or less.

[0087] When the leader character's awakening function is used, the leader character changes into an awakened character with a different appearance, and attribute information including power changes. Here, the awakened character with a different appearance may be the same character as the leader character but with a changed state, or it may be a character different from the leader character. The attribute information of the awakened character with a different appearance is basically set to a state that gives the awakened character an advantage in the progression of the battle game compared to the leader character, so that a player at a disadvantage can more easily turn the tide of the battle. The change in appearance may be expressed by replacing the three-dimensional model of the leader character with the three-dimensional model of the awakened character when rendering the game screen, or by applying a predetermined display effect to the three-dimensional model of the leader character.

[0088] Which awakened character the leader character will be can be confirmed in a card details window related to the corresponding leader card. The card details window may be configured so that, in an initial state, the card-form appearance and attribute information of the leader character associated with the front side of the leader card are displayed, and in response to a predetermined operation input, the display is switched to the appearance of the back side of the leader card, and attribute information of the awakened character associated with the back side is displayed.

[0089] (solved) In the resolution phase, processing related to action resolution is performed for the attack action instructed by the player whose turn it is to act, including the details of combo operations on the card that is the target of the action by that player and the details of combo operations on the card that is the target of the action by the player whose turn it is not to act. In the game system of this embodiment, the action resolution processing is performed by the server control unit 201, and the resulting information is shared via a communication session with the player terminals 100 used by each player participating in the competitive game. However, the implementation of the present invention is not limited to this, and it goes without saying that the processing related to action resolution may be performed by, for example, the control unit 101 of the player terminal 100 used by the player whose turn it is to act or the control unit 101 of the player terminal 100 used by the player whose turn it is not to act.

[0090] As described above, whether or not an attack action instructed by a player in an action turn will succeed is determined based on the power value (after the combo) of the target card and the power value (after the combo) of the target card. More specifically, the server control unit 201 determines that the attack action will succeed if the power value of the target card is equal to or greater than the power value of the target card. Furthermore, the server control unit 201 determines that the attack action will fail if the power value of the target card is less than the power value of the target card.

[0091] If the attacking action is successful, a display related to the attacking action is displayed on the game screen. When the attacking action starts, as shown in FIG. 9(a), first, the connecting elements are hidden, and the postures of the target card 901 and the target card 902 are changed so that their tops face each other. This posture change makes it possible to clearly indicate which of the opponent's cards the target card 901 will attack, or which of the opponent's cards the target card 902 will receive an attack from.

[0092] When the posture changes of the target card 901 and the target card 902 are complete, the attack action begins. This effect can be composed of a series of movements, such as the target card 901 rising further from the battle area 401 as shown in Figure 9(b), then moving to the position of the target card 902, colliding with it, and returning to its original position as shown in Figure 9(c).

[0093] After the effect is displayed, the handling of the target card differs depending on the type of card. If the target card is a leader card, the server control unit 201 subtracts 1 from the life of the leader character associated with the player whose turn is not in play. As the life is subtracted, one card is moved from the life area associated with the player whose turn is not in play to the hand of that player on the game screen. It should be readily apparent that when the life becomes 0 as a result of the subtraction, the display on the game screen transitions to a display indicating the end of the battle game. Furthermore, if the target card is a member card, the server control unit 201 performs processing to remove that card from the battle area 401. At this time, the game screen displays an effect in which the target card is broken and removed from the field 400.

[0094] After the attack action effect is displayed, the target card is controlled to an inactive state and cannot be operated. In addition, cards that are in a combo state with the target card or the target card are removed from the field 400 after the effect is displayed, and are not displayed thereafter in the progress of the battle game, i.e., are controlled to a state where they do not participate in the progress of the battle game.

[0095] <Field Display> Next, the display control of the field 400 on the game screen for the competitive game of this embodiment that proceeds in this manner will be described.

[0096] As described above, the display of each leader character is constructed using a three-dimensional model. Therefore, the display of the field 400 is generated by arranging a three-dimensional model of the field, which serves as the ground on which the leader character and member cards are placed, a three-dimensional model of the leader character, and, if necessary, a three-dimensional model of the member cards, in a predetermined three-dimensional space, and then rendering these from a viewpoint (camera) arranged in the same space. Hereinafter, these three-dimensional models will be referred to as the field model, character model, and card model, respectively. That is, in the three-dimensional space, two character models and, if necessary, one or more card models are arranged on the field model, and the movements of the character models and card models are controlled as the battle game progresses. As shown in FIG. 4 and other figures, various camera parameters are set for the camera to generate a bird's-eye view image of the field 400, primarily the battle area 401, from the player's side, capturing the movements of the character models and card models on the field model within the field of view.

[0097] In a TCG, card manipulations performed in each action turn may need to be strategically performed, taking into account the attacking actions planned for the subsequent action turn and the possible attacking actions of the opponent. Specifically, various development methods may be adopted depending on the strategy devised by each player, such as postponing the placement of member cards from the player's hand in the battle area 401 in consideration of the power and skills of the member cards placed in the battle area 401 in relation to the opponent, or placing multiple member cards in the battle area 401 in one action turn to check the opponent's attacking actions. Therefore, in a TCG, each action turn is configured to end when a player makes a declaration, and the length of one action turn may be varied at the player's discretion.

[0098] On the other hand, there are also constraints that limit the player's card manipulation during a single action turn, such as cards in the battle area 401 that are in an inactive state becoming uncontrollable until the next action turn, and member cards from the player's hand cannot be placed in the battle area 401 if there is insufficient remaining energy. When these constraints occur or overlap, the player may find themselves in a situation where they cannot manipulate any cards during their action turn and can only declare the end of the turn. However, especially if the player is a beginner or otherwise unfamiliar with competitive games, it may take some time for the player to recognize that they are in such a situation, which could result in a prolonged play time for the competitive game.

[0099] Therefore, in the battle game of this embodiment, in a phase requiring a player's operation input, control is performed to generate a game screen in which the display mode of the field 400 is changed according to the progress of the battle game so as to guide the player to the required operation. The display mode of the field 400 is changed by changing the position and attitude of the camera that depicts the three-dimensional space in which various three-dimensional models are arranged. In a phase requiring a player's operation input, the field 400 is displayed on the game screen mainly in two types of display modes, as shown in Figures 10(a) and 10(b).

[0100] 10(a) shows a display mode of the field 400 when there are actionable cards on the field 400 in a phase that requires a player's operation input. This display mode is drawn using first camera parameters that are set so that the display area of ​​the field 400 on the game screen is larger than a predetermined area threshold (or the occupancy rate of the image of the field 400 on the game screen is larger than a predetermined value) so that the player can easily focus on the cards related to the player on the field 400 (the leader character 411a and the member card 412a). The game screen 1000 is displayed, for example, when there are actionable cards on the field 400 (the active leader character 411a or the member card 412a) in the operation phase of the player's action turn.

[0101] In contrast, the game screen 1010 in FIG. 10(b) shows a display mode of the field 400 when there are no cards available for action on the field 400 during a phase requiring a player's operation input. This display mode is rendered using second camera parameters that position the camera farther from the field 400 than the first camera parameters, so as to draw the player's attention away from the cards related to the player on the field 400. As shown in the figure, the game screen 1010 is configured so that the display area of ​​the field 400 is smaller than an area threshold (or the occupancy rate of the image of the field 400 on the game screen is smaller than a predetermined value). Therefore, using the second camera parameters, the display area of ​​the field 400 is smaller than when rendered using the first camera parameters. The game screen 1010 is displayed, for example, during the operation phase of the player's action turn when there are no cards available for action on the field 400. The game screen 1010 is also displayed during the charge phase of the player's action turn. The game screen 1010 in this manner can inform the player that there is nothing the player can do with the cards placed on the field 400 (card manipulation is not possible).

[0102] Furthermore, on the game screen 1010, the hand 404a is displayed in a more emphasized manner than on the game screen 1000 so that the player can easily focus on the cards in the hand 404a rather than on the cards related to the player on the field 400. In the example of FIG. 10(b), the emphasis on the hand 404a is achieved by making the display area of ​​the hand 404a larger than that of the game screen 1000.

[0103] 10(a) and 10(b), for example, an inoperable card in the field 400 is displayed in an inactive state (in the illustrated example, a text image of "REST" indicating the inactive state is added), thereby indicating that no operational input is possible for the card. However, the implementation of the present invention is not limited to this. For example, in order to inform the player of cards for which operational input is possible, the game screens 1000 and 1010 may display cards for which operational input is possible in the field 400 or the hand 404a in an emphasized manner. For example, the emphasized mode can use an effect such as illuminating the outer periphery of a card for which operational input is possible.

[0104] In the above description, the game screen 1000 and the game screen 1010 are switched mainly during a player's action turn depending on whether or not there are actionable cards on the field 400. However, the phase requiring a player's operation input is not limited to the player's action turn. That is, even during an opponent's action turn, the player's operation input for a defensive action is permitted in the resolution phase when an offensive action is designated by the opponent. At this time, at least the cards of the player selected as the target of an action are forcibly made operable (designated as a combo target) regardless of whether they were inactive in the most recent player's action turn. Therefore, during the resolution phase of the opponent's action turn, it is assumed that there are actionable cards on the field 400, and the field 400 is rendered using the first camera parameters. In other words, during the resolution phase of the opponent's action turn, the field 400 is always displayed in the display mode of the game screen 1000.

[0105] On the other hand, in phases in which player input is not required, the field 400 is displayed on the game screen in a display mode as shown in FIG. 10(c). The game screen 1020 displayed in this phase is displayed in a state in which player input is not accepted, and therefore there is no need to display the field 400 in a display area equal to or larger than the area threshold as in the game screen 1000, or to highlight the hand 404a as in the game screen 1010. In other words, the game screens 1000 and 1010 are game screens configured to facilitate input of the player's cards placed on the field 400 or the cards in the hand 404a, respectively. However, in phases in which player input is not required, there is no need to display the field 400 in a display mode suitable for input. For this reason, the display mode of the field 400 on the game screen 1020 is rendered using third camera parameters intended to optimally display the battle performance unfolding on the field 400.

[0106] The third camera parameters are camera parameters set so that the entirety of all three-dimensional models (field models, character models, and card models) in the three-dimensional space is included in the angle of view. As described above, in the battle game of this embodiment, a battle performance is displayed in which the target card and the target card are moved during the resolution phase. Therefore, the third camera parameters are adaptively changed to present this performance to the player in a more realistic display mode. In other words, since the spatial positions of character models and card models and the form (appearance) of the character models may change as the battle game progresses, the third camera parameters may be adjusted each time to capture these within the angle of view, taking into account their relative positions. For example, in a mode in which a leader character becomes gigantic upon awakening, the third camera parameters may be adjusted to different values ​​before and after awakening so that the entire body of the character model is included in the angle of view.

[0107] Therefore, during a player's action turn, the camera depicting the field 400 transitions as follows: the third camera parameter in the initialization phase, the second camera parameter in the charge phase, the first camera parameter (if an active card is present on the field 400) or the second camera parameter (if no active card is present on the field 400), and the third camera parameter in the resolution phase. During an opponent's action turn, the camera depicting the field 400 transitions as follows: the third camera parameter in the initialization phase, the third camera parameter in the charge phase, the third camera parameter in the operation phase, and the first camera parameter in the resolution phase. Note that even during the resolution phase of the opponent's action turn, if there are no selectable member cards in the hand 404a for performing a combo operation (if the player has 0 cards in their hand and the phase is essentially one in which operation input is not possible), the third camera parameter may be selected.

[0108] Furthermore, a comparison of these three display modes for the field 400 reveals the following relationship: The display area of ​​the field 400 on the game screen is maximized when the first camera parameters are used (game screen 1000). In other words, the first camera parameters do not change the angle of view depending on the state of various three-dimensional models, as is the case with the third camera parameters, and therefore can maintain a fixed maximum display area for the field 400, thereby providing a display mode that makes it easiest to input operations for cards placed on the field 400. Furthermore, in phases that require player input, only a portion of the field 400 is displayed (game screen 1000, game screen 1010), while in phases that do not require player input, the entire field 400 is displayed (game screen 1020).

[0109] 10, the appearance of the field 400 does not change, but the appearance of the field 400 may be configured to change as the battle game progresses in order to increase the interest of the battle game. Changes in the appearance of the field 400 may include, for example, the addition of representations of damage or collapse of the ground in response to a decrease in life, the occurrence of an attack action involving a combo, or the awakening of a leader character.

[0110] "Match Game Processing" A specific competitive game process executed to provide a competitive game experience in the player terminal 100 of this embodiment having such a configuration will be described using the flowchart of FIG. 11 . The process corresponding to this flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in, for example, the storage device 102, expanding it into the memory 103, and executing it. The competitive game process will be described as being initiated, for example, when the server 200 completes matching of opponents. In the competitive game process, some of the display control processes related to the competitive game, such as applying motion to character models and displaying effects, are similar to display control processes related to conventional games, and therefore may not be described here. However, this does not mean that such processes are not necessarily executed in implementing the present invention. Although some description may be omitted to facilitate understanding of the invention, information required for display and control at each player terminal 100 is basically calculated by the server 200 and provided to each player terminal 100 as needed, so that the progress of the competitive game is synchronized between the player terminal 100 used by the player and the player terminal 100 used by the opponent.

[0111] In S1101, the control unit 101 executes start-up processing related to the start of the competitive game. The start-up processing includes processing such as displaying each player's profile and an introduction of the leader card, shuffling the deck, selecting an initial hand, and determining who will play first or second in a turn-based game. These processing may be performed based on information obtained from the server 200.

[0112] In S1102, the control unit 101 determines whether the current action turn is the player's action turn. If the control unit 101 determines that the current action turn is the player's action turn, it shifts the process to S1103, and if it determines that the current action turn is the opponent's action turn, it shifts the process to S1110.

[0113] In S1103, the control unit 101 executes the initialization phase process for the player's action turn. The initialization phase process includes activating the member cards 412a and 403a in the field 400 associated with the player, and drawing one member card from the deck 405a and adding it to the hand 404a. The control unit 101 also sets third camera parameters for rendering the field 400.

[0114] In S1104, the control unit 101 executes the processing of the charge phase related to the player's action turn. In the processing of the charge phase, one member card selected from the hand 404a is placed in the energy area 402a. The control unit 101 also sets the second camera parameters for drawing the field 400.

[0115] In S1105, the control unit 101 executes an operation phase process related to the operation phase of the player's action turn.

[0116] <Operation Phase Processing> Here, the operation phase process executed in this step will be described in detail with reference to the flowchart of FIG.

[0117] In S1201, the control unit 101 determines whether or not there is an actionable card (an active card) among the cards related to the player and placed on the field 400. If the control unit 101 determines that there is an actionable card on the field 400, the control unit 101 proceeds to S1202, where it sets first camera parameters for drawing the field 400. If the control unit 101 determines that there is no actionable card on the field 400, the control unit 101 proceeds to S1203, where it sets second camera parameters for drawing the field 400.

[0118] In S1204, the control unit 101 determines whether or not an operational input has been made to select a card (action card) that is the target of the attack action to be executed. If the control unit 101 determines that an operational input has been made to select an action card, it proceeds to S1205, and if it determines that an operational input has not been made, it proceeds to S1216.

[0119] In S1205, the control unit 101 generates initial state behavior information, and updates the information on the behavior target of the behavior information based on the operation input accepted in S1204.

[0120] In S1206, the control unit 101 determines whether or not an operation input related to the selection of a combo card to be combined with the action card has been made. If the control unit 101 determines that an operation input related to the selection of a combo card has been made, the control unit 101 proceeds to S1207, and if it determines that an operation input related to the selection of a combo card has not been made, the control unit 101 proceeds to S1210.

[0121] In S1207, the control unit 101 controls the operation of the GPU 104 so as to display a combo area at the position of the action card, and further to display a connecting element connecting the selected combo card and the action card.

[0122] In S1208, the control unit 101 determines whether the combo operation has been completed. The combo operation is completed, for example, when a drag-and-drop operation is performed to place a combo card in the combo area. If the control unit 101 determines that the combo operation has been completed, it proceeds to S1209, and if it determines that the combo operation has not been completed, it repeats the processing of this step. Note that if the combo card is deselected or placed outside the combo area, the control unit 101 does not determine that the combo operation has been completed, and performs control to hide the combo area and connected elements, and then proceeds to S1210.

[0123] In S1209, the control unit 101 generates combo information based on the completed combo operation.

[0124] In S1210, the control unit 101 determines whether or not an operation input has been made to transition to the selection of a target card. As described above, in the fighting game of this embodiment, the player is allowed to arbitrarily select whether or not to combo a combo card with an action card, and how many combo cards to combo. Therefore, in this step, the control unit 101 determines whether or not to end the acceptance of combo operations based on the operation input from the player to transition to the selection of a target card. If the control unit 101 determines that an operation input has been made to transition to the selection of a target card, it proceeds to S1211, and if it determines that an operation input has not been made, it returns to S1206.

[0125] In S1211, the control unit 101 determines whether or not an operation input related to the preliminary selection of a card to be acted on has been made. If the control unit 101 determines that an operation input related to the preliminary selection of a card to be acted on has been made, the control unit 101 proceeds to S1212, and if it determines that an operation input related to the preliminary selection of a card to be acted on has not been made, the control unit 101 repeats the processing of this step.

[0126] In S1212, the control unit 101 updates the information of the target of action in the action information to a pre-selected state. The control unit 101 also controls the operation of the GPU 104 to display a connecting element connecting the action card and the pre-selected target of action card.

[0127] In S1213, the control unit 101 determines whether or not an operation input related to the final selection of the card to be acted on has been made. If the control unit 101 determines that an operation input related to the final selection of the card to be acted on has been made, the control unit 101 proceeds to S1214, and if it determines that an operation input related to the final selection of the card to be acted on has not been made, the control unit 101 returns to S1211.

[0128] In S1214, the control unit 101 updates the information of the target of the action in the action information to the final selection state. The control unit 101 also controls the operation of the GPU 104 to display the action card and the card of the target of the action that has been finally selected.

[0129] In S1215, the control unit 101 transmits information related to the attacking action to the server 200 via the communication I / F 106, and completes this operation phase processing. The information related to the attacking action includes not only action information, but also combo information if a combo operation has been performed.

[0130] On the other hand, if it is determined in S1204 that no operational input has been made to select an action card, the control unit 101 determines in S1216 whether or not an operational input has been made to arrange a member card in the hand 404a. If the control unit 101 determines that an operational input has been made to arrange a member card, it proceeds to S1217, and if it determines that no operational input has been made, it proceeds to S1218.

[0131] In S1217, the control unit 101 executes a process of placing the designated member card from the hand 404a in the corresponding area based on the operation input accepted in S1216.

[0132] In S1218, the control unit 101 determines whether or not an operation input related to the declaration of the end of the player's action turn has been made. If the control unit 101 determines that an operation input related to the declaration of the end of the action turn has been made, it completes this operation phase processing and moves to S1109 of the fighting game processing, and if it determines that an operation input related to the declaration of the end of the action turn has not been made, it returns the processing to S1201.

[0133] When the operation phase process is completed in this manner, the control unit 101 moves the fighting game process to S1106.

[0134] In S1106, the control unit 101 executes processing for the resolution phase of the player's action turn. In processing the resolution phase, the server control unit 201 executes processing related to action resolution based on the action information transmitted in the operation phase processing and information on the operation input by the opponent. When the server control unit 201 obtains the result of resolving the attack action, it transmits result information related to the result to the player terminals 100 used by the player and opponent connected to the communication session. Therefore, the processing of the resolution phase includes receiving the result information and generating and displaying a corresponding game screen based on the received result information.

[0135] In S1107, the control unit 101 determines whether or not the conditions for ending the competitive game have been met as a result of the processing of the resolution phase in S1106. That is, the control unit 101 determines whether or not the outcome of the competitive game has been determined. If the control unit 101 determines that the conditions for ending the competitive game have been met, it displays the match result and completes this competitive game processing, and if it determines that the conditions have not been met, it proceeds to S1108.

[0136] In S1108, the control unit 101 determines whether or not an operation input related to a declaration of the end of the player's action turn has been made. If the control unit 101 determines that an operation input related to a declaration of the end of the action turn has been made, the control unit 101 proceeds to S1109, and if it determines that an operation input related to a declaration of the end of the action turn has not been made, the control unit 101 returns to S1105.

[0137] In S1109, the control unit 101 ends the current action turn, moves to the action turn of the next player, and returns the process to S1102.

[0138] On the other hand, if it is determined in S1102 that the current action turn is the opponent's action turn, the control unit 101 executes processing of the initialization phase related to the opponent's action turn in S1110. The control unit 101 also sets third camera parameters for drawing the field 400.

[0139] In S1111, the control unit 101 executes processing of the charge phase related to the opponent's action turn.

[0140] In S1112, the control unit 101 executes processing of the operation phase related to the opponent's action turn. Here, the processing of the operation phase includes displaying a game screen corresponding to the opponent's operation input based on information input during the operation phase processing performed in the opponent's player terminal 100 and transmitted to the player's player terminal 100 via the server 200.

[0141] In S1113, the control unit 101 determines whether or not an attack action has been instructed to be performed in the operation phase processing of the opponent's action turn. If the control unit 101 determines that an attack action has been instructed to be performed, the control unit 101 proceeds to S1114, and if it determines that an attack action has not been instructed, the control unit 101 proceeds to S1117.

[0142] In S1114, the control unit 101 executes a defensive action process for accepting an operation input related to a defensive action in the resolution phase of the opponent's action turn.

[0143] <Defensive Action Processing> Here, the defensive action processing executed in this step will be described in detail with reference to the flowchart of FIG.

[0144] In S1301, the control unit 101 sets the first camera parameters for drawing the field 400.

[0145] In S1302, the control unit 101 determines whether or not an operational input has been made to select a combo card to be used in a combo with the target card for the attacking action to be executed. If the control unit 101 determines that an operational input has been made to select a combo card, it proceeds to S1303, and if it determines that an operational input has not been made, it proceeds to S1306.

[0146] In S1303, the control unit 101 controls the operation of the GPU 104 to display a combo area at the position of the target card and further to display a connecting element connecting the target card and the selected combo card.

[0147] In S1304, the control unit 101 determines whether the combo operation has been completed. If the control unit 101 determines that the combo operation has been completed, it proceeds to S1305, and if it determines that the combo operation has not been completed, it repeats the processing of this step. Note that if a combo card is deselected or placed outside the combo area, the control unit 101 does not determine that the combo operation has been completed, and performs control to hide the combo area and connected elements, and then proceeds to S1306.

[0148] In S1305, the control unit 101 generates combo information based on the completed combo operation.

[0149] In S1306, the control unit 101 determines whether or not an operation input related to the end of defensive action has been made. If the control unit 101 determines that an operation input related to the end of defensive action has been made, the control unit 101 proceeds to S1307, and if it determines that an operation input related to the end of defensive action has not been made, the control unit 101 returns to S1302.

[0150] In S1307, the control unit 101 completes this defensive action processing by transmitting information related to the defensive action to the server 200 via the communication I / F 106. The information related to the defensive action includes combo information if a combo operation has been performed, and includes information indicating that a combo operation has not been performed if a combo operation has not been performed.

[0151] When the defensive action processing is completed in this manner, the control unit 101 moves the competitive game processing to S1115.

[0152] At S1115, the control unit 101 executes processing for the resolution phase of the opponent's action turn. In processing the resolution phase, the server control unit 201 executes processing related to action resolution based on the action information transmitted by the operation phase processing executed in the player terminal 100 used by the opponent and the information related to the defensive action transmitted by the defensive action processing. When the server control unit 201 obtains the result of resolving the offensive action, it transmits result information related to the result to the player connected to the communication session and the player terminal 100 used by the opponent. Based on the result information received from the server 200, the control unit 101 generates and displays a corresponding game screen.

[0153] In S1116, the control unit 101 determines whether or not the conditions for ending the competitive game have been met as a result of the processing of the resolution phase in S1115. If the control unit 101 determines that the conditions for ending the competitive game have been met, it displays the battle result and completes this competitive game processing, and if it determines that the conditions have not been met, it proceeds to S1117.

[0154] In S1117, the control unit 101 determines whether the opponent has declared the end of their action turn. If the control unit 101 determines that the opponent has declared the end of their action turn, it moves the process to S1109, and if it determines that the opponent has not declared the end of their action turn, it returns the process to S1113.

[0155] As described above, the communication terminal of this embodiment makes it easier for players to intuitively understand operations during a competitive game, supports optimal game progression, and provides a highly entertaining playing experience.

[0156] [Variation 1] In the above-described embodiment, a member card is removed from the field 400 when an attack action targeting the member card is successful. However, the present invention is not limited to this. For example, a durability parameter (attribute information) may be provided for the member card, and when an attack action targeting the member card is successful, the durability value may be reduced by a fixed amount or an amount corresponding to the power difference. In this embodiment, the member card may be removed from the field 400 when the durability value falls below a predetermined value, such as 0. Therefore, the game screen may also display durability value information for each member card placed on the field 400, and display control for changing the durability value may be performed after displaying an effect involving the movement of the card targeted by the attack action.

[0157] [Variation 2] In the above-described embodiment, the operational input for specifying an attack action is performed in two stages: an operational input for selecting the target of the action and an operational input for selecting the target of the action. However, the present invention is not limited to this. The operational input for specifying an attack action may be accepted, for example, by dragging and dropping the target card onto the target card, similar to a combo operation. Furthermore, the operational input for specifying an attack action may be configured to be accepted in two ways: an input method that involves moving the target card, and an input method that does not involve movement.

[0158] [Variation 3] In the above embodiment, the combo card 801 in a combo state as shown in Figure 8(b) is simply placed in an inactive state near the action card 802, but the implementation of the present invention is not limited to this. For example, after being placed near the action card 802, the display of the combo card 801 may be terminated, and instead the action card 802 may be displayed in a state in which an emphasis effect has been added. Such emphasis effects may include, for example, display effects such as scattering of light particles or rubble, or burning, as well as display effects such as simple changes in brightness or color.

[0159] [Variation 4] In the above-described embodiment, a combo card designated as a combo by an action card is described as being placed horizontally near the action card, in an inactive state that does not accept operational input. However, the present invention is not limited to this. A combo card designated as a combo may be configured to be able to cancel its combo designation, for example, before the corresponding attack action is executed, i.e., before the target card is designated and the operation phase is completed. The combo designation may be canceled, for example, when the combo card is moved a predetermined distance or more away from the action card by a drag operation. In this case, the card whose combo designation has been canceled may be changed to a vertical orientation (standard orientation) and returned to its position before the combo designation was specified.

[0160] [Variation 5] In the above embodiment, it has been described that it is possible to combine a combo card with an action card without consuming energy, but the present invention is not limited to this. For example, to require more strategy, a combo operation may also be accepted on the condition that energy associated with the combo card is consumed.

[0161] [Variation 6] In the above-described embodiment, the connecting elements related to the attacking action and the connecting elements related to the combo operation are described as being curved, but the present invention is not limited to this. For example, at least one of these elements may be formed in a straight line.

[0162] [Summary of the embodiment] The above embodiment discloses at least the following program and game device.

[0163] (1) A program that causes a computer that executes an electronic game in which game elements are placed on a field to execute a display control process that controls the display of a game screen including the field on a display device, the program comprising: In the display control process, a program in which a first type of game element and a second type of game element, which have different roles in the progress of the electronic game and are associated with a player, are arranged and displayed on the field in visually different forms.

[0164] (2) Each game element is associated with a character. During execution of the electronic game, in the display control process, The character associated with the second type of game element placed in the field is displayed without changing its appearance, The program described in (1), wherein a character associated with the first type of game element placed in the field is displayed with its appearance changed according to the character's actions in the electronic game.

[0165] (3) In the display control process, the appearance of the first type of game element is changed from a first appearance to a second appearance according to the progress of the electronic game, The program described in (2), wherein the first type of game element is in a state that provides an advantage in the progress of the electronic game when it has the second appearance rather than the first appearance.

[0166] (4) The program according to (2) or (3), wherein in the display control process, the first type of game element is displayed in the form of a character, and the second type of game element is displayed in the form of a card.

[0167] (5) The electronic game is a competitive game played between the player and an opponent, in the display control process, the game elements associated with the player and the opponent are displayed by being arranged in a rectangular area in the field; the first type of game element associated with the player and the first type of game element associated with the opponent are respectively arranged in first areas distributed at different ends of the rectangular area; The program described in any one of (1) to (4), wherein the second type of game elements associated with each of the player and the opponent are placed in a second area of ​​the rectangular area that is different from the first area.

[0168] (6) The program according to (5), wherein the second regions are distributed in the rectangular region in a manner sandwiched between two of the first regions.

[0169] (7) The program according to (5) or (6), wherein the two first regions are located at diagonal positions in the rectangular region.

[0170] (8) The program according to any one of (5) to (7), wherein the two first regions are distributed at positions furthest apart in the rectangular region.

[0171] (9) A program described in any one of (5) to (8), wherein in the display control process, the second type of game element in the second area is displayed in a manner that makes it possible to distinguish whether it corresponds to the player or the opponent.

[0172] (10) The program according to any one of (5) to (9), wherein, in the display control process, the second type of game elements are aligned and displayed in the second area.

[0173] (11) The second type of game element is arranged in the second area in a reference orientation; The game elements arranged on the field can specify actions related to the electronic game, The program described in (10), wherein, when an action is specified for the second type of game element, in the display control process, the second type of game element is displayed in a direction changed from the reference direction to an orientation corresponding to the specified action.

[0174] (12) Each game element is associated with attribute information; In the display control process, For the first type of game element, the attribute information of the game element is displayed in the vicinity of the game element but not superimposed on the game element, The program according to any one of (5) to (11), wherein, for the second type of game element, the attribute information of the game element is displayed at a position superimposed on the game element.

[0175] (13) The program according to (12), wherein the attribute information changes according to the progress of the electronic game.

[0176] (14) The attribute information includes a numerical value, The program described in (13), wherein, when the numerical value of the attribute information of the second type of game element placed in the second area falls below a predetermined value, the second type of game element is excluded from the second area in the display control process.

[0177] (15) A program described in any one of (5) to (14), in which, in the display control process, each of the game elements placed on the field is displayed differently depending on whether it is operable in the progress of the electronic game.

[0178] (16) A game element associated with the player placed on the field can specify an action related to the electronic game in response to an operation input to the game element; The program described in (15), wherein when an operation input is made for a game element associated with the player placed on the field, options for actions that can be specified for the game element are displayed in the display control process.

[0179] (17) The options for the selectable actions include an option for specifying, as an object of the action, one of the game elements associated with the opponent placed on the field; The program described in (16), wherein in the display control process, a game element for which an action is specified is moved to the position of the game element that is the object of the action in response to the initiation of the action, and then an effect is displayed in which the game element is returned to the position it was in before the movement.

[0180] (18) A program described in any one of (1) to (17), in which detailed information about a game element placed in the field is displayed in the display control process on the condition that an operation input is made to the game element.

[0181] (19) The game screen includes a preparation area for displaying one or more of the second-type game elements that have not yet been placed on the field, A program described in any one of (1) to (18), wherein when a placement operation input is made for the second type of game element placed in the preparation area, the game element is moved from the preparation area to the field and displayed in the display control process.

[0182] (20) The field has an appearance showing the ground; The program according to any one of (1) to (19), wherein in the display control process, the appearance of the field is changed and displayed according to the progress of the electronic game.

[0183] (21) A gaming device that executes an electronic game that progresses by placing game elements on a field, a display control means for controlling the display of a game screen including the field on a display device; The display control means is a game device that arranges and displays, on the field in visually different forms, a first type of game element and a second type of game element, which have different roles in the progress of the electronic game, among game elements associated with a player.

[0184] [Other embodiments] The invention is not limited to the above-described embodiment, and various modifications and variations are possible within the scope of the gist of the invention. [Explanation of symbols]

[0185] 100: Player terminal, 101: Control unit, 102: Storage device, 103: Memory, 104: GPU, 105: Operation I / F, 106: Communication I / F, 110: Display, 120: Speaker, 200: Server, 201: Server control unit, 202: Server storage device, 203: Server memory, 204: Server communication I / F, 300: Network

Claims

1. A program that causes a computer that executes an electronic game that progresses using a deck consisting of a leader card that displays a two-dimensional character image and attribute information of a first leader character on the front side and attribute information of a second leader character on the back side, and a member card that displays attribute information including at least numerical values ​​of member characters on the front side, to execute a display control process that controls the display of a game screen including a field on a display device, The display control process includes: The first leader character of the leader card is arranged and displayed on the field in the form of a character based on a three-dimensional model corresponding to the two-dimensional character image, and the member card is arranged and displayed on the field in the form of a card that allows attribute information of the member character to be visually recognized, changing the appearance of the first leader character to a character appearance based on a three-dimensional model of the second leader character corresponding to attribute information of the second leader character, on the condition that the first leader character reaches a predetermined state as the electronic game progresses, and displaying the first leader character; When the numerical value of the attribute information of the member character falls below a predetermined value as the electronic game progresses, an effect is displayed in which the member card is torn and removed from the field. program.

2. The second leader character has an advantage over the first leader character in the progress of the electronic game. The program according to claim 1.

3. the electronic game is a competitive game played between a player and an opponent, in the display control process, the game elements associated with the player and the opponent are displayed by being arranged in a rectangular area in the field; the first leader character associated with the player and the first leader character associated with the opponent are respectively placed in first areas distributed at different ends of a rectangular area in the field; The member cards corresponding to the player and the opponent are placed in a second area of ​​the rectangular area, which is different from the first area. The program according to claim 1.

4. The program according to claim 3 , wherein the second regions are distributed in the rectangular region so as to be sandwiched between two of the first regions.

5. The program according to claim 3 , wherein the two first regions are located at diagonal positions in the rectangular region.

6. The program according to claim 3 , wherein the two first regions are distributed at positions furthest apart in the rectangular region.

7. 4. The program according to claim 3, wherein the display control process displays the member cards in the second area in a manner that makes it possible to distinguish whether the member cards correspond to the player or the opponent.

8. 4. The program according to claim 3, wherein the member cards are displayed in an aligned manner in the second area in the display control process.

9. The member card is placed in the second area in a standard orientation, When an action is designated for the member card, the member card is displayed in a direction changed from the standard direction to a direction corresponding to the designated action in the display control process. The program according to claim 8.

10. In the display control process, With regard to the first leader character and the second leader character, the attribute information of the first leader character and the second character is displayed in the vicinity of the first leader character and the second leader character at a position that does not overlap with the display based on the three-dimensional model of the first leader character and the second leader character. The program according to claim 3.

11. The program according to claim 10 , wherein the attribute information changes in accordance with the progress of the electronic game.

12. The program described in claim 3, wherein in the display control process, the first leader character, the second leader character, and the member card placed on the field are displayed differently depending on whether they are operable in the progress of the electronic game.

13. the first leader character, the second leader character, and the member card associated with the player placed on the field can specify actions related to the electronic game in response to operation inputs made to the first leader character, the second leader character, and the member card; When an operation input is made to the first leader character, the second leader character, and the member card associated with the player placed on the field, the display control process displays options of actions that can be specified for the first leader character, the second leader character, and the member card. The program according to claim 12.

14. the options for the selectable actions include an option to designate, as an object of the action, any one of the first leader character, the second leader character, and the member card associated with the opponent placed on the field; In the display control process, the first leader character, the second leader character, and the member card, for which an action has been designated, are moved to the positions of the first leader character, the second leader character, and the member card, which are the objects of the action, in response to the activation of the action, and then an effect is displayed in which they are returned to the positions where they were placed before the movement. The program according to claim 13.

15. The program of claim 1, wherein the display control process displays detailed information about the first leader character, the second leader character, and the member card when operational input is made for the first leader character, the second leader character, and the member card placed in the field.

16. the game screen includes a preparation area for displaying one or more of the member cards that have not yet been placed on the field; When a placement operation input is made for the member card placed in the preparation area, the member card is moved from the preparation area to the field and displayed in the display control process. The program according to claim 1.

17. the field has an appearance showing the ground; In the display control process, the appearance of the field is changed and displayed according to the progress of the electronic game. The program according to claim 1.

18. A game device that executes an electronic game using a deck consisting of a leader card on the front of which a two-dimensional character image and attribute information of a first leader character are displayed and on the back of which attribute information of a second leader character are displayed, and a member card on the front of which attribute information including at least numerical values ​​of member characters are displayed, a display control means for controlling the display of a game screen including a field on a display device; The display control means The first leader character of the leader card is arranged and displayed on the field in the form of a character based on a three-dimensional model corresponding to the two-dimensional character image, and the member card is arranged and displayed on the field in the form of a card that allows attribute information of the member character to be visually recognized, changing the appearance of the first leader character to a character appearance based on a three-dimensional model of the second leader character corresponding to attribute information of the second leader character, on the condition that the first leader character reaches a predetermined state as the electronic game progresses, and displaying the first leader character; When the numerical value of the attribute information of the member character falls below a predetermined value as the electronic game progresses, an effect is displayed in which the member card is torn and removed from the field. Game device.

Citation Information

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