Information processing system, information processing method, information processing program, and game device
A dual-mode gameplay system in digital card games shares game media and progress displays between player terminals, addressing uncertainty and enhancing player engagement by providing clarity and interaction.
Patent Information
- Application Number
- JP2025097755
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-06-11
- Publication Date
- 2025-12-26
- Estimated Expiration
- 2045-06-11
AI Technical Summary
In digital card games, players may lose motivation due to uncertainty about appropriate operational inputs, leading to a decrease in engagement.
Implementing a dual-mode gameplay system where game media and progress displays are selectively shared between player terminals, with one terminal displaying certain game elements privately and others publicly, allowing players to make informed decisions and enhance engagement.
This approach increases player motivation by providing clarity and interaction, enhancing the gaming experience through informed decision-making and social interaction.
Smart Images

Figure 0007793098000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing system, an information processing method, an information processing program, and a game device. [Background technology]
[0002] For example, Patent Document 1 proposes a digital card game that allows players to compete against each other via communication. In such a digital card game, a player creates a deck, which is a group of cards selected from a plurality of cards. The player then plays the game using the deck. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-995 Summary of the Invention [Problem to be solved by the invention]
[0004] As described above, games with various gameplay features have been proposed. For example, in a game that progresses based on a player's operational input, if the player does not know what the appropriate next operational input is, the player's motivation to play the game may decrease.
[0005] An object of the present invention is to provide an information processing system, an information processing method, an information processing program, and a game device that can increase a player's motivation to play a game. [Means for solving the problem]
[0006] In order to solve the above problem, the information processing system An information processing system including a first player terminal of a first player and a second player terminal of a second player, Either one or both of the first player terminal and the second player terminal a process of accepting an operation to select at least one of a plurality of modes including a first mode and a second mode as a progression mode of a game to be progressed using at least a first group of game media associated with the first player and a second group of game media associated with the second player; and The first player terminal and the second player terminal a process of progressing the game in the first mode when the first mode is selected; a process of progressing the game in the second mode when the second mode is selected; and The process of progressing the game in the first mode on the first player terminal includes: displaying a second predetermined game medium included in the second game medium group in a private state on a first game screen displayed on the first player terminal; The process of progressing the game in the first mode on the second player terminal includes: displaying a first predetermined game medium included in the first game medium group in a private state on a second game screen displayed on the second player terminal; The process of progressing the game in the second mode on the first player terminal includes: On the first game screen, the second predetermined game medium is displayed in a public state; The process of progressing the game in the second mode on the second player terminal includes: On the second game screen, the first predetermined game medium is displayed in an open state; When the public game medium displayed in a public state on the first game screen is selected by the first player, a specific display indicating that the public game medium has been selected by the first player is displayed on the second game screen.
[0007] The process of progressing the game in the second mode on the first player terminal includes: a process of transmitting specific information regarding the selected published game medium to the second player terminal based on the selection of the published game medium by the first player; Including, The process of progressing the game in the second mode on the second player terminal includes: a process of determining whether a specific condition for displaying the specific display is satisfied based on the reception of the specific information; a process of displaying the specific display on the second game screen based on the determination that the specific condition is met; It can also be said that it includes.
[0008] The first game screen and the second game screen include: A first display area and a second display area are provided, In the first display area of the first game screen, a first game medium included in the first game medium group is displayed; In the second display area of the first game screen, second game media included in the second game media group are displayed; In the first display area of the second game screen, second game media included in the second game media group are displayed; In the second display area of the second game screen, Alternatively, the first game media included in the first game media group may be displayed.
[0009] The process of progressing the game in the second mode on the second player terminal includes: When the published game content displayed in the first display area of the first game screen is selected by the first player, the specific display is displayed for the published game content displayed in the second display area of the second game screen; When the published game medium displayed in the second display area of the first game screen is selected by the first player, the specific display may be displayed for the published game medium displayed in the first display area of the second game screen.
[0010] In order to solve the above problem, the information processing system An information processing system including a first player terminal of a first player and a second player terminal of a second player, Either one or both of the first player terminal and the second player terminal a process of accepting an operation to select at least one of a plurality of modes including a first mode and a second mode as a progression mode of a game to be progressed using at least a first group of game media associated with the first player and a second group of game media associated with the second player; and The first player terminal and the second player terminal a process of progressing the game in the first mode when the first mode is selected; a process of progressing the game in the second mode when the second mode is selected; and The process of progressing the game in the first mode on the first player terminal includes: displaying a second predetermined game medium included in the second game medium group in a private state on a first game screen displayed on the first player terminal; The process of progressing the game in the first mode on the second player terminal includes: displaying a first predetermined game medium included in the first game medium group in a private state on a second game screen displayed on the second player terminal; The first game screen and the second game screen include: Separately from the game medium, one or more game progress displays relating to the progress of the game are displayed; The process of progressing the game in the second mode on the first player terminal includes: On the first game screen, the second predetermined game medium is displayed in a public state; The process of progressing the game in the second mode on the second player terminal includes: On the second game screen, the first predetermined game medium is displayed in an open state; When the game progress display displayed on the first game screen is selected by the first player, a specific display indicating that the game progress display has been selected by the first player is displayed on the second game screen.
[0011] The process of progressing the game in the second mode on the first player terminal includes: a process of transmitting specific information relating to the selected game progress display to the second player terminal, based on the first player selecting the game progress display displayed on the first game screen; Including, The process of progressing the game in the second mode on the second player terminal includes: a process of determining whether a specific condition for displaying the specific display is satisfied based on the reception of the specific information; a process of displaying the specific display on the second game screen based on the determination that the specific condition is met; It can also be said that it includes.
[0012] The first game screen and the second game screen include: A first display area, a second display area, and a third display area are provided, In the first display area of the first game screen, a first game medium included in the first game medium group is displayed; In the second display area of the first game screen, second game media included in the second game media group are displayed; In the first display area of the second game screen, second game media included in the second game media group are displayed; In the second display area of the second game screen, a first game medium included in the first game medium group is displayed; The third display area of the first game screen and the second game screen includes: The game progress display may also be displayed.
[0013] The process of progressing the game in the second mode on the second player terminal includes: When the game progress display displayed in the third display area of the first game screen is selected by the first player, the specific display may be displayed in relation to the game progress display displayed in the third display area of the second game screen.
[0014] In order to solve the above problem, an information processing method includes: An information processing method performed by a first player terminal of a first player and a second player terminal of a second player, Either one or both of the first player terminal and the second player terminal a process of accepting an operation to select at least one of a plurality of modes including a first mode and a second mode as a progression mode of a game to be progressed using at least a first group of game media associated with the first player and a second group of game media associated with the second player; and The first player terminal and the second player terminal a process of progressing the game in the first mode when the first mode is selected; a process of progressing the game in the second mode when the second mode is selected; and The process of progressing the game in the first mode on the first player terminal includes: displaying a second predetermined game medium included in the second game medium group in a private state on a first game screen displayed on the first player terminal; The process of progressing the game in the first mode on the second player terminal includes: displaying a first predetermined game medium included in the first game medium group in a private state on a second game screen displayed on the second player terminal; The process of progressing the game in the second mode on the first player terminal includes: On the first game screen, the second predetermined game medium is displayed in a public state; The process of progressing the game in the second mode on the second player terminal includes: On the second game screen, the first predetermined game medium is displayed in an open state; When the public game medium displayed in a public state on the first game screen is selected by the first player, a specific display indicating that the public game medium has been selected by the first player is displayed on the second game screen.
[0015] In order to solve the above problem, an information processing method includes: An information processing method performed by a first player terminal of a first player and a second player terminal of a second player, Either one or both of the first player terminal and the second player terminal a process of accepting an operation to select at least one of a plurality of modes including a first mode and a second mode as a progression mode of a game to be progressed using at least a first group of game media associated with the first player and a second group of game media associated with the second player; and The first player terminal and the second player terminal a process of progressing the game in the first mode when the first mode is selected; a process of progressing the game in the second mode when the second mode is selected; and The process of progressing the game in the first mode on the first player terminal includes: displaying a second predetermined game medium included in the second game medium group in a private state on a first game screen displayed on the first player terminal; The process of progressing the game in the first mode on the second player terminal includes: displaying a first predetermined game medium included in the first game medium group in a private state on a second game screen displayed on the second player terminal; The first game screen and the second game screen include: Separately from the game medium, one or more game progress displays relating to the progress of the game are displayed; The process of progressing the game in the second mode on the first player terminal includes: On the first game screen, the second predetermined game medium is displayed in a public state; The process of progressing the game in the second mode on the second player terminal includes: On the second game screen, the first predetermined game medium is displayed in an open state; When the game progress display displayed on the first game screen is selected by the first player, a specific display indicating that the game progress display has been selected by the first player is displayed on the second game screen.
[0016] In order to solve the above problem, an information processing program a process of accepting an operation to select at least one of a plurality of modes including a first mode and a second mode as a progression mode of a game that is progressed using at least a first group of game media associated with a first player and a second group of game media associated with a second player; a process of progressing the game in the first mode when the first mode is selected; a process of progressing the game in the second mode when the second mode is selected; The computer executes the above. The process of progressing the game in the first mode includes: displaying a second predetermined game medium included in the second game medium group in a private state on a first game screen displayed to the first player; The process of progressing the game in the second mode includes: On the first game screen, the second predetermined game medium is displayed in a public state; When the first player selects a published game medium displayed in a public state on the first game screen, specific information relating to the selected published game medium is transmitted.
[0017] In order to solve the above problem, an information processing program a process of accepting an operation to select at least one of a plurality of modes including a first mode and a second mode as a progression mode of a game that is progressed using at least a first group of game media associated with a first player and a second group of game media associated with a second player; a process of progressing the game in the first mode when the first mode is selected; a process of progressing the game in the second mode when the second mode is selected; The computer executes the above. The process of progressing the game in the first mode includes: displaying a second predetermined game medium included in the second game medium group in a private state on a first game screen displayed to the first player; The first game screen includes: Separately from the game medium, one or more game progress displays relating to the progress of the game are displayed; The process of progressing the game in the second mode includes: On the first game screen, the second predetermined game medium is displayed in a public state; When the game progress display displayed on the first game screen is selected by the first player, specific information regarding the selected game progress display is transmitted based on the selection of the game progress display by the first player.
[0018] In order to solve the above problem, the game device one or more computers; The computer a process of accepting an operation to select at least one of a plurality of modes including a first mode and a second mode as a progression mode of a game that is progressed using at least a first group of game media associated with a first player and a second group of game media associated with a second player; a process of progressing the game in the first mode when the first mode is selected; a process of progressing the game in the second mode when the second mode is selected; and The process of progressing the game in the first mode includes: displaying a second predetermined game medium included in the second game medium group in a private state on a first game screen displayed to the first player; The process of progressing the game in the second mode includes: On the first game screen, the second predetermined game medium is displayed in a public state; When the first player selects a published game medium displayed in a public state on the first game screen, specific information relating to the selected published game medium is transmitted.
[0019] In order to solve the above problem, the game device one or more computers; The computer a process of accepting an operation to select at least one of a plurality of modes including a first mode and a second mode as a progression mode of a game that is progressed using at least a first group of game media associated with a first player and a second group of game media associated with a second player; a process of progressing the game in the first mode when the first mode is selected; a process of progressing the game in the second mode when the second mode is selected; and The process of progressing the game in the first mode includes: displaying a second predetermined game medium included in the second game medium group in a private state on a first game screen displayed to the first player; The first game screen includes: Separately from the game medium, one or more game progress displays relating to the progress of the game are displayed; The process of progressing the game in the second mode includes: On the first game screen, the second predetermined game medium is displayed in a public state; When the game progress display displayed on the first game screen is selected by the first player, specific information regarding the selected game progress display is transmitted based on the selection of the game progress display by the first player. [Effects of the Invention]
[0020] According to the present invention, it is possible to increase the player's motivation to play the game. [Brief explanation of the drawings]
[0021] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3]Fig. 3A is a diagram showing an example of a home screen. Fig. 3B is a diagram explaining an example of a card setting screen. Fig. 3C is a diagram explaining an example of a deck selection screen. Fig. 3D is a diagram explaining an example of a deck organization screen in an initial state. [Figure 4] Fig. 4A is a diagram illustrating an example of a deck organization screen during organization. Fig. 4B is a diagram illustrating an example of a card list screen. Fig. 4C is a diagram illustrating an example of a card creation screen. Fig. 4D is a diagram illustrating an example of a card details screen. [Figure 5] FIG. 5 is a diagram illustrating an example of the setting screen. [Figure 6] FIG. 6 is a diagram illustrating an example of a battle screen displayed to the player. [Figure 7] FIG. 7 is a first diagram illustrating an example of a battle screen displayed to an opponent. [Figure 8] Fig. 8A is a first diagram illustrating an example of a follower card. Fig. 8B is a first diagram illustrating an example of a follower card. [Figure 9] Fig. 9A is a diagram illustrating an example of a spell card, and Fig. 9B is a diagram illustrating an example of an amulet card. [Figure 10] FIG. 10 is a diagram illustrating the card management information. [Figure 11] FIG. 11 is a diagram illustrating an example of capabilities. [Figure 12] Fig. 12A is a first diagram illustrating an example of a transition of a battle screen displayed to a player. Fig. 12B is a second diagram illustrating an example of a transition of a battle screen displayed to a player. Fig. 12C is a third diagram illustrating an example of a transition of a battle screen displayed to a player. [Figure 13] Fig. 13A is a first diagram illustrating an example of transition of the battle screen displayed to the opponent, and Fig. 13B is a second diagram illustrating an example of transition of the battle screen displayed to the opponent. [Figure 14]Fig. 14A is a fourth diagram illustrating an example of a transition of a battle screen displayed to a player. Fig. 15B is a fifth diagram illustrating an example of a transition of a battle screen displayed to a player. Fig. 14C is a sixth diagram illustrating an example of a transition of a battle screen displayed to a player. [Figure 15] Fig. 15A is a seventh diagram illustrating an example of transition of the battle screen displayed to the player, and Fig. 15B is an eighth diagram illustrating an example of transition of the battle screen displayed to the player. [Figure 16] Fig. 16A is a ninth diagram illustrating an example of transition of the battle screen displayed to the player, and Fig. 16B is a tenth diagram illustrating an example of transition of the battle screen displayed to the player. [Figure 17] Fig. 17A is a third diagram illustrating an example of a transition of the battle screen displayed to the opponent, and Fig. 17B is a fourth diagram illustrating an example of a transition of the battle screen displayed to the opponent. [Figure 18] Fig. 18A is an eleventh diagram illustrating an example of transition of the battle screen displayed to the player. Fig. 18B is a twelfth diagram illustrating an example of transition of the battle screen displayed to the player. [Figure 19] Fig. 19A is a thirteenth diagram illustrating an example of transitions of the battle screen displayed to the player. Fig. 19B is a fourteenth diagram illustrating an example of transitions of the battle screen displayed to the player. [Figure 20] Fig. 20A is a fifteenth diagram illustrating an example of a transition of a battle screen displayed to a player. Fig. 20B is a sixteenth diagram illustrating an example of a transition of a battle screen displayed to a player. Fig. 20C is a seventeenth diagram illustrating an example of a transition of a battle screen displayed to a player. [Figure 21] Fig. 21A is a first diagram illustrating an example of a battle screen displayed to a player in an evolution-enabled turn, and Fig. 21B is a second diagram illustrating an example of a battle screen displayed to a player in an evolution-enabled turn. [Figure 22]Fig. 22A is a first diagram illustrating an example of a battle screen displayed to a player at the time of evolution, and Fig. 22B is a second diagram illustrating an example of a battle screen displayed to a player at the time of evolution. [Figure 23] Fig. 23A is a third diagram illustrating an example of a battle screen displayed to a player at the time of evolution. Fig. 23B is a fourth diagram illustrating an example of a battle screen displayed to a player at the time of evolution. [Figure 24] Fig. 24A is a first diagram illustrating an example of a battle screen displayed to a player in a super evolution unlocking turn. Fig. 24B is a second diagram illustrating an example of a battle screen displayed to a player in a super evolution unlocking turn. [Figure 25] Fig. 25A is a first diagram illustrating an example of a battle screen displayed to a player at the time of super evolution. Fig. 25B is a second diagram illustrating an example of a battle screen displayed to a player at the time of super evolution. [Figure 26] Fig. 26A is a third diagram illustrating an example of a battle screen displayed to a player at the time of super evolution. Fig. 26B is a fourth diagram illustrating an example of a battle screen displayed to a player at the time of super evolution. [Figure 27] FIG. 27 is a fifth diagram illustrating an example of a battle screen displayed to the player at the time of super evolution. [Figure 28] Fig. 28A is a second diagram illustrating an example of a battle screen displayed to the opponent, Fig. 28B is a third diagram illustrating an example of a battle screen displayed to the opponent, and Fig. 28C is a fourth diagram illustrating an example of a battle screen displayed to the opponent. [Figure 29] FIG. 29 is a functional block diagram of a player terminal. [Figure 30] FIG. 30 is a functional block diagram of the server. [Figure 31] FIG. 31 is a flowchart illustrating an example of terminal-side card battle game execution processing in a player terminal. [Figure 32]FIG. 32 is a flowchart illustrating an example of a terminal-side lecture mode first management process in a player terminal. [Figure 33] FIG. 33 is a flowchart illustrating an example of the player's turn control process in the player terminal. [Figure 34] FIG. 34 is a flowchart illustrating an example of the terminal-side lecture mode second management process in the player terminal. [Figure 35] FIG. 35 is a flowchart illustrating an example of the first evolution / super evolution execution process in the player terminal. [Figure 36] FIG. 36 is a flowchart illustrating an example of the second evolution / super evolution execution process in the player terminal. [Figure 37] FIG. 37 is a flowchart illustrating an example of the opponent's turn control process in the player terminal. [Figure 38] FIG. 38 is a flowchart illustrating an example of the terminal-side lecture mode third management process in the player terminal. [Figure 39] FIG. 39 is a flowchart illustrating an example of server-side card battle game execution processing in the server. [Figure 40] FIG. 40 is a flowchart illustrating an example of the server-side lecture mode management process in the server. [Figure 41] FIG. 41 is a flowchart illustrating an example of the ability activation process in the server. [Figure 42] FIG. 42 is a flowchart illustrating an example of attack result information setting processing in the server. [Figure 43] FIG. 43 is a flowchart illustrating an example of evolution / super evolution point management processing in the server. DETAILED DESCRIPTION OF THE INVENTION
[0022] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0023] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1, other player terminals 1a, a server 1000, and a communication network N having a communication base station Na. Note that, in the following, a terminal operated by one specific player will be described as the player terminal 1, and terminals operated by other players will be described as the other player terminals 1a.
[0024] The player terminal 1 and the other player terminals 1a can establish communication with the server 1000 via the communication network N. The player terminal 1 and the other player terminals 1a broadly include electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 and the other player terminals 1a include smartphones, mobile phones, tablet devices, personal computers, game consoles, and the like. In this embodiment, a case will be described in which smartphones are used as the player terminal 1 and the other player terminals 1a.
[0025] The server 1000 is communicatively connected to the player terminal 1 and other player terminals 1a. Although FIG. 1 shows a case where one other player terminal 1a is communicatively connected to the server 1000, in reality, a plurality of other player terminals 1a are communicatively connected to the server 1000. The server 1000 accumulates various types of information (player information) for each player playing the game. The server 1000 also updates the accumulated information based on operations input from the player terminal 1 and other player terminals 1a.
[0026] The communication base station Na is connected to the communication network N and transmits and receives information wirelessly to and from the player terminal 1 and other player terminals 1a. The communication network N is made up of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes wireless or wired communication connections between the player terminal 1 and other player terminals 1a and the server 1000.
[0027] In the information processing system S of this embodiment, the player terminal 1, the other player terminals 1a, and the server 1000 function as a game device G. The player terminal 1, the other player terminals 1a, and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1, the other player terminals 1a, and the server 1000.
[0028] (Hardware Configuration of Player Terminal 1 and Server 1000) FIG. 2A is a diagram illustrating the hardware configuration of a player terminal 1. FIG. 2B is a diagram illustrating the hardware configuration of a server 1000. As shown in FIG. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage unit 12, a bus 14, an input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24. The other player terminals 1a have the same configuration as the player terminal 1.
[0029] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage unit 1012, a bus 1014, an input / output interface 1016, a storage device 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0030] The configurations and functions of the CPU 1010, memory unit 1012, bus 1014, input / output interface 1016, storage device 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory unit 12, bus 14, input / output interface 16, storage device 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.
[0031] The CPU 10 runs a program stored in the storage unit 12 to control the progress of the game. The storage unit 12 is configured with a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The storage unit 12 is connected to the CPU 10 via a bus 14.
[0032] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0033] The storage device 18 is configured by a semiconductor memory and stores various programs and data. In the player terminal 1, the programs and data stored in the storage device 18 are loaded into the storage unit 12 by the CPU 10.
[0034] The communication unit 20 is connected to the communication base station Na by radio communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory unit 12 or the storage device 18.
[0035] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.
[0036] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a touch panel 26 that functions as the input unit 22 and the output unit 24.
[0037] (Game content) Next, the content of a game provided by the information processing system S (game device G) of this embodiment will be described using an example. The game of this embodiment is a so-called digital card game. Players can acquire and own multiple types of digital cards (game media, hereinafter simply referred to as cards) provided by an operator through lottery or the like, and use the owned cards to play a card battle game against a computer or other players. The content of the game of this embodiment will be described in detail below.
[0038] FIG. 3A is a diagram illustrating an example of a home screen. FIG. 3B is a diagram illustrating an example of a card setting screen. FIG. 3C is a diagram illustrating an example of a deck selection screen. FIG. 3D is a diagram illustrating an example of a deck organization screen in an initial state. FIG. 4A is a diagram illustrating an example of a deck organization screen during organization. FIG. 4B is a diagram illustrating an example of a card list screen. FIG. 4C is a diagram illustrating an example of a card generation screen. FIG. 4D is a diagram illustrating an example of a card details screen.
[0039] When an application for this game is started on the player terminal 1, communication between the player terminal 1 and the server 1000 is initiated, the player terminal 1 enters a logged-in state, and the game begins. When the game starts, various game screens are displayed on the touch panel 26 of the player terminal 1. In this embodiment, the game screens are broadly divided into normal screens and battle screens.
[0040] The normal screen is a screen that is mainly used by the player to confirm various settings and information. On the other hand, the battle screen is a screen that is displayed on the touch panel 26 from the start to the end of the card battle game. Here, all screens other than the battle screen are normal screens. The normal screens include a home screen shown in FIG. 3A, a card setting screen shown in FIG. 3B, a shop screen (not shown), a menu screen, and the like.
[0041] The home screen shown in FIG. 3A is the screen that is first displayed after logging in. As shown in FIG. 3A, on the home screen, a menu bar 30 is displayed at the bottom of the touch panel 26. The menu bar 30 has a plurality of operation units that the player can operate (tap). The menu bar 30 has a home screen selection operation unit 30a labeled "HOME," a solo play selection operation unit 30b labeled "SOLO PLAY," a multiplay selection operation unit 30c labeled "BATTLE," a card setting screen selection operation unit 30d labeled "CARD," a shop screen selection operation unit 30e labeled "SHOP," and a menu screen selection operation unit 30f labeled "OTHER."
[0042] When the home screen selection operation portion 30a is tapped, the home screen shown in FIG.
[0043] Furthermore, when the card setting screen selection operation unit 30d is tapped, the card setting screen shown in FIG. 3B is displayed on the touch panel 26, allowing the player to perform deck organization (described later), card list display, card disassembly, card creation, and the like. Furthermore, when the shop screen selection operation unit 30e is tapped, a shop screen is displayed on the touch panel 26, allowing the player to acquire cards by lottery by consuming in-game currency or items. Furthermore, when the menu screen selection operation unit 30f is tapped, a menu screen (not shown) is displayed on the touch panel 26, allowing the player to check game settings and various information.
[0044] A header display area 31 is provided in the upper left of the home screen shown in FIG. 3A. The header display area 31 displays the player name, player icon, and battle points (BP) associated with the player ID. Battle points are earned when a player wins a card battle game played online against another player, and are deducted when a player loses a card battle game played online against another player.
[0045] A home menu 32 is displayed on the right edge of the home screen. The home menu 32 has a gift screen selection operation section 32a labeled "Gift," an information screen selection operation section 32b labeled "Information," a mission screen selection operation section 32c labeled "Mission," and a guild screen selection operation section 32d labeled "Guild."
[0046] When the gift screen selection operation unit 32a is tapped, a gift screen (not shown) displaying items distributed by the administrator, for example, is displayed on the touch panel 26. When the information screen selection operation unit 32b is tapped, an information screen (not shown) displaying update information, maintenance information, etc. is displayed on the touch panel 26. When the mission screen selection operation unit 32c is tapped, a mission screen (not shown) displaying preset missions is displayed on the touch panel 26. When the guild screen selection operation unit 32d is tapped, a guild screen (not shown) related to a guild (group) made up of multiple players is displayed on the touch panel 26.
[0047] The card setting screen shown in FIG. 3B is displayed on the touch panel 26 when the card setting screen selection operation unit 30d is tapped. A deck organization tab 33a and a card list generation tab 33b are displayed on the card setting screen. When the deck organization tab 33a is tapped, the deck selection screen shown in FIG. 3C is displayed. The deck selection screen displays a list of decks organized by the player. When organizing a deck, the player can name the deck. On the deck selection screen, the deck name is displayed on an icon corresponding to each deck.
[0048] Additionally, the deck selection screen displays a deck creation tab 34 labeled "Create New." When the player taps the deck creation tab 34, the deck organization screen shown in FIG. 3D is displayed on the touch panel 26, allowing the player to organize a new deck.
[0049] On the deck organization screen, multiple blank spaces are displayed on the top row, and cards owned by the player (hereinafter referred to as owned cards) are displayed on the bottom row. On the deck organization screen, as shown in FIG. 4A, owned cards displayed on the bottom row can be slid to the top row, and the slid owned cards are placed in the blank spaces on the top row. In this way, owned cards placed on the top row on the deck organization screen are provisionally registered.
[0050] Then, when the save tab 35 marked "Save" on the deck organization screen is tapped, the deck information is stored. A deck ID is assigned to this deck information. In addition, card group information that allows all temporarily registered owned cards to be identified is linked to the deck ID and stored. Although not shown in the figure, when the save tab 35 is tapped, a screen for editing the deck name is displayed. Once editing of the deck name is complete, the card group information is linked to the deck ID and stored. In addition, the deck name and an icon displayed on the deck selection screen, etc., are linked to the deck ID and stored.
[0051] Also, when an icon is tapped on the deck selection screen shown in Fig. 3C, the deck organization screen is displayed as shown in Fig. 4A. However, in this case, the cards that make up the deck selected on the deck selection screen are displayed in the upper row, and the owned cards are displayed in the lower row. In this case, the player can change the card displayed in the upper row with the owned card displayed in the lower row by operating the player.
[0052] In a card battle game, a specified number of cards (for example, 40 cards) are used. Therefore, on the deck organization screen, the player usually temporarily registers the specified number of owned cards and then taps the save tab 35, which stores deck information including card group information for the specified number of cards. However, even if the number of provisionally registered cards is less than the specified number or exceeds the specified number, the deck information can be saved, but the deck information cannot be used in the card battle game.
[0053] When the card list generation tab 33b is tapped on the card setting screen, the card list screen shown in FIG. 4B is displayed on the touch panel 26. On this card list screen, an owned cards tab 36a, a generation mode tab 36b, and an owned coins display field 36c are provided at the bottom of the touch panel 26. The owned cards tab 36a and the generation mode tab 36b are configured to be able to accept tap operations by the player. The owned cards tab 36a and the generation mode tab 36b are also displayed on the card generation screen, and when the owned cards tab 36a is tapped, the card list screen shown in FIG. 4B is displayed, and when the generation mode tab 36b is tapped, the card generation screen shown in FIG. 4C is displayed. Meanwhile, the owned coins display field 36c displays the number of coins (number of owned coins), which are the in-game currency owned by the player.
[0054] As shown in FIG. 4B, the card list screen displays the cards owned by the player and the number of cards owned. Note that cards not owned by the player may also be displayed on the card list screen. Also, as shown in FIG. 4C, the card generation screen displays all cards to be provided, regardless of whether the player owns them or not. However, while cards owned by the player are displayed in color, cards not owned by the player are displayed grayed out (indicated by dashed lines in FIG. 4C). This allows the player to easily identify whether or not a card is owned by the player.
[0055] When a card is tapped on the card list screen or the card creation screen, a card details screen is displayed as shown in FIG. 4D. The card details screen displays various information related to the tapped card. The card details screen also has a decomposition tab 37a and a creation tab 37b. The decomposition tab 37a displays the number of coins acquired. When the decomposition tab 37a is tapped, the currently selected card is decomposed, and the player can acquire the number of coins acquired displayed on the decomposition tab 37a. When a card is decomposed, the number of owned cards for that card is reduced.
[0056] Furthermore, the number of coins to be consumed is displayed on the generation tab 37b. When the generation tab 37b is tapped, the player can consume the number of coins to be consumed displayed on the generation tab 37b to generate the selected card. When a card is generated, the number of cards owned by the player increases. In other words, by tapping the generation tab 37b, the player can exchange the coins they own for cards. This card generation function can be executed regardless of whether the player owns a card. In other words, the player can generate cards both for cards they own and cards they do not own.
[0057] The cards provided may include cards that can be generated and cards that cannot be generated, or all cards may be generated.Furthermore, cards may be included that have set periods when they can be generated and periods when they cannot be generated.
[0058] As will be described in more detail below, some cards can evolve during the card battle game. In this embodiment, "evolve" means that the card selected by the player is changed into another card. When a card evolves, its performance is improved.
[0059] The card details screen is provided with a first button 37c and a second button 37d. On the card details screen for an evolvable card, the first button 37c is enabled. Although not shown, when the first button 37c is tapped, details of the evolved card are displayed on the card details screen.
[0060] The card details screen is displayed both during and outside the card battle game. During the card battle game, card details screens can be displayed not only for the player's own cards but also for the opponent's cards. Therefore, during the card battle game, the player can understand what cards their opponent's cards can evolve into.
[0061] 3A, when the solo play selection operation unit 30b is tapped, various setting screens are displayed. After settings are made on the setting screen, a card battle game against the computer begins.
[0062] Furthermore, when the multiplay selection operation unit 30c is tapped, a setting screen shown in FIG. 5 is displayed. FIG. 5 is a diagram showing an example of the setting screen. On the setting screen, the rules of the card battle game in which players play against other players online can be set. In this embodiment, three configurable items are provided: "time limit," "practice mode function," and "lecture mode function."
[0063] As shown in FIG. 5, the setting screen displays a setting content display section 61a and a change operation section 61b corresponding to the "Time Limit" item. As will be described in detail later, the card battle game of this embodiment is a turn-based game in which the player's turn and the opponent's turn are repeated alternately. Each turn is forcibly ended when the set time limit has elapsed. When the change operation section 61b is tapped, a setting dialog (not shown) is displayed, allowing the player to select one of the following time limits: "Unlimited," "Long," or "Normal." Note that if "Normal" is selected as the time limit, a predetermined time limit (e.g., 60 to 75 seconds) is set for each turn. Also, if "Long" is selected as the time limit, a longer time limit (e.g., 200 to 250 seconds) is set than when "Normal" is selected as the time limit. Also, if "Unlimited" is selected as the time limit, no time limit is set, or a sufficiently long time limit (e.g., 1000 seconds) is set. The setting content display section 61a displays the setting content corresponding to the "Time Limit" item. In the example shown in FIG. 5, "unlimited" is selected as the "time limit".
[0064] If "Normal" is selected as the "Time Limit," and the Practice Mode function and Lecture Mode function are not used, players can practice the card battle game in the same conditions as in a normal card battle game, i.e., the actual game. If "Long" is selected as the "Time Limit," players can practice the card battle game under conditions similar to those of a normal card battle game. If "Unlimited" is selected as the "Time Limit," players can avoid the inconvenience of unintentionally ending their turn when the time limit expires while using the Practice Mode function or Lecture Mode function.
[0065] As shown in FIG. 5, the setting screen displays a setting content display section 62a and a change operation section 62b corresponding to the practice mode function item. The card battle game of this embodiment is equipped with a practice mode function, which will be described in detail later. When the change operation section 62b is tapped, a setting dialog (not shown) is displayed, and the player can select either "ON" to use the practice mode function or "OFF" to not use the practice mode function. The setting content display section 62a displays the setting content corresponding to the practice mode function item. The example shown in FIG. 5 shows the case where "ON" to use the practice mode function is selected.
[0066] As shown in FIG. 5, the setting screen displays a setting content display section 63a and a change operation section 63b corresponding to the lecture mode function item. The card battle game of this embodiment is equipped with a lecture mode function, which will be described in detail later. When the change operation section 63b is tapped, a setting dialog (not shown) is displayed, allowing the player to select either "ON" to use the lecture mode function or "OFF" to not use the lecture mode function. The setting content display section 63a displays the setting content corresponding to the lecture mode function item. The example shown in FIG. 5 illustrates a case where "ON" to use the lecture mode function is selected. Note that, in this embodiment, the lecture mode function can be used only when the practice mode function is used. However, the lecture mode function can also be used even when the practice mode function is not used.
[0067] 5, the setting screen displays a cancel operation section 65 marked "Cancel" and a confirm operation section 66 marked "OK." When the cancel operation section 65 is tapped, the start of the card battle game through a communication battle with another player is canceled. When the confirm operation section 66 is tapped, the card battle game through a communication battle with another player is started.
[0068] In this embodiment, the player configures various settings on the setting screen, but the present invention is not limited to this. For example, both the player and the opponent may configure various settings on the setting screen.
[0069] In this embodiment, a so-called voice chat function is available in the card battle game in which players play against other players online. By using the voice chat function, players can talk to other players. This allows players to enjoy interacting with other players. In addition, in the card battle game, players can provide guidance and advice to each other. For example, an advanced player can provide guidance to a beginner player on how to operate the card, or advanced players can give each other advice. In addition, the setting screen can also be used to set whether or not to use the voice chat function.
[0070] Next, a card battle game will be described. The following will explain an overview of the card battle game, followed by details of the cards and the card battle game. Here, a card battle game in which a player competes against another player will be described. Here, the other player who will be the opponent will be referred to as the "opponent." Here, a card battle game will be described in which the practice mode function and the lecture mode function are not used.
[0071] FIG. 6 is a diagram illustrating an example of a battle screen displayed to a player. FIG. 7 is a first diagram illustrating an example of a battle screen displayed to an opponent. When the multiplay selection operation unit 30c of the menu bar 30 is tapped, various setting screens are displayed, and settings are made on the setting screen, the card battle game begins. While the card battle game is being executed, the battle screen shown in FIG. 6 is displayed on the touch panel 26 of the player terminal 1. Furthermore, the battle screen shown in FIG. 7 is displayed on the touch panel 26 of the other player terminal 1a.
[0072] 6, the battle screen is divided into a display area 40a in which the player's cards, information, etc. are displayed, and a display area 40b in which the opponent's cards, information, etc. are displayed. The player's leader 41a is displayed in the bottom center of the display area 40a.
[0073] Also, a stamina display area 42a showing the stamina of the player leader 41a is displayed near the player leader 41a.
[0074] Also, to the left of the player's leader 41a, there is displayed an evolution display area 43a for displaying the remaining number of evolution points (described later in detail) that are linked to the player's player ID (hereinafter also referred to as "owned by the player") and whether evolution (described later in detail) can be used. Also, to the right of the player's leader 41a, there is displayed a super evolution display area 44a for displaying the remaining number of super evolution points (described later in detail) that are owned by the player and whether super evolution (described later in detail) can be used.
[0075] Similarly, the opponent's leader 41b is displayed in the upper center of the display area 40b. Also, a stamina display area 42b showing the stamina of the opponent's leader 41b is displayed near the opponent's leader 41b.
[0076] Also, to the left of the opponent's leader 41b, an evolution display area 43b is displayed for displaying the remaining number of evolution points owned by the opponent, which will be described in detail later, and whether evolution, which will be described in detail later, can be used. Also, to the right of the opponent's leader 41b, a super evolution display area 44b is displayed for displaying the remaining number of super evolution points owned by the opponent, which will be described in detail later, and whether super evolution, which will be described in detail later, can be used.
[0077] In this embodiment, the initial value of the stamina of the player's leader 41a, i.e., the value displayed in the stamina display area 42a, is set to 20. Similarly, the initial value of the stamina of the opponent's leader 41b, i.e., the value displayed in the stamina display area 42b, is set to 20.
[0078] In addition, the display area 40a has a player's deck area 45a on the right edge, a player's hand area 46a on the bottom right, and a player's field 47a in the center. In the deck area 45a, the player's unused cards are placed face down, i.e., in a private state that cannot be identified by the player.
[0079] In the hand area 46a, cards in the player's hand are arranged in a public state so that they can be identified by the player. In the field 47a, cards played from the hand area 46a are arranged in a public state so that they can be identified by the player.
[0080] Similarly, in the display area 40b, an opponent's deck area 45b is provided on the right edge, an opponent's hand area 46b is provided in the upper left, and an opponent's field 47b is provided in the center. In the deck area 45b, the opponent's unused cards are placed face down, i.e., in a private state that is indistinguishable from the player. In the hand area 46b, cards that are in the opponent's hand are placed face down, i.e., in a private state that is indistinguishable from the player. In the field 47b, cards etc. played from the hand area 46b are placed in a public state that is identifiable from the player.
[0081] At the top right of the display area 40a, there are provided a turn end button 48 that accepts a tap from the player, and a play point display section 49a that displays the player's play points (PP).
[0082] When the current turn is the player's turn, an image saying "Turn End" is displayed on the turn end button 48 displayed on the game screen of the player terminal 1. In this case, when the turn end button 48 displayed on the game screen of the player terminal 1 is tapped, the player's turn ends.
[0083] Furthermore, when the current turn is the opponent's turn, an image saying "opponent's turn" is displayed on the turn end button 48 displayed on the game screen of the player terminal 1. In this case, even if the turn end button 48 displayed on the game screen of the player terminal 1 is tapped, the opponent's turn will not end.
[0084] The play point display section 49a displays the maximum play points for the current turn as the denominator and the available play points as the numerator. The play point display section 49a also displays the maximum play points and the available play points in a distinguishable manner using the display patterns of circles. A play point display section 49b that displays the opponent's play points is provided near the leader 41b in the display area 40b.
[0085] 7, at the other player terminal 1a, the player's cards, information, etc. are displayed in the display area 40b, and the opponent's cards, information, etc. are displayed in the display area 40a. Also, the player's leader 41b is displayed in the upper center of the display area 40b.
[0086] Also, a stamina display area 42b showing the stamina of the player leader 41b is displayed near the player leader 41b.
[0087] Also, to the left of the player's leader 41b, an evolution display area 43b is displayed for displaying the remaining number of evolution points owned by the player, which will be described in detail later, and whether evolution, which will be described in detail later, is available. Also, to the right of the player's leader 41b, a super evolution display area 44b is displayed for displaying the remaining number of super evolution points owned by the player, which will be described in detail later, and whether super evolution, which will be described in detail later, is available.
[0088] Similarly, the opponent's leader 41a is displayed in the bottom center of the display area 40a. Also, a stamina display area 42a showing the stamina of the opponent's leader 41a is displayed near the opponent's leader 41a.
[0089] Also, to the left of the opponent's leader 41a, an evolution display area 43a is displayed for displaying the remaining number of evolution points owned by the opponent, which will be described in detail later, and whether evolution, which will be described in detail later, can be used. Also, to the right of the opponent's leader 41a, a super evolution display area 44a is displayed for displaying the remaining number of super evolution points owned by the opponent, which will be described in detail later, and whether super evolution, which will be described in detail later, can be used.
[0090] In addition, in the display area 40a, an opponent's deck area 45a is provided at the right end, an opponent's hand area 46a is provided at the bottom right, and an opponent's field 47a is provided in the center. In the deck area 45a, the opponent's unused cards are placed face down, that is, in a private state that cannot be identified by the opponent.
[0091] In addition, cards in the opponent's hand are placed in the hand area 46a in a public state that can be identified by the opponent. In the field 47a, cards played from the hand area 46a are placed in a public state that can be identified by the opponent.
[0092] Similarly, in the display area 40b, a player's deck area 45b is provided on the right edge, a player's hand area 46b is provided in the upper left, and a player's field 47b is provided in the center. In the deck area 45b, the player's unused cards are placed face down, i.e., in a private state that cannot be identified by the opponent. In the hand area 46b, cards that are in the player's hand are placed face down, i.e., in a private state that cannot be identified by the opponent. In the field 47b, cards etc. played from the hand area 46b are placed in a public state that can be identified by the opponent.
[0093] At the top right of the display area 40a, there are provided a turn end button 48 that accepts a tap from the opponent, and a play point display section 49a that displays the opponent's play points (PP). Also, near the leader 41b in the display area 40b, there is provided a play point display section 49b that displays the player's play points.
[0094] The card battle game in this embodiment is a two-player game, in which cards for the player's hand are randomly dealt from the deck selected by the player. Similarly, the opponent is randomly dealt cards for their hand from the deck selected by the opponent. In the card battle game, the player's turn and the opponent's turn alternate. During each turn, a card randomly selected from the deck is added to the player's hand.
[0095] During their turn, a player selects a follower card or amulet card (described below) from among the cards placed in their hand area 46a and places it on the field 47a, or uses a spell card to activate a predetermined effect, according to predetermined rules. In the following, placing a follower card or amulet card placed in the hand area 46a, 46b on the field 47a, 47b, or using a spell card placed in the hand area 46a, 46b to activate a predetermined effect, in other words, moving a card placed in the hand area 46a, 46b to another area, is referred to as a "play."
[0096] The card battle game of this embodiment also includes a practice mode function, which will be described in detail later. The practice mode function is a function in which a player's hand is revealed to an opponent, and the opponent's hand is revealed to the player. FIG. 6 shows a case in which the practice mode function is not being used. That is, when the practice mode function is not being used, as shown in FIG. 6, the cards in the opponent's hand displayed in the opponent's hand area 46b are placed face down, i.e., in a private state that is indistinguishable from the player. When the practice mode function is not being used, the cards in the player's hand are placed in the opponent's other player terminal 1a in a private state that is indistinguishable from the player.
[0097] On the other hand, as will be described in detail later, when the practice mode function is being used, the cards in the opponent's hand displayed in the opponent's hand area 46b are arranged in a public state so that they can be identified by the player. Similarly, when the practice mode function is being used, the cards in the player's hand are arranged in a public state so that they can be identified by the opponent.
[0098] The card battle game of this embodiment also includes a lecture mode function, which will be described in detail later. As mentioned above, the lecture mode function can be used only when the practice mode function is used.
[0099] As will be described in more detail below, when the lecture mode function is used, when the opponent selects a card that is placed in a public state on the opponent's game screen, an effect 76 (Figure 14A) described below is displayed on that card on the player's game screen.
[0100] Furthermore, when the lecture mode function is used, if the opponent selects evolution display area 43a on the opponent's game screen, an effect 76 is displayed in evolution display area 43b on the player's game screen. Furthermore, when the lecture mode function is used, if the opponent selects evolution display area 43b on the opponent's game screen, an effect 76 is displayed in evolution display area 43a on the player's game screen. Furthermore, when the lecture mode function is used, if the opponent selects super evolution display area 44a on the opponent's game screen, an effect 76 is displayed in super evolution display area 44b on the player's game screen. Furthermore, when the lecture mode function is used, if the opponent selects super evolution display area 44b on the opponent's game screen, an effect 76 is displayed in super evolution display area 44a on the player's game screen.
[0101] In addition, various display objects (e.g., cards, operation units) on the game screen other than the cards and various operation units that are the display targets of the effect 76 in this embodiment can also be the display targets of the effect 76.
[0102] Note that when the practice mode function is used and the lecture mode function is not used, the effect 76 is not displayed. That is, in this embodiment, when only the practice mode function is used, the cards in the player's hand are placed in a public state that can be identified by the opponent, and the cards in the opponent's hand are placed in a public state that can be identified by the player, and the effect 76 is not displayed. However, when only the practice mode function is used, it is also possible to make both the hand visible and the effect 76 displayed.
[0103] In this embodiment, by using the practice mode function and the lecture mode function, players can provide guidance and advice to each other. For example, a beginner player who does not know the appropriate operations to play a card battle game to his advantage can be instructed by an advanced player on the appropriate operations. Furthermore, convenience can be improved even in situations where players give each other advice, such as in case studies between advanced players.
[0104] In the card battle game, the player's leader 41a and the opponent's leader 41b each have a set stamina, and the player who first reduces the opponent's stamina to 0 by attacking with cards or the like wins. Next, details of the cards used in the card battle game of this embodiment will be described.
[0105] FIG. 8A is a first diagram illustrating an example of a follower card. FIG. 8B is a second diagram illustrating an example of a follower card. FIG. 9A is a diagram illustrating an example of a spell card. FIG. 9B is a diagram illustrating an example of an amulet card. Cards used in the card battle game of this embodiment are classified into any one of the following card types: follower cards, spell cards, and amulet cards.
[0106] As shown in Figures 8A, 8B, 9A, and 9B, each card, regardless of card type, is assigned a name 51, a class 52, a type 53, and a cost 54. The name 51 is unique to each card. In other words, the name 51 can also be considered the card name. There are multiple types of class 52, and each card is classified into one of the classes. There are multiple types of type 53, and each card may be classified into one of the types or not classified into any type. The cost 54 indicates the play points required to play a card, and the card can be played by consuming the play points equivalent to the cost.
[0107] The follower cards shown in Figures 8A and 8B are cards that can attack the opponent's leader 41b and follower cards placed on the opponent's field 47b in a card battle game. Follower cards have a name 51, a class 52, a type 53, a cost 54, an ability 55, an attack power 56, stamina 57, and an illustration. The attack power 56 indicates the amount of damage that the follower card will inflict on the opponent's leader 41b or a follower card placed on the opponent's field 47b when it attacks. When the follower card receives damage, its stamina 57 decreases by the amount of damage received. When the stamina 57 reaches 0, the follower card is destroyed. Destroyed cards are hidden from the field 47b and sent to the graveyard (not shown). However, unlike destruction, cards can also be hidden from the field 47b in other ways, such as disappearance, which does not mean they are sent to the graveyard.
[0108] Furthermore, for example, multiple techniques can be set for each follower card. In this case, an "attack" can be performed by using one of the multiple techniques set for the follower card. In this case, the use of a technique can require the consumption of play points. Furthermore, the number of play points consumed can be varied depending on the type of technique used. Furthermore, multiple types of play points can be set, and the type of play points consumed can be varied depending on the type of technique used.
[0109] Furthermore, in this embodiment, follower cards can be evolved by consuming evolution points displayed in the evolution display areas 43a and 43b. Furthermore, follower cards can be super evolved by consuming super evolution points displayed in the super evolution display areas 44a and 44b. An evolved or super evolved follower card's illustration changes, its attack power 56 and stamina 57 increase, and a predetermined ability 55 is added. In other words, by evolving or super evolving a follower card, its performance and utility (ability 55, attack power 56, stamina 57) are strengthened.
[0110] For example, it is possible to make "evolution" possible for a follower card by placing another follower card set as the evolution destination of the follower card on the field 47a, provided that the follower card is on the field 47a. Also, for example, it is possible to make "evolution" possible for a follower card on the field 47a by superimposing another follower card set as the evolution destination of the follower card.
[0111] Fig. 10 is a diagram illustrating card management information. Fig. 10 shows card management information related to follower cards. In this embodiment, each follower card is linked to various information related to the follower card, such as a card ID, card name, pre-evolution illustration ID, evolved illustration ID, super-evolution illustration ID, pre-evolution performance information, evolved performance information, and super-evolution performance information.
[0112] In this embodiment, all follower cards are capable of evolution and super evolution. However, there may be follower cards that are capable of evolution but not super evolution. There may also be follower cards that are not capable of evolution or super evolution. There may also be follower cards that are not capable of evolution but can super evolve.
[0113] Furthermore, the pre-evolution illustration ID indicates an ID for specifying an illustration before evolution. The post-evolution illustration ID indicates an ID for specifying an illustration after evolution. The post-super evolution illustration ID indicates an ID for specifying an illustration after super evolution. In this embodiment, at least a portion of the illustration is set differently after evolution and after super evolution. However, a common illustration may be set for both post-evolution and post-super evolution. Furthermore, the display position of the image data may differ between post-evolution and post-super evolution.
[0114] Furthermore, the pre-evolution performance information indicates the performance and utility (ability 55, attack power 56, stamina 57) of the follower card before evolution. The post-evolution performance information indicates the performance and utility (ability 55, attack power 56, stamina 57) of the evolved follower card. The post-super-evolution performance information indicates the performance and utility (ability 55, attack power 56, stamina 57) of the super-evolved follower card. In this embodiment, the performance and utility (ability 55, attack power 56, stamina 57) of a super-evolved follower card are set to be more enhanced than those of an evolved follower card. In other words, the super-evolved follower card is more advantageous to the player than the evolved follower card. However, it is sufficient that at least some of the performance and utility (ability 55, attack power 56, stamina 57) of the evolved follower card differ from those of the super-evolved follower card. Furthermore, for follower cards, at least some of the performance and utility (ability 55, attack power 56, stamina 57) may be set to be the same for evolved and super evolved follower cards. Note that evolution and super evolution may be different in at least one of the following ways: how the illustration is changed, how the attack power 56 or stamina 57 is changed, and how the ability 55 is changed.
[0115] The spell card shown in Figure 9A has a name 51, a class 52, a type 53, a cost 54, and an ability 55. When a spell card is played, the ability 55 (effect) is activated and the spell card is destroyed. In other words, spell cards are cards that cannot be placed on the field 47a, 47b.
[0116] The amulet card shown in Figure 9B has a name 51, a class 52, a type 53, a cost 54, and an ability 55. When the amulet card is played, it remains in play 47a and activates the ability 55.
[0117] Although not shown in the figures, card management information is also provided for spell cards and amulet cards, similar to that in Figure 10. In this embodiment, spell cards and amulet cards are not subject to evolution or super evolution. Therefore, the card management information for spell cards and amulet cards does not necessarily include post-evolution performance information and post-super evolution performance information.
[0118] Fig. 11 is a diagram illustrating an example of the abilities 55. Note that the abilities 55 shown in Fig. 11 are just an example, and other abilities 55 may be provided, or some abilities 55 may not be provided. Also, although the explanation here is based on the assumption that the cards are the player's cards, the same applies to the opponent's cards.
[0119] As shown in FIG. 11 , abilities 55 include fanfare, last word, protection, charge, rush, special attack, drain, direct summon, evolution, and fusion. In this embodiment, abilities 55 such as fanfare, last word, evolution, and super evolution are classified as abilities whose effects are activated at the corresponding timing. Other abilities (protection, charge, rush, special attack, drain, direct summon, and fusion) are classified as abilities whose effects are activated when a predetermined condition is met. These can also be linked to cards in any combination within a consistent range. For example, a follower card with the ability "protection at evolution" is set to be granted protection at the time of evolution.
[0120] Specifically, fanfare is an ability that activates the effect described in "fanfare" when a card is placed from hand area 46a to field 47a (when the card is played). For example, in the example of the follower card shown in Figure 8A, when the follower card is placed on field 47a, the effect of "draw one card" is activated, and one card is selected by lottery from the cards placed in deck area 45a, and the selected card is placed in hand area 46a.
[0121] Last Word is an ability that activates the effect written on the "Last Word" when a card is destroyed. Protection is an ability that prevents the opponent from attacking cards other than the card with Protection when the card with Protection is placed on field 47a.
[0122] In this embodiment, follower cards cannot normally attack during the turn they are placed on the field 47a. In contrast, charge is an ability that allows a follower card to attack the opponent's follower card during the turn they are placed on the field 47a. Furthermore, sprint is an ability that allows a follower card to attack the opponent's follower card and the leader 41b during the turn they are placed on the field 47a.
[0123] The special attack is an ability that allows you to destroy your opponent's follower card regardless of its stamina when you attack and damage it. The drain is an ability that allows you to recover the stamina displayed in the stamina display area 42a of your leader 41a by the amount of damage you inflicted when you inflict damage on your opponent's follower card or leader 41b during your turn.
[0124] Direct summoning is an ability that allows a card to be placed directly from deck area 45a onto field 47a when a preset condition is met.
[0125] Evolution is an ability that activates the effect described in "Evolution" when a follower card evolves. Super Evolution is an ability that activates the effect described in "Super Evolution" when a follower card super evolves. Note that when a follower card super evolves, both the effect described in "Evolution" and the effect described in "Super Evolution" may be activated. Also, as described above, in this embodiment, follower cards normally cannot attack within the turn they are placed on the field 47a. On the other hand, when a follower card evolves or super evolves, it becomes possible for it to attack within the turn it is placed on the field 47a.
[0126] Fusion is an ability given to a base card that is the source of fusion, and strengthens that card by fusing it with a card placed in the hand area 46a that meets preset conditions as a material card. Note that a single card may have multiple abilities 55 set to it, or none of the abilities 55 may be set to it.
[0127] In this embodiment, a deck is formed by combining follower cards, spell cards, and amulet cards, and the formed deck is used to play a card battle game. The card battle game will be described in detail below.
[0128] When the card battle game starts, deck information to be used is transmitted from the player terminal 1 to the server 1000. Deck information is also transmitted from the other player terminal 1a to the server 1000. The server 1000 randomly determines who will play first and who will play second. The server 1000 also randomly assigns indexes (for example, numbers from 1 to 40) to all cards shown in the deck information. The server 1000 also determines three initial candidate cards and three exchange candidate cards from the cards shown in the deck information.
[0129] The server 1000 then sets the player's initial information in the player terminal 1 so that it can be acquired. The initial information includes first-player / second-player information indicating who will play first or second. The initial information also includes index information indicating the index of the player's cards. The initial information also includes exchange information indicating the initial cards and exchange candidate cards. The initial information also includes evolution / super-evolution turn information indicating the evolution release turn when the player can use evolution and the super-evolution release turn when the player can use super-evolution. The initial information also includes evolution / super-evolution point information indicating the number of evolution points and the number of super-evolution points to be granted to the player and opponent.
[0130] When the practice mode function is used, the server 1000 sets the player's initial information so that it can be acquired by the other player terminal 1a of the opponent, and sets the opponent's initial information so that it can be acquired by the player terminal 1.
[0131] When an operation to consume evolution points or an operation to consume super evolution points is performed on the player terminal 1, the server 1000 updates the player's evolution / super evolution point information so as to subtract the number of evolution points or the number of super evolution points owned by the player. The server 1000 then sets the updated player's evolution / super evolution point information so that it can be acquired by the player terminal 1 and the other player terminal 1a of the opponent. Similarly, when an operation to consume evolution points or an operation to consume super evolution points is performed on the other player terminal 1a of the opponent, the server 1000 updates the other player's evolution / super evolution point information so that it can be acquired by the player terminal 1 and the other player terminal 1a of the opponent. This makes it possible for both player terminals 1 to recognize that the number of evolution points or the number of super evolution points owned by the player or the other player has changed.
[0132] FIG. 12A is a first diagram illustrating an example of a transition of a battle screen displayed to a player. FIG. 12B is a second diagram illustrating an example of a transition of a battle screen displayed to a player. FIG. 12C is a third diagram illustrating an example of a transition of a battle screen displayed to a player. FIG. 13A is a first diagram illustrating an example of a transition of a battle screen displayed to an opponent. FIG. 13B is a second diagram illustrating an example of a transition of a battle screen displayed to an opponent. FIG. 14A is a fourth diagram illustrating an example of a transition of a battle screen displayed to a player. FIG. 15B is a fifth diagram illustrating an example of a transition of a battle screen displayed to a player. FIG. 14C is a sixth diagram illustrating an example of a transition of a battle screen displayed to a player. FIG. 15A is a seventh diagram illustrating an example of a transition of a battle screen displayed to a player. FIG. 15B is an eighth diagram illustrating an example of a transition of a battle screen displayed to a player. FIG. 16A is a ninth diagram illustrating an example of a transition of a battle screen displayed to a player. FIG. 16B is a tenth diagram illustrating an example of a transition of a battle screen displayed to a player. FIG. 17A is a third diagram illustrating an example of a transition of a battle screen displayed to an opponent. FIG. 17B is a fourth diagram illustrating an example of a transition of a battle screen displayed to an opponent. FIG. 18A is an eleventh diagram illustrating an example of a transition of a battle screen displayed to a player. FIG. 18B is a twelfth diagram illustrating an example of a transition of a battle screen displayed to a player. FIG. 19A is a thirteenth diagram illustrating an example of a transition of a battle screen displayed to a player. FIG. 19B is a fourteenth diagram illustrating an example of a transition of a battle screen displayed to a player. FIG. 20A is a fifteenth diagram illustrating an example of a transition of a battle screen displayed to a player. FIG. 20B is a sixteenth diagram illustrating an example of a transition of a battle screen displayed to a player. FIG. 20C is a seventeenth diagram illustrating an example of a transition of a battle screen displayed to a player.
[0133] When the card battle game starts at the player terminal 1, as shown in FIG. 12A, whether the player is playing first or second is displayed on the touch panel 26 based on the first / second player information.
[0134] Then, on the player terminal 1, as shown in FIG. 12B, based on the exchange information included in the player's initial information, three initial candidate cards are placed in the initial card display area 70, and an exchange display area 71 for placing the cards to be exchanged is displayed on the touch panel 26.
[0135] Furthermore, when the practice mode function is used, as shown in Fig. 12B, a content display section 73 and a first / second move display section 74 are displayed on the right side of the battle screen of the player terminal 1. In Fig. 12B, the content display section 73 displays "You," indicating that the display is based on the exchange information included in the player's initial information.
[0136] Furthermore, a switching operation unit 73a is provided in the content display unit 73. When the switching operation unit 73a is tapped, the display of the game screen is switched based on the exchange information included in the opponent's initial information, as shown in Fig. 12C. At this time, as shown in Fig. 12C, the content display unit 73 displays "opponent," indicating that the display is based on the exchange information included in the opponent's initial information.
[0137] Similarly, at the other player terminal 1a of the other player, a game screen is displayed based on the exchange information included in the other player's initial information, as shown in Fig. 13A. Then, when the other player taps the switching operation unit 73a, the display of the game screen at the other player terminal 1a is switched based on the exchange information included in the player's initial information, as shown in Fig. 13B.
[0138] When the lecture mode function is used, if the opponent taps (selects) any of the player's initial candidate cards arranged in the initial card display area 70 on the game screen shown in FIG. 13B, first guidance information is transmitted from the other player terminal 1a to the server 1000. The first guidance information may include, for example, index information indicating the index of the tapped card as information that can identify the tapped card. Furthermore, the first guidance information may include, for example, a card ID for specifying the tapped card as information that can identify the tapped card.
[0139] Furthermore, the information for identifying the tapped card can be information indicating the display position of the tapped card, i.e., the coordinates within the game screen. However, since the aspect ratio of the game screen of the player and the game screen of the opponent may differ, for example, it is conceivable that the effect 76 may not be displayed in an appropriate position when information indicating the coordinates within the game screen is used. Therefore, it is desirable to use, for example, index information indicating the index of the tapped card or a card ID for identifying the tapped card as the first guidance information.
[0140] When the server 1000 receives the first training information from the other player terminal 1a, the server 1000 sets the first training information so that it can be acquired by the player terminal 1. Based on the first training information received from the server 1000, the player terminal 1 superimposes an effect 76 on the initial candidate card of the corresponding player that is displayed in the initial card display area 70 of the battle game screen of the player terminal 1, as shown in FIGS. 14A and 14B.
[0141] Furthermore, when the lecture mode function is used, if the player taps any of the player's initial candidate cards arranged in the initial card display area 70 on the game screen shown in FIG. 14A, first training information is transmitted from the player terminal 1 to the server 1000. Upon receiving the first training information from the player terminal 1, the server 1000 sets the first training information so that it can be acquired by the other player terminal 1a. Based on the first training information received from the server 1000, the other player terminal 1a superimposes an effect 76 on the corresponding player's initial candidate card displayed in the initial card display area 70 on the battle game screen of the other player terminal 1a, as shown in FIG. 13B.
[0142] Furthermore, when the lecture mode function is used, if a player taps on one of the opponent's initial candidate cards placed in the initial card display area 70 on the game screen shown in FIG. 12C, an effect 76 will be superimposed on the corresponding opponent's initial candidate card displayed in the initial card display area 70 on the battle game screen of the other player terminal 1a shown in FIG. 13A.
[0143] Furthermore, when the lecture mode function is used, if the opponent taps one of the opponent's initial candidate cards placed in the initial card display area 70 on the game screen shown in FIG. 13A, an effect 76 will be superimposed on the corresponding opponent's initial candidate card displayed in the initial card display area 70 on the battle game screen of the player terminal 1 shown in FIG. 12C.
[0144] As described above, in this embodiment, the voice chat function can be used. In this embodiment, by using the lecture mode function in combination with the voice chat function, it is possible to improve the convenience of pointing out cards displayed on the game screen by the effect 76. Furthermore, by using the lecture mode function, it is possible to improve the convenience of pointing out cards displayed on the game screen by the effect 76, even without using the voice chat function.
[0145] As shown in FIG. 14C, the player moves a card that the player wants to exchange from among the initial candidate cards to the exchange display area 71 by performing a slide operation.
[0146] When the lecture mode function is used, if the opponent taps on an initial candidate card that has been moved to the exchange display area 71, an effect 76 will be superimposed on the initial candidate card in the same manner as described above.
[0147] Furthermore, when the lecture mode function is used, if the other player taps the confirm button 72 on the game screen shown in FIG. 13B , second instruction information is transmitted from the other player terminal 1a to the server 1000. The second instruction information includes information that can identify the tapped operation unit. Furthermore, as information that can identify the tapped operation unit, information indicating the display position of the tapped operation unit, i.e., the coordinates within the game screen, can also be used. However, since the aspect ratio of the game screen of the player and the game screen of the other player may differ, for example, it is conceivable that the effect 76 may not be displayed in an appropriate position when information indicating the coordinates within the game screen is used. Therefore, it is desirable to use information that can identify the tapped operation unit as the second instruction information. As information that can identify the tapped operation unit, an operation unit ID assigned to each operation unit can also be used.
[0148] When the server 1000 receives the second training information from the other player terminal 1a, the server 1000 sets the second training information so that it can be acquired by the player terminal 1. Based on the second training information received from the server 1000, the player terminal 1 displays an effect 76 superimposed on the enter button 72 on the battle game screen of the player terminal 1, as shown in FIG. 14C .
[0149] Similarly, when the lecture mode function is used, if the player taps the enter button 72 on the game screen shown in Fig. 12C, second training information is transmitted from the player terminal 1 to the server 1000. Upon receiving the second training information from the player terminal 1, the server 1000 sets the second training information so that it can be acquired by the other player terminal 1a. Based on the second training information received from the server 1000, the other player terminal 1a displays an effect 76 superimposed on the enter button 72 on the battle game screen of the other player terminal 1a, as shown in Fig. 13A.
[0150] In this way, by using the lecture mode function, the effect 76 can improve the convenience when pointing to an operation unit (for example, the enter button 72) displayed on the game screen.
[0151] It should be noted that when the first instruction information or the second instruction information is received from the server 1000, if a predetermined display condition is not met, the effect 76 may not be displayed. For example, if a predetermined effect set in advance is being executed on the game screen, it may be determined that the predetermined display condition is not met. Also, for example, if the card on which the effect 76 is to be displayed has already been destroyed, it may be determined that the predetermined display condition is not met. Also, for example, if the card on which the effect 76 is to be displayed is being moved, it may be determined that the predetermined display condition is not met. In this way, by canceling the display of the effect 76 in a situation where it is inappropriate to display the effect 76, it is possible to prevent a situation in which the instruction content becomes difficult to understand.
[0152] The effect 76 may be hidden when a predetermined display termination condition is met. For example, the display termination condition may be met when a predetermined display time has elapsed since the start of display of the effect 76. Also, a limit may be placed on the number of effects 76 that can be simultaneously displayed on the game screen. For example, once an effect 76 is displayed on the game screen, a new effect 76 may not be displayed until the display of the effect 76 is terminated.
[0153] Furthermore, for example, when new first instruction information or second instruction information is received while an effect 76 is being displayed on the game screen, the currently displayed effect 76 can be hidden. Then, the display of the effect 76 based on the newly received first instruction information or second instruction information can be started. At this time, if the target (card or operation unit) of the previously displayed effect 76 is the same as the target (card or operation unit) of the subsequent effect 76 based on the newly received first instruction information or second instruction information, the display of the previously displayed effect 76 can be continued.
[0154] This makes it possible to prevent an excessive number of effects 76 from being displayed on the game screen, making it difficult to understand the content of instruction.
[0155] In this embodiment, the effect 76 superimposed on the card and the effect 76 superimposed on the operation unit have the same appearance, but this is not limited to this. That is, the effect 76 superimposed on the card and the effect 76 superimposed on the operation unit may have at least a partial different appearance or may have a different size. This makes it easy to visually distinguish whether the instruction is directed to the card or the operation of the operation unit.
[0156] It should be noted that, while a slide operation is being performed on a card to be replaced from among the initial candidate cards, the effect 76 superimposed on the card to be replaced can be made invisible. Also, while a slide operation is being performed on a card to be replaced from among the initial candidate cards, the effect 76 superimposed on the card to be replaced can be kept displayed in accordance with the card to be replaced.
[0157] Furthermore, the effect 76 is displayed based on the first instruction information or the second instruction information received from the server 1000. That is, the effect 76 is not displayed on the game screen of the player terminal 1 based on the player tapping on a card or an operation unit on the game screen of the player terminal 1. This makes it possible to prevent a situation in which it becomes difficult to tell whether the effect 76 displayed on the game screen is based on the opponent's tap or the player's own tap. Similarly, the effect 76 is not displayed on the game screen of the other player terminal 1a based on the opponent's tapping on a card or an operation unit on the game screen of the other player terminal 1a.
[0158] 14C, when the player taps the decision button 72, the player terminal 1 returns the cards moved to the exchange display area 71 to the deck area 45a, and determines the initial candidate cards that have not been exchanged and the exchange candidate cards equal to the number of exchanged initial candidate cards as initial cards. The player terminal 1 then transmits initial card information indicating the determined initial cards to the server 1000. The server 1000 also receives initial card information from the other player terminal 1a.
[0159] When the practice mode function is being used, upon receiving initial card information from both the player and the opponent, the server 1000 sets the opponent's initial card information so that it can be acquired by the player's player terminal 1. Similarly, upon receiving initial card information from both the player and the opponent, the server 1000 sets the opponent's other player terminal 1a so that it can acquire the player's initial card information.
[0160] 15A, the player terminal 1 displays a battle screen on the touch panel 26. At this time, the player terminal 1 arranges the determined initial card in the hand area 46a so that it can be identified, and arranges three cards in the hand area 46b so that they can be identified, based on the received initial card information of the opponent.
[0161] On the other hand, when the practice mode function is not being used, upon receiving initial card information from both the player and the opponent, the server 1000 sets, for the player's player terminal 1, number information indicating only the number of cards included in the opponent's initial card information so that the number of cards is retrievable. Similarly, upon receiving initial card information from both the player and the opponent, the server 1000 sets, for the opponent's other player terminal 1a, number information indicating only the number of cards included in the player's initial card information so that the number of cards is retrievable. Upon receiving the number information, the player terminal 1 arranges the determined initial cards in the hand area 46a so that they are identifiable, and arranges three cards in the hand area 46b so that they are not identifiable, based on the received number information from the opponent, as shown in FIG. 6 .
[0162] Thereafter, when the player is the first to play, the player terminal 1 displays an image on the touch panel 26 that reads "YOUR TURN," indicating that it is the player's turn, as shown in FIG. 15B. At this time, the player terminal 1 also displays the number of turns remaining until the evolution-enabled turn, when the player can use evolution. In the case shown in FIG. 15B, an image that reads "4 turns remaining until evolution is possible" is displayed on the touch panel 26.
[0163] Furthermore, in the evolution display area 43a, two diamond-shaped icons are displayed, which indicate two evolution points that are linked to the player ID of the leading player (hereinafter also referred to as being assigned to the player). At this time, since the player's evolution release turn (the fifth turn in this embodiment) has not yet been reached, the evolution display area 43a displays the two icons in a manner that indicates that they are unavailable (white in the figure). Furthermore, the evolution display area 43a is displayed in a manner that indicates that evolution is unavailable (white in the figure).
[0164] Furthermore, the super evolution display area 44a displays two diamond-shaped icons indicating the two super evolution points given to the leading player. At this time, since the player's super evolution release turn (the seventh turn in this embodiment) has not yet been reached, the super evolution display area 44a displays two diamond-shaped icons in a manner indicating that they are unusable (white in the figure). Furthermore, the super evolution display area 44a is displayed in a manner indicating that super evolution is unusable (white in the figure).
[0165] Furthermore, in the evolution display area 43b, three diamond-shaped icons are displayed, indicating the three evolution points given to the opponent, who is the second player. At this time, since the opponent's evolution release turn (the fourth turn in this embodiment) has not yet arrived, the evolution display area 43b displays three diamond-shaped icons in a manner indicating that they are unavailable (white in the figure). Furthermore, the evolution display area 43b is displayed in a manner indicating that evolution is unavailable (white in the figure).
[0166] In addition, the super evolution display area 44b displays two diamond-shaped icons indicating the two super evolution points given to the opponent who is the second player. At this time, since the opponent's super evolution release turn (the sixth turn in this embodiment) has not yet been reached, the super evolution display area 44b displays two diamond-shaped icons in a manner indicating that they cannot be used (white in the figure). In addition, the super evolution display area 44b is displayed in a manner indicating that super evolution cannot be used (white in the figure).
[0167] Then, the server 1000 randomly selects one of the cards in the deck area 45a from the indexes of the cards in the deck area 45a. That is, here, one of the cards in the deck area 45a is randomly selected. Then, the player terminal 1 places the card selected by random selection in the hand area 46a, as shown in FIG. 16A.
[0168] Furthermore, at the start of a turn, the server 1000 adds 1 to the player's play points. The player terminal 1 updates and displays the play point display section 49a (here, the play points are set to 1).
[0169] Furthermore, when a turn begins, the number of turns remaining until the player's evolution unlock turn is displayed in the evolution display area 43a. In the example shown in FIG. 16A, an image with "4" written on it is displayed in the evolution display area 43a as the number of turns remaining until the player's evolution unlock turn. Furthermore, the super evolution display area 44a displays the number of turns remaining until the player's super evolution unlock turn. In the example shown in FIG. 16A, an image with "6" written on it is displayed in the evolution display area 43a as the number of turns remaining until the player's super evolution unlock turn. Note that the number of remaining turns displayed in the evolution display area 43a and the super evolution display area 44a is decremented and updated at the start of the player's turn.
[0170] Furthermore, the number of turns remaining until the opponent's evolution unlock turn is displayed in the evolution display area 43b. In the example shown in FIG. 16A, an image with "4" written on it is displayed in the evolution display area 43b as the number of turns remaining until the opponent's evolution unlock turn. Furthermore, the super evolution display area 44b displays the number of turns remaining until the opponent's super evolution unlock turn. In the example shown in FIG. 16A, an image with "6" written on it is displayed in the evolution display area 43b as the number of turns remaining until the opponent's super evolution unlock turn. Note that the number of remaining turns displayed in the evolution display area 43b and the super evolution display area 44b is decremented and updated at the start of the opponent's turn.
[0171] Although detailed description is omitted, the card battle game of this embodiment may also include an extra play point function. With this extra play point function, the second player is granted a special right to increase their play points by "+1" at any time. This special right can be used a maximum of a predetermined number of times (e.g., twice) within one card battle game. By granting the second player the special right in this way, it is possible to reduce the bias in win rates between the first player and the second player, thereby achieving an appropriate game balance. For example, the special right may be used a maximum of once by a predetermined turn (e.g., the fifth turn of the second player) and once after the predetermined turn (e.g., the sixth turn of the second player or later). In this case, a special operation unit (not shown) for using the special right may be displayed. In this case, the operation affecting the progress of the game includes the operation for using the special right (e.g., the special operation unit (not shown)).
[0172] It is also possible to grant special rights to both the second player and the first player. In this case, the number of special rights granted to the second player should be greater than the number of special rights granted to the first player.
[0173] Furthermore, when the player taps the opponent's hand area 46b, the opponent's hand area 46b and the cards placed therein are enlarged as shown in FIG. 16B. This improves the visibility of the cards placed in the hand area 46b. At this time, the cards placed in the enlarged opponent's hand area 46b are superimposed on the opponent's leader 41b, stamina display area 42b, evolution display area 43b, super evolution display area 44b, and play point display area 49b. Furthermore, when the player taps the opponent's hand area 46b in the state shown in FIG. 16B, the opponent's hand area 46b and the cards placed therein are reduced in size as shown in FIG. 16A. This makes the opponent's leader 41b, stamina display area 42b, evolution display area 43b, super evolution display area 44b, and play point display area 49b visible.
[0174] In this embodiment, when the player taps the opponent's hand area 46b, the opponent's hand area 46b and the cards placed in the hand area 46b are enlarged. However, this is not limited to this. For example, the default setting may be a state in which the opponent's hand area 46b and the cards placed in the hand area 46b are enlarged. In this case, in a situation in which enlargement is not appropriate, the opponent's hand area 46b and the cards placed in the hand area 46b may be exceptionally reduced in size.
[0175] Furthermore, when the practice mode function is being used, when a player's turn begins, a game screen is displayed on the other player terminal 1a of the opponent as shown in Fig. 17A. That is, the other player terminal 1a receives index information from the server 1000 and arranges cards in the player's hand area 46b in an identifiable manner based on the received index information. Note that when the practice mode function is not being used, the other player terminal 1a receives card count information from the server 1000 and arranges cards in the player's hand area 46b in an indistinguishable manner based on the received card count information.
[0176] Furthermore, when the opponent taps the player's hand area 46b, the player's hand area 46b and the cards placed in the hand area 46b are enlarged and displayed, as shown in FIG. 17B.
[0177] When the lecture mode function is used, if the opponent taps any of the cards placed in the player's hand area 46b on the game screen shown in FIG. 17A or FIG. 17B, first training information is transmitted from the other player terminal 1a to the server 1000. Upon receiving the first training information from the other player terminal 1a, the server 1000 sets the first training information so that it can be acquired by the player terminal 1. Based on the first training information received from the server 1000, the player terminal 1 superimposes an effect 76 on the corresponding player's card displayed in the hand area 46a of the battle game screen of the player terminal 1, as shown in FIG. 18A. The example shown in FIG. 18A illustrates a case where the effect 76 is displayed on the second follower card from the right in the hand area 46a.
[0178] Furthermore, when the lecture mode function is used, if the player taps any of the cards placed in the player's hand area 46a on the game screen shown in FIG. 18A, first training information is transmitted from the player terminal 1 to the server 1000. Upon receiving the first training information from the player terminal 1, the server 1000 sets the first training information so that it can be acquired by the other player terminals 1a. Based on the first training information received from the server 1000, the other player terminals 1a superimpose an effect 76 on the corresponding player's card displayed in the hand area 46b of the battle game screen of the other player terminals 1a, as shown in FIGS. 17A and 17B. The example shown in FIG. 18A illustrates a case where the effect 76 is displayed on the second follower card from the right in the hand area 46a.
[0179] 18B, for example, when a follower card with a cost of 1 is placed on the field 47a by sliding it from among the cards placed in the hand area 46a based on the player's operation, the play points are decremented by 1 and the play point display section 49a is updated and displayed. Here, if the follower card placed on the field 47a has an ability 55 and the activation condition is met, the ability 55 whose activation condition is met is activated.
[0180] Here, when a slide operation to play a card is performed, the opponent's hand area 46b, which has been enlarged, and the cards placed in the hand area 46b are displayed in a reduced size, as shown in Fig. 18B. This makes the opponent's leader 41b, stamina display area 42b, evolution display area 43b, super evolution display area 44b, and play point display area 49b, which were previously obscured by the cards placed in the enlarged opponent's hand area 46b, visible.
[0181] It should be noted that, while a slide operation to play a card is being performed, the effect 76 superimposed on the card that is the target of the slide operation can be made invisible. This makes it possible to prevent the risk of the visibility of the card that is the target of the slide operation from decreasing while a slide operation to play a card is being performed. However, while a slide operation to play a card is being performed, the effect 76 superimposed on the card that is the target of the slide operation can also be kept displayed in accordance with the card that is the target of the slide operation.
[0182] Furthermore, the player terminal 1 transmits play information including card information indicating the cards placed on the field 47a to the server 1000. Upon receiving the play information, the server 1000 sets the other player terminal 1a of the opponent to be able to acquire the received play information. As a result, the other player terminal 1a of the opponent places the cards indicated in the play information on the other player's field 47b, and updates and displays the other player's play point display section 49b.
[0183] Furthermore, when the lecture mode function is used, if the opponent taps the turn end button 48 on the game screen shown in FIG. 17A or FIG. 17B, second training information is transmitted from the other player terminal 1a to the server 1000. Upon receiving the second training information from the other player terminal 1a, the server 1000 sets the second training information so that it can be acquired by the player terminal 1. Based on the second training information received from the server 1000, the player terminal 1 superimposes an effect 76 on the turn end button 48 on the battle game screen of the player terminal 1, as shown in FIG. 18B.
[0184] Thereafter, when the player taps the turn end button 48, the player terminal 1 transmits turn end information indicating that the turn has ended to the server 1000. Note that, in the case where a card that activates an ability 55 on the condition that the turn end occurs is on the playing field 47a, 47b, the player terminal 1 activates the ability 55 of that card. Upon receiving the turn end information, the server 1000 ends the player's turn, sets turn start information for starting the opponent's turn, and starts the opponent's turn at the other player terminal 1a.
[0185] Then, at the player's player terminal 1, as shown in FIG. 19A, an image with "ENEMY TURN" written on it, indicating that it is the opponent's turn, is displayed on the touch panel 26.
[0186] Then, two cards are determined by lottery from the indexes of the cards in the deck area 45b in the server 1000. That is, here, two cards are determined by lottery from the cards in the deck area 45b.
[0187] At this time, if the practice mode function is being used, when the opponent's turn begins, the player terminal 1 displays a game screen as shown in Fig. 19B. That is, the player terminal 1 receives index information from the server 1000, and arranges cards in the opponent's hand area 46b so that they are identifiable based on the received index information. Note that if the practice mode function is not being used, the player terminal 1 receives number information from the server 1000, and arranges cards in the opponent's hand area 46b so that they are not identifiable based on the received number information.
[0188] At the start of a turn, one card is usually selected by lottery, but for the first turn of the player who plays second, two cards are selected by lottery. Also, the server 1000 adds one to the opponent's play points. The player terminal 1 updates and displays the play point display section 49b, and adds one to the opponent's play points.
[0189] Furthermore, when the opponent's turn begins, the player terminal 1 subtracts the number of remaining turns displayed in the evolution display area 43b and the super evolution display area 44b, and updates the display, as shown in FIG. 19B.
[0190] Thereafter, when the opponent ends the turn without playing a card from the hand area 46b and receives turn start information from the server 1000, the player terminal 1 displays an image on the touch panel 26 that reads "YOUR TURN," indicating that it is the player's turn, as shown in FIG. 20A. At this time, the player terminal 1 also displays the number of turns remaining until the turn in which the player's evolution is allowed. In the case shown in FIG. 20A, an image that reads "3 turns remaining until evolution is possible" is displayed on the touch panel 26.
[0191] Furthermore, when the server 1000 determines by lottery one of the indexes of cards in the deck area 45a, the player terminal 1 places the card determined by lottery in the hand area 46a, as shown in Fig. 20B. Furthermore, when the server 1000 adds 1 to the player's play points, the player terminal 1 updates and displays the play point display section 49a (here, the play points are set to 2).
[0192] Furthermore, when the player's turn begins, the player terminal 1 subtracts the number of remaining turns displayed in the evolution display area 43a and the super evolution display area 44a, and updates the display, as shown in FIG. 20B.
[0193] When the lecture mode function is used, if a card on a player's field 47a (Figure 20B) is tapped on the game screen of the opponent's other player terminal 1a, an effect 76 is superimposed on the corresponding player's card displayed on the field 47a of the battle game screen of the player terminal 1, as shown in Figure 20B.
[0194] Then, as shown in FIG. 20C , assume that the player slides a follower card placed on the field 47a toward the opponent's leader 41b. Based on this slide operation, the player terminal 1 transmits attack information indicating the attacking follower card and the attacked follower card or leader 41b to the server 1000. Upon receiving the attack information, the server 1000 sets attack result information, including information indicating the result of subtracting the vitality of the attacked opponent's follower card or leader 41b and information indicating the result of subtracting the vitality of the attacking follower card, to the player terminal 1 and the opponent's other player terminal 1a so that the information can be acquired. Then, based on the received attack result information, the player terminal 1 reduces the vitality displayed in the vitality display area 42b of the opponent's leader 41b by the attack power 56 of that follower card.
[0195] Here, when a slide operation to attack with a follower card is performed, the opponent's hand area 46b, which was previously enlarged, and the cards placed in the hand area 46b are displayed in a reduced size, as shown in Fig. 20C. This makes it possible to view the opponent's leader 41b, stamina display area 42b, evolution display area 43b, super evolution display area 44b, and play point display area 49b, which were previously obscured by the cards placed in the enlarged opponent's hand area 46b.
[0196] It should be noted that, while a slide operation to attack with a follower card is being performed, the effect 76 superimposed on the card that is the target of the slide operation can be made invisible. This makes it possible to prevent the risk of the visibility of the card that is the target of the slide operation from decreasing while a slide operation to attack with a follower card is being performed. However, it is also possible to continue displaying the effect 76 superimposed on the card that is the target of the slide operation while a slide operation to attack with a follower card is being performed.
[0197] Furthermore, while a player is performing a slide operation to attack with a follower card on the player terminal 1, a planned attack indicator (not shown) extending from the card being slid to the attack target (the opponent's leader or the opponent's card) can be displayed on the game screens of both the player terminal 1 and the other player terminal 1a. This makes it possible to visually and easily grasp whether the instruction content has been properly conveyed to the player. Furthermore, while a player is performing a slide operation to attack with a follower card on the other player terminal 1a, a planned attack indicator (not shown) extending from the card being slid to the attack target (the player's leader or the player's card) can be displayed on the game screens of both the player terminal 1 and the other player terminal 1a.
[0198] As described above, the card battle game progresses as the player's turn and the opponent's turn alternate, and each time the player and opponent play a card or make an attack, that information is sent to the server 1000. When the vitality displayed in the vitality display area 42a of the player's leader 41a or the vitality displayed in the vitality display area 42b of the opponent's leader 41b reaches 0, the winner is decided and the card battle game ends.
[0199] Next, the evolution of follower cards will be described. In the card battle game of this embodiment, from the evolution release turn onwards, follower cards can be evolved by consuming evolution points displayed in the evolution display areas 43a and 43b. In this embodiment, the evolution release turn is set to the fifth turn of the first player and the fourth turn of the second player. However, the evolution release turn is not limited to this. For example, the evolution release turn may be the start of the card battle game, i.e., the first turn.
[0200] Furthermore, in the card battle game of this embodiment, from the super evolution unlock turn onwards, follower cards can be super evolved by consuming super evolution points displayed in the super evolution display areas 44a, 44b. In this embodiment, the super evolution unlock turn is set to the seventh turn of the first player and the sixth turn of the second player. However, the super evolution unlock turn is not limited to these. In any case, the super evolution unlock turn may be any turn that occurs after the evolution unlock turn.
[0201] Here, it is preferable that the second player unlocks evolution earlier than the first player. It is also preferable that the second player unlocks super evolution earlier than the first player. This makes it possible to correct the well-known disparity in first player advantages in turn-based games.
[0202] In this embodiment, two evolution points are awarded to the first player and three points to the second player. Two super evolution points are awarded to both the first and second players. However, the number of evolution points and super evolution points awarded is not limited to this.
[0203] Here, it is preferable that the number of evolution points and super evolution points granted to the second player is equal to or greater than the number of points granted to the first player. Also, the number of evolution points and super evolution points granted to the second player may be greater than the number of points granted to the first player. This makes it possible to correct the well-known disparity in the advantage of the first player in turn-based games. Also, the number of evolution points granted may be greater or less than the number of super evolution points granted.
[0204] FIG. 21A is a first diagram illustrating an example of a battle screen in an evolution-released turn. FIG. 21B is a second diagram illustrating an example of a battle screen in an evolution-released turn. When a player's evolution-released turn (here, the fifth turn of the player going first) begins, first, as shown in FIG. 21A, an image indicating that it is the player's turn and reading "0 turns remaining until evolution is possible" is displayed on touch panel 26. Then, as shown in FIG. 21B, an image reading "Evolution possible" is displayed in the center of touch panel 26, notifying the player that the evolution-released turn has arrived.
[0205] 21B, the display mode of the icon displayed in the evolution display area 43a changes to a mode (hatched in the figure) indicating that it is available for evolution. Also, the display mode of the evolution display area 43a changes to a mode (hatched in the figure) indicating that evolution is possible. Also, the display of the number of turns remaining until the player's evolution unlock turn in the evolution display area 43a is hidden.
[0206] Furthermore, when the display mode of the evolution display area 43a changes to a mode (hatched) indicating that evolution is possible, the evolution display area 43a functions as an operation unit that accepts a continuous operation input from the evolution display area 43a toward an evolvable follower card placed in the field 47a, i.e., a slide operation. Note that even if the display mode of the evolution display area 43a is a mode (hatched) indicating that evolution is possible, slide operations toward any follower card other than the evolvable follower card placed in the field 47a are treated as invalid. Furthermore, when the display mode of the evolution display area 43a is a mode (white) indicating that evolution is not possible, the evolution display area 43a treats the player's slide operation as invalid.
[0207] FIG. 22A is a first diagram illustrating an example of a battle screen at the time of evolution. FIG. 22B is a second diagram illustrating an example of a battle screen at the time of evolution. FIG. 23A is a third diagram illustrating an example of a battle screen at the time of evolution. FIG. 23B is a fourth diagram illustrating an example of a battle screen at the time of evolution. For example, as shown in FIG. 22A, assume that on the fifth turn of the first player, an unevolved follower card is placed on the field 47a. At this time, when the follower card placed on the field 47a is tapped, a card details tab 80 is displayed on the touch panel 26, as shown in FIG. 22B.
[0208] The abilities of the tapped card are displayed in the card details tab 80. Furthermore, if the follower card tapped by the player can be evolved, the abilities before and after evolution are displayed in the card details tab 80. Furthermore, the card details tab 80 displays an evolution button 80a.
[0209] In this embodiment, only follower cards are set as cards that can evolve. Therefore, the evolve button 80a is displayed only in the card details tab 80 of follower cards, and the evolve button 80a is not displayed in the card details tab 80 of spell cards or amulet cards.
[0210] Furthermore, the evolution button 80a functions as an operation unit that accepts a tap by the player when evolution is possible. When the evolution button 80a in the card details tab 80 is tapped, the follower card is evolved. On the other hand, when evolution is not possible, the evolution button 80a is displayed in a manner that does not accept a tap by the player. Note that when evolution is not possible, the evolution button 80a may be hidden. Specific examples of when evolution is not possible include when the evolution release turn has not yet been reached and when no evolution points are available.
[0211] Furthermore, when the lecture mode function is used, if the evolution display area 43b (FIG. 17A) is tapped on the game screen of the other player terminal 1a, second training information is transmitted from the other player terminal 1a to the server 1000. Upon receiving the second training information from the other player terminal 1a, the server 1000 sets the second training information so that it can be acquired by the player terminal 1. Based on the second training information received from the server 1000, the player terminal 1 displays an effect 76 superimposed on the evolution display area 43a on the battle game screen of the player terminal 1, as shown in FIG. 22A. At this time, if the card details tab 80 is displayed, the effect 76 is superimposed on the evolution button 80a of the card details tab 80, as shown in FIG. 22B.
[0212] Then, when a continuous operation input, i.e., a slide operation, is performed from the evolution display area 43a, which is hatched to indicate that evolution is possible, toward an evolvable follower card placed in the field 47a, the follower card is evolved. Since the follower card can be evolved by a slide operation in this way, it is possible to improve the convenience for the player. At this time, while a slide operation is being performed to evolve the follower card, the display of the effect 76 can be maintained or the effect 76 can be hidden.
[0213] Here, when the opponent's hand area 46b and the cards placed in the hand area 46b are enlarged and a slide operation to evolve a follower card is performed, the enlarged opponent's hand area 46b and the cards placed in the hand area 46b can also be reduced in size. This makes it possible to view the opponent's leader 41b, stamina display area 42b, evolution display area 43b, super evolution display area 44b, and play point display area 49b, which were previously obstructed by the cards placed in the enlarged opponent's hand area 46b.
[0214] Furthermore, while a player is performing a slide operation to evolve a follower card on the player terminal 1, an evolution plan display (not shown) extending from the player's evolution display area to the evolution target (the player's card) can be displayed on the game screens of both the player terminal 1 and the other player terminal 1a. This makes it possible to visually and easily grasp whether the instruction content has been properly conveyed to the player. Furthermore, while an opponent is performing a slide operation to evolve a follower card on the other player terminal 1a, an evolution plan display (not shown) extending from the opponent's evolution display area to the evolution target (the opponent's card) can be displayed on the game screens of both the player terminal 1 and the other player terminal 1a.
[0215] When a follower card is evolved, an evolution animation is displayed. In the evolution animation, the pre-evolved card is displayed, followed by an animated image (not shown) of the card changing.
[0216] Then, when the display of the evolution animation ends, the evolved card is displayed on the field 47a, as shown in FIG. 23A. As shown in FIG. 23A, in this embodiment, the evolved card has substantially the same display size and shape as the pre-evolved card. However, at least a portion of the illustrations displayed on the evolved card and the pre-evolved card are different. However, the display size of the characters in the illustrations displayed on the evolved card and the pre-evolved card are substantially the same.
[0217] Additionally, one of the icons corresponding to the evolution points displayed in the evolution display area 43a is displayed in a manner indicating that it cannot be used (shown as a white outline in the figure). The evolved card's attack power 56 and stamina 57 increase. Also, for follower cards that have "evolve" as an ability 55, that ability is activated.
[0218] Furthermore, the player terminal 1 transmits evolution information (evolution) indicating the evolved follower card to the server 1000. Upon receiving the evolution information (evolution), the server 1000 sets the evolution information (evolution) so that it can be acquired by the other player terminal 1a of the opponent. The other player terminal 1a of the opponent can know from the received evolution information (evolution) that the card has evolved and what the evolved card will look like.
[0219] The player terminal 1 also transmits evolution point consuming operation information to the server 1000, indicating that an operation to consume evolution points has been executed. The server 1000 updates the player's evolution / super evolution point information so as to subtract evolution points owned by the player based on the received evolution point consuming operation information. The server 1000 sets the updated player's evolution / super evolution point information so that it can be acquired by the player terminal 1 and the other opponent player terminal 1a. This allows the player terminal 1 and the other opponent player terminal 1a to know that the player's evolution points have decreased.
[0220] Then, suppose that the player slides the follower card placed on the field 47a onto the opponent's follower card placed on the field 47b. Based on this slide operation, the player terminal 1 transmits attack information indicating the attacking follower card and the follower card that is the target of attack to the server 1000. Upon receiving the attack information, the server 1000 sets attack result information, which includes information indicating the result of subtracting the vitality of the attacked opponent's follower card and information indicating the result of subtracting the vitality of the attacking follower card, so that it can be acquired by the player terminal 1 and the opponent's other player terminal 1a.
[0221] When the strength of the attacked follower card of the opponent becomes 0 based on the received attack result information, the player terminal 1 hides the follower card from the field 47b and sends it to the graveyard (not shown). Also, based on the received attack result information, the player terminal 1 subtracts the strength of the attacking player's follower card and displays it. The example shown in FIG. 23B shows a case where the strength of the attacking player's follower card is subtracted from "6" to "5".
[0222] Fig. 24A is a first diagram illustrating an example of a battle screen in the super evolution release turn. Fig. 24B is a second diagram illustrating an example of a battle screen in the super evolution release turn. When the player's super evolution release turn (here, the seventh turn of the player going first) begins, first, as shown in Fig. 24A, an image indicating that it is the player's turn and reading "0 turns remaining until super evolution is possible" is displayed on touch panel 26.
[0223] At the start of a player's turn after the evolution unlock turn, the number of turns remaining until the super evolution unlock turn is displayed. In the case shown in Figure 24A, an image stating "0 turns remaining until super evolution is possible" is displayed on the touch panel 26.
[0224] 24B, an image reading "Super Evolution Possible" is displayed in the center of touch panel 26, informing the player that the super evolution release turn has been reached. At the start of a player's turn after the super evolution release turn, an image reading "YOUR TURN" is displayed to indicate that it is the player's turn, and the number of turns remaining until the evolution release turn or the super evolution release turn is not displayed.
[0225] 24B, the display mode of the icon displayed in the super evolution display area 44a changes to a mode (hatched in the figure) indicating that it can be used for super evolution. Also, the display mode of the super evolution display area 44a changes to a mode (hatched in the figure) indicating that evolution is possible. Also, the display of the number of turns remaining until the player's super evolution unlock turn in the super evolution display area 44a is hidden.
[0226] Furthermore, when the display mode of the super evolution display area 44a is a mode (hatched) indicating that super evolution is possible, the super evolution display area 44a functions as an operation unit that accepts slide operations by the player. Note that even when the display mode of the super evolution display area 44a is a mode (hatched) indicating that super evolution is possible, slide operations for follower cards other than those that can evolve and are placed on the field 47a are treated as invalid. Furthermore, when the display mode of the super evolution display area 44a is a mode (white) indicating that super evolution is not available, the super evolution display area 44a treats slide operations by the player as invalid.
[0227] FIG. 25A is a first diagram illustrating an example of a battle screen at the time of super evolution. FIG. 25B is a second diagram illustrating an example of a battle screen at the time of super evolution. FIG. 26A is a third diagram illustrating an example of a battle screen displayed to a player at the time of super evolution. FIG. 26B is a fourth diagram illustrating an example of a battle screen displayed to a player at the time of super evolution. FIG. 27 is a fifth diagram illustrating an example of a battle screen displayed to a player at the time of super evolution.
[0228] As shown in Figure 25A, assume that on the seventh turn of the first player, an unevolved follower card is placed on field 47a. At this time, when the follower card placed on field 47a is tapped, a card details tab 80 is displayed on touch panel 26, as shown in Figure 25B.
[0229] If the follower card tapped by the player can be super evolved, the pre-evolution abilities, post-evolution abilities, and post-super evolution abilities are displayed in the card details tab 80. The card details tab 80 also displays an evolution button 80a and a super evolution button 80b.
[0230] The super evolution button 80b is displayed only when the follower card tapped by the player is capable of super evolution. In other words, if super evolution is not possible, the super evolution button 80b is not displayed. However, if super evolution is not possible, the super evolution button 80b may be displayed in a manner that does not accept taps by the player. Specific cases in which super evolution is not possible include, for example, when the super evolution release turn has not yet been reached and when there are no super evolution points. When the super evolution button 80b in the card details tab 80 is tapped, the super evolution of the follower card is performed.
[0231] Furthermore, when the lecture mode function is used, if the super evolution display area 44b (FIG. 17A) is tapped on the game screen of the other player terminal 1a, second training information is transmitted from the other player terminal 1a to the server 1000. Upon receiving the second training information from the other player terminal 1a, the server 1000 sets the second training information so that it can be acquired by the player terminal 1. Based on the second training information received from the server 1000, the player terminal 1 superimposes an effect 76 on the super evolution display area 44a on the battle game screen of the player terminal 1, as shown in FIG. 25A. At this time, if the card details tab 80 is displayed, the effect 76 is superimposed on the super evolution button 80b of the card details tab 80, as shown in FIG. 25B.
[0232] Then, when a continuous operation input, i.e., a slide operation, is performed from the super evolution display area 44a, which is in a state (hatched) indicating that super evolution is possible, toward a follower card that can be super evolved and is placed on the field 47a, the super evolution of that follower card is performed. In this way, since the super evolution of a follower card can be performed by a slide operation, it is possible to improve convenience for the player. At this time, while performing a slide operation to super evolve the follower card, the display of the effect 76 can be maintained or the effect 76 can be hidden.
[0233] Here, when the opponent's hand area 46b and the cards placed in the hand area 46b are enlarged and a slide operation is performed to super evolve a follower card, the enlarged opponent's hand area 46b and the cards placed in the hand area 46b can also be reduced in size. This makes it possible to view the opponent's leader 41b, stamina display area 42b, evolution display area 43b, super evolution display area 44b, and play point display area 49b, which were previously obstructed by the cards placed in the enlarged opponent's hand area 46b.
[0234] Furthermore, while a player is performing a slide operation to super evolve a follower card on the player terminal 1, a super evolution planned display (not shown) extending from the player's super evolution display area to the super evolution target (the player's card) can be displayed on the game screens of both the player terminal 1 and the other player terminal 1a. This makes it possible to visually easily grasp whether the instruction content has been properly conveyed to the player. Furthermore, while an opponent is performing a slide operation to super evolve a follower card on the other player terminal 1a, a super evolution planned display (not shown) extending from the opponent's super evolution display area to the super evolution target (the opponent's card) can be displayed on the game screens of both the player terminal 1 and the other player terminal 1a.
[0235] When a follower card is super evolved, a super evolution animation is displayed. In the super evolution animation, the pre-super evolution card is displayed, followed by an animated image (not shown) of the card changing. Note that at least some of the animated images in the super evolution animation and the evolution animation may be different. Furthermore, the display time for the animated images in the super evolution animation and the evolution animation may be different or the same. For example, the display time for the super evolution animation may be longer than that of the evolution animation, and the displayed animated image may be more flashy.
[0236] Then, when the display of the super evolution animation ends, the super evolved card is displayed on the field 47a, as shown in FIG. 26. As shown in FIG. 26, in this embodiment, the super evolved card is displayed larger in size than the pre-evolved card and the evolved card. The super evolved card has a different shape from the pre-evolved card and the evolved card. Furthermore, the super evolved card has at least a part of the illustration displayed differently from the pre-evolved card and the evolved card. Furthermore, the super evolved card has a larger character display size in the illustration displayed than the pre-evolved card and the evolved card. This makes it possible to easily identify the super evolved card, improving convenience for the player. Furthermore, it is possible to give the player a special feeling for having performed the super evolution, thereby improving the enjoyment of the game.
[0237] The player terminal 1 may determine the display position of each card displayed on the fields 47a and 47b depending on the number of super evolved cards displayed on the fields 47a and 47b. In this case, the display position may be determined based on the number of super evolved cards, or the size of the card. This makes it possible to reduce the risk that the cards displayed on the fields 47a and 47b will impair the visibility of other displayed objects on the screen (for example, the evolution display areas 43a and 43b, the super evolved display areas 44a and 44b, etc.).
[0238] In addition, one of the icons corresponding to the super evolution points displayed in the super evolution display area 44a is displayed in a manner indicating that it cannot be used (shown as a white outline in the figure). The attack power 56 and stamina 57 of the super evolved card then increase. Also, for follower cards that have "super evolution" as an ability 55, that ability is activated.
[0239] Furthermore, the player terminal 1 transmits evolution information (super evolution) indicating the super evolved follower card to the server 1000. Upon receiving the evolution information (super evolution), the server 1000 sets the evolution information (super evolution) so that it can be acquired by the other player terminal 1a of the opponent. The other player terminal 1a of the opponent can understand from the received evolution information (super evolution) that the card has been super evolved and what the card will look like after super evolution.
[0240] Furthermore, the player terminal 1 transmits super evolution point consuming operation information to the server 1000, indicating that an operation to consume super evolution points has been executed. Based on the received super evolution point consuming operation information, the server 1000 updates the player's evolution and super evolution point information so as to subtract the super evolution points owned by the player. The server 1000 sets the updated player's evolution and super evolution point information so that it can be acquired by the player terminal 1 and the other opponent player terminal 1a. This allows the player terminal 1 and the other opponent player terminal 1a to know that the player's super evolution points have been reduced.
[0241] In addition, in this embodiment, a super-evolved follower card is granted an invincible state during a player's turn. As described above, normally, when a player attacks an opponent's follower card with a follower card, the strength of the attacking player's follower card decreases based on the attack power of the attacked opponent's follower card. In contrast, when an opponent's follower card is attacked with a super-evolved follower card, i.e., a follower card that has been granted an invincible state, the strength of the attacking player's super-evolved follower card does not decrease. Note that the effect of the invincible state is not limited to the above example. For example, instead of the effect of the invincible state, a predetermined effect may be set that reduces the amount of decrease in strength of the attacking player's super-evolved follower card when the opponent's follower card is attacked.
[0242] When the player's turn ends and the opponent's turn begins, the invincible state granted to the super evolved follower card is removed. Then, when the opponent's turn ends and the player's turn begins, the invincible state is granted to the super evolved follower card again.
[0243] Also, as mentioned above, normally, when a player attacks an opponent's follower card with a follower card, and the health of the attacked follower card reaches 0, the follower card is hidden from play 47b and sent to the Graveyard (not shown). In this case, the health of the opponent's leader 41b does not generally decrease. In contrast, when a player attacks an opponent's follower card with a super-evolved follower card, i.e., a follower card that has been granted invincibility, and the health of the attacked follower card reaches 0, a knockback effect is activated, causing the follower card to collide with the opponent's leader 41b. When the knockback effect is activated, the health of the opponent's leader 41b decreases by 1.
[0244] The knockback effect has an activation condition. In this embodiment, the activation condition is met and the knockback effect is activated if the attacked follower card is destroyed during the period from when the follower card to be attacked is selected by a slide operation until the end of the battle between the invincible follower card and the attacked follower card. Specifically, for example, if the above-mentioned "Ultimate Kill" ability is activated and the attacked follower card is destroyed, the activation condition is met and the knockback effect is activated. Also, for example, if an ability that is activated "when attacking" or "when engaging in combat," such as "when attacking, deal 1 damage to the opposing follower," is activated and the attacked follower card is destroyed, the activation condition is met and the knockback effect is activated.
[0245] For example, if the attacking opponent is destroyed by an "ability that activates after attacking" set on a follower card that has been granted invincibility, the activation condition will not be met and the knockback effect will not be activated.
[0246] Also, for example, if an "ability activated when attacking" set on a follower card that has been granted invincibility destroys an opponent's follower card other than the follower card that was the target of the attack through a sliding operation, the activation condition will not be met for that other follower card, and the blow-away effect will not be activated.
[0247] Suppose a player slides a super-evolved follower card placed on the field 47a onto an opponent's follower card placed on the field 47b. Based on this slide operation, the player terminal 1 transmits attack information indicating the attacking follower card and the follower card that is the target of the attack to the server 1000. Here, in this embodiment, as described above, the super-evolved follower card is given an invincible state.
[0248] Therefore, when the server 1000 receives attack information, it sets attack result information, which includes information indicating the result of subtracting the vitality of the attacked opponent's follower card but does not include information indicating the result of subtracting the vitality of the attacking follower card, so that it can be acquired by the player terminal 1 and the opponent's other player terminal 1a. Furthermore, if the vitality of the attacked opponent's follower card has been subtracted to 0 and the activation condition is met, the server 1000 sets blow-away information, which can be acquired by the player terminal 1 and the opponent's other player terminal 1a. The blow-away information includes information indicating the result of subtracting 1 from the vitality of the opponent's leader 41b due to the activation of the blow-away effect.
[0249] When the strength of the attacked follower card of the opponent reaches 0 based on the received attack result information, the player terminal 1 hides the follower card from the field 47b and sends it to a graveyard (not shown).
[0250] Furthermore, when the player terminal 1 receives blow-away information, the player terminal 1 causes the attacked opponent's follower card to collide with the opponent's leader 41b based on the received blow-away information, as shown in FIG. 26B, thereby reducing the strength of the opponent's leader 41b by 1. At this time, the player terminal 1 derives the direction and distance to move the attacked opponent's follower card based on the coordinate position on the screen where the attacked opponent's follower card is displayed and the coordinate position on the screen where the opponent's leader 41b is displayed. Then, the player terminal 1 moves and displays the attacked opponent's follower card based on the derived direction and distance, thereby causing the attacked opponent's follower card to collide with the opponent's leader 41b.
[0251] As described above, in this embodiment, super evolved follower cards can activate a blow-away effect. As described above, super evolved follower cards have a larger display size than pre-evolved follower cards and evolved cards. Because the blow-away effect is activated by super evolved follower cards with such a relatively large display size, it is possible to create a visually easy-to-understand presentation. This can improve the convenience for players and increase the enjoyment of the game.
[0252] In this embodiment, when the opponent's leader 41b's strength is reduced by 1 due to the blow-away effect, and the opponent's leader 41b's strength becomes 0, a predetermined special effect is executed. The content of the special effect is not particularly limited, but for example, as shown in FIG. 27, the opponent's leader 41b is displayed in a rotating manner.
[0253] The abilities 55 of the various cards described above may include the ability to recover evolution points or super evolution points, and the ability to change evolution points into super evolution points.
[0254] Next, a description will be given of a case where the effect 76 is displayed on the operation unit of the other player terminal 1a. FIG. 28A is a second diagram illustrating an example of a battle screen displayed to the opponent. FIG. 28B is a third diagram illustrating an example of a battle screen displayed to the opponent. FIG. 28C is a fourth diagram illustrating an example of a battle screen displayed to the opponent. When the lecture mode function is used, if the turn end button 48 is tapped on the game screen displayed on the player terminal 1 of the player during the opponent's turn, second instruction information is transmitted from the player terminal 1 to the server 1000. Upon receiving the second instruction information from the player terminal 1, the server 1000 sets the second instruction information so that it can be acquired by the other player terminal 1a. Based on the second instruction information received from the server 1000, the other player terminal 1a superimposes the effect 76 on the turn end button 48 on the battle game screen of the other player terminal 1a, as shown in FIG. 28A.
[0255] Furthermore, when the lecture mode function is used and the evolution display area 43b is tapped on the game screen displayed on the player terminal 1 of the player, second training information is transmitted from the player terminal 1 to the server 1000. Upon receiving the second training information from the player terminal 1, the server 1000 sets the second training information so that it can be acquired by the other player terminal 1a. Based on the second training information received from the server 1000, the other player terminal 1a superimposes an effect 76 on the evolution display area 43a on the battle game screen of the other player terminal 1a, as shown in FIG. 28B .
[0256] Furthermore, when the lecture mode function is used and the super evolution display area 44b is tapped on the game screen displayed on the player terminal 1 of the player, second training information is transmitted from the player terminal 1 to the server 1000. Upon receiving the second training information from the player terminal 1, the server 1000 sets the second training information so that it can be acquired by the other player terminal 1a. Based on the second training information received from the server 1000, the other player terminal 1a superimposes an effect 76 on the super evolution display area 44a on the battle game screen of the other player terminal 1a, as shown in FIG. 28C .
[0257] Furthermore, a battle log button (not shown) may be provided on the game screen displayed on the player terminal 1 and the game screen displayed on the other player terminal 1a. The battle log button may be provided so as to be capable of receiving a tap operation from the player. When the battle log button is tapped, a battle log indicating various events that occurred during the execution of the battle game is displayed superimposed on the battle screen. Here, the battle log displayed on the player terminal 1 when the practice mode function is not in use may not include information about cards placed in the opponent's hand area 46b. On the other hand, the battle log displayed on the player terminal 1 when the practice mode function is in use may include information about cards placed in the opponent's hand area 46b.
[0258] Furthermore, when the above-described extra play point function is implemented, an effect 76 can be displayed on a special operation unit (not shown) for using a special right. In this case, when the lecture mode function is used and a special operation unit (not shown) is tapped on the game screen displayed on the player's player terminal 1 during the opponent's turn, second instruction information is transmitted from the player terminal 1 to the server 1000. Upon receiving the second instruction information from the player terminal 1, the server 1000 sets the second instruction information so that it can be acquired by the other player terminal 1a. The other player terminal 1a displays an effect 76 superimposed on a special operation unit (not shown) on the battle game screen of the other player terminal 1a based on the second instruction information received from the server 1000. Similarly, when the lecture mode function is used and a special operation unit (not shown) is tapped on the game screen displayed on the opponent's other player terminal 1a during the player's turn, second instruction information is transmitted from the other player terminal 1a to the server 1000. When the server 1000 receives the second guidance information from the other player terminal 1a, the server 1000 sets the second guidance information so that it can be acquired by the player terminal 1. Based on the second guidance information received from the server 1000, the player terminal 1 displays an effect 76 superimposed on a special operation section (not shown) on the battle game screen of the player terminal 1.
[0259] In this embodiment, the evolution display area 43a and the super evolution display area 44a have similar shapes, but the evolution display area 43a and the super evolution display area 44a may be displayed in different modes. For example, the evolution display area 43a and the super evolution display area 44a may have different shapes. Furthermore, the evolution display area 43a and the super evolution display area 44a may be displayed in different colors.
[0260] As described above, in this embodiment, by using the practice mode function and the lecture mode function, it is possible to improve the convenience of mutual instruction and advice between players. For example, it is possible to improve the convenience of an advanced player instructing a beginner player on appropriate operation content online. This improves the convenience for players and reduces the risk of players losing motivation to play the game or losing interest in the game. Furthermore, it is possible for players who do not fully understand the game rules and strategies to efficiently learn the game rules and strategies as they progress through the game. This improves players' motivation to play the game and increases the enjoyment of the game.
[0261] Furthermore, it is possible to improve convenience in situations where advanced players give each other advice, thereby increasing players' motivation to play the game and enhancing the enjoyment of the game.
[0262] In this embodiment, the case where whether or not to use the lecture mode function can be set arbitrarily when the practice mode function is used has been shown, but it is also possible to make it so that when the practice mode function is used, the lecture mode function is also forcibly used. Also, in this embodiment, the case where whether or not to use the practice mode function or lecture mode function is set before the start of the card battle game has been shown, but it is also possible to make it so that whether or not to use the practice mode function or lecture mode function can be changed after the start of the card battle game.
[0263] The following describes the processing of the player terminal 1 and the server 1000 for implementing the card battle game, as well as the functional units that perform each of these processes. Note that the following describes processing related to the practice mode function and the lecture mode function in particular, and omits explanations of other processing.
[0264] (Functional parts of player terminal 1) 29 is a functional block diagram of the player terminal 1. The other player terminal 1a has the same configuration as the player terminal 1. The storage unit 12 of the player terminal 1 is provided with a program storage area 12a and a data storage area 12b. At the start of a game, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0265] The terminal-side game control program includes a game execution control program 300, a card battle game execution control program 301, a display control program 302, and an audio control program 303. Note that the programs listed in Fig. 29 are just examples, and the terminal-side game control program includes many other programs.
[0266] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal control unit 1A. The terminal control unit 1A includes a game execution control unit 300a, a card battle game execution control unit 301a, a display control unit 302a, and an audio control unit 303a.
[0267] Specifically, the CPU 10 runs a game execution control program 300, causing the computer to function as a game execution control unit 300a. Similarly, the CPU 10 runs a card battle game execution control program 301, a display control program 302, and a sound control program 303, causing them to function as a card battle game execution control unit 301a, a display control unit 302a, and a sound control unit 303a, respectively.
[0268] The data storage area 12b is provided with the following storage units for storing data: a game information storage unit 400, a player information storage unit 401, and a card management information storage unit 402. Note that the above storage units are merely examples, and the data storage area 12b is provided with many other storage units.
[0269] The game execution control unit 300a controls the overall progress of the game. For example, the game execution control unit 300a logs in to the game in response to a player's operation, and determines whether or not the overall game information has been updated.
[0270] The card battle game execution control unit 301a is responsible for control for executing the card battle game. For example, the card battle game execution control unit 301a controls the progress of the card battle game based on operations input to the player terminal 1. Furthermore, when the lecture mode function is used, the card battle game execution control unit 301a transmits first training information or second training information to the server 1000 at a predetermined trigger. Furthermore, when the lecture mode function is used, the card battle game execution control unit 301a receives the first training information or second training information from the server 1000 at a predetermined trigger.
[0271] The display control unit 302a controls the display of images displayed on the touch panel 26 in accordance with the player's operation and the progress of the game. When the lecture mode function is used, the display control unit 302a controls the display of the effect 76 on the game screen based on the first guidance information or the second guidance information.
[0272] The audio control unit 303a controls the audio output from the speaker of the player terminal 1 in accordance with the player's operation and the progress of the game. The audio control unit 303a also controls the voice chat function. For example, the audio control unit 303a collects audio from the microphone of the player terminal 1 and transmits the collected audio data and audio information including the player's player ID to the server 1000. Furthermore, upon receiving audio information from the server 1000, the audio control unit 303a outputs audio from the speaker of the player terminal 1 based on the received audio information.
[0273] (Functional part of server 1000) 30 is a functional block diagram of the server 1000. The storage unit 1012 of the server 1000 is provided with a program storage area 1012a and a data storage area 1012b. The program storage area 1012a stores, as server-side game control programs, a game execution control program 1300, a card battle game execution control program 1301, and a sound control program 1303. Note that the programs listed in FIG. 30 are just examples, and many other programs are provided as server-side game control programs.
[0274] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server control unit 1000A. The server control unit 1000A includes a game execution control unit 1300a, a card battle game execution control unit 1301a, and an audio control unit 1303a.
[0275] Specifically, the CPU 1010 runs a game execution control program 1300, causing the computer to function as a game execution control unit 1300a. Similarly, the CPU 1010 runs a card battle game execution control program 1301, causing the computer to function as a card battle game execution control unit 1301a. The CPU 1010 also runs a sound control program 1303, causing the computer to function as a sound control unit 1303a.
[0276] The data storage area 1012b is provided with the following storage units for storing data: a game information storage unit 1400, a player information storage unit 1401, and a card management information storage unit 1402. Note that the above storage units are just examples, and the data storage area 1012b is provided with many other storage units as well.
[0277] The game execution control unit 1300a controls the overall progress of the game. For example, when the game execution control unit 1300a receives login information from the player terminal 1, it sets the player information (deck information, BP, etc.) stored in the player information storage unit 1401 so that it can be acquired by the player terminal 1. Furthermore, when the overall game information (including number information, card information, attack information, attack result information, knockback information, play point information, play information, ability activation information, turn start information, turn end information, evolution / super evolution point information, evolution information (evolution), evolution information (super evolution), win / loss information, etc.) for the game is updated, the game execution control unit 1300a reads the updated game information from the game information storage unit 1400 and sets it so that it can be acquired by the player terminal 1.
[0278] The card battle game execution control unit 1301a is responsible for control to execute the card battle game. The card battle game execution control unit 1301a also controls to execute a lecture mode function. As will be described in detail later, when the card battle game execution control unit 1301a receives first training information or second training information from the player terminal 1, it sets the first training information or second training information so that it can be acquired by the other player terminals 1a. When the card battle game execution control unit 1301a receives first training information or second training information from the other player terminals 1a, it also sets the first training information or second training information so that it can be acquired by the player terminal 1.
[0279] The voice control unit 1303a is responsible for control for executing the voice chat function. For example, when the voice control unit 1303a receives voice information from the player terminal 1, it sets the received voice information so that it can be acquired by the other player terminal 1a. Furthermore, when the voice control unit 1303a receives voice information from the other player terminal 1a, it sets the received voice information so that it can be acquired by the player terminal 1.
[0280] (Communication processing between player terminal 1 and server 1000) The following describes basic processing of the player terminal 1 and the server 1000. In the following description, processing performed in the player terminal 1 is represented as Pn (n is an arbitrary integer). Processing performed in the server 1000 is represented as Sn (n is an arbitrary integer). Processing similar to that performed in the player terminal 1 is also performed in other player terminals 1a.
[0281] 31 is a flowchart illustrating an example of terminal-side card battle game execution processing in the player terminal 1. When the multiplay selection operation unit 30c on the menu bar 30 is tapped, the display control unit 302a displays the setting screen shown in FIG. 5 on the touch panel 26, and various setting operations are accepted (P1-1). When settings are made on the setting screen, the card battle game execution control unit 301a transmits to the server 1000 initial information including deck information to be used in the card battle game, leader information indicating the player's leader, whether or not the practice mode function is being used, and whether or not the lecture mode function is being used (P1-2).
[0282] The card battle game execution control unit 301a receives the initial information of the players (first / second player information, index information, exchange information) from the server 1000 (P1-3). When the practice mode function is used, the card battle game execution control unit 301a receives the initial information of the opponent from the server 1000.
[0283] The card battle game execution control unit 301a also receives and stores the evolution and super evolution point information included in the initial information from the server 1000 (P1-4). At this time, if the player is first to play, 2 evolution points and 2 super evolution points will be stored. If the player is second to play, 3 evolution points and 2 super evolution points will be stored.
[0284] The card battle game execution control unit 301a receives and stores the evolution / super evolution turn information included in the initial information from the server 1000 (P1-5). At this time, if the player is first to play, the fifth turn is stored as the number of turns at which evolution is released. If the player is first to play, the seventh turn is stored as the number of turns at which super evolution is released. If the player is second to play, the fourth turn is stored as the number of turns at which evolution is released. If the player is second to play, the sixth turn is stored as the number of turns at which evolution is released. Note that the evolution / super evolution turn information does not have to be stored in the player terminal 1.
[0285] The display control unit 302a displays whether the player is going to play first or second on the touch panel 26, as shown in Fig. 12A, based on the first / second player information included in the initial information received from the server 1000 (P1-6). After that, the card battle game execution control unit 301a executes an initial card determination process to determine the initial cards based on the exchange information included in the initial information (P1-7). Here, the display control unit 302a arranges three initial candidate cards in the initial card display area 70 based on the initial information (first / second player information), as shown in Fig. 12B, and displays an exchange display area 71 on the touch panel 26 for arranging cards to be exchanged.
[0286] The card battle game execution control unit 301a also determines whether the practice mode function is being used (P1-8). As a result, if the practice mode function is being used (YES in P1-8), the display control unit 302a displays the content display unit 73 and the first / second player display unit 74 on the touch panel 26, as shown in FIG. 12B (P1-9).
[0287] The card battle game execution control unit 301a executes the terminal-side lecture mode first management process (P2).
[0288] When the player taps the enter button 72, the card battle game execution control unit 301a returns the cards moved to the exchange display area 71 to the deck area 45a, and determines the initial candidate cards that have not been exchanged and the exchange candidate cards equal to the number of exchanged initial candidate cards as initial cards. The card battle game execution control unit 301a transmits initial card information indicating the initial cards to the server 1000 (P1-10).
[0289] The card battle game execution control unit 301a also determines whether the practice mode function is being used (P1-11). If the practice mode function is being used (YES in P1-11), the card battle game execution control unit 301a proceeds to step P1-12. If the practice mode function is not being used (NO in P1-11), the card battle game execution control unit 301a proceeds to step P1-14.
[0290] The card battle game execution control unit 301a acquires the opponent's initial card information from the server 1000 (P1-12). The display control unit 302a displays a battle screen on the touch panel 26, as shown in Fig. 15A. At this time, the determined player's initial cards are placed identifiably in the hand area 46a, and based on the received opponent's initial card information, three cards are placed identifiably in the opponent's hand area 46b (P1-13).
[0291] The card battle game execution control unit 301a acquires the opponent's card count information from the server 1000 (P1-14). The display control unit 302a arranges the determined player's initial cards in the hand area 46a so that they are identifiable, and arranges three cards in the hand area 46b in an indistinguishable manner based on the received opponent's card count information (P1-15).
[0292] Thereafter, the card battle game execution control unit 301a determines whether it is the player's turn based on the first / second player information or the turn start information received from the server 1000 (P1-16). If it is the player's turn (YES in P1-16), the card battle game execution control unit 301a executes a player's turn control process (P3). On the other hand, if it is not the player's turn, i.e., if it is the opponent's turn (NO in P1-16), the card battle game execution control unit 301a executes an opponent's turn control process (P4).
[0293] If the card battle game execution control unit 301a has not received win / loss information from the server 1000, i.e., if the win / loss has not been determined (NO in P1-17), it returns the process to P1-16. On the other hand, if the card battle game execution control unit 301a has received win / loss information from the server 1000, i.e., if the win / loss has been determined (YES in P1-17), it executes card battle game termination processing to end the card battle game (P1-18), and ends the card battle game execution processing.
[0294] 32 is a flowchart illustrating an example of a terminal-side lecture mode first management process in the player terminal 1. The card battle game execution control unit 301a determines whether the switching operation unit 73a has been tapped (P2-1). As a result, if the switching operation unit 73a has been tapped (YES in P2-1), the display control unit 302a switches the display from the game screen shown in FIG. 12B to the game screen shown in FIG. 12C, or switches the display from the game screen shown in FIG. 12C to the game screen shown in FIG. 12B.
[0295] The card battle game execution control unit 301a also determines whether the lecture mode function is being used (P2-3). If the lecture mode function is being used (YES in P2-3), the card battle game execution control unit 301a determines whether a card displayed on the game screen of FIG. 12B or 12C has been tapped (P2-4). If a card displayed on the game screen of FIG. 12B or 12C has been tapped, the card battle game execution control unit 301a transmits first instruction information including index information indicating the index of the tapped card to the server 1000 (P2-5).
[0296] The card battle game execution control unit 301a also determines whether a predetermined operation unit, specifically, the decision button 72 displayed on the game screen of Fig. 12C, has been tapped (P2-6). As a result, if the decision button 72 displayed on the game screen of Fig. 12C has been tapped (YES in P2-6), the card battle game execution control unit 301a transmits second guidance information including information that identifies the tapped operation unit to the server 1000 (P2-7).
[0297] The card battle game execution control unit 301a also determines whether or not it has received first training information or second training information from the server 1000 (P2-8). As a result, if it has received first training information or second training information (YES in P2-8), the card battle game execution control unit 301a determines whether or not the display condition is met (P2-9). As a result, if the display condition is met (YES in P2-9), the card battle game execution control unit 301a proceeds to step P2-10, and if the display condition is not met (NO in P2-9), it proceeds to step P2-11.
[0298] The display control unit 302a displays the effect 76 based on the received first instruction information or second instruction information (P2-10). Specifically, the display control unit 302a displays the effect 76 superimposed on the initial candidate card of the corresponding player displayed in the initial card display area 70 of the battle game screen of the player terminal 1 based on the received first instruction information, as shown in Fig. 14A and Fig. 14B. Furthermore, the display control unit 302a displays the effect 76 superimposed on the enter button 72 of the battle game screen of the player terminal 1 based on the received second instruction information, as shown in Fig. 14C.
[0299] The card battle game execution control unit 301a determines whether or not an exchange operation for the initial candidate cards (tapping the decision button 72) has been performed at the player terminal 1 and the other player terminals 1a (P2-11). As a result, if the exchange operation for the initial candidate cards has not been completed at the player terminal 1 and the other player terminals 1a (NO at P2-11), the card battle game execution control unit 301a proceeds to step P2-1. On the other hand, if the exchange operation for the initial candidate cards has been completed at the player terminal 1 and the other player terminals 1a (YES at P2-11), the card battle game execution control unit 301a ends the terminal-side lecture mode first management process.
[0300] Fig. 33 is a flowchart illustrating an example of the player's turn control process (P3) in the player terminal 1. When the player's turn begins, the display control unit 302a displays an image with the words "YOUR TURN" indicating that it is the player's turn, as shown in Fig. 18B, on the touch panel 26 (P3-1). The display control unit 302a also displays the number of turns remaining until the evolution release turn at which the player is able to evolve (Fig. 18B), or the number of turns remaining until the super evolution release turn at which the player is able to super evolve (Fig. 24A) (P3-2).
[0301] The card battle game execution control unit 301a receives index information of a card determined by lottery from cards in the deck area 45a in the server 1000 (P3-3). In addition, the display control unit 302a arranges (displays) the determined card based on the received index information in the hand area 46a so that it can be identified (P3-3).
[0302] The card battle game execution control unit 301a executes a terminal-side lecture mode second management process (P5), which will be described in detail later.
[0303] Furthermore, when the play point information is updated in the server 1000, the card battle game execution control unit 301a receives the updated play point information (P3-4). Furthermore, the display control unit 302a updates and displays the play point display unit 49a based on the received play point information (P3-4). As a result, one play point is added at the start of a turn.
[0304] Furthermore, when evolution / super evolution point information is updated in the server 1000, the card battle game execution control unit 301a receives the updated evolution / super evolution point information (P3-5). Furthermore, the display control unit 302a updates and displays the evolution display area 43a and the super evolution display area 44a based on the received evolution / super evolution point information (P3-5).
[0305] Furthermore, when ability activation information indicating that the abilities of various cards have been activated is newly set in the server 1000, the card battle game execution control unit 301a receives the ability activation information (P3-6). Based on the received ability activation information, the card battle game execution control unit 301a executes an ability activation process to activate various abilities (P3-7).
[0306] The card battle game execution control unit 301a determines whether or not an operation to play a card has been input by the player (P3-8). As a result, if a play operation has not been detected (NO in P3-8), the card battle game execution control unit 301a proceeds to step P3-11. On the other hand, if a play operation has been detected (YES in P3-8), the card battle game execution control unit 301a transmits play information to the server 1000 indicating that the card placed in the hand area 46a has been placed on the playing area 47a. On the basis of the play operation, the display control unit 302a executes a play card display process to display the card placed in the hand area 46a on the playing area 47a (P3-10).
[0307] The card battle game execution control unit 301a determines whether the player has input an operation to attack the opponent's follower card or leader 41b with a card placed on the field 47a (P3-11). If an attack operation has not been detected (NO in P3-11), the process proceeds to step P3-18. If an attack operation has been detected (YES in P3-11), the card battle game execution control unit 301a transmits attack information to the server 1000 based on the detected attack operation, the attack information including information identifying the attacking card and information identifying the opponent's follower card or leader 41b that has been attacked (P3-12).
[0308] The card battle game execution control unit 301a receives the attack result information set in the server 1000 (P3-13). The attack result information includes information indicating the result of subtracting the vitality of the attacked opponent's follower card or the leader 41b, and information indicating the result of subtracting the vitality of the attacking follower card. The display control unit 302a also executes various effects when an attack is made based on the received attack result information. Here, when the vitality of a follower card reaches 0, the card battle game execution control unit 301a performs a process in which the follower card is destroyed and hidden from the fields 47a, 47b.
[0309] Furthermore, when new blow-away information indicating that a blow-away effect has been activated is set in the server 1000, the card battle game execution control unit 301a receives the blow-away information (P3-14). Based on the received blow-away information, the card battle game execution control unit 301a executes a blow-away process, as shown in FIG. 27B, in which the attacked follower card of the opponent is collided with the opponent's leader 41b, thereby reducing the vitality of the opponent's leader 41b by 1 (P3-15).
[0310] In addition, if the opponent's leader 41b's stamina decreases by 1 due to the blow-away effect, and the opponent's leader 41b's stamina becomes 0 (YES in P3-16), the card battle game execution control unit 301a executes a special effect (Figure 29) in which the opponent's leader 41b is displayed in a rotating manner (P3-17).
[0311] The card battle game execution control unit 301a refers to the card management information and determines whether predetermined evolution conditions and predetermined super evolution conditions are met for all follower cards displayed on the field 47a (P3-18). In this embodiment, the evolution conditions are determined to be met if the turn is after the evolution release turn, the player has evolution points, and the card being determined is an evolvable follower card. Also, the super evolution conditions are determined to be met if the turn is after the super evolution release turn, the player has super evolution points, and the card being determined is a super evolutionable follower card. Note that in this embodiment, the determination of whether the evolution conditions and super evolution conditions are met for all follower cards displayed on the field 47a in P3-18 is performed on the player terminal 1 side, but it may also be performed on the server 1000 side.
[0312] The card battle game execution control unit 301a determines whether a card displayed on the field 47a has been tapped (P3-19). If a card has been tapped (YES in P3-19), the display control unit 302a displays the card details tab 80 based on the determination result in step P3-18 (P3-20). Specifically, if the display control unit 302a determines that the evolution enabling condition for the tapped card is met, it enables (makes operable) and displays the evolution button 80a in the card details tab 80. Furthermore, if the display control unit 302a determines that the super evolution enabling condition for the tapped card is met, it enables (makes operable) and displays the super evolution button 80b in the card details tab 80. Furthermore, if the lecture mode function is being used, the card battle game execution control unit 301a transmits to the server 1000 first instruction information including index information indicating the index of the tapped card.
[0313] The card battle game execution control unit 301a also executes a first evolution / super evolution execution process (P6), which will be described in detail later.
[0314] The card battle game execution control unit 301a executes the second evolution / super evolution execution process (P7), which will be described in detail later.
[0315] If the card battle game execution control unit 301a receives win / loss information from the server 1000, i.e., if the outcome has been determined (YES in P3-21), it ends the process for its own turn. If the card battle game execution control unit 301a does not receive win / loss information from the server 1000, i.e., if the outcome has not been determined (NO in P3-21), it proceeds to P3-22.
[0316] The card battle game execution control unit 301a determines whether the player's turn has ended in response to the player's operation of the turn end button 48 (P3-22). If the player's turn has not ended (NO in P3-22), the card battle game execution control unit 301a proceeds to step P4, and if the player's turn has ended (YES in P3-22), it executes turn end processing (P3-23). Note that if there is a card with an ability 55 that will be activated at the end of the player's turn, in the turn end processing, information is received from the server 1000 and processing to activate that ability 55 is executed.
[0317] 34 is a flowchart illustrating an example of the terminal-side lecture mode second management process in the player terminal 1. The card battle game execution control unit 301a determines whether the lecture mode function is being used (P5-1). As a result, if the lecture mode function is being used (YES in P5-1), the card battle game execution control unit 301a determines whether a player's or opponent's card placed in a public state on the game screen has been tapped (P5-2). As a result, if a player's or opponent's card placed in a public state has been tapped (YES in P5-2), the card battle game execution control unit 301a transmits first training information including index information indicating the index of the tapped card to the server 1000 (P5-3).
[0318] The card battle game execution control unit 301a also determines whether any of the various operation units displayed on the game screen has been tapped (P5-4). As a result, if any of the various operation units displayed on the game screen has been tapped (YES in P5-4), second instruction information including information that enables identification of the tapped operation unit is transmitted to the server 1000 (P5-5).
[0319] The card battle game execution control unit 301a also determines whether or not it has received the first training information or the second training information from the server 1000 (P5-6). As a result, if it has received the first training information or the second training information (YES in P5-6), the card battle game execution control unit 301a determines whether or not the display condition is met (P5-7). As a result, if the display condition is met (YES in P5-7), the card battle game execution control unit 301a proceeds to step P5-8, and if the display condition is not met (NO in P5-7), it ends the terminal-side lecture mode second management process.
[0320] The display control unit 302a displays the effect 76 based on the received first training information or second training information (P5-8). Specifically, the display control unit 302a superimposes the effect 76 on the corresponding player's card displayed in the hand area 46a and the field 47a of the battle game screen of the player terminal 1, as shown in FIGS. 18A and 20B, based on the received first training information. Furthermore, the display control unit 302a superimposes the effect 76 on the corresponding opponent's card displayed in the hand area 46b and the field 47b of the battle game screen of the player terminal 1, based on the received first training information. Furthermore, the display control unit 302a superimposes the effect 76 on any one of the operation units of the evolution display area 43a, 43b, the super evolution display area 44a, 44b, and the turn end button 48 displayed on the game screen, based on the received second training information.
[0321] 35 is a flowchart illustrating an example of the first evolution / super evolution execution process in the player terminal 1. The card battle game execution control unit 301a determines whether or not a slide operation has been detected from the super evolution display area 44a toward a follower card that can be super evolved and is placed on the field 47a (P6-1).
[0322] As a result, if a slide operation from the super evolution display area 44a is detected (YES in P6-1), the card battle game execution control unit 301a determines whether the player has 1 or more super evolution points (P6-2). As a result, if the player has 1 or more super evolution points (YES in P6-2), the card battle game execution control unit 301a transmits evolution information (super evolution) indicating the card to be super evolved to the server 1000 (P6-3). In addition, the card battle game execution control unit 301a transmits super evolution point consumption operation information indicating that super evolution points will be consumed to the server 1000 (P6-4), and proceeds to step P6-9.
[0323] Also, if the player does not have 1 or more super evolution points, that is, if the player does not have any super evolution points (NO in P6-2), the card battle game execution control unit 301a ends the evolution / super evolution first execution process.
[0324] In the above step P6-1, if a slide operation from the super evolution display area 44a is not detected (NO in P6-1), the card battle game execution control unit 301a determines whether a slide operation from the evolution display area 43a toward an evolvable follower card placed on the field 47a is detected (P6-5).
[0325] As a result, if a slide operation from the evolution display area 43a has not been detected (NO in P6-5), the card battle game execution control unit 301a ends the first evolution / super evolution execution process.
[0326] Furthermore, if a slide operation from the evolution display area 43a is detected (YES in P6-5), the card battle game execution control unit 301a determines whether the player has 1 or more evolution points (P6-6). As a result, if the player does not have 1 or more evolution points, that is, if the player does not have any evolution points (NO in P6-6), the card battle game execution control unit 301a ends the first evolution / super evolution execution process.
[0327] If the player owns one or more evolution points (YES in P6-6), the card battle game execution control unit 301a transmits evolution information (evolution) indicating the card to be evolved to the server 1000 (P6-7). The card battle game execution control unit 301a also transmits super evolution point consumption operation information indicating that evolution points will be consumed to the server 1000 (P6-8), and proceeds to step P6-9.
[0328] The card battle game execution control unit 301a receives the evolution and super evolution point information updated by the server 1000 (P6-9). Furthermore, the display control unit 302a executes a display update process that changes the display mode of the icons in the evolution display area 43a and the super evolution display area 44a according to the number of evolution points and super evolution points owned by the player, based on the received evolution and super evolution point information (P6-10).
[0329] The card battle game execution control unit 301a also increases and updates the performance (e.g., attack power and stamina) of the card to be evolved or super-evolved based on the player's operation, by referring to the card management information (P6-11). At this time, the display control unit 302a displays an evolution animation if evolution is executed, and a super-evolution animation if super-evolution is executed.
[0330] 36 is a flowchart illustrating an example of the second evolution / super evolution execution process in the player terminal 1. The card battle game execution control unit 301a determines whether or not the evolution button 80a in the card details tab 80 has been tapped (P7-1). As a result, if the evolution button 80a has been tapped (YES in P7-1), the card battle game execution control unit 301a proceeds to step P7-5.
[0331] Furthermore, if the evolution button 80a has not been tapped (NO in P7-1), the card battle game execution control unit 301a determines whether or not the super evolution button 80b in the card details tab 80 has been tapped (P7-2). As a result, if the super evolution button 80b has not been tapped (NO in P7-2), the card battle game execution control unit 301a ends the second evolution / super evolution execution process.
[0332] Furthermore, if the super evolution button 80b is tapped (YES in P7-2), the card battle game execution control unit 301a transmits evolution information (super evolution) indicating the card to be super evolved to the server 1000 (P7-3). Additionally, the card battle game execution control unit 301a transmits super evolution point consumption operation information indicating that super evolution points will be consumed to the server 1000 (P7-4), and proceeds to step P7-7.
[0333] If it is determined in step P7-1 above that the evolution button 80a has been tapped (YES in P7-1), the card battle game execution control unit 301a transmits evolution information (evolution) indicating the card to be evolved to the server 1000 (P7-5). In addition, the card battle game execution control unit 301a transmits evolution point consumption operation information indicating that evolution points will be consumed to the server 1000 (P7-6), and proceeds to step P7-7.
[0334] The card battle game execution control unit 301a receives the evolution and super evolution point information updated by the server 1000 (P7-7). Furthermore, the display control unit 302a executes a display update process that changes the display mode of the icons in the evolution display area 43a and the super evolution display area 44a according to the number of evolution points and super evolution points owned by the player, based on the received evolution and super evolution point information (P7-8).
[0335] The card battle game execution control unit 301a also increases and updates the performance (e.g., attack power and stamina) of the card to be evolved or super-evolved based on the player's operation, with reference to the card management information (P7-9). At this time, the display control unit 302a displays an evolution animation if evolution is executed, and a super-evolution animation if super-evolution is executed.
[0336] 37 is a flowchart illustrating an example of the opponent's turn control process (P4) in the player terminal 1. When the opponent's turn starts, the display control unit 302a displays an image with "EMEMY TURN" written on it, indicating that it is the opponent's turn, on the touch panel 26, as shown in FIG. 21B (P4-1).
[0337] The card battle game execution control unit 301a determines whether the practice mode function is being used (P4-2). If the practice mode function is being used (YES in P4-2), the card battle game execution control unit 301a proceeds to step P4-3. If the practice mode function is not being used (NO in P4-2), the card battle game execution control unit 301a proceeds to step P4-5.
[0338] The card battle game execution control unit 301a acquires index information of a card determined by lottery from the opponent's cards in the deck area 45b from the server 1000 (P4-3). The display control unit 302a arranges the card in the opponent's hand area 46b so that it can be identified, based on the received index information of the opponent's card, as shown in FIG. 19B (P4-4).
[0339] The card battle game execution control unit 301a acquires the opponent's card count information from the server 1000 (P4-5). The display control unit 302a arranges the cards indistinguishably in the hand area 46b based on the received opponent's card count information (P4-6).
[0340] The card battle game execution control unit 301a executes a third terminal-side lecture mode management process (P8), which will be described in detail later.
[0341] Furthermore, when the display control unit 302a receives the play information, it displays the cards on the opponent's field 47b in an identifiable manner based on the received play information (P4-7).
[0342] Furthermore, when the card battle game execution control unit 301a receives the opponent's play point information, it updates and displays the play point display unit 49b based on the received play point information (P4-8).
[0343] Furthermore, when the display control unit 302a receives the evolution / super evolution point information, it updates the display of the evolution display area 43b and the super evolution display area 44b based on the received evolution / super evolution point information (P4-9).
[0344] The card battle game execution control unit 301a determines whether or not ability activation information has been received (P4-10). If ability activation information has been received (YES in P4-10), the display control unit 302a executes ability activation processing to activate various abilities based on the received ability activation information (P4-11).
[0345] The card battle game execution control unit 301a determines whether or not attack result information has been received (P4-12). If attack result information has been received (YES in P4-12), the display control unit 302a executes various effects when an attack is executed based on the received attack result information (P4-13). Here, when the strength of a follower card reaches 0, the card battle game execution control unit 301a executes a process in which the follower card is destroyed and hidden from the fields 47a and 47b.
[0346] Furthermore, when new blow-away information indicating that a blow-away effect has been activated is set in the server 1000, the card battle game execution control unit 301a receives the blow-away information (P4-14). Based on the received blow-away information, the card battle game execution control unit 301a executes a blow-away process in which the player's follower card collides with the player's leader 41a and reduces the strength of the player's leader 41a by 1 (P4-15).
[0347] Furthermore, if the strength of the player's leader 41a decreases by 1 due to the blow-away effect, and the strength of the player's leader 41a becomes 0 (YES in P4-16), the card battle game execution control unit 301a executes a special effect in which the player's leader 41a is displayed in a rotating manner (P4-17).
[0348] The card battle game execution control unit 301a determines whether evolution information (evolution) has been received (P4-18). If evolution information (evolution) has been received (YES in P4-18), the card battle game execution control unit 301a refers to the received evolution information (evolution) and card management information, and increases and updates the performance (for example, attack power and stamina) of the follower card to be evolved (P4-19).
[0349] The card battle game execution control unit 301a determines whether evolution information (super evolution) has been received (P4-20). If evolution information (super evolution) has been received (YES in P4-20), the card battle game execution control unit 301a refers to the received evolution information (super evolution) and card management information, and increases and updates the performance (for example, attack power and stamina) of the follower card to be super evolved (P4-21).
[0350] The card battle game execution control unit 301a determines whether a card displayed on the field 47a has been tapped (P4-22). If a card has been tapped (YES in P4-22), the display control unit 302a displays the card details tab 80 (P4-23). In this case, since it is the opponent's turn, the display control unit 302a disables (makes inoperable) the evolution button 80a and super evolution button 80b in the card details tab 80. Furthermore, if the lecture mode function is being used, the card battle game execution control unit 301a transmits to the server 1000 first instruction information including index information indicating the index of the tapped card.
[0351] If the card battle game execution control unit 301a receives win / loss information from the server 1000, i.e., if the outcome of the game has been determined (YES in P4-24), it ends the opponent turn process. If the card battle game execution control unit 301a does not receive win / loss information from the server 1000, i.e., if the outcome of the game has not been determined (NO in P4-24), it proceeds to step P4-25.
[0352] The card battle game execution control unit 301a determines whether turn end information has been received (P4-25). If turn end information has not been received (NO in P4-25), the card battle game execution control unit 301a proceeds to step P8. If turn end information has been received (YES in P4-25), the card battle game execution control unit 301a executes turn end processing (P4-26). If there is a card with an ability 55 that will be activated at the end of the opponent's turn, the turn end processing receives ability information from the server 1000 and executes processing to activate that ability 55.
[0353] 38 is a flowchart illustrating an example of a terminal-side lecture mode third management process in the player terminal 1. The card battle game execution control unit 301a determines whether the lecture mode function is being used (P8-1). As a result, if the lecture mode function is being used (YES in P8-1), the card battle game execution control unit 301a determines whether a player's or opponent's card placed in a public state on the game screen has been tapped (P8-2). As a result, if a player's or opponent's card placed in a public state has been tapped (YES in P8-2), the card battle game execution control unit 301a transmits first training information including index information indicating the index of the tapped card to the server 1000 (P8-3).
[0354] The card battle game execution control unit 301a also determines whether any of the operation units displayed on the game screen, among the evolution display areas 43a, 43b, super evolution display areas 44a, 44b, and turn end button 48, has been tapped (P8-4). As a result, if any of the operation units displayed on the game screen, among the evolution display areas 43a, 43b, and super evolution display areas 44a, 44b, has been tapped (YES in P8-4), second training information including information that enables identification of the tapped operation unit is transmitted to the server 1000 (P8-5).
[0355] The card battle game execution control unit 301a also determines whether or not the first training information or the second training information has been received from the server 1000 (P8-6). As a result, if the first training information or the second training information has been received (YES in P8-6), the card battle game execution control unit 301a determines whether or not the display condition is met (P8-7). As a result, if the display condition is met (YES in P8-7), the card battle game execution control unit 301a proceeds to step P8-8, and if the display condition is not met (NO in P8-7), the card battle game execution control unit 301a ends the terminal-side lecture mode third management process.
[0356] The display control unit 302a displays the effect 76 based on the received first training information or second training information (P8-8). Specifically, the display control unit 302a superimposes the effect 76 on the corresponding player's card displayed in the hand area 46a and the field 47a of the battle game screen of the player terminal 1, as shown in FIGS. 18A and 20B, based on the received first training information. Furthermore, the display control unit 302a superimposes the effect 76 on the corresponding opponent's card displayed in the hand area 46b and the field 47b of the battle game screen of the player terminal 1, based on the received first training information. Furthermore, the display control unit 302a superimposes the effect 76 on the operation unit of one of the evolution display areas 43a, 43b and the super evolution display areas 44a, 44b displayed on the game screen, based on the received second training information.
[0357] 39 is a flowchart illustrating an example of the server-side card battle game execution process (S1) in the server 1000. When the server-side card battle game execution process starts, the card battle game execution control unit 1301a receives deck information from the player and the other opponent player terminals 1a (S1-1). Then, the card battle game execution control unit 1301a determines who will play first and who will play second (S1-2), assigns indexes to cards included in the deck information (S1-3), and sets initial information so that it can be acquired by the player and the other opponent player terminals 1a (S1-4).
[0358] If the player is playing first, the card battle game execution control unit 1301a will grant 2 evolution points and 2 super evolution points to the player, and grant 3 evolution points and 2 super evolution points to the opponent, and set the evolution and super evolution points based on the results of the granting in the initial information.If the player is playing second, the card battle game execution control unit 1301a will grant 3 evolution points and 2 super evolution points to the player, and grant 2 evolution points and 2 super evolution points to the opponent, and set the evolution and super evolution points based on the results of the granting in the initial information.
[0359] Furthermore, when the player is playing first, the card battle game execution control unit 1301a sets the initial information to evolution / super evolution turn information indicating that the player's evolution release turn is turn 5, the opponent's evolution release turn is turn 4, the player's super evolution release turn is turn 7, and the opponent's super evolution release turn is turn 6. Furthermore, when the player is playing second, the card battle game execution control unit 1301a sets the initial information to evolution / super evolution turn information indicating that the player's evolution release turn is turn 4, the opponent's evolution release turn is turn 5, the player's super evolution release turn is turn 6, and the opponent's super evolution release turn is turn 7.
[0360] The card battle game execution control unit 1301a executes a server-side lecture mode management process (S2), which will be described in detail later.
[0361] The card battle game execution control unit 1301a determines whether it is the start of the player's turn or the start of the opponent's turn (S1-5). If it is not the start of the player's or opponent's turn (NO in S1-5), the card battle game execution control unit 1301a proceeds to step S2.
[0362] At the start of a player's turn (YES in S1-5), the card battle game execution control unit 1301a selects one card by lottery from the cards placed in the player's deck area 45a, and sets index information indicating the selected card so that it can be acquired by the player terminal 1 (S1-6). At this time, if the practice mode function is being used, the server 1000 sets the index information so that it can be acquired by the other player terminals 1a. Furthermore, if the practice mode function is not being used, the server 1000 sets the number information so that it can be acquired by the other player terminals 1a.
[0363] When the opponent's turn starts (YES in S1-5), the card battle game execution control unit 1301a selects one card by lottery from the cards placed in the opponent's deck area 45b, and sets index information indicating the selected card so that it can be acquired by the opponent's other player terminal 1a (S1-6). At this time, if the practice mode function is being used, the server 1000 sets the index information so that it can be acquired by the player terminal 1. Furthermore, if the practice mode function is not being used, the server 1000 sets the number information so that it can be acquired by the player terminal 1.
[0364] The card battle game execution control unit 1301a also executes an ability activation process (S3), which will be described in detail later.
[0365] After the ability activation process (S3) is executed, or if the result of step S1-5 is NO, the card battle game execution control unit 1301a executes the server-side lecture mode management process (S2). This server-side lecture mode management process (S2) will be described in detail later.
[0366] The card battle game execution control unit 1301a determines whether play information has been received (S1-8). If play information has not been received (NO in S1-8), the card battle game execution control unit 1301a proceeds to step S1-10. If play information has been received (YES in S1-8), the card battle game execution control unit 1301a sets the play information to be available for acquisition by another player terminal 1a other than the player terminal 1 that received the play information (S1-9). The card battle game execution control unit 1301a also executes an ability activation process (S3) described below.
[0367] The card battle game execution control unit 1301a determines whether attack information has been received (S1-10). If attack information has not been received (NO in S1-10), the card battle game execution control unit 1301a proceeds to step S1-11. If attack information has been received (YES in S1-10), the card battle game execution control unit 1301a executes attack result information setting processing (S4), which will be described later. In addition, the card battle game execution control unit 1301a executes ability activation processing (S3), which will be described later.
[0368] The card battle game execution control unit 1301a determines whether evolution information (evolution) has been received (S1-11). If evolution information (evolution) has not been received (NO in S1-11), the card battle game execution control unit 1301a proceeds to step S1-13. If evolution information (evolution) has been received (YES in S1-11), the card battle game execution control unit 1301a sets the evolution information (evolution) to be available for other opponent player terminals 1a different from the player terminal 1 that received the evolution information (evolution) (S1-13). The card battle game execution control unit 1301a also executes an ability activation process (S3) described below.
[0369] The card battle game execution control unit 1301a determines whether evolution information (super evolution) has been received (S1-13). If evolution information (super evolution) has not been received (NO in S1-13), the card battle game execution control unit 1301a proceeds to step S5. If evolution information (super evolution) has been received (YES in S1-13), the card battle game execution control unit 1301a sets the evolution information (super evolution) to be available for acquisition by other player terminals 1a other than the player terminal 1 that received the evolution information (super evolution) (S1-14). The card battle game execution control unit 1301a also executes an ability activation process (S3) described below.
[0370] The card battle game execution control unit 1301a executes an evolution / super evolution point management process (S5), which will be described in detail later.
[0371] The card battle game execution control unit 1301a determines whether turn end information has been received (S1-15). If turn end information has not been received (NO in S1-15), the card battle game execution control unit 1301a proceeds to step S1-18. If turn end information has been received (YES in S1-15), the card battle game execution control unit 1301a executes an ability activation process (S3) described below. In addition, the card battle game execution control unit 1301a sets turn end information and turn start information to be obtainable for the other player terminal 1a, which is different from the player terminal 1 that received the turn end information (S1-16).
[0372] The card battle game execution control unit 1301a also updates the play point information so as to increment the play points of the player who is starting their turn or the opponent by 1 (S1-17). The card battle game execution control unit 1301a also sets the updated play point information so that it can be acquired by the player terminal 1 and the opponent's other player terminal 1a.
[0373] The card battle game execution control unit 1301a determines whether the outcome has been determined, that is, whether the stamina of the player's leader 41a or the opponent's leader 41b has reached 0 (S1-18). As a result, if the outcome has not been determined (NO in S1-18), the card battle game execution control unit 1301a proceeds to step S1-5. On the other hand, if the outcome has been determined (YES in S1-18), the card battle game execution control unit 1301a sets win / loss information indicating the determination of the outcome and the winner so that it can be acquired by the player terminal 1 and the opponent's other player terminal 1a (S1-19).
[0374] The card battle game execution control unit 1301a also calculates the battle points of the player and the opponent (S1-20). The card battle game execution control unit 1301a also sets the battle points for the player terminal 1 and the opponent other player terminal 1a so that they can be acquired, and then ends the server-side card battle game execution process.
[0375] 40 is a flowchart illustrating an example of a server-side lecture mode management process in the server 1000. The card battle game execution control unit 1301a determines whether or not first training information has been received from the player terminal 1 or another player terminal 1a (S2-1). When the server 1000 receives the first training information from the player terminal 1 (YES in S2-1), the server 1000 sets the first training information so that it can be acquired by the other player terminal 1a (S2-2). When the server 1000 receives the first training information from the other player terminal 1a (YES in S2-1), the server 1000 sets the first training information so that it can be acquired by the player terminal 1 (S2-2).
[0376] The card battle game execution control unit 1301a determines whether or not second guidance information has been received from the player terminal 1 or another player terminal 1a (S2-3). When the server 1000 receives the second guidance information from the player terminal 1 (YES in S2-3), the server 1000 sets the second guidance information so that it can be acquired by the other player terminal 1a (S2-4). When the server 1000 receives the second guidance information from the other player terminal 1a (YES in S2-3), the server 1000 sets the second guidance information so that it can be acquired by the player terminal 1 (S2-4).
[0377] In this embodiment, the player terminal 1 determines whether the lecture mode function is being used, and transmits the first and second guidance information to the server 1000 when the lecture mode function is being used. However, the player terminal 1 may transmit the first and second guidance information to the server 1000 without determining whether the lecture mode function is being used, and the server 1000 may determine whether the lecture mode function is being used. In this case, the card battle game execution control unit 1301a of the server 1000 receives the first and second guidance information from the player terminal 1, and when the lecture mode function is being used, sets the first and second guidance information to be available to other player terminals 1a. In this case, the card battle game execution control unit 1301a of the server 1000 receives the first and second guidance information from the other player terminals 1a, and when the lecture mode function is being used, sets the first and second guidance information to be available to the player terminal 1.
[0378] 41 is a flowchart illustrating an example of the ability activation process (S3) in the server 1000. The card battle game execution control unit 1301a determines whether the conditions for activating the abilities set in the card management information are met for each of the cards displayed on the fields 47a and 47b, the attacking cards, and the evolved or super-evolved cards (S3-1). As a result, if the conditions for activating the abilities are not met (NO in S3-1), the card battle game execution control unit 1301a ends the ability activation process.
[0379] If the ability activation condition is met (YES in S3-1), the card battle game execution control unit 1301a determines whether the ability for which the activation condition is met includes an ability to restore evolution points (S3-2). If the ability for restoring evolution points is not included (NO in S3-2), the card battle game execution control unit 1301a proceeds to step S3-5. If the ability for restoring evolution points is included (YES in S3-2), the card battle game execution control unit 1301a grants evolution points to the player or opponent based on the ability set in the card management information (S3-3). The card battle game execution control unit 1301a then sets the player or opponent's evolution and super evolution points based on the granted results to the player terminal 1 and the opponent's other player terminal 1a so that they can be acquired (S3-4).
[0380] The card battle game execution control unit 1301a determines whether the abilities for which the activation condition is met include an ability to restore super evolution points (S3-5). As a result, if the ability to restore super evolution points is not included (NO in S3-5), the card battle game execution control unit 1301a proceeds to step S3-8. On the other hand, if the ability to restore super evolution points is included (YES in S3-5), the card battle game execution control unit 1301a grants super evolution points to the player or opponent based on the abilities set in the card management information (S3-6). Then, the card battle game execution control unit 1301a sets the evolution / super evolution points of the player or opponent based on the granted results to the player terminal 1 and the opponent's other player terminal 1a so that they can be acquired (S3-7).
[0381] The card battle game execution control unit 1301a determines whether the abilities for which the activation condition is met include an ability to change evolution points into super evolution points (S3-8). As a result, if the ability to change evolution points into super evolution points is not included (NO in S3-8), the card battle game execution control unit 1301a proceeds to step S3-11. On the other hand, if the ability to change evolution points into super evolution points is included (YES in S3-8), the card battle game execution control unit 1301a executes a change process (S3-9). In the change process (S3-9), the card battle game execution control unit 1301a changes a predetermined number of evolution points of the player or opponent into a predetermined number of super evolution points based on the abilities set in the card management information. Then, the card battle game execution control unit 1301a sets the evolution and super evolution points of the player or opponent based on the change result so that they can be acquired by the player terminal 1 and the opponent's other player terminal 1a (S3-10).
[0382] The card battle game execution control unit 1301a sets ability activation information indicating that the abilities of various cards have been activated so that it can be acquired by the player terminal 1 and the other player terminal 1a (S3-11), and then ends the ability activation process.
[0383] FIG. 42 is a flowchart illustrating an example of attack result information setting processing in the server 1000. The card battle game execution control unit 1301a refers to the attack information received in step S1-10 above and determines whether or not a super-evolved follower card has attacked (S4-1). As a result, if a super-evolved follower card has attacked (YES in S4-1), the card battle game execution control unit 1301a sets attack result information, which includes information indicating the result of subtracting the vitality of the attacked follower card or the leaders 41a, 41b, but does not include information indicating the result of subtracting the vitality of the attacking follower card, to be available to the player terminal 1 and the opponent's other player terminal 1a (S4-2). As a result, when an opponent's follower card is attacked with a follower card that has been granted an invincible state, the vitality of the attacking super-evolved follower card will not be reduced.
[0384] The card battle game execution control unit 1301a also determines whether the conditions for activating the blow-away effect are met (S4-3). As a result, if the conditions for activating the blow-away effect are met (YES in S4-3), the card battle game execution control unit 1301a sets the blow-away information so that it can be acquired by the player terminal 1 and the other player terminal 1a of the opponent. The blow-away information includes information indicating the result of subtracting 1 from the strength of the player's leader 41a or the opponent's leader 41b due to the activation of the blow-away effect.
[0385] If the conditions for activating the blow-away effect are not met (NO in S4-3), the card battle game execution control unit 1301a ends the attack result information setting process.
[0386] Furthermore, if the super evolved follower card is not attacking (NO in S4-1), the card battle game execution control unit 1301a sets attack result information, which includes information indicating the result of subtracting the stamina of the attacked follower card or leader 41a, 41b, and information indicating the result of subtracting the stamina of the attacking follower card, so that it can be obtained by the player terminal 1 and the other player terminal 1a of the opponent (S4-5).
[0387] 43 is a flowchart illustrating an example of the evolution / super evolution point management process (S5) in the server 1000. The card battle game execution control unit 1301a of the server 1000 determines whether or not evolution point consuming operation information has been received from the player terminal 1 or the opponent's other player terminal 1a (S5-1). As a result, if evolution point consuming operation information has not been received (NO in S5-1), the card battle game execution control unit 1301a proceeds to step S5-4.
[0388] Furthermore, when evolution point consumption operation information is received from the player terminal 1 (YES in S5-1), the card battle game execution control unit 1301a subtracts the evolution points owned by the player (S5-2), and sets the player's evolution and super evolution points based on the subtraction result so that they can be acquired by the player terminal 1 and the other player terminal 1a of the opponent (S5-3).
[0389] Furthermore, when evolution point consumption operation information is received from the opponent's other player terminal 1a (YES in S5-1), the card battle game execution control unit 1301a subtracts the evolution points owned by the opponent (S5-2), and sets the opponent's evolution and super evolution points based on the subtraction result so that they can be acquired by the player terminal 1 and the opponent's other player terminal 1a (S5-3).
[0390] The card battle game execution control unit 1301a determines whether or not super evolution point consuming operation information has been received from the player terminal 1 or the other player terminal 1a of the opponent (S5-4). As a result, if super evolution point consuming operation information has not been received (NO in S5-4), the card battle game execution control unit 1301a ends the evolution / super evolution point management process.
[0391] Furthermore, when super evolution point consumption operation information is received from the player terminal 1 (YES in S5-4), the card battle game execution control unit 1301a subtracts the super evolution points owned by the player (S5-5), and sets the player's evolution and super evolution points based on the subtraction result so that they can be acquired by the player terminal 1 and the other opponent player terminal 1a (S5-6).
[0392] Furthermore, when super evolution point consumption operation information is received from the opponent's other player terminal 1a (YES in S5-4), the card battle game execution control unit 1301a subtracts the super evolution points owned by the opponent (S5-4), and sets the opponent's evolution and super evolution points based on the subtraction result so that they can be acquired by the player terminal 1 and the opponent's other player terminal 1a (S5-6).
[0393] As described above, the player terminal 1 is provided with a game execution control program 300, a card battle game execution control program 301, a display control program 302, and a sound control program 303. The player terminal 1 also includes a game execution control unit 300a, a card battle game execution control unit 301a, a display control unit 302a, and a sound control unit 303a. However, some or all of these programs and functional units may be provided in the server 1000. In other words, these programs and functional units may be provided in either or both of the player terminal 1 and the server 1000.
[0394] The server 1000 is also provided with a game execution control program 1300, a card battle game execution control program 1301, and a sound control program 1303. The server 1000 also includes a game execution control unit 1300a, a card battle game execution control unit 1301a, and a sound control unit 1303a. However, some or all of these programs and functional units may be provided in the player terminal 1. In other words, these programs and functional units may be provided in either or both of the player terminal 1 and the server 1000.
[0395] While one embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these modifications also fall within the technical scope of the present invention.
[0396] For example, a spectator mode may be provided in which a third party player (hereinafter referred to as a spectator) can watch a card battle game between a player and an opponent (or a computer). In this case, the hands of the player and opponent (or computer) can be displayed in public to the spectator. In addition, the spectator can select a card displayed in public, and an effect 76 can be displayed on the game screen of the player and opponent for the card selected by the spectator. By adopting such a configuration, it becomes possible for not only the opponents but also the spectator to provide instructions on the operation of the game.
[0397] In the above embodiment, a digital card game has been described as an example, but the genre and content of the game are not particularly limited, and may be, for example, a simulation game. In any case, it is sufficient that the game uses game media, such as a competitive game or a battle game. Furthermore, the opponent is not limited to a person, but may be a computer. Therefore, the game media is not limited to digital cards, and may be, for example, characters, units, pieces, or other game media provided in the game.
[0398] In the above embodiment, the information processing system S, which is a client-server system, performs the above information processing. However, the functions of the server 1000 in the above embodiment may be provided in the player terminal 1. Also, the functions of the player terminal 1 in the above embodiment may be provided in the server 1000. Also, a communication function is not essential, and for example, the game device G may be capable of executing a computer battle or a battle between multiple players. In any case, the information processing program may cause a computer to perform the following processes.
[0399] (One aspect of processing performed by a computer) Either or both of the first player terminal (player terminal 1, as an example in the above embodiment) of the first player (player, as an example in the above embodiment) and the second player terminal (other player terminal 1a, as an example in the above embodiment) of the second player (opponent, as an example in the above embodiment) perform a process (P1-1, as an example in the above embodiment) of accepting an operation to select at least one of a plurality of modes including a first mode (a case in which the practice mode function and the lecture mode function are not used, as an example in the above embodiment) and a second mode (a case in which the practice mode function and the lecture mode function are used, as an example in the above embodiment) as a progression manner of a game (a card battle game, as an example in the above embodiment) that is progressed using at least a first group of game media associated with the first player (the player's deck, as an example in the above embodiment) and a second group of game media associated with the second player (the opponent's deck, as an example in the above embodiment).
[0400] The first player terminal (as an example, the player terminal 1 in the above embodiment) and the second player terminal (as an example, the other player terminal 1a in the above embodiment) When the first mode is selected, a process of progressing the game in the first mode (as an example in the above embodiment, the processes in FIGS. 31 to 38); When the second mode is selected, a process of progressing the game in the second mode (as an example of the above embodiment, the processes of FIGS. 31 to 38 ); Carry out the following.
[0401] The process of progressing the game in the first mode at the first player terminal displays the second predetermined game media (as an example in the above embodiment, the opponent's cards placed in the opponent's hand area 46b) included in the second game media group in a private state on the first game screen (as an example in the above embodiment, the game screen displayed on the player terminal 1) displayed at the first player terminal (as an example in the above embodiment, Figure 6).
[0402] The process of progressing the game in the first mode at the second player terminal involves displaying the first predetermined game media included in the first game media group (as an example, in the above embodiment, the player's cards placed in the hand area 46b in Figure 7) in a private state on the second game screen displayed at the second player terminal (as an example, in the above embodiment, Figure 7).
[0403] The process of progressing the game in the second mode on the first player terminal displays the second predetermined game medium (as an example in the above embodiment, the opponent's cards placed in the hand area 46b in Figure 15A) in an open state on the first game screen (as an example in the above embodiment, Figure 15A).
[0404] The process of progressing the game in the second mode in the second player terminal includes: In the second game screen, the first predetermined game medium (in the above embodiment, as an example, in FIG. 17A, the player's cards placed in the hand area 46b) is displayed in an open state (in the above embodiment, as an example, in FIGS. 17A and 17B), When a public game medium displayed in a public state on the first game screen (as an example in the above embodiment, cards placed in a public state on the field 47a, 47b or hand area 46a, 46b) is selected by the first player, a specific display (as an example in the above embodiment, effect 76) indicating that the public game medium has been selected by the first player is displayed on the second game screen (as an example in the above embodiment, Figures 17A and 17B).
[0405] The process of progressing the game in the second mode on the first player terminal may also include a process of transmitting specific information (in the above embodiment, as an example, first instruction information) regarding the selected public game medium (in the above embodiment, as an example, steps P2-5, P5-3, and P8-3) to the second player terminal based on the public game medium (in the above embodiment, as an example, cards placed in a public state on the field 47a, 47b or hand area 46a, 46b) being selected by the first player.
[0406] The process of progressing the game in the second mode in the second player terminal includes: a process of determining whether a specific condition (a display condition, for example, in the above embodiment) for displaying a specific display is satisfied based on reception of specific information (the first guidance information, for example, in the above embodiment) (steps P2-9, P5-7, and P8-7, for example, in the above embodiment); It may also include a process (in the above embodiment, as an example, steps P2-10, P5-8, P8-8) of displaying a specific display (in the above embodiment, as an example, effect 76) on the second game screen based on the determination that a specific condition has been met.
[0407] The first game screen and the second game screen may be provided with a first display area (in the above embodiment, as examples, the hand area 46a and the field 47a) and a second display area (in the above embodiment, as examples, the hand area 46b and the field 47b).
[0408] The first display area (in the above embodiment, as an example, the hand area 46a and field 47a in FIG. 16A) of the first game screen (in the above embodiment, as an example, the game screen displayed on the player terminal 1) may display the first game media (in the above embodiment, as an example, the player's cards) included in the first game media group (in the above embodiment, as an example, the player's deck).
[0409] The second display area of the first game screen (as an example in the above embodiment, the hand area 46b and field 47b in Figure 16A) may display the second game media (as an example in the above embodiment, the opponent's cards) included in the second game media group (as an example in the above embodiment, the opponent's deck).
[0410] The second game media (in the above embodiment, as an example, the opponent's cards) included in the second game media group (in the above embodiment, as an example, the opponent's deck) can also be displayed in the first display area (in the above embodiment, as an example, the hand area 46a and field 47a in Figure 17A) of the second game screen (in the above embodiment, as an example, the game screen displayed on the other player terminal 1a).
[0411] The second display area of the second game screen (as an example, in the above embodiment, the hand area 46b and field 47b in Figure 17A) may display the first game media (as an example, in the above embodiment, the player's cards) included in the first game media group (as an example, in the above embodiment, the player's deck).
[0412] The process of progressing the game in the second mode in the second player terminal includes: When the public game content displayed in the first display area of the first game screen is selected by the first player, a specific display is displayed for the public game content displayed in the second display area of the second game screen; When the public game medium displayed in the second display area of the first game screen is selected by the first player, a specific display may be displayed for the public game medium displayed in the first display area of the second game screen.
[0413] (Other aspects of computer-implemented processing) Either or both of the first player terminal (player terminal 1, as an example in the above embodiment) of the first player (player, as an example in the above embodiment) and the second player terminal (other player terminal 1a, as an example in the above embodiment) of the second player (opponent, as an example in the above embodiment) perform a process (P1-1, as an example in the above embodiment) of accepting an operation to select at least one of a plurality of modes including a first mode (a case in which the practice mode function and the lecture mode function are not used, as an example in the above embodiment) and a second mode (a case in which the practice mode function and the lecture mode function are used, as an example in the above embodiment) as a progression manner of a game (a card battle game, as an example in the above embodiment) that is progressed using at least a first group of game media associated with the first player (the player's deck, as an example in the above embodiment) and a second group of game media associated with the second player (the opponent's deck, as an example in the above embodiment).
[0414] The first player terminal (as an example, the player terminal 1 in the above embodiment) and the second player terminal (as an example, the other player terminal 1a in the above embodiment) When the first mode is selected, a process of progressing the game in the first mode (as an example in the above embodiment, the processes in FIGS. 31 to 38); When the second mode is selected, a process of progressing the game in the second mode (as an example of the above embodiment, the processes of FIGS. 31 to 38 ); Carry out the following.
[0415] The process of progressing the game in the first mode on the first player terminal includes: In the first game screen displayed on the first player terminal (as an example in the above embodiment, the game screen displayed on the player terminal 1), the second predetermined game media included in the second game media group (as an example in the above embodiment, the opponent's cards placed in the opponent's hand area 46b) are displayed in a private state (as an example in the above embodiment, FIG. 6).
[0416] The process of progressing the game in the first mode on the second player terminal includes: On the second game screen displayed on the second player terminal (as an example in the above embodiment, a game screen displayed on the other player terminal 1a), the first predetermined game media included in the first game media group (as an example in the above embodiment, the player's cards placed in the hand area 46b in Figure 7) are displayed in a private state (as an example in the above embodiment, Figure 7).
[0417] The first game screen and the second game screen have In addition to the game media, one or more game progress displays related to the progress of the game (as examples in the above embodiment, evolution display areas 43a, 43b, super evolution display areas 44a, 44b, turn end button 48, and decision button 72) are displayed.
[0418] The process of progressing the game in the second mode on the first player terminal includes: In the first game screen, the second predetermined game medium (in the above embodiment, as an example, in FIG. 15A, the opponent's cards placed in the hand area 46b) is displayed in an open state (in the above embodiment, as an example, FIG. 15A).
[0419] The process of progressing the game in the second mode in the second player terminal includes: In the second game screen, the first predetermined game medium (in the above embodiment, as an example, in FIG. 17A, the player's cards placed in the hand area 46b) is displayed in an open state (in the above embodiment, as an example, in FIGS. 17A and 17B), When a game progress display displayed on the first game screen is selected by the first player, a specific display (e.g., effect 76 in the above embodiment) indicating that the game progress display has been selected by the first player is displayed on the second game screen (e.g., Figures 13A, 28A, 28B, and 28C in the above embodiment).
[0420] The process of progressing the game in the second mode on the first player terminal may also include a process of transmitting specific information (second instruction information, as an example, in the above embodiment) regarding the selected game progress display to the second player terminal, based on the first player selecting the game progress display displayed on the first game screen (steps P2-7, P5-5, and P8-5, as examples, in the above embodiment).
[0421] The process of progressing the game in the second mode in the second player terminal includes: a process of determining whether a specific condition (a display condition, for example, in the above embodiment) for displaying a specific display is satisfied based on reception of specific information (the second guidance information, for example, in the above embodiment) (steps P2-9, P5-7, and P8-7, for example, in the above embodiment); It may also include a process (in the above embodiment, as an example, steps P2-10, P5-8, P8-8) of displaying a specific display (in the above embodiment, as an example, effect 76) on the second game screen based on the determination that a specific condition has been met.
[0422] The first game screen and the second game screen may be provided with a first display area (in the above embodiment, as examples, the hand area 46a and the field 47a), a second display area (in the above embodiment, as examples, the hand area 46b and the field 47b), and a third display area (in the above embodiment, as examples, the evolution display areas 43a, 43b, the super evolution display areas 44a, 44b, the turn end button 48, and the decision button 72).
[0423] The first display area (in the above embodiment, as an example, the hand area 46a and field 47a in FIG. 16A) of the first game screen (in the above embodiment, as an example, the game screen displayed on the player terminal 1) may display the first game media (in the above embodiment, as an example, the player's cards) included in the first game media group (in the above embodiment, as an example, the player's deck).
[0424] The second display area of the first game screen (as an example in the above embodiment, the hand area 46b and field 47b in Figure 16A) may display the second game media (as an example in the above embodiment, the opponent's cards) included in the second game media group (as an example in the above embodiment, the opponent's deck).
[0425] The second game media (in the above embodiment, as an example, the opponent's cards) included in the second game media group (in the above embodiment, as an example, the opponent's deck) can also be displayed in the first display area (in the above embodiment, as an example, the hand area 46a and field 47a in Figure 17A) of the second game screen (in the above embodiment, as an example, the game screen displayed on the other player terminal 1a).
[0426] The second display area of the second game screen (as an example, in the above embodiment, the hand area 46b and field 47b in Figure 17A) may display the first game media (as an example, in the above embodiment, the player's cards) included in the first game media group (as an example, in the above embodiment, the player's deck).
[0427] The first game screen and the third display area of the second game screen may also display game progress displays (as examples in the above embodiment, evolution display areas 43a, 43b, super evolution display areas 44a, 44b, turn end button 48, and decision button 72).
[0428] The process of progressing the game in the second mode on the second player terminal can also be such that, when the game progress display displayed in the third display area of the first game screen is selected by the first player, a specific display is displayed for the game progress display displayed in the third display area of the second game screen (as an example in the above embodiment, Figures 13A, 28A, 28B, and 28C).
[0429] In addition, in the above-described embodiment, the information processing program for realizing the game may be stored in a computer-readable non-transitory storage medium. Furthermore, the above-described embodiment may be an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]
[0430] 1. Player terminal 1a Other player terminal 43a Evolution display area 43b Evolution display area 44a Super evolution display area 44b Super evolution display area 45a Deck Area 45b Deck Area 46a Hand area 46b Hand area 47a place 47b place 48 End Turn Button 72 Decision button 76 Effects 1000 servers G Game Device S Information Processing System
Claims
1. An information processing system including a first player terminal of a first player and a second player terminal of a second player, One or both of the first player terminal and the second player terminal a process of accepting an operation to select at least one of a plurality of modes including a first mode and a second mode as a progression mode of a game to be progressed using at least a first group of game media associated with the first player and a second group of game media associated with the second player; and The first player terminal and the second player terminal a process of progressing the game in the first mode when the first mode is selected; a process of progressing the game in the second mode when the second mode is selected; and The process of progressing the game in the first mode on the first player terminal includes: displaying a second predetermined game medium included in the second game medium group in a private state on a first game screen displayed on the first player terminal; The process of progressing the game in the first mode on the second player terminal includes: displaying a first predetermined game medium included in the first game medium group in a private state on a second game screen displayed on the second player terminal; The process of progressing the game in the second mode on the first player terminal includes: On the first game screen, the second predetermined game medium is displayed in a public state; The process of progressing the game in the second mode in the second player terminal includes: On the second game screen, the first predetermined game medium is displayed in a public state; when the first player selects the published game content displayed in a public state on the first game screen, displaying a specific display on the second game screen indicating that the published game content has been selected by the first player; Information processing system.
2. The process of progressing the game in the second mode on the first player terminal includes: a process of transmitting specific information regarding the selected published game content to the second player terminal based on the selection of the published game content by the first player; Including, The process of progressing the game in the second mode in the second player terminal includes: a process of determining whether a specific condition for displaying the specific display is satisfied based on the reception of the specific information; a process of displaying the specific display on the second game screen based on the determination that the specific condition is met; Including, The information processing system according to claim 1 .
3. The first game screen and the second game screen include: A first display area and a second display area are provided, In the first display area of the first game screen, a first game medium included in the first game medium group is displayed; In the second display area of the first game screen, second game media included in the second game media group are displayed; In the first display area of the second game screen, second game media included in the second game media group are displayed; In the second display area of the second game screen, a first game medium included in the first game medium group is displayed; 3. The information processing system according to claim 1.
4. The process of progressing the game in the second mode in the second player terminal includes: When the published game content displayed in the first display area of the first game screen is selected by the first player, the specific display is displayed for the published game content displayed in the second display area of the second game screen; when the published game content displayed in the second display area of the first game screen is selected by the first player, displaying the specific display for the published game content displayed in the first display area of the second game screen. The information processing system according to claim 3 .
5. An information processing system including a first player terminal of a first player and a second player terminal of a second player, One or both of the first player terminal and the second player terminal a process of accepting an operation to select at least one of a plurality of modes including a first mode and a second mode as a progression mode of a game to be progressed using at least a first group of game media associated with the first player and a second group of game media associated with the second player; and The first player terminal and the second player terminal a process of progressing the game in the first mode when the first mode is selected; a process of progressing the game in the second mode when the second mode is selected; and The process of progressing the game in the first mode on the first player terminal includes: displaying a second predetermined game medium included in the second game medium group in a private state on a first game screen displayed on the first player terminal; The process of progressing the game in the first mode on the second player terminal includes: displaying a first predetermined game medium included in the first game medium group in a private state on a second game screen displayed on the second player terminal; The first game screen and the second game screen include: one or more game progress displays relating to the progress of the game are displayed separately from the game media; The process of progressing the game in the second mode on the first player terminal includes: On the first game screen, the second predetermined game medium is displayed in a public state; The process of progressing the game in the second mode in the second player terminal includes: On the second game screen, the first predetermined game medium is displayed in a public state; when the game progress display displayed on the first game screen is selected by the first player, displaying a specific display on the second game screen indicating that the game progress display has been selected by the first player; Information processing system.
6. The process of progressing the game in the second mode on the first player terminal includes: a process of transmitting specific information relating to the selected game progress display to the second player terminal, based on the first player selecting the game progress display displayed on the first game screen; Including, The process of progressing the game in the second mode in the second player terminal includes: a process of determining whether a specific condition for displaying the specific display is satisfied based on the reception of the specific information; a process of displaying the specific display on the second game screen based on the determination that the specific condition is met; Including, The information processing system according to claim 5 .
7. The first game screen and the second game screen include: A first display area, a second display area, and a third display area are provided, In the first display area of the first game screen, a first game medium included in the first game medium group is displayed; In the second display area of the first game screen, second game media included in the second game media group are displayed; In the first display area of the second game screen, second game media included in the second game media group are displayed; In the second display area of the second game screen, a first game medium included in the first game medium group is displayed; The third display area of the first game screen and the second game screen includes: The game progress display is displayed.
7. The information processing system according to claim 5 or 6.
8. The process of progressing the game in the second mode in the second player terminal includes: when the game progress display displayed in the third display area of the first game screen is selected by the first player, displaying the specific display with respect to the game progress display displayed in the third display area of the second game screen. The information processing system according to claim 7 .
9. An information processing method performed by a first player terminal of a first player and a second player terminal of a second player, comprising: One or both of the first player terminal and the second player terminal a process of accepting an operation to select at least one of a plurality of modes including a first mode and a second mode as a progression mode of a game to be progressed using at least a first group of game media associated with the first player and a second group of game media associated with the second player; and The first player terminal and the second player terminal a process of progressing the game in the first mode when the first mode is selected; a process of progressing the game in the second mode when the second mode is selected; and The process of progressing the game in the first mode on the first player terminal includes: displaying a second predetermined game medium included in the second game medium group in a private state on a first game screen displayed on the first player terminal; The process of progressing the game in the first mode on the second player terminal includes: displaying a first predetermined game medium included in the first game medium group in a private state on a second game screen displayed on the second player terminal; The process of progressing the game in the second mode on the first player terminal includes: On the first game screen, the second predetermined game medium is displayed in a public state; The process of progressing the game in the second mode in the second player terminal includes: On the second game screen, the first predetermined game medium is displayed in a public state; when the first player selects the published game content displayed in a public state on the first game screen, displaying a specific display on the second game screen indicating that the published game content has been selected by the first player; Information processing methods.
10. An information processing method performed by a first player terminal of a first player and a second player terminal of a second player, comprising: One or both of the first player terminal and the second player terminal a process of accepting an operation to select at least one of a plurality of modes including a first mode and a second mode as a progression mode of a game to be progressed using at least a first group of game media associated with the first player and a second group of game media associated with the second player; and The first player terminal and the second player terminal a process of progressing the game in the first mode when the first mode is selected; a process of progressing the game in the second mode when the second mode is selected; and The process of progressing the game in the first mode on the first player terminal includes: displaying a second predetermined game medium included in the second game medium group in a private state on a first game screen displayed on the first player terminal; The process of progressing the game in the first mode on the second player terminal includes: displaying a first predetermined game medium included in the first game medium group in a private state on a second game screen displayed on the second player terminal; The first game screen and the second game screen include: one or more game progress displays relating to the progress of the game are displayed separately from the game media; The process of progressing the game in the second mode on the first player terminal includes: On the first game screen, the second predetermined game medium is displayed in a public state; The process of progressing the game in the second mode in the second player terminal includes: On the second game screen, the first predetermined game medium is displayed in a public state; when the game progress display displayed on the first game screen is selected by the first player, displaying a specific display on the second game screen indicating that the game progress display has been selected by the first player; Information processing methods.
11. a process of accepting an operation to select at least one of a plurality of modes including a first mode and a second mode as a progression mode of a game that is progressed using at least a first group of game media associated with a first player and a second group of game media associated with a second player; a process of progressing the game in the first mode when the first mode is selected; a process of progressing the game in the second mode when the second mode is selected; The computer executes the above. The process of progressing the game in the first mode includes: displaying a second predetermined game medium included in the second game medium group in a private state on a first game screen displayed to the first player; The process of progressing the game in the second mode includes: On the first game screen, the second predetermined game medium is displayed in a public state; transmitting specific information related to the selected published game content displayed in a public state on the first game screen, based on the selection by the first player of the published game content; Information processing program.
12. a process of accepting an operation to select at least one of a plurality of modes including a first mode and a second mode as a progression mode of a game that is progressed using at least a first group of game media associated with a first player and a second group of game media associated with a second player; a process of progressing the game in the first mode when the first mode is selected; a process of progressing the game in the second mode when the second mode is selected; The computer executes the above. The process of progressing the game in the first mode includes: displaying a second predetermined game medium included in the second game medium group in a private state on a first game screen displayed to the first player; On the first game screen, one or more game progress displays relating to the progress of the game are displayed separately from the game media; The process of progressing the game in the second mode includes: On the first game screen, the second predetermined game medium is displayed in a public state; when the game progress display displayed on the first game screen is selected by the first player, transmitting specific information related to the selected game progress display based on the selection of the game progress display by the first player; Information processing program.
13. one or more computers; The computer a process of accepting an operation to select at least one of a plurality of modes including a first mode and a second mode as a progression mode of a game that is progressed using at least a first group of game media associated with a first player and a second group of game media associated with a second player; a process of progressing the game in the first mode when the first mode is selected; a process of progressing the game in the second mode when the second mode is selected; and The process of progressing the game in the first mode includes: displaying a second predetermined game medium included in the second game medium group in a private state on a first game screen displayed to the first player; The process of progressing the game in the second mode includes: On the first game screen, the second predetermined game medium is displayed in a public state; transmitting specific information related to the selected published game content displayed in a public state on the first game screen, based on the selection by the first player of the published game content; Game device.
14. one or more computers; The computer a process of accepting an operation to select at least one of a plurality of modes including a first mode and a second mode as a progression mode of a game that is progressed using at least a first group of game media associated with a first player and a second group of game media associated with a second player; a process of progressing the game in the first mode when the first mode is selected; a process of progressing the game in the second mode when the second mode is selected; and The process of progressing the game in the first mode includes: displaying a second predetermined game medium included in the second game medium group in a private state on a first game screen displayed to the first player; On the first game screen, one or more game progress displays relating to the progress of the game are displayed separately from the game media; The process of progressing the game in the second mode includes: On the first game screen, the second predetermined game medium is displayed in a public state; when the game progress display displayed on the first game screen is selected by the first player, transmitting specific information related to the selected game progress display based on the selection of the game progress display by the first player; Game device.
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