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

By hiding and dynamically changing game content and parameters in response to player actions, the entertainment value of digital card games is enhanced through strategic depth and unpredictability, addressing the need for improved gameplay mechanics.

JP7823249B1Active Publication Date: 2026-03-03CYGAMES INC
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Patent Information

Application Number
JP2025039244
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-03-12
Publication Date
2026-03-03
Estimated Expiration
2045-03-12

AI Technical Summary

Technical Problem

There is a demand for enhancing the entertainment value of digital card games by introducing innovative gameplay mechanics that increase player engagement and enjoyment.

Method used

The implementation of a process that involves hiding attacked game content from the display area under specific conditions, allowing for dynamic changes in game parameters based on player inputs, and generating utilities or effects related to the attacked medium, including changes in display size and parameter reductions, providing players with strategic depth and unpredictability.

Benefits of technology

This approach enhances the enjoyment of the game by introducing strategic complexity and unpredictability, thereby improving player engagement and overall entertainment value.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Abstract

Increase the interest of the game. [Solution] When an attack operation is input and a predetermined condition is met, the computer performs the following processes: a process of hiding the attacked game medium from a predetermined display area; a process of making a first player parameter available at a first timing; a process of performing a first change on the selected attacking game medium by consuming the first player parameter; a process of making a second player parameter available at a second timing that is later than the first timing; a process of performing a second change on the selected attacking game medium by consuming the second player parameter; and a process of generating a predetermined utility and / or a predetermined effect related to the selected attacked game medium when an attack operation is input that selects the attacking game medium on which the second change has been performed and a predetermined condition is met.
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Description

[Technical Field]

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

[0002] For example, Patent Document 1 proposes a digital card game that allows players to compete against each other 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 a variety of gameplay features have been proposed, but there is a demand for further improvements in the entertainment value of games.

[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device that can increase the enjoyment of a game. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program a process of receiving an input of an attack operation for selecting an attacking game medium of one player and an attacked game medium of the opposing player, the attacking game medium being displayed in a predetermined display area of ​​a game screen in a predetermined game; a process of hiding the attacked game content from the predetermined display area when the attack operation is input and a predetermined condition is met; a process of enabling a first player parameter associated with a player ID of a player at a first timing in the predetermined game; a process of performing a first change on the attacking game content selected by a player by consuming the first player parameter; At a second timing that is later than the first timing, the player ID of the player is linked to the second timing. and a type different from the first player parameter. A process of enabling the second player parameters; a process of performing a second change, different from the first change, on the attacking game content selected by the player by consuming the second player parameters; When the attack operation is input to select the attacking game medium on which the second change has been executed and the predetermined condition is met, a process of generating either a predetermined utility or a predetermined effect related to the attacked game medium selected in the attack operation, or both; The computer performs the following.

[0007] The process of hiding the attacked game content from the predetermined display area includes: reducing a second medium parameter associated with the attacked game content based on a first medium parameter associated with the attacking game content; The predetermined condition is: In the process of hiding the attacked game medium from the specified display area, this may be established when the second medium parameter linked to the attacked game medium decreases to a specified value.

[0008] The information processing program a process of decreasing the second medium parameter associated with the attacking game medium based on the first medium parameter associated with the attacked game medium when the attack operation is input; The computer executes the following: The predetermined utility is: The process of reducing the second medium parameters linked to the attacking game medium may include the effect of reducing the amount of reduction in the second medium parameters linked to the attacking game medium, the effect of nullifying the reduction in the second medium parameters linked to the attacking game medium, or the effect of nullifying the attacking game medium from being hidden from the specified display area.

[0009] The game screen includes: The player's player character and the opponent player's player character are displayed, The predetermined effect may be executed, including the movement of the attacked game medium toward the opposing player's player character, and the predetermined utility may be generated, including a change in a third player parameter linked to the opposing player's player ID.

[0010] The second change is This may include increasing the display size of the attacking game media in the specified display area.

[0011] The information processing program a process of displaying a selection screen on which a player can select whether to execute the first change or the second change when the attacking game medium selected by the player is capable of executing the first change and the second change; may be performed by a computer.

[0012] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer a process of receiving an input of an attack operation for selecting an attacking game medium of one player and an attacked game medium of the opposing player, the attacking game medium being displayed in a predetermined display area of ​​a game screen in a predetermined game; a process of hiding the attacked game content from the predetermined display area when the attack operation is input and a predetermined condition is met; a process of enabling a first player parameter associated with a player ID of a player at a first timing in the predetermined game; a process of performing a first change on the attacking game content selected by a player by consuming the first player parameter; At a second timing that is later than the first timing, the player ID of the player is linked to the second timing. and a type different from the first player parameter. A process of enabling the second player parameters; a process of performing a second change, different from the first change, on the attacking game content selected by the player by consuming the second player parameters; Select the attacking game medium on which the second change was executed. When the attack operation is input and the predetermined condition is met, a process of generating either one or both of a predetermined utility and a predetermined effect related to the attacked game medium selected in the attack operation; Carry out the following.

[0013] In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer a process of receiving an input of an attack operation for selecting an attacking game medium of one player and an attacked game medium of the opposing player, the attacking game medium being displayed in a predetermined display area of ​​a game screen in a predetermined game; a process of hiding the attacked game content from the predetermined display area when the attack operation is input and a predetermined condition is met; a process of enabling a first player parameter associated with a player ID of a player at a first timing in the predetermined game; a process of performing a first change on the attacking game content selected by a player by consuming the first player parameter; At a second timing that is later than the first timing, the player ID of the player is linked to the second timing. and a type different from the first player parameter. A process of enabling the second player parameters; a process of performing a second change, different from the first change, on the attacking game content selected by the player by consuming the second player parameters; Select the attacking game medium on which the second change was executed. When the attack operation is input and the predetermined condition is met, a process of generating either one or both of a predetermined utility and a predetermined effect related to the attacked game medium selected in the attack operation; Carry out the following.

[0014] In order to solve the above problem, the game device one or more computers; The computer a process of receiving an input of an attack operation for selecting an attacking game medium of one player and an attacked game medium of the opposing player, the attacking game medium being displayed in a predetermined display area of ​​a game screen in a predetermined game; a process of hiding the attacked game content from the predetermined display area when the attack operation is input and a predetermined condition is met; a process of enabling a first player parameter associated with a player ID of a player at a first timing in the predetermined game; a process of performing a first change on the attacking game content selected by a player by consuming the first player parameter; At a second timing that is later than the first timing, the player ID of the player is linked to the second timing. and a type different from the first player parameter. A process of enabling the second player parameters; a process of performing a second change, different from the first change, on the attacking game content selected by the player by consuming the second player parameters; Select the attacking game medium on which the second change was executed.When the attack operation is input and the predetermined condition is met, a process of generating either one or both of a predetermined utility and a predetermined effect related to the attacked game medium selected in the attack operation; Carry out the following. [Effects of the Invention]

[0015] According to the present invention, it is possible to improve the enjoyment of the game. [Brief explanation of the drawings]

[0016] [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 battle screen. [Figure 6] Fig. 6A is a first diagram illustrating an example of a follower card. Fig. 6B is a first diagram illustrating an example of a follower card. [Figure 7] Fig. 7A is a diagram illustrating an example of a spell card, and Fig. 7B is a diagram illustrating an example of an amulet card. [Figure 8] FIG. 8 is a diagram illustrating the card management information. [Figure 9] FIG. 9 is a diagram illustrating an example of capabilities. [Figure 10] Fig. 10A is a first diagram illustrating an example of a transition of a battle screen, Fig. 10B is a second diagram illustrating an example of a transition of a battle screen, and Fig. 10C is a third diagram illustrating an example of a transition of a battle screen. [Figure 11] Fig. 11A is a fourth diagram illustrating an example of a transition of a battle screen, Fig. 11B is a fifth diagram illustrating an example of a transition of a battle screen, and Fig. 11C is a sixth diagram illustrating an example of a transition of a battle screen. [Figure 12] Fig. 12A is a seventh diagram illustrating an example of a transition of the battle screen, Fig. 12B is an eighth diagram illustrating an example of a transition of the battle screen, and Fig. 12C is a ninth diagram illustrating an example of a transition of the battle screen. [Figure 13] Fig. 13A is a tenth diagram illustrating an example of a transition of the battle screen, and Fig. 13B is an eleventh diagram illustrating an example of a transition of the battle screen. [Figure 14] Fig. 14A is a first diagram illustrating an example of a battle screen in an evolution-released turn, and Fig. 14B is a second diagram illustrating an example of a battle screen in an evolution-released turn. [Figure 15] Fig. 15A is a first diagram illustrating an example of a battle screen at the time of evolution, and Fig. 15B is a second diagram illustrating an example of a battle screen at the time of evolution. [Figure 16] FIG. 16 is a third diagram illustrating an example of a battle screen during evolution. [Figure 17] Fig. 17A is a fourth diagram illustrating an example of a battle screen at the time of evolution, and Fig. 17B is a fifth diagram illustrating an example of a battle screen at the time of evolution. [Figure 18] Fig. 18A is a first diagram illustrating an example of a battle screen in the super evolution release turn, and Fig. 18B is a second diagram illustrating an example of a battle screen in the super evolution release turn. [Figure 19] Fig. 19A is a first diagram illustrating an example of a battle screen at the time of super evolution, and Fig. 19B is a second diagram illustrating an example of a battle screen at the time of super evolution. [Figure 20]FIG. 20 is a third diagram illustrating an example of a battle screen at the time of super evolution. [Figure 21] Fig. 21A is a fourth diagram illustrating an example of a battle screen at the time of super evolution, and Fig. 21B is a fifth diagram illustrating an example of a battle screen at the time of super evolution. [Figure 22] FIG. 22 is a sixth diagram illustrating an example of the battle screen at the time of super evolution. [Figure 23] FIG. 23 is a functional block diagram of a player terminal. [Figure 24] FIG. 24 is a functional block diagram of the server. [Figure 25] FIG. 25 is a flowchart illustrating an example of terminal-side card battle game execution processing in a player terminal. [Figure 26] FIG. 26 is a flowchart illustrating an example of the player's turn control process in the player terminal. [Figure 27] FIG. 27 is a flowchart illustrating an example of the first evolution / super evolution execution process in the player terminal. [Figure 28] FIG. 28 is a flowchart illustrating an example of the second evolution / super evolution execution process in the player terminal. [Figure 29] FIG. 29 is a flowchart illustrating an example of the opponent's turn control process in the player terminal. [Figure 30] FIG. 30 is a flowchart illustrating an example of server-side card battle game execution processing in the server. [Figure 31] FIG. 31 is a flowchart illustrating an example of the ability activation process in the server. [Figure 32] FIG. 32 is a flowchart illustrating an example of attack result information setting processing in the server. [Figure 33] FIG. 33 is a flowchart illustrating an example of evolution / super evolution point management processing in the server. DETAILED DESCRIPTION OF THE INVENTION

[0017] 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.

[0018] (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, a server 1000, and a communication network N having a communication base station Na.

[0019] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.

[0020] The server 1000 is communicatively connected to a plurality of player terminals 1. 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 terminals 1.

[0021] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0022] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.

[0023] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage unit 12, a bus 14, an input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24.

[0024] 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.

[0025] 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.

[0026] 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.

[0027] 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.

[0028] 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.

[0029] 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.

[0030] 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.

[0031] 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.

[0032] (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.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] 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."

[0037] When the home screen selection operation unit 30a is tapped, the home screen shown in FIG. 3A is displayed on the touch panel 26. When the solo play selection operation unit 30b is tapped, various setting screens are displayed. When settings are made on the setting screen, a card battle game in which players compete against the computer is started. When the multiplay selection operation unit 30c is tapped, various setting screens are displayed. When settings are made on the setting screen, a card battle game in which players compete against other players via communication is started.

[0038] 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. 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. 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.

[0039] 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.

[0040] 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."

[0041] 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.

[0042] 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.

[0043] 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 create a new deck.

[0044] 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.

[0045] 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.

[0046] 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.

[0047] 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.

[0048] 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.

[0049] 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.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 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.

[0056] Next, the card battle game will be described. Below, an overview of the card battle game will be explained, followed by details of the cards and the card battle game. Note that here, a card battle game in which players compete against other players will be described. In addition, hereinafter, other players who will be opponents will be referred to as opponents.

[0057] 5 is a diagram illustrating an example of a battle screen. When the multiplay selection operation section 30c of the menu bar 30 is tapped, various setting screens are displayed, and when settings are made on the setting screen, the card battle game begins. While the card battle game is being played, the battle screen shown in FIG. 5 is displayed on the touch panel 26.

[0058] The battle screen is divided into a player display area 40a, which displays the player's cards, information, etc., and an opponent display area 40b, which displays the opponent's cards, information, etc. The player's leader 41a is displayed in the bottom center of the player display area 40a.

[0059] Also, a stamina display area 42a showing the stamina of the player leader 41a is displayed near the player leader 41a.

[0060] 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.

[0061] Similarly, the opponent's leader 41b is displayed in the upper center of the opponent 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.

[0062] 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.

[0063] 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.

[0064] In addition, the player display area 40a has a player's deck area 45a at the right end, a player's hand area 46a at 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 an unidentifiable state. In the hand area 46a, cards in the player's hand are placed so that they can be identified by the player. In the field 47a, cards played from the hand area 46a are placed so that they can be identified by the player.

[0065] Similarly, in the opponent display area 40b, the opponent's deck area 45b is provided at the right end, the opponent's hand area 46b is provided at the top left, and the opponent's field 47b is provided in the center. In the deck area 45b, the opponent's unused cards are placed face down. In the hand area 46b, cards that are in the opponent's hand are placed face down so that they cannot be identified by the player. In the field 47b, cards etc. that have been played from the hand area 46b are placed so that they can be identified by the player.

[0066] At the top right of the player display area 40a, there is 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). 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 available play points in a distinguishable manner using the display style of circles. Furthermore, a play point display section 49b that displays the opponent's play points is provided near the leader 41b in the opponent display area 40b.

[0067] 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.

[0068] 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."

[0069] 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.

[0070] FIG. 6A is a first diagram illustrating an example of a follower card. FIG. 6B is a second diagram illustrating an example of a follower card. FIG. 7A is a diagram illustrating an example of a spell card. FIG. 7B 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.

[0071] As shown in Figures 6A, 6B, 7A, and 7B, 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.

[0072] The follower cards shown in Figures 6A and 6B 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, health 57, and an illustration. The attack power 56 indicates the amount of damage inflicted on the opponent's leader 41b or a follower card placed on the opponent's field 47b when the follower card attacks. When the follower card receives damage, its health 57 decreases by the amount of damage received. When the health 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 a state where they are not sent to the graveyard, such as disappearance.

[0073] 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.

[0074] Fig. 8 is a diagram illustrating card management information. Fig. 8 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.

[0075] 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.

[0076] 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.

[0077] 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.

[0078] The spell card shown in Figure 7A 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.

[0079] The amulet card shown in Fig. 7B 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.

[0080] Although not shown in the figures, card management information is also provided for spell cards and amulet cards, similar to that in Fig. 8. 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.

[0081] Fig. 9 is a diagram illustrating an example of the abilities 55. Note that the abilities 55 shown in Fig. 9 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.

[0082] As shown in FIG. 9 , 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.

[0083] 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 6A, 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.

[0084] Last Word is an ability that activates the effect written on the "Last Word" when a card is destroyed. Guard is an ability that prevents the opponent from attacking cards other than the card with Guard when the card with Guard is placed on the field 47a. Charge is an ability that allows the opponent to attack a follower card on the turn the card is placed on the field 47a.

[0085] Sprint is an ability that allows you to attack the opponent's follower card and leader 41b during the turn you play the card on the field 47a. Special Attack is an ability that allows you to destroy the opponent's follower card regardless of its vitality when you attack and damage it. Drain is an ability that allows you to recover the vitality displayed in the vitality display area 42a of your leader 41a by the amount of damage you inflicted when you inflict damage on the opponent's follower card or leader 41b during your turn.

[0086] 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.

[0087] 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.

[0088] 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.

[0089] 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.

[0090] FIG. 10A is a first diagram illustrating an example of a transition of a battle screen. FIG. 10B is a second diagram illustrating an example of a transition of a battle screen. FIG. 10C is a third diagram illustrating an example of a transition of a battle screen. FIG. 11A is a fourth diagram illustrating an example of a transition of a battle screen. FIG. 11B is a fifth diagram illustrating an example of a transition of a battle screen. FIG. 11C is a sixth diagram illustrating an example of a transition of a battle screen. FIG. 12A is a seventh diagram illustrating an example of a transition of a battle screen. FIG. 12B is an eighth diagram illustrating an example of a transition of a battle screen. FIG. 12C is a ninth diagram illustrating an example of a transition of a battle screen. FIG. 13A is a tenth diagram illustrating an example of a transition of a battle screen. FIG. 13B is an eleventh diagram illustrating an example of a transition of a battle screen.

[0091] 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 opponent player terminal 1 to the server 1000. The server 1000 randomly determines who will play first and who will play second. The server 1000 also randomly assigns indexes (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.

[0092] The server 1000 then sets the 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.

[0093] 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 opponent's player terminal 1. Similarly, when an operation to consume evolution points or an operation to consume super evolution points is performed on the opponent's player terminal 1, the server 1000 updates the opponent's evolution / super evolution point information so that it can be acquired by the player terminal 1 and the opponent's player terminal 1. The server 1000 then sets the updated opponent's evolution / super evolution point information so that it can be acquired by the player terminal 1 and the opponent's player terminal 1. 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 opponent has changed.

[0094] When the card battle game is started at the player terminal 1, whether the player is going to play first or second is displayed on the touch panel 26 based on the first / second player information, as shown in Fig. 10A. After that, the player terminal 1 arranges three initial candidate cards in the initial card display area 60 based on the exchange information, and displays an exchange display area 61 for arranging cards to be exchanged on the touch panel 26, as shown in Fig. 10B.

[0095] When the player wishes to exchange cards among the initial candidate cards, the player moves the cards to be exchanged to the exchange display area 61 by a slide operation, as shown in FIG. 10C . Then, when the player taps the determination button 62, the player terminal 1 returns the cards moved to the exchange display area 61 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. Then, the player terminal 1 transmits initial card information indicating the determined initial cards to the server 1000.

[0096] The server 1000 also receives initial card information from the opponent's player terminal 1. When the server 1000 receives initial card information from both the player and the opponent, it 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 it can be acquired. Similarly, when the server 1000 receives initial card information from both the player and the opponent, it sets, for the opponent's player terminal 1, number information indicating only the number of cards included in the player's initial card information so that it can be acquired.

[0097] 11A, the player terminal 1 displays a battle screen on the touch panel 26. At this time, the determined initial card is placed identifiably in the hand area 46a, and three cards are placed indistinguishably in the hand area 46b based on the received number information of the opponent.

[0098] 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. 11B. At this time, the player terminal 1 also displays the number of turns remaining until the evolution-opening turn, when the player can use evolution. In the case shown in FIG. 11B, an image that reads "4 turns remaining until evolution is possible" is displayed on the touch panel 26.

[0099] 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).

[0100] 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).

[0101] 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).

[0102] 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).

[0103] 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. 11C.

[0104] 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).

[0105] 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. 11C, 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. 11C, 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.

[0106] 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. 11C, 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. 11C, 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.

[0107] 12A, for example, if 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.

[0108] Furthermore, the player terminal 1 transmits play information including card information indicating the card placed on the field 47a to the server 1000. Upon receiving the play information, the server 1000 sets the received play information so that it can be acquired by the opponent's player terminal 1. As a result, the opponent's player terminal 1 places the card indicated in the play information on the opponent's field 47b, and updates and displays the opponent's play point display section 49b.

[0109] 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 causes the opponent's player terminal 1 to start a turn.

[0110] Then, as shown in FIG. 12B, the player's player terminal 1 displays an image with "ENEMY TURN" written on it, indicating that it is the opponent's turn, on the touch panel 26. Then, the server 1000 determines two cards by lottery from the indexes of the cards in the deck area 45b. That is, here, two cards are determined by lottery from the cards in the deck area 45b. Upon receiving the number information from the server 1000, the player terminal 1 arranges the cards indistinguishably in the hand area 46b based on the number information, as shown in FIG. 12C.

[0111] 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.

[0112] Furthermore, when the opponent's turn begins, the player terminal 1 subtracts the remaining number of turns displayed in the evolution display area 43b and the super evolution display area 44b, and updates the display, as shown in FIG. 12C.

[0113] 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. 13A. 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. 13A, an image that reads "3 turns remaining until evolution is possible" is displayed on the touch panel 26.

[0114] 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. 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).

[0115] 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. 13B.

[0116] 13B, the player slides the 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 player terminal 1 so that the attack result information can be acquired. Based on the received attack result information, the player terminal 1 then 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.

[0117] 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.

[0118] 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.

[0119] 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.

[0120] 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.

[0121] 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.

[0122] 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.

[0123] FIG. 14A is a first diagram illustrating an example of a battle screen in an evolution-released turn. FIG. 14B 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. 14A, 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. 14B, an image reading "Evolution possible" is displayed in the center of touch panel 26, notifying the player that the evolution-released turn has arrived.

[0124] 14B, 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.

[0125] FIG. 15A is a first diagram illustrating an example of a battle screen at the time of evolution. FIG. 15B is a second diagram illustrating an example of a battle screen at the time of evolution. FIG. 16 is a third diagram illustrating an example of a battle screen at the time of evolution. For example, as shown in FIG. 15A, 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 63 is displayed on the touch panel 26, as shown in FIG. 15A.

[0126] The card details tab 63 displays the abilities of the tapped card. If the follower card tapped by the player can be evolved, the card details tab 63 displays the abilities before and after evolution. The card details tab 63 also displays an evolution button 63a.

[0127] In this embodiment, only follower cards are set as cards that can evolve. Therefore, the evolve button 63a is displayed only in the card details tab 63 of follower cards, and the evolve button 63a is not displayed in the card details tab 63 of spell cards or amulet cards.

[0128] Furthermore, the evolution button 63a functions as an operation unit that accepts a tap by the player when evolution is possible. When the evolution button 63a in the card details tab 63 is tapped, the follower card is evolved. On the other hand, when evolution is not possible, the evolution button 63a is displayed in a manner that does not accept a tap by the player. Note that when evolution is not possible, the evolution button 63a 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.

[0129] 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.

[0130] 15B, 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 will evolve. In this way, since it is possible to evolve a follower card by a slide operation, it is possible to improve convenience for the player.

[0131] 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.

[0132] Then, when the display of the evolution animation ends, the evolved card is displayed on the field 47a, as shown in Fig. 16. As shown in Fig. 16, 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.

[0133] 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.

[0134] 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 opponent's player terminal 1. The opponent's player terminal 1 can understand from the received evolution information (evolution) that the card has evolved and what the evolved card will look like.

[0135] 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. Based on the received evolution point consuming operation information, the server 1000 updates the player's evolution / super evolution point information so as to subtract the evolution points owned by the player. 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 opponent's player terminal 1. This allows the player terminal 1 and the opponent's player terminal 1 to know that the player's evolution points have decreased.

[0136] FIG. 17A is a fourth diagram illustrating an example of a battle screen at the time of evolution. FIG. 17B is a fifth diagram illustrating an example of a battle screen at the time of evolution. As shown in FIG. 17A, assume that a player slides a 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 attacked follower card 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 the player terminal 1 and the opponent's player terminal 1 can acquire it.

[0137] 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. 17B shows a case where the strength of the attacking player's follower card is subtracted from "6" to "5".

[0138] Fig. 18A is a first diagram illustrating an example of a battle screen in the super evolution release turn. Fig. 18B 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. 18A, 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.

[0139] 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 Fig. 18A, an image stating "0 turns remaining until super evolution is possible" is displayed on the touch panel 26.

[0140] 18B, an image reading "Super Evolution Possible" is displayed in the center of the touch panel 26, informing the player that the super evolution release turn has been reached. At the start of the 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.

[0141] 18B, 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.

[0142] FIG. 19A is a first diagram illustrating an example of a battle screen at the time of super evolution. FIG. 19B is a second diagram illustrating an example of a battle screen at the time of super evolution. FIG. 20 is a third diagram illustrating an example of a battle screen at the time of super evolution. For example, as shown in FIG. 19A, on the seventh turn of the first player, an unevolved follower card is placed on the field 47a. Then, when the follower card placed on the field 47a is tapped, a card details tab 63 is displayed on the touch panel 26, as shown in FIG. 19A.

[0143] 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 63. The card details tab 63 also displays an evolution button 63a and a super evolution button 63b.

[0144] The super evolution button 63b 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 63b is not displayed. However, if super evolution is not possible, the super evolution button 63b 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 63b in the card details tab 63 is tapped, the super evolution of the follower card is performed.

[0145] 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.

[0146] 19B, when a continuous operation input, i.e., a slide operation, is performed from the super evolution display area 44a, which is hatched to indicate that evolution is possible, toward a follower card that can be super evolved and is placed on the field 47a, the follower card will be super evolved. In this way, the follower card can be super evolved by the slide operation, which improves convenience for the player.

[0147] 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.

[0148] Then, when the display of the super evolution animation ends, the super evolved card is displayed on the field 47a, as shown in FIG. 20. As shown in FIG. 20, 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.

[0149] 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.).

[0150] 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.

[0151] 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 opponent's player terminal 1. The opponent's player terminal 1 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.

[0152] 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 opponent's player terminal 1. This makes it possible for the player terminal 1 and the opponent's player terminal 1 to know that the player's super evolution points have been reduced.

[0153] 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.

[0154] 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.

[0155] 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.

[0156] 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.

[0157] 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.

[0158] 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.

[0159] Fig. 21A is a fourth diagram illustrating an example of a battle screen at the time of super evolution. Fig. 21B is a fifth diagram illustrating an example of a battle screen at the time of evolution. Fig. 22 is a sixth diagram illustrating an example of a battle screen at the time of evolution. As shown in Fig. 21A, assume that a player slides a super-evolved follower card placed on field 47a onto an opponent's follower card placed on field 47b.

[0160] Based on this sliding operation, the player terminal 1 transmits attack information indicating the attacking follower card and the attacked follower card to the server 1000. In this embodiment, as described above, the super-evolved follower card is granted an invincible state. Therefore, 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 follower card 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 opposing player terminal 1. Furthermore, if the vitality of the attacked follower card becomes 0 as a result of the subtraction and the activation condition is met, the server 1000 sets blow-away information to be available to the player terminal 1 and the opposing player terminal 1. 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.

[0161] 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).

[0162] 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. 21B, 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 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.

[0163] In this way, in this embodiment, the super evolved follower card can activate a blow-away effect. As described above, the super evolved follower card has a larger display size than the pre-evolved follower card and the evolved card. Because the blow-away effect is activated by the super evolved follower card, which has 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.

[0164] 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. 22, the opponent's leader 41b is displayed in a rotating manner.

[0165] 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.

[0166] 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.

[0167] The following describes the processing of the player terminal 1 and the server 1000 for realizing the above-mentioned card battle game, as well as the functional units that perform each of these processes. Note that the following describes processing related to evolution or super evolution in particular, and omits explanations of other processing.

[0168] (Functional parts of player terminal 1) 23 is a functional block diagram of the player terminal 1. A program storage area 12a and a data storage area 12b are provided in the storage unit 12 of the player terminal 1. At the start of a game, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0169] The terminal-side game control program includes a game execution control program 300, a card battle game execution control program 301, and a display control program 302. Note that the programs listed in Fig. 23 are just examples, and the terminal-side game control program includes many other programs.

[0170] 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, and a display control unit 302a.

[0171] 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 and a display control program 302, causing them to function as a card battle game execution control unit 301a and a display control unit 302a, respectively.

[0172] 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.

[0173] 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.

[0174] 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.

[0175] The display control unit 302a controls the display of images displayed on the touch panel 26 in accordance with the player's operations and the progress of the game.

[0176] (Functional part of server 1000) Fig. 24 is a functional block diagram of the server 1000. The storage unit 1012 of the server 1000 is provided with a program storage area 1012a and a data storage area 1012b. The program storage area 1012a stores a game execution control program 1300 and a card battle game execution control program 1301 as server-side game control programs. Note that the programs listed in Fig. 24 are just examples, and many other programs are provided as server-side game control programs.

[0177] 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 and a card battle game execution control unit 1301a.

[0178] 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.

[0179] 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.

[0180] 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.

[0181] The card battle game execution control unit 1301a is responsible for control for executing the card battle game.

[0182] (Communication processing between player terminal 1 and server 1000) The following describes basic processing of the player terminal 1 and the server 1000. In the following description, processing performed in the player terminal 1 is represented as Pn (n is an arbitrary integer), and processing performed in the server 1000 is represented as Sn (n is an arbitrary integer).

[0183] 25 is a flowchart illustrating an example of terminal-side card battle game execution processing in the player terminal 1. When the solo play selection operation unit 30b or the multiplay selection operation unit 30c on the menu bar 30 is tapped, various setting screens are displayed, and when settings are made on the setting screens, the terminal-side card battle game execution processing starts.

[0184] When the card battle game execution process is started, the card battle game execution control unit 301a transmits to the server 1000 initial information including deck information used in the card battle game and leader information indicating the player's leader (P1-1).

[0185] When the card battle game execution process is started, the card battle game execution control unit 301a transmits deck information to be used in the card battle game to the server 1000 (P1-1).

[0186] The card battle game execution control unit 301a receives initial information (first player / second player information, index information, exchange information) from the server 1000 (P1-2).

[0187] 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 (P1-3). 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.

[0188] 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 (P1-4). 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.

[0189] 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. 10A, based on the first / second player information included in the initial information received from the server 1000 (P1-5). 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 (P1-6). Here, the display control unit 302a arranges three initial candidate cards in the initial card display area 60, as shown in Fig. 10B, based on the initial information (first / second player information), and displays an exchange display area 61 on the touch panel 26 for arranging cards to be exchanged.

[0190] 10C, when the player taps the enter button 62, the card battle game execution control unit 301a returns the cards moved to the exchange display area 61 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 then transmits initial card information indicating the initial cards to the server 1000, and also receives card number information from the opponent (P1-7).

[0191] 11A, the display control unit 302a displays a battle screen on the touch panel 26 and arranges the determined initial cards in a identifiable manner in the hand area 46a. Furthermore, the display control unit 302a arranges three cards in an indistinguishable manner in the hand area 46b based on the received number information of the opponent's cards (P1-8).

[0192] 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 (P1-9). If it is the player's turn (YES in P1-9), the card battle game execution control unit 301a executes a player's turn control process (P2). On the other hand, if it is not the player's turn, i.e., if it is the opponent's turn (NO in P1-9), the card battle game execution control unit 301a executes an opponent's turn control process (P3).

[0193] 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 P1-10), the card battle game execution control unit 301a returns to P1-10. 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 P1-10), it executes card battle game termination processing to end the card battle game (P1-11), and ends the card battle game execution processing.

[0194] 26 is a flowchart illustrating an example of the player's turn control process (P2) 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. 11B, on the touch panel 26 (P2-1). 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. 11B), or the number of turns remaining until the super evolution release turn at which the player is able to super evolve (FIG. 18A) (P2-2).

[0195] The card battle game execution control unit 301a receives card information determined by lottery from cards in the deck area 45a in the server 1000 (P2-3). In addition, the display control unit 302a arranges (displays) the determined card based on the received card information in the hand area 46a so that it can be identified (P2-3).

[0196] 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 (P2-5). Furthermore, the display control unit 302a updates and displays the play point display unit 49a based on the received play point information (P2-5). As a result, one play point is added at the start of a turn.

[0197] 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 (P2-5). Furthermore, the display control unit 302a updates and displays the evolution display area 43a and super evolution display area 44a based on the received evolution / super evolution point information (P2-6).

[0198] 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 (P2-6). Based on the received ability activation information, the card battle game execution control unit 301a executes an ability activation process to activate various abilities (P2-7).

[0199] The card battle game execution control unit 301a determines whether or not an operation to play a card has been input by the player (P2-8). As a result, if a play operation has not been detected (NO in P2-8), the card battle game execution control unit 301a proceeds to step P2-11. On the other hand, if a play operation has been detected (YES in P2-8), 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 (P2-10).

[0200] The card battle game execution control unit 301a determines whether or not the player has input an operation to attack the opponent's follower card or leader 41b with a card placed on the field 47a (P2-11). As a result, if an attack operation is not detected (NO in P2-11), the process proceeds to step P2-18. On the other hand, if an attack operation is detected (YES in P2-11), the card battle game execution control unit 301a transmits attack information to the server 1000, including information identifying the attacking card and information identifying the opponent's follower card or leader 41b that has been attacked, based on the detected attack operation.

[0201] The card battle game execution control unit 301a receives the attack result information set in the server (P2-13). 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.

[0202] 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 (P2-14). Based on the received blow-away information, the card battle game execution control unit 301a executes a blow-away process, as shown in FIG. 21B, 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 (P2-15).

[0203] In addition, if the opponent's leader 41b's stamina decreases by 1 due to the blow-away effect, and as a result the opponent's leader 41b's stamina becomes 0 (YES in P2-16), the card battle game execution control unit 301a executes a special effect (Figure 22) in which the opponent's leader 41b is displayed in a rotating manner (P2-17).

[0204] 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 (P2-18). 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 P2-18 is performed on the player terminal 1 side, but it may also be performed on the server 1000 side.

[0205] The card battle game execution control unit 301a determines whether a card displayed on the field 47a has been tapped (P2-19). If a card has been tapped (YES in P2-19), the display control unit 302a displays the card details tab 63 based on the determination result in step P2-18 (P2-20). 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 63a in the card details tab 63. 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 63b in the card details tab 63.

[0206] The card battle game execution control unit 301a also executes a first evolution / super evolution execution process (P4), which will be described in detail later.

[0207] The card battle game execution control unit 301a executes a second evolution / super evolution execution process (P5), which will be described in detail later.

[0208] 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 P2-21), 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 P2-21), it proceeds to P2-22.

[0209] 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 (P2-22). If the player's turn has not ended (NO in P2-22), the card battle game execution control unit 301a proceeds to P2-4, and if the player's turn has ended (YES in P2-22), it executes turn end processing (P2-23). ​​If there is a card with an ability 55 that will be activated at the end of the player's turn, the turn end processing receives information from the server 1000 and executes processing to activate that ability 55.

[0210] 27 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 (P4-1).

[0211] As a result, if a slide operation from the super evolution display area 44a is detected (YES in P4-1), the card battle game execution control unit 301a determines whether the player has 1 or more super evolution points (P4-2). As a result, if the player has 1 or more super evolution points (YES in P4-2), the card battle game execution control unit 301a transmits evolution information (super evolution) indicating the card to be super evolved to the server 1000 (P4-3). 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 (P4-4), and proceeds to step P4-9.

[0212] 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 P4-2), the card battle game execution control unit 301a ends the evolution / super evolution first execution process.

[0213] In the above step P4-1, if a slide operation from the super evolution display area 44a is not detected (NO in P4-1), 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 (P4-5).

[0214] As a result, if a slide operation from the evolution display area 43a has not been detected (NO in P4-5), the card battle game execution control unit 301a ends the first evolution / super evolution execution process.

[0215] Furthermore, if a slide operation from the evolution display area 43a is detected (YES in P4-5), the card battle game execution control unit 301a determines whether the player has 1 or more evolution points (P4-6). 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 P4-6), the card battle game execution control unit 301a ends the first evolution / super evolution execution process.

[0216] If the player owns one or more evolution points (YES in P4-6), the card battle game execution control unit 301a transmits evolution information (evolution) indicating the card to be evolved to the server 1000 (P4-7). 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 (P4-8), and proceeds to step P4-9.

[0217] The card battle game execution control unit 301a receives the evolution and super evolution point information updated by the server 1000 (P4-9). 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 (P4-10).

[0218] 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 (P4-11). 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.

[0219] 28 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 63a in the card details tab 63 has been tapped (P5-1). As a result, if the evolution button 63a has been tapped (YES in P5-1), the card battle game execution control unit 301a proceeds to step P5-5.

[0220] Furthermore, if the evolution button 63a has not been tapped (NO in P5-1), the card battle game execution control unit 301a determines whether or not the super evolution button 63b in the card details tab 63 has been tapped (P5-2). As a result, if the super evolution button 63b has not been tapped (NO in P5-2), the card battle game execution control unit 301a ends the second evolution / super evolution execution process.

[0221] Furthermore, when the super evolution button 63b is tapped (YES in P5-2), the card battle game execution control unit 301a transmits evolution information (super evolution) indicating the card to be super evolved to the server 1000 (P5-3). Furthermore, 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 (P5-4), and proceeds to step P5-7.

[0222] If it is determined in step P5-1 above that the evolution button 63a has been tapped (YES in P5-1), the card battle game execution control unit 301a transmits evolution information (evolution) indicating the card to be evolved to the server 1000 (P5-5). 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 (P5-6), and proceeds to step P5-7.

[0223] The card battle game execution control unit 301a receives the evolution and super evolution point information updated by the server 1000 (P5-7). 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 (P5-8).

[0224] 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 (P5-9). 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.

[0225] 29 is a flowchart illustrating an example of the opponent's turn control process (P3) 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. 12B (P3-1).

[0226] Upon receiving the number information, the display control unit 302a places the cards indistinguishably in the opponent's hand area 46b based on the received number information (P3-2).

[0227] 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 (P3-3).

[0228] 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 (P3-4).

[0229] 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 (P3-5).

[0230] The card battle game execution control unit 301a determines whether or not ability activation information has been received (P3-6). If ability activation information has been received (YES in P3-6), the display control unit 302a executes ability activation processing to activate various abilities based on the received ability activation information (P3-7).

[0231] The card battle game execution control unit 301a determines whether or not attack result information has been received (P3-8). If attack result information has been received (YES in P3-8), the display control unit 302a executes various effects when an attack is executed based on the received attack result information (P3-9). Here, when the strength of a follower card reaches 0, the card battle game execution control unit 301a executes processing to destroy the follower card and hide it from the fields 47a and 47b.

[0232] 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 (P3-10). 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.

[0233] 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 P3-12), 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 (P3-13).

[0234] The card battle game execution control unit 301a determines whether evolution information (evolution) has been received (P3-14). If evolution information (evolution) has been received (YES in P3-14), 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 (P3-15).

[0235] The card battle game execution control unit 301a determines whether evolution information (super evolution) has been received (P3-16). If evolution information (super evolution) has been received (YES in P3-16), 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 (P3-17).

[0236] The card battle game execution control unit 301a determines whether a card displayed on the field 47a has been tapped (P3-18). If a card has been tapped (YES in P3-18), the display control unit 302a displays the card details tab 63 (P3-19). In this case, since it is the opponent's turn, the display control unit 302a disables (disables) the evolution button 63a and super evolution button 63b in the card details tab 63.

[0237] 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 P3-20), 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 P3-20), it proceeds to P3-21.

[0238] The card battle game execution control unit 301a determines whether turn end information has been received (P3-21). If turn end information has not been received (NO in P3-21), the card battle game execution control unit 301a proceeds to step P3-2. If turn end information has been received (YES in P3-21), the card battle game execution control unit 301a executes turn end processing (P3-22). 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.

[0239] 30 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 opponent player terminals 1 (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 opponent player terminals 1 (S1-4).

[0240] 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.

[0241] 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.

[0242] 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 S1-8.

[0243] 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 card information indicating the selected card so that it can be acquired by the player terminal 1. It also sets number information so that it can be acquired by the opponent's player terminal 1 (S1-6).

[0244] When the opponent's turn begins (YES in S1-5), the card battle game execution control unit 1301a randomly selects one card from the cards placed in the opponent's deck area 45b, and sets card information indicating the selected card to the opponent's player terminal 1 so that it can be acquired. Also, it sets number information to the player terminal 1 so that it can be acquired (S1-6). The card battle game execution control unit 1301a then executes an ability activation process (S2). This ability activation process (S2) will be described in detail later.

[0245] 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 the opponent player terminal 1, which is different from the player terminal 1 that received the play information (S1-9). In addition, the card battle game execution control unit 1301a executes an ability activation process (S2) described below.

[0246] 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 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, which will be described later. In addition, the card battle game execution control unit 1301a executes ability activation processing (S2), which will be described later.

[0247] 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 the opponent player terminal 1, which is 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 (S2) described below.

[0248] 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 S4. 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 obtainable for the opponent player terminal 1, which is different from 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 (S2) described below.

[0249] The card battle game execution control unit 1301a executes an evolution point update process (S4), which will be described in detail later.

[0250] 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 (S2) 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 opponent player terminal 1, which is different from the player terminal 1 that received the turn end information (S1-16).

[0251] The card battle game execution control unit 1301a also updates the play point information so that the play points of the player who starts the turn or the opponent are increased 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 player terminal 1.

[0252] 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 player terminal 1 (S1-19).

[0253] 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 player terminal 1 so that they can be acquired, and ends the server-side card battle game execution process.

[0254] 31 is a flowchart illustrating an example of the ability activation process (S2) 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 playing fields 47a and 47b, the attacking cards, and the evolved or super-evolved cards (S2-1). As a result, if the conditions for activating the abilities are not met (NO in S2-1), the card battle game execution control unit 1301a ends the ability activation process.

[0255] If the ability activation condition is met (YES in S2-1), 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 (S2-2). If the ability for restoring evolution points is not included (NO in S2-2), the card battle game execution control unit 1301a proceeds to step S2-5. If the ability for restoring evolution points is included (YES in S2-2), 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 (S2-3). The card battle game execution control unit 1301a then sets the player's or opponent's evolution / super evolution points based on the granted results to the player terminal 1 and the opponent's player terminal 1 so that they can be acquired (S2-4).

[0256] The card battle game execution control unit 1301a determines whether the abilities for which the activation condition is met include an ability to recover super evolution points (S2-5). As a result, if the ability to recover super evolution points is not included (NO in S2-5), the card battle game execution control unit 1301a proceeds to step S2-8. On the other hand, if the ability to recover super evolution points is included (YES in S2-5), 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 (S2-6). 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 player terminal 1 so that they can be acquired (S2-7).

[0257] 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 (S2-8). As a result, if the ability to change evolution points into super evolution points is not included (NO in S2-8), the card battle game execution control unit 1301a proceeds to step S2-11. On the other hand, if the ability to change evolution points into super evolution points is included (YES in S2-8), the card battle game execution control unit 1301a executes a change process (S2-9). In the change process (S2-9), the card battle game execution control unit 1301a changes a predetermined number of evolution points of the player or opponent to 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 to be obtainable by the player terminal 1 and the opponent player terminal 1 (S2-10).

[0258] 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 opponent's player terminal 1 (S2-11), and then ends the ability activation process.

[0259] FIG. 32 is a flowchart illustrating an example of attack result information setting processing in the server. The card battle game execution control unit 1301a refers to the attack information received in step S1-10 above and determines whether a super-evolved follower card has attacked (S3-1). As a result, if a super-evolved follower card has attacked (YES in S3-1), the card battle game execution control unit 1301a sets, for the player terminal 1 and the opponent's player terminal 1, attack result information that 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 (S3-2). 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.

[0260] The card battle game execution control unit 1301a also determines whether the conditions for activating the blow-away effect are met (P3-3). As a result, if the conditions for activating the blow-away effect are met (YES in P3-3), 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 opponent's player terminal 1. 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.

[0261] If the condition for activating the blow-away effect is not met (NO in P3-3), the card battle game execution control unit 1301a ends the attack result information setting process.

[0262] Furthermore, if the super evolved follower card is not attacking (NO in S3-1), 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 opponent player terminal 1 (S3-5).

[0263] 33 is a flowchart illustrating an example of the evolution / super evolution point management process (S4) in the server 1000. The card battle game execution control unit 1301a of the server determines whether or not evolution point consuming operation information has been received from the player terminal 1 or the opponent's player terminal 1 (S4-1). As a result, if evolution point consuming operation information has not been received (NO in S4-1), the card battle game execution control unit 1301a proceeds to step S4-4.

[0264] Furthermore, when evolution point consumption operation information is received from the player terminal 1 (YES in S4-1), the card battle game execution control unit 1301a subtracts the evolution points owned by the player (S4-2), 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 opponent's player terminal 1 (S4-3).

[0265] Furthermore, when evolution point consumption operation information is received from the opponent's player terminal 1 (YES in S4-1), the card battle game execution control unit 1301a subtracts the evolution points owned by the opponent (S4-2), 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 player terminal 1 (S4-3).

[0266] The card battle game execution control unit 1301a determines (S4-4) whether or not super evolution point consuming operation information has been received from the player terminal 1 or the opponent's player terminal 1. As a result, if super evolution point consuming operation information has not been received (NO in S4-4), the card battle game execution control unit 1301a ends the evolution / super evolution point management process.

[0267] Furthermore, when super evolution point consumption operation information is received from the player terminal 1 (YES in S4-4), the card battle game execution control unit 1301a subtracts the super evolution points owned by the player (S4-5), 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 opponent's player terminal 1 (S4-6).

[0268] Furthermore, when super evolution point consumption operation information is received from the opponent's player terminal 1 (YES in S4-4), the card battle game execution control unit 1301a subtracts the super evolution points owned by the opponent (S4-4), 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 player terminal 1 (S4-6).

[0269] As described above, the player terminal 1 is provided with a game execution control program 300, a card battle game execution control program 301, and a display control program 302. The player terminal 1 also includes a game execution control unit 300a, a card battle game execution control unit 301a, and a display control unit 302a. 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.

[0270] The server 1000 is also provided with a game execution control program 1300 and a card battle game execution control program 1301. The server 1000 also includes a game execution control unit 1300a and a card battle game execution control unit 1301a. 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.

[0271] 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.

[0272] 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 is a competitive game using game media, and the opponent is not limited to a human, 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.

[0273] 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.

[0274] (Processing performed by a computer) In a predetermined game (a card battle game is an example in the above embodiment), a process (step P2-11 in the above embodiment is an example in the above embodiment) of accepting input of an attack operation (a slide operation is an example in the above embodiment) to select the attacking game medium of the player's side (the player's follower card is an example in the above embodiment) and the attacked game medium of the opposing player's side (the opponent's follower card is an example in the above embodiment) displayed in a predetermined display area (fields 47a, 47b is an example in the above embodiment) of the game screen. When an attack operation is input and a specified condition is met (as an example in the above embodiment, when the follower card's stamina becomes 0), a process is performed to hide the attacked game medium from a specified display area (as an example in the above embodiment, P2-13, P3-9). At a first timing in a predetermined game, a process (P1-3 as an example in the above embodiment) of making available a first player parameter (evolution points as an example in the above embodiment) linked to the player's player ID. A process (P4, P5, as an example in the above embodiment) of performing a first change (evolution, as an example in the above embodiment) on the attacking game medium selected by the player by consuming the first player parameters. At a second timing that is later than the first timing, a process (P1-3, as an example in the above embodiment) is performed to enable the use of a second player parameter (super evolution points, as an example in the above embodiment) that is linked to the player's player ID. A process (P4, P5, as an example in the above embodiment) of performing a second change (super evolution, as an example in the above embodiment) different from the first change on the attacking game medium selected by the player by consuming second player parameters. When an attack operation is input to select the attacking game medium on which the second change has been executed, and when a predetermined condition is met, a process (P2-16, for example, in the above embodiment) is performed to generate either one or both of a predetermined effect (as an example in the above embodiment, a reduction in the vitality of the opponent's leader 41b by 1 due to a blow-away effect) and a predetermined effect related to the attacked game medium selected in the attack operation (as an example in the above embodiment, a blow-away effect in which a follower card whose vitality has been reduced to 0 collides with the opponent's leader 41b).

[0275] The process of hiding the attacked game medium from a specified display area may involve reducing a second medium parameter (for example, stamina 57 in the above embodiment) linked to the attacked game medium based on a first medium parameter (for example, attack power 56 in the above embodiment) linked to the attacking game medium.

[0276] The specified condition may be met when the second medium parameter linked to the attacked game medium decreases to a specified value (0, as an example in the above embodiment) in the process of generating either a specified utility or a specified effect, in the process of hiding the attacked game medium from a specified display area.

[0277] When an attack operation (as an example in the above embodiment, a slide operation from a follower card placed on the player's field 47a to a follower card placed on the opponent's field 47b) is input, the computer may perform a process (as an example in the above embodiment, P2-13) of decreasing a second medium parameter (as an example in the above embodiment, stamina 57) linked to the attacking game medium based on a first medium parameter (as an example in the above embodiment, attack power 56) linked to the attacked game medium.

[0278] The specified utility may include a utility of reducing the amount of decrease in the second medium parameter linked to the attacking game medium in the process of decreasing the second medium parameter linked to the attacking game medium, a utility of nullifying the decrease in the second medium parameter linked to the attacking game medium, or a utility of nullifying the attacking game medium from being hidden from a specified display area (as an example, in the above embodiment, an invincible state).

[0279] The game screen may display the player's player character (the leader 41a in the above embodiment, as an example) and the opponent player's player character (the leader 41b in the above embodiment, as an example).

[0280] A predetermined effect is executed, including the movement of the attacked game medium toward the opposing player's player character (as an example in the above embodiment, an effect in which a follower card whose stamina has reached 0 collides with the opposing player's leader 41b in a blow-away effect), and a predetermined utility may occur, including a change in a third player parameter linked to the opposing player's player ID (as an example in the above embodiment, the stamina of the leader 41b).

[0281] The second change (super evolution, as an example in the above embodiment) may include an increase in the display size of the attacking game content in a predetermined display area.

[0282] If the attacking game medium selected by the player is capable of performing the first transformation and the second transformation, the computer may be caused to perform a process (P2-20, as an example, in the above embodiment) that displays a selection screen (card details tab 63, as an example, in the above embodiment) that allows the player to select whether to perform the first transformation or the second transformation.

[0283] Furthermore, the control process shown in the above embodiment is merely an example. In the above embodiment, the case where the control process for executing the game is executed by the player terminal 1 has been described. That is, in the above embodiment, the control process for executing the game is executed only by the player terminal 1. In this case, only the player terminal 1 functions as the game device G. However, part of the control process described above may be executed by the server 1000. That is, the information processing system S, which is a client-server system including the player terminal 1 and the server 1000, may function as the game device G.

[0284] 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]

[0285] 1. Player terminal 41a, 41b Leader (player character) 47a, 47b field (display area) 56 Attack Power (First Medium Parameter) 57 Stamina (second medium parameter) 63 Card details tab (selection screen) 1000 servers G Game Device S Information Processing System

Claims

1. a process of receiving an input of an attack operation for selecting an attacking game medium of one player and an attacked game medium of the opposing player, the attacking game medium being displayed in a predetermined display area of ​​a game screen in a predetermined game; a process of hiding the attacked game content from the predetermined display area when the attack operation is input and a predetermined condition is met; a process of enabling a first player parameter associated with a player ID of a player at a first timing in the predetermined game; a process of performing a first change on the attacking game content selected by a player by consuming the first player parameter; At a second timing that is later than the first timing, a process of enabling use of a second player parameter that is linked to a player ID of the player and that is different in type from the first player parameter; a process of performing a second change, different from the first change, on the attacking game content selected by the player by consuming the second player parameter; When the attack operation is input to select the attacking game medium on which the second change has been executed and the predetermined condition is met, a process of generating either a predetermined utility or a predetermined effect related to the attacked game medium selected in the attack operation, or both; An information processing program that causes a computer to carry out the following.

2. The process of hiding the attacked game content from the predetermined display area includes: reducing a second medium parameter associated with the attacked game content based on a first medium parameter associated with the attacking game content; The predetermined condition is: In the process of hiding the attacked game content from the predetermined display area, the condition is met when the second medium parameter associated with the attacked game content decreases to a predetermined value. The information processing program according to claim 1 .

3. a process of decreasing the second medium parameter associated with the attacking game medium based on the first medium parameter associated with the attacked game medium when the attack operation is input; The computer executes the following: The predetermined utility is: In the process of decreasing the second medium parameters associated with the attacking game medium, the process includes the effect of reducing the extent of decrease in the second medium parameters associated with the attacking game medium, the effect of nullifying the decrease in the second medium parameters associated with the attacking game medium, or the effect of nullifying the disappearance of the attacking game medium from the specified display area. The information processing program according to claim 2 .

4. The game screen includes: The player's player character and the opponent player's player character are displayed, the predetermined effect including movement of the attacked game medium toward the player character of the opposing player is executed, and the predetermined utility including variation of a third player parameter linked to the player ID of the opposing player is generated. The information processing program according to any one of claims 1 to 3.

5. The second change is increasing the display size of the attacking game content in the predetermined display area; The information processing program according to any one of claims 1 to 3.

6. a process of displaying a selection screen on which the player can select whether to execute the first transformation or the second transformation when the attacking game medium selected by the player is capable of executing the first transformation and the second transformation; The computer executes the following: The information processing program according to any one of claims 1 to 3.

7. 1. An information processing method performed by one or more computers, comprising: The computer a process of receiving an input of an attack operation for selecting an attacking game medium of one player and an attacked game medium of the opposing player, the attacking game medium being displayed in a predetermined display area of ​​a game screen in a predetermined game; a process of hiding the attacked game content from the predetermined display area when the attack operation is input and a predetermined condition is met; a process of enabling a first player parameter associated with a player ID of a player at a first timing in the predetermined game; a process of performing a first change on the attacking game content selected by a player by consuming the first player parameter; At a second timing that is later than the first timing, a process of enabling use of a second player parameter that is linked to a player ID of the player and that is different in type from the first player parameter; a process of performing a second change, different from the first change, on the attacking game content selected by the player by consuming the second player parameter; When the attack operation is input to select the attacking game medium on which the second change has been executed and the predetermined condition is met, a process of generating either a predetermined utility or a predetermined effect related to the attacked game medium selected in the attack operation, or both; An information processing method for carrying out the above.

8. An information processing system comprising one or more computers, The computer a process of receiving an input of an attack operation for selecting an attacking game medium of one player and an attacked game medium of the opposing player, the attacking game medium being displayed in a predetermined display area of ​​a game screen in a predetermined game; a process of hiding the attacked game content from the predetermined display area when the attack operation is input and a predetermined condition is met; a process of enabling a first player parameter associated with a player ID of a player at a first timing in the predetermined game; a process of performing a first change on the attacking game content selected by a player by consuming the first player parameter; At a second timing that is later than the first timing, a process of enabling use of a second player parameter that is linked to a player ID of the player and that is different in type from the first player parameter; a process of performing a second change, different from the first change, on the attacking game content selected by the player by consuming the second player parameter; When the attack operation is input to select the attacking game medium on which the second change has been executed and the predetermined condition is met, a process of generating either a predetermined utility or a predetermined effect related to the attacked game medium selected in the attack operation, or both; An information processing system that carries out the above.

9. one or more computers; The computer a process of receiving an input of an attack operation for selecting an attacking game medium of one player and an attacked game medium of the opposing player, the attacking game medium being displayed in a predetermined display area of ​​a game screen in a predetermined game; a process of hiding the attacked game content from the predetermined display area when the attack operation is input and a predetermined condition is met; a process of enabling a first player parameter associated with a player ID of a player at a first timing in the predetermined game; a process of performing a first change on the attacking game content selected by a player by consuming the first player parameter; At a second timing that is later than the first timing, a process of enabling use of a second player parameter that is linked to a player ID of the player and that is different in type from the first player parameter; a process of performing a second change, different from the first change, on the attacking game content selected by the player by consuming the second player parameter; When the attack operation is input to select the attacking game medium on which the second change has been executed and the predetermined condition is met, a process of generating either a predetermined utility or a predetermined effect related to the attacked game medium selected in the attack operation, or both; A game device that performs the above.

Citation Information

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