Game system, control program, and application program
The card game system enhances entertainment and reasoning skills by calculating fighting ability values based on number and character card combinations, adjusting points based on game outcomes, and requiring strategic card play.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-12-11
- Publication Date
- 2026-03-10
AI Technical Summary
There is a demand for a card game that is not only entertaining but also improves the players' reasoning and thinking abilities.
A card game system involving character cards with basic ability values, number cards determining offensive and defensive roles, and a play field with specific areas for placing game objects, where the fighting ability values are calculated based on the combination of number cards and basic ability values, with points adjusted based on game outcomes.
The game enhances entertainment while improving players' reasoning and thinking abilities through strategic decision-making and strategic card play.
Smart Images

Figure 0007827335000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention provides Ge The present invention relates to a system, a control program, and an application program. [Background technology]
[0002] Competitive card games, such as trading card games (TCGs), are popular among card game enthusiasts and card collectors, not only because of the fun of the game itself but also because of the popularity of the characters depicted on the trading cards.
[0003] Regarding TCG, for example, Patent Document 1 describes an invention that improves the entertainment value of card games without diminishing the appeal of the trading cards themselves. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Publication No. 2024-081091 Summary of the Invention [Problem to be solved by the invention]
[0005] There is a demand for a card game that is not only entertaining but also improves the players' reasoning and thinking abilities.
[0006] The present invention aims to provide a card game that is entertaining and can improve the player's reasoning and thinking abilities. [Means for solving the problem]
[0007] The present application includes a number of means for solving at least part of the above problems, examples of which are as follows.
[0008] In order to solve the above problem, a game toy according to one embodiment of the present invention includes a character, a plurality of first game objects each associated with a basic ability value of the character, a plurality of second game objects each associated with a number, and a play field provided with a first area for placing the first game objects and a second area for placing the second game objects, each associated with a competing player, and in accordance with a combination of a number indicated by one second game object selected by the first player from among the plurality of second game objects placed by a first player in his / her second area and a number indicated by one second game object selected by the second player from among the plurality of second game objects placed by a second player in his / her second area, the fighting ability value of the character indicated by the one first game object selected by the first player from among the plurality of first game objects placed by the second player in his / her first area and the fighting ability value of the character indicated by the one first game object selected by the second player from among the plurality of first game objects placed by the second player in his / her first area are determined.
[0009] The game toy can be configured so that the fighting ability value of the character represented by the one of the first game objects selected by the first player is determined based on the number indicated by the one of the second game objects selected by the first player and the basic ability value of the character represented by the one of the first game objects selected by the first player, and the fighting ability value of the character represented by the one of the first game objects selected by the second player is determined based on the number indicated by the one of the second game objects selected by the second player and the basic ability value of the character represented by the one of the first game objects selected by the second player.
[0010] The game toy may include a plurality of third game objects each having a corresponding number of points, and the play field may have a third area for placing the third game objects in correspondence with each player, and the number of points held by each player may be changed by increasing or decreasing the number of third game objects placed in the third area depending on the difference between the fighting ability value of the character corresponding to the first player and the fighting ability value of the character corresponding to the second player.
[0011] The game toy may increase or decrease the number of the third game objects placed in the third area of the first player when the number indicated by one of the second game objects selected by the first player is smaller than the number indicated by the second game object selected by the second player.
[0012] The game toy can be configured such that, when the number indicated by one of the second game objects selected by the first player is smaller than the number indicated by the second game object selected by the second player, and these two numbers are a specific number combination, the number of the third game objects placed in the third area of the second player is increased or decreased.
[0013] The game toy can be configured to prevent an increase or decrease in the number of the third game objects placed in the third areas of the first player and the second player when the sum of the number indicated by the one second game object selected by the first player and the number indicated by the second game object selected by the second player is a specific numerical value.
[0014] The second area may include a protected area for placing one of the second game objects, and the first player and the second player may place one of the second game objects in the protected area during a preparation stage of the game, and then exchange one of the multiple second game objects placed in the second area excluding the protected area with each other.
[0015] A game system according to another aspect of the present invention is a game system including a terminal device and a server device, wherein the terminal device receives an operation from a user who is a player, and the server device includes a display control unit and a progress control unit, and the display control unit causes the terminal device to display a character, a plurality of first game objects to which basic ability values of the character are associated, a plurality of second game objects to which numbers are associated, and a play field provided with a first area for placing the first game objects and a second area for placing the second game objects, each of which is associated with a player competing against another player, and the progress control unit causes the terminal device to display a plurality of the first game objects placed by the first player in the second area. The fighting ability value of the character indicated by the one first game object selected by the first player out of the multiple first game objects placed by the first player in his / her first area and the fighting ability value of the character indicated by the one first game object selected by the second player out of the multiple first game objects placed by the second player in his / her first area are determined according to a combination of the number indicated by the one second game object selected by the first player out of the two game objects and the number indicated by the one second game object selected by the second player out of the multiple first game objects placed by the second player in his / her first area.
[0016] A control program according to yet another aspect of the present invention is a control program for a server device, which causes a computer of the server device to function as a display control unit and a progress control unit, the display control unit causes a terminal device to display a character, a plurality of first game objects to which basic ability values of the character are associated, a plurality of second game objects to which numbers are associated, and a play field provided with a first area for placing the first game objects and a second area for placing the second game objects, each corresponding to each player competing in a battle, and the progress control unit causes a terminal device to display a number of the second game objects placed by a first player in his / her second area. The fighting ability value of the character indicated by the one first game object selected by the first player out of the multiple first game objects that the first player has placed in his / her first area, and the fighting ability value of the character indicated by the one first game object selected by the second player out of the multiple first game objects that the second player has placed in his / her first area, are determined according to a combination of the number indicated by the one second game object selected by the second player out of the multiple first game objects that the second player has placed in his / her first area.
[0017] An application program according to yet another aspect of the present invention is an application program for a terminal device, causing a computer of the terminal device to function as a display control unit and a progress control unit, the display control unit displays a character, a plurality of first game objects associated with basic ability values of the character, a plurality of second game objects associated with numbers, and a play field provided with a first area for placing the first game objects and a second area for placing the second game objects, each associated with a competing player, and the progress control unit operates as a second player and displays one of the second game objects selected by the first player, who is a user, placed in his / her second area. The fighting ability value of the character indicated by the one first game object selected by the first player from the plurality of first game objects placed by the first player in his / her first area and the fighting ability value of the character indicated by the one first game object selected by the second player from the plurality of first game objects placed by the second player in his / her first area are determined according to a combination of the numbers indicated by the two second game objects and the number indicated by one second game object selected by the second player from the plurality of second game objects placed by the second player in his / her first area. [Effects of the Invention]
[0018] According to the present invention, a card game can be provided that is entertaining and can improve the player's reasoning and thinking abilities.
[0019] Problems, configurations, and effects other than those described above will become apparent from the following description of the embodiments. [Brief explanation of the drawings]
[0020] [Figure 1] FIG. 1 is a diagram showing an example of a character card constituting a game toy according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing an example of a number card that constitutes a game toy. [Figure 3] FIG. 3 is a diagram showing an example of a point card constituting a game toy. [Figure 4] FIG. 4 is a diagram showing an example of a rank-up card that constitutes a game toy. [Figure 5] FIG. 5 is a diagram showing an example of an attack equipment card that constitutes the game toy. [Figure 6] FIG. 6 is a diagram showing an example of a defensive equipment card that constitutes a game toy. [Figure 7] FIG. 7 is a diagram showing an example of a support card that constitutes a game toy. [Figure 8] FIG. 8 is a diagram showing an example of a play field that constitutes a game toy. [Figure 9] FIG. 9 is a flowchart illustrating an example of preparation before the start of a game. [Figure 10] FIG. 10 is a diagram showing an example of the arrangement of cards in the user area. [Figure 11] FIG. 11 is a flowchart illustrating an example of the progress of the game. [Figure 12] FIG. 12 is a flowchart illustrating an example of re-preparation after the completion of setting. [Figure 13] FIG. 13 is a diagram showing an example of the configuration of a game system according to the second embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0021] Hereinafter, multiple embodiments of the present invention will be described with reference to the drawings. In all drawings used to describe each embodiment, identical components are generally designated by the same reference numerals, and repeated description thereof will be omitted. Furthermore, in the following embodiments, the components (including element steps, etc.) are not necessarily essential unless otherwise specified or considered to be clearly essential in principle. Furthermore, when the terms "consisting of A," "composed of A," "having A," and "including A" are used, other elements are not excluded unless otherwise specified, specifically referring to only that element. Similarly, in the following embodiments, when referring to the shape, positional relationship, etc. of components, etc., these terms include those that are substantially similar or similar to the shape, etc., unless otherwise specified or considered to be clearly essential in principle.
[0022] <Card Game Using Game Toy According to First Embodiment of the Present Invention> The game toy according to the first embodiment of the present invention is used for a card game and includes seven types of cards (FIGS. 1 to 7) and a play field 100 (FIG. 8) on which the cards are arranged.
[0023] The card game is a one-on-one competitive card game between two players, A and B. When playing the card game, it is desirable to have a referee in addition to players A and B. However, players A and B may play the game according to the rules without a referee.
[0024] In this card game, one game is made up of multiple sets, and each set is made up of multiple turns. For example, one game is made up of four sets, and each set is made up of five turns. In each set, players A and B alternate between playing first and second at each turn. Here, playing first means that a player plays a number card 20 (Figure 2) corresponding to his / her character card 10 (Figure 1) face down (the numbers are not visible) before his / her opponent. The player who plays first can play the number card 20 placed in the protection area 1111 (Figure 8) (details will be described later). Playing second means that a player plays a number card 20 corresponding to his / her character card 10 face down after his / her opponent who played first. The player who plays second cannot play the number card 20 placed in the protection area 1111 (Figure 8).
[0025] In the first turn of the first set, the player holding the number card 20 with the number "0" goes first, and from the second turn onwards, the roles of first and second goers alternate each turn. For example, if player A goes first and player B goes second in the first turn of the first set, then player B goes first and player A goes second in the second turn. The roles of first and second goers alternate again in the third and fourth turns, and in the final fifth turn, player A goes first and player B goes second. Then, in the first turn of the second set, player B goes first and player A goes second. Note that if the number of turns in each set is odd, it is desirable to use an even number of sets in one game so that players A and B go first an equal number of times in one game.
[0026] To prepare for the start of the game, the opposing players face each other and place their character cards 10 and dealt number cards 20 on the playfield 100 (FIG. 1). Then, in each turn, each player selects a character card 10 and a number card 20 to play against from the placed cards. The offense and defense of each player are determined based on the number on the number card 20 selected by each player. The outcome of each turn is determined based on the magnitude of the offensive ability value of the character card 10 selected by the attacking player and the number on the number card 20, and the defensive ability value of the character card 10 selected by the defending player and the number on the number card 20. The number of points held by each player is increased or decreased depending on the outcome. One set ends at the fifth turn, and the outcome of the game is determined based on the number of points at the end of, for example, four sets. Details of the game rules will be described later.
[0027] 1 to 7 show examples of seven types of cards used in the card game. Each card is made of a material such as paper, plastic, or metal. However, the shape of the card is not limited to a card, and the card may have a three-dimensional shape such as a shogi or chess piece, a character figure doll, or the like.
[0028] FIG. 1 shows an example of a character card 10. The character card 10 corresponds to a first game object of the present invention. The character card 10 depicts a name 11 of a character such as a person, animal, fictional life form, or robot, an illustration 12, and information 13 such as the character's attributes, rank, attack ability value, and defense ability value. The character's attack ability value and defense ability value can be increased by applying an enhancement card, which will be described later. Hereinafter, the attack ability value and defense ability value will be collectively referred to as basic ability value.
[0029] Character ranks are set to one of three types: normal rank, rare rank, and secret rare rank. A character belonging to the normal rank has a basic ability value of, for example, "100." A character belonging to the rare rank has a basic ability value of, for example, "150." A character belonging to the secret rare rank has a basic ability value of, for example, "200."
[0030] Each player must prepare (purchase, etc.) character cards 10 before the start of the game, and in this embodiment, each player must prepare at least five character cards 10 depicting normal rank characters.
[0031] FIG. 2 shows an example of a number card 20. The number card 20 corresponds to the second game object of the present invention. The number card 20 has a number between "0" and "9" drawn on it. A set of ten number cards 20 has the numbers between "0" and "9" drawn on them, and five of each set of ten number cards 20 are randomly distributed to players A and B at the start of each set. Each player can check the number on the number card 20 distributed to them and also ascertain the number on the number card 20 distributed to their opponent. The number on the number card 20 is used to determine who will play first or second in the first turn of the first set, to determine who will play offense and defense (attacker and defender) in each turn, to reverse the offense and defense roles, to determine whether the game will end in a draw, and as a coefficient to multiply the character's basic ability score.
[0032] FIG. 3 shows an example of a point card 30. The point card 30 corresponds to the third game object of the present invention. The number of points per point card 30 (for example, 50 points per card) is depicted on the point card 30. Players A and B are each dealt 100 point cards 30 at the start of the game. That is, players A and B have 5,000 (= 50 × 100) points at the start of the game. The player with the most point cards 30, i.e., the most points, at the end of the game wins the game. Points can also be called a player's life or energy.
[0033] FIG. 4 shows an example of a rank-up card 40. The rank-up card 40 is a type of strengthening card. The rank-up card 40 has the name 41 and illustration 42 of a character to which the rank-up card 40 can be applied. The rank-up card 40 can be applied (placed on top of the character card 10) only once per set to a character card 10 depicting the same character, and by applying the rank-up card 40, the rank of the character can be increased by one level. Furthermore, the rank (basic ability value) of the increased character can be carried over for the duration of the same game.
[0034] For example, when a rank-up card 40 is applied to a normal rank character card 10, the character is ranked up from normal rank to rare rank, and the basic ability value is increased from "100" to "150." Also, when a rank-up card 40 is applied to a character card 10 that has already been ranked up to rare rank, the character's rank is ranked up to secret rare rank, and the basic ability value is increased from "150" to "200."
[0035] FIG. 5 shows an example of an attack equipment card 50. The attack equipment card 50 is a type of strengthening card. The attack equipment card 50 depicts the name 51 of the character to which the attack equipment card 50 can be applied, an illustration 52, and an equipment type (attack) 53. By applying the attack equipment card 50 to a character card 10 depicting the same character (by placing it below the character card 10 in a planar view), the attack capability value can be increased, for example, by two times for the duration of the same set.
[0036] FIG. 6 shows an example of a defensive equipment card 60. The defensive equipment card 60 is a type of strengthening card. The defensive equipment card 60 depicts a name 61 of a character to which the defensive equipment card 60 can be applied, an illustration 62, and an equipment type (defense) 63. By applying the defensive equipment card 60 to a character card 10 depicting the same character (by placing the defensive equipment card 60 below the character card 10 in a planar view), the defensive capability value can be increased, for example, by two times for the duration of the same set.
[0037] However, the attack equipment card 50 and the defense equipment card 60 cannot be applied simultaneously to the same character card 10; only one of them can be applied. Furthermore, the effects of the attack equipment card 50 and the defense equipment card 60 (increases in attack ability value or defense ability value) cannot be carried over to the next set.
[0038] FIG. 7 shows an example of a support card 70. The support card 70 is a type of reinforcement card. The support card 70 contains the name 71 of the character to which the support card 70 can be applied, an illustration 72, and information 73 about the effect that can be given to the character. The support card 70 can activate a predetermined effect by applying it to a character card 10 depicting the same character (by placing it below the character card 10 in a planar view).
[0039] It should be noted that the character cards 10 and the strengthening cards (rank-up cards 40, attack equipment cards 50, defense equipment cards 60, and support cards 70) are sold in packages of multiple cards, and each player purchases and owns the package in preparation for participating in the game. The number cards 20 and point cards 30 may be purchased by each player specifically for the game, or the number cards 20 may be cards for other card games (playing cards, UMO cards, etc.) that have the numbers "0" through "9" on them. The point cards 30 are not limited to card shapes and may be cards of any shape.
[0040] <About Playfield 100> 8 shows an example of a playing field 100 on which two competing players A and B place cards. The playing field 100 may be, for example, a sheet-like object with the playing field 100 printed on cloth, paper, plastic, rubber, or the like, or it may be a table-like object with the playing field 100 printed on the top surface.
[0041] The playing field 100 is provided with a user area 110A for player A to place cards and a user area 110B for player B to place cards. Hereinafter, when there is no need to distinguish between the user areas 110A and 110B, they will be referred to as the user area 110.
[0042] The user area 110 is provided with, in order from closest to the opponent, a number area 111, a character area 112, an equipment area 113, a support area 114, and a hand area 115. The layout of the number area 111, character area 112, equipment area 113, support area 114, and hand area 115 is preferably as shown in Fig. 8, but is not limited to the example of Fig. 8.
[0043] The number area 111 corresponds to the second area of the present invention. The number area 111 is an area for arranging the five number cards 20 distributed to the players. A protected area 1111 is provided in the number area 111. The protected area 1111 is an area for placing only one number card 20 that the player does not want to exchange with the opponent. Each player checks the numbers on the five number cards 20 distributed before the start of a set, determines one card that the player does not want to exchange with the opponent, and places it face down in the protected area 1111 (with the numbers hidden). The remaining four cards are placed face down in the number area 111 (excluding the protected area 1111). Then, one of the four cards in the number area 111 (excluding the protected area 1111) is exchanged face down with the opponent. Note that the number card 20 placed in the protected area 1111 can only be used when the player is first to play, and cannot be used when the player is second to play.
[0044] The character area 112 corresponds to the first area of the present invention. The character area 112 is an area for arranging the character cards 10. In preparation for each set, each player arranges five character cards 10, from the character card 10 to be used in the first turn to the character card 10 to be used in the fifth turn, in the character area 112, face down (in a direction in which the characters cannot be seen) in order from the right, and after mutually exchanging number cards 20 with the opponent, the cards are turned face up (in a direction in which the characters can be seen).
[0045] The equipment area 113 is an area for applying attack equipment cards 50 and defense equipment cards 60 to character cards 10 placed in the character area 112. Before the start of each set, each player can apply an attack equipment card 50 or defense equipment card 60 by placing it in the equipment area 113 directly below the character card 10 placed in the character area 112 whose basic ability value they wish to strengthen. Note that only one attack equipment card 50 or defense equipment card 60 can be applied to one character card 10.
[0046] The support area 114 is an area for placing support cards 70. Before the start of each set, each player places the support card 70 face down in the support area 114 directly below the character card 10 placed in the character area 112 that they wish to support, and then flips it face up each turn to activate the effect of the support card 70. Note that attack equipment cards 50 or defensive equipment cards 60 other than the support card 70 can also be placed in the support area 114. An explanation of the effects of the support card 70 will be omitted.
[0047] The hand area 115 is an area for temporarily holding enhancement cards (rank-up cards 40, attack equipment cards 50, defense equipment cards 60, and support cards 70). Before the start of each set, each player draws six enhancement cards from the deck of enhancement cards (multiple cards shuffled and stacked face down) placed in the deck area 116 and places them in the hand area 115.
[0048] Furthermore, the user area 110 is provided with a deck area 116, a point area 117, and a collection area 118. Note that the arrangement of the deck area 116, the point area 117, and the collection area 118 shown in Fig. 8 is an example, and the arrangement of these is not limited to the example in Fig. 8.
[0049] The deck area 116 is an area for placing the deck of number cards 20 and the deck of strengthening cards.
[0050] The point area 117 is an area for placing point cards 30, and is provided with a plus area 1171 and a minus area 1172. Each player places 100 point cards 30 distributed at the start of the game in their own plus area 1171. Then, depending on the outcome of each turn, a predetermined number of point cards 30 are moved between the plus area 1171 and the minus area 1172.
[0051] The collection area 118 is an area for placing used enhancement cards. The enhancement cards placed in the collection area 118 are collected at the end of each set and mixed into the deck of enhancement cards placed in the deck area 116.
[0052] <Preparation before the game starts> 9 is a flowchart illustrating an example of preparation before the start of a game. FIG. 10 shows an example of the placement of cards in the user area 110A of player A on the playing field 100.
[0053] First, each of the competing players A and B selects five character cards 10 to be used in the first set of the game from the character cards 10 that he / she owns, and places them face down in the order of the battle from the right side of the character area 112 in his / her user area 110 (step S1). Note that the five character cards 10 selected here will be the same ones to be used in the second set of the game and thereafter.
[0054] Next, the judge randomly distributes five cards each of ten number cards 20, each with numbers from "0" to "9" drawn on it, to players A and B (step S2).
[0055] Next, each of players A and B checks the numbers on the five number cards 20 distributed to them, places one card they do not want to exchange with their opponent face down in the protected area 1111 (with the numbers hidden), and places the remaining four cards face down in the number area 111 (excluding the protected area 1111) (step S3). Next, players A and B exchange one card selected by their opponent while still face down from the four cards in the number area 111 (excluding the protected area 1111) with each other (step S4). Note that as a variation of the rules, instead of having the opponent select the number card 20 to be exchanged, each of players A and B may select the number card 20 to give to their opponent according to their own strategy.
[0056] Next, each of players A and B turns over the five character cards 10 that were placed face down on the character area 112 in step S1 (step S5).
[0057] Next, each of players A and B draws six enhancement cards 1162 (rank-up cards 40, attack equipment cards 50, defense equipment cards 60, or support cards 70) from the deck of enhancement cards 1161 placed in the deck area 116 and places them face up in the hand area 115 (step S6).
[0058] Next, players A and B each apply the enhancement cards 1162 placed in the hand area 115 to the applicable character cards 10 placed in the character area 112 according to their own strategy. Specifically, the rank-up cards 40 are placed on top of the character cards 10 to which they are to be applied. The attack equipment cards 50 and defense equipment cards 60 are placed in the equipment area 113 directly below the character cards 10 to which they are to be applied. The support cards 70 are placed in the support area 114 directly below the character cards 10 to which they are to be applied (step S7). Note that enhancement cards 1162 that are not to be applied to character cards 10 can be left in the hand area 115 as they are. This concludes the explanation of the preparations before the game begins.
[0059] By making the preparations before the game starts as described above, players A and B can check the characters they will be fighting against from the first turn to the fifth turn and the status of the strengthening provided by the strengthening cards 1162. By checking the numbers on the number cards 20 that have been distributed to them, they can understand the numbers on the number cards 20 that their opponents have, and while guessing in what order their opponents will play their number cards 20, they can devise a strategy for the order in which they will play their own number cards 20.
[0060] <About game progression> FIG. 11 is a flowchart illustrating an example of the progress of the game.
[0061] First, the judge decides who will bat first and who will bat second in the first turn of the first set (step S11). Specifically, players A and B are asked to declare that they have been dealt number card 20 with "0", and the player who was dealt number card 20 with "0" is decided to bat first, and the other player is decided to bat second. Here, for example, it is assumed that player A is decided to bat first and player B is decided to bat second.
[0062] Next, the first player, player A, selects a number card 20 from the unused face-down number cards 20 placed in his / her own number area 111 (including the protection area 1111) to be applied to the character card 10 placed on the far right side of the character area 112 as seen from player A (the character card 10 to be played against in the first turn), and moves it face-down to directly above that character card 10 (step S12).
[0063] Next, the player B, who plays second, selects a number card 20 to be applied to the character card 10 (the character card 10 to play in the first turn) placed on the far right side of the character area 112 as seen from the player B, from among the unused face-down number cards 20 placed in his / her number area 111 (excluding the protected area 1111), and moves it face-down directly above the character card 10 (step S13). Note that step S12 and step S13 may be executed in reverse order, or may be executed simultaneously.
[0064] Next, players A and B simultaneously turn over the number cards 20 that were moved directly above the character cards 10 in steps S12 and S13, and a referee compares the numbers on the two number cards 20 to determine the offense and defense (attack and defense) of players A and B (step S14). Specifically, the player with the larger number on his number card 20 is determined to be the attacking player, and the player with the smaller number is determined to be the defending player. Note that the attacking player means fighting against the opponent based on the character's attack ability value, and the defending player means fighting against the opponent based on the character's defense ability value. At this stage, it is assumed that the number on player A's number card 20 is larger, and player A is determined to be the attacking player, and player B is determined to be the defending player.
[0065] Next, the referee determines whether the combination of numbers on the two number cards 20 is "0" and "9" (step S15), and if the referee determines that the combination of numbers is "0" and "9" (YES in step S15), the offense and defense of the players are reversed (step S16). That is, for example, if the number card 20 of player A is "9" and the number card 20 of player B is "0", in step S14 player A is the offense side and player B is the defense side, but this is reversed, and player A becomes the defense side and player B becomes the offense side.
[0066] The number on the number card 20 is used as a coefficient by which to multiply the basic ability value when calculating the battle ability value, but if the offense and defense of the players are reversed in step S16, the coefficient by which to multiply the defensive ability value of player A, who has now become the defending side, is considered to be "0," and the coefficient by which to multiply the offensive ability value of player B, who has now become the attacking side, is considered to be "10." After this, the referee proceeds to step S18.
[0067] Next, the judge calculates the competitive ability values of players A and B to determine the outcome of the current turn, and reflects the outcome of the determination in the points of players A and B (step S18).
[0068] Specifically, for the attacking player, the offensive ability value written on the opposing character card 10 is increased according to the rank-up cards 40 and offensive equipment cards 50 that the player has applied to that character card 10, and then multiplied by a coefficient based on the number on the number card 20 to calculate the fighting ability value. For the defending player, the defensive ability value written on the opposing character card 10 is increased according to the rank-up cards 40 and defensive equipment cards 60 that the player has applied to that character card 10, and then multiplied by a coefficient based on the number on the number card 20 to calculate the fighting ability value.
[0069] Then, the battle ability values of players A and B are compared, and the player with the larger value is determined to be the winner of that turn. If the attacking player is the winner, the points of the defending player are reduced by the difference in the battle ability values of players A and B (the point card 30 in the plus area 1171 of the point area 117 is moved to the minus area 1172).
[0070] Conversely, if the defending team wins, the points of the defending player are increased by the difference in the fighting ability values of players A and B (the point cards 30 in the minus area 1172 of the point area 117 are moved to the plus area 1171). If there are not enough point cards 30 to move from the minus area 1172 to the plus area 1171, the number of point cards 30 in the minus area 1172 will be moved to the plus area 1171 up to the maximum number.
[0071] For example, if the rank of the character cards 10 of players A and B is normal (basic ability value = 100), and the number on player A's number card 20 is "9" and the number on player B's number card 20 is "0", the processing proceeds to steps S15 and S16, and player A is on the defensive side and player B is on the offensive side.
[0072] Then, in step S18, for defending player A, if no rank-up cards 40 and no defensive equipment cards 60 have been applied, a fighting ability value of "0" is calculated by multiplying the defensive ability value "100" by a coefficient "0". For attacking player B, if no rank-up cards 40 and no attacking equipment cards 50 have been applied, a fighting ability value of "1000" is calculated by multiplying the offensive ability value "100" by a coefficient "10". Then, attacking player B, who has the larger fighting ability value, is determined to be the winner of the turn, and 20 point cards 30 corresponding to the difference in fighting ability value of "1000" are moved from the plus area 1171 to the minus area 1172 of defending player A, who is the loser.
[0073] For example, if attacking player B has one rank-up card 40 applied, the attack ability value "150" of the rare rank increased by one rank is multiplied by the coefficient "10" to calculate a battle ability value of "1500." If attacking equipment card 50 has been applied, the attack ability value "100" is doubled and further multiplied by the coefficient "10" to calculate a battle ability value of "2000." If attacking player B has one rank-up card 40 and one attacking equipment card 50 applied, the attack ability value "150" of the rare rank increased by one rank is doubled and further multiplied by the coefficient "10" to calculate a battle ability value of "3000."
[0074] In step S15, if it is determined that the combination of numbers on the two number cards 20 is not "0" and "9" (NO in step S15), the referee then determines whether or not the sum of the numbers on the two number cards 20 is "10" (step S17). Here, if it is determined that the sum of the numbers on the two number cards 20 is not "10" (NO in step S17), the referee proceeds to step S18 while maintaining the offense and defense of players A and B determined in step S14.
[0075] For example, if the character cards 10 of players A and B are normal rank (basic ability value = 100), and the number card 20 of player A is "5" and the number card 20 of player B is "4," the process proceeds to steps S15, S17, and S18. In step S18, for attacking player A, if no rank-up card 40 or attack equipment card 50 has been applied, the attack ability value of "100" is multiplied by the coefficient "5" to calculate a battle ability value of "500." For defending player B, if, for example, a defensive equipment card 60 has been applied, the defensive ability value of "100" is doubled and multiplied by the coefficient "4" to calculate a battle ability value of "800." Then, defending player B, who has the larger battle ability value, is determined to be the winner of the turn, and six point cards 30 corresponding to the difference in battle ability value of "300" are moved from the minus area 1172 to the plus area 1171 of the winning defending player B.
[0076] In step S17, if it is determined that the sum of the numbers on the two number cards 20 is "10" (YES in step S17), the referee determines that the turn is a draw, skips step S18 to avoid movement of the point cards 30 of players A and B (increase or decrease in points), and proceeds to step S19.
[0077] Next, the referee determines whether the number of points of either player A or B has reached 0 (whether the number of point cards 30 in the plus area 1171 has reached 0) (step S19). If it is determined that the number of points of either player A or B has reached 0 (YES in step S19), the referee then determines the winner of the game based on the number of points of players A and B (step S23). In this case, the player whose number of points has reached 0 is determined to be the loser, and the game ends regardless of the current turn or set.
[0078] On the other hand, if it is determined that the points of players A and B are not 0 (NO in step S19), the referee advances the process to step S20.
[0079] Next, the referee determines whether the prescribed number of turns (5 in this case) has been completed for that set (step S20). If it is determined that the prescribed number of turns has not been completed (NO in step S20), the current turn ends, and the strengthening cards applied to the character cards 10 played in the current turn (the offensive equipment cards 50, defensive equipment cards 60, and support cards 70, excluding the rank-up cards 40) are moved to the collection areas 118 of players A and B. Then, the process returns to step S11, and the next turn begins. However, from the second turn of the first set onwards, the first and second turn roles are reversed from the previous turn. That is, in this case, since player A played first in the first turn, player B is determined to play first in the second turn. Furthermore, the character card 10 to be played in the battle is the one to the left of the character card 10 played in the previous battle. That is, in the first turn, the first character card 10 from the right side of the character area 112 is used for battle, and in the second turn, the second character card 10 from the right side of the character area 112 is used for battle.
[0080] Thereafter, in step S20, if it is determined that the prescribed number of turns has been completed (YES in step S20), the current set ends, and the referee then determines whether the prescribed number of sets has been completed (step S21). If it is determined that the prescribed number of sets has not been completed (NO in step S21), the referee then has players A and B prepare for the next set (step S22).
[0081] 12 is a flowchart illustrating an example of preparation for the next set. Note that the same reference numerals are used to designate processes common to the preparation for the next set and the preparation before the start of the game (FIG. 9), and descriptions thereof will be omitted where appropriate.
[0082] First, the judge collects the number cards 20 used in the previous set. In addition, the judge collects the unused reinforcement cards among the six reinforcement cards drawn from the deck by each of players A and B in the previous set, and the used reinforcement cards transferred to the collection area 118 (step S31). The collected reinforcement cards are to be mixed into the reinforcement card deck in the deck area 116.
[0083] Next, each of players A and B uses the five character cards 10 selected in the previous set and places them face down in the order in which they will be matched, starting from the right side of the character area 112 in their own user area 110 (step S1).
[0084] Next, the judge randomly distributes five number cards 20 each to players A and B from a set of ten number cards 20 with numbers from "0" to "9" drawn on them (step S2). The number cards 20 owned by each player are used alternately for each set. This prevents cheating, such as players conspiring to distribute numbers that are advantageous to themselves.
[0085] Steps S3 to S7 are the same as those in Fig. 9, and therefore will not be described again. This concludes the description of the preparation for the next set.
[0086] Returning to FIG. 10, after step S22, the referee returns the process to step S11 to start the next set. Thereafter, if it is determined in step S21 that the specified set has ended (YES in step S21), the referee then determines the outcome of the game based on the points of players A and B (step S23). This concludes an explanation of an example of the progress of the game.
[0087] As described above, according to this embodiment, it is possible to provide a card game that can improve the reasoning and thinking abilities of the player.
[0088] <Configuration Example of Game System 200 According to Second Embodiment of the Present Invention> 13 shows an example of the configuration of a game system 200 according to a second embodiment of the present invention. The game system 200 implements the competitive card game that players A and B play face-to-face as described above as an online game, allowing the players to play via a network.
[0089] The game system 200 includes terminal devices 210A and 210B used by players A and B, and a server device 220. The terminal devices 210A and 210B are connected to the server device 220 via a network N. The network N is a two-way communication network typified by the Internet. Hereinafter, when there is no need to distinguish between the terminal devices 210A and 210B, they will be referred to as terminal devices 210.
[0090] The terminal device 210 is, for example, a general computer such as a smartphone, a personal computer, a game console, etc. The server device 220 is, for example, a general computer such as a server computer, etc. The general computer includes a processor such as a central processing unit (CPU), a memory such as a dynamic random access memory (DRAM), a storage such as a hard disk drive (HDD) or a solid state drive (SSD), an input device such as a keyboard, a mouse, a touch panel, etc., an output device such as a display, and a communication module such as a network interface card (NIC) (none of which are shown).
[0091] The terminal device 210 has the following functional blocks: a processing unit 211 , a storage unit 212 , a communication unit 213 , a display unit 214 , and an input unit 215 .
[0092] The processing unit 211 is realized by a computer processor. The processing unit 211 controls the competitive card game by executing a game application program (app) 2111 installed on the computer.
[0093] The memory unit 212 is realized by a computer's memory and storage. The memory unit 212 stores various data and information. The communication unit 213 is realized by a computer's communication module. The communication unit 213 connects to the server device 220 via the network N and communicates various data and information. The display unit 214 is realized by a computer's output device. The display unit 214 displays an operation screen (play screen) including the play field 100 in the competitive card game, various cards, etc. as objects. The input unit 215 is realized by a computer's input device. The input unit 215 accepts various operations (e.g., card selection, card placement, execution instructions, etc.) from a user (a player in the competitive card game).
[0094] The server device 220 includes functional blocks of a processing unit 221, a storage unit 222, and a communication unit 223.
[0095] The processing unit 221 is realized by a computer processor. The processing unit 221 has a display control unit 2211 and a progress control unit 2212. The processing unit 221 executes a control program installed on the computer to realize the display control unit 2211 and progress control unit 2212 that control the competitive card game. The display control unit 2211 sends display information used to display the play screen to the terminal device 210 to display the play screen, and updates the display information on the play screen in response to operations by the user (player) of the competitive card game using the terminal device 210. The progress control unit 2212 controls the progress of the game in response to operations by the user (player) using the terminal device 210.
[0096] The storage unit 222 is realized by a computer memory and storage. The storage unit 222 stores player information 2221 including account and login information for each player, and owned card information 2222 relating to cards owned by each player.
[0097] Next, we will explain the correspondence between the game system 200 and the processing of each step in the example of preparation before the start of the game (Figure 9), the example of game progress (Figure 11), and the example of preparation for the next set (Figure 12) described above.
[0098] The process of arranging the character cards in step S1 of FIG. 9 is executed by the display control unit 2211 of the server device 220 in response to an operation from the user (player) on the play screen displayed on the terminal device 210.
[0099] The process of distributing five number cards 20 to each player in step S2 is executed by the progress control unit 2212 of the server device 220, and is reflected in the owned card information 2222.
[0100] The process of placing the number card 20 in the number area 111 in step S3 is executed by the display control unit 2211 of the server device 220 in response to an operation from the user (player) on the play screen displayed on the terminal device 210.
[0101] The process of exchanging the number cards 20 in step S4 is executed by the display control unit 2211 of the server device 220 in response to an operation from the user (player) on the play screen displayed on the terminal device 210, and is reflected in the owned card information 2222.
[0102] The process of turning the character card 10 face up in step S5 is executed by the display control unit 2211 of the server device 220.
[0103] The process of drawing an enhancement card from the deck in step S6 is executed by the progress control unit 2212 of the server device 220, and is reflected in the owned card information 2222. In addition, the process of placing the enhancement card in the hand area 115 is executed by the display control unit 2211.
[0104] The process of applying the reinforced card to the character card 10 in step S7 is executed by the display control unit 2211 of the server device 220 in response to an operation from the user (player) on the play screen displayed on the terminal device 210.
[0105] The process of determining which player will play first and which will play second for players A and B in step S11 of FIG. 11 is executed by the progress control unit 2212 of the server device 220 with reference to the owned card information 2222.
[0106] The process in step S12 in which the first player selects the number card 20 and moves it directly above the character card 10 is executed by the display control unit 2211 of the server device 220 in response to an operation from the user (first player) on the play screen displayed on the terminal device 210.
[0107] The process in step S13 in which the second player selects the number card 20 and moves it directly above the character card 10 is executed by the display control unit 2211 of the server device 220 in response to an operation from the user (second player) on the play screen displayed on the terminal device 210.
[0108] The process of steps S14 to S23 is executed by the progress control unit 2212 of the server device 220.
[0109] The processing of step S31 in FIG. 12 is executed by the display control unit 2211 and the progress control unit 2212 of the server device 220.
[0110] As described above, the game system 200 can execute the processing of each step in an example of preparation before the start of the game (FIG. 9), an example of game progression (FIG. 11), and an example of preparation for the next set (FIG. 12).
[0111] The game played by the game system 200 over the network N may be played by two users of the terminal devices 210A and 210B as players A and B, or, for example, by a single user of the terminal device 210. In this case, the progress control unit 2212 of the server device 220 may be configured to operate as the opponent player B.
[0112] Alternatively, the user may be allowed to enjoy the game independently using the terminal device 210 without connecting to the server device 220. In this case, the application 2111 of the terminal device 210 may be made to operate as the display control unit 2211 and the progress control unit 2212 (including operation as the opponent player B) of the server device 220.
[0113] In the above description, a game-specific application 2111 is installed on the terminal device 210, but it is also possible to connect to the server device 220 using a general-purpose web browser on the terminal device 210 and run the game on the web browser.
[0114] <Application example> The competitive card game of this embodiment can be applied to games that share a common game concept. For example, the characters depicted on the character cards 10 may be considered virtual artists, idols, or performers, and players may compete against each other based on the singing and dancing abilities of the artists. In this case, the sets and turns that make up the game in this embodiment may be interpreted as, for example, performances and live shows, the offense and defense in this embodiment may be interpreted as, for example, singing and dancing, and the number of points in this embodiment may be interpreted as, for example, the number of spectators.
[0115] The present invention is not limited to the above-described embodiments and modifications, and various other modifications are possible. For example, the above-described embodiments and modifications have been described in detail to clearly explain the present invention, and the present invention is not necessarily limited to those having all of the described configurations. Furthermore, it is possible to replace a part of a modification with another modification, or to combine modifications.
[0116] Furthermore, some or all of the above-described configurations, functions, processing units, processing means, etc. may be implemented in hardware, for example, by designing them as integrated circuits. Furthermore, the above-described configurations, functions, etc. may be implemented in software by a processor interpreting and executing a program that implements each function. Information such as programs, tables, and files that implement each function may be stored in memory, a storage device such as a hard disk or SSD, or a storage medium such as an IC card, SD card, or DVD. Furthermore, the control lines and information lines shown are those considered necessary for explanation, and do not necessarily represent all control lines and information lines in the product. In reality, it can be assumed that almost all components are interconnected. [Explanation of symbols]
[0117] 10...Character card, 20...Number card, 30...Point card, 40...Rank-up card, 50...Attack equipment card, 60...Defensive equipment card, 70...Support card, 100...Play field, 110...User area, 111...Number area, 1111...Protection area, 112...Character area, 113...Equipment area, 114...Support area, 115...Hand area, 116...Deck area, 1161...Deck, 117...Point area, 1171...Plus area, 1172...Minus area, 118...Collection area, 200 Game system, 210 Terminal device, 211 Processing unit, 2111 Application, 212 Storage unit, 213 Communication unit, 214 Display unit, 215 Input unit, 220 Server device, 221 Processing unit, 2211 Display control unit, 2212 Progress control unit, 222 Storage unit, 223 Communication unit
Claims
1. A game system including a terminal device and a server device, the terminal device accepts an operation by a user who is a player; the server device includes a display control unit and a progress control unit; The display control unit a character and a plurality of first game objects to which basic ability values of the character are associated; a plurality of second game objects each having a number associated therewith; displaying on the terminal device a play field provided with a first area for placing the first game object and a second area for placing the second game object, in association with each of the competing players; the second area of the playfield includes a protected area for placing the second game object that is not to be exchanged between competing players; The progress control unit In a preparation stage of the game, the second game objects are distributed to each player, and one of the second game objects distributed to each player other than the one placed in the protection area is exchanged between the competing players; A fighting ability value of the character indicated by the one first game object selected by the first player out of the plurality of first game objects placed by the first player in his / her own first area and a fighting ability value of the character indicated by the one first game object selected by the second player out of the plurality of first game objects placed by the second player in his / her own first area are determined according to a combination of a number indicated by the one second game object selected by the first player out of the plurality of second game objects placed by the first player in his / her own second area and a number indicated by the one second game object selected by the second player out of the plurality of second game objects placed by the second player in his / her own second area. Game system.
2. A control program for a server device, causing the computer of the server device to function as a display control unit and a progress control unit; The display control unit a character and a plurality of first game objects to which basic ability values of the character are associated; a plurality of second game objects each having a number associated therewith; displaying on the terminal device a play field provided with a first area for placing the first game object and a second area for placing the second game object, in association with each of the competing players; the second area of the playfield includes a protected area for placing the second game object that is not to be exchanged between competing players; The progress control unit In a preparation stage of the game, the second game objects are distributed to each player, and one of the second game objects distributed to each player other than the one placed in the protection area is exchanged between the competing players; A fighting ability value of the character indicated by the one first game object selected by the first player out of the plurality of first game objects placed by the first player in his / her own first area and a fighting ability value of the character indicated by the one first game object selected by the second player out of the plurality of first game objects placed by the second player in his / her own first area are determined according to a combination of a number indicated by the one second game object selected by the first player out of the plurality of second game objects placed by the first player in his / her own second area and a number indicated by the one second game object selected by the second player out of the plurality of second game objects placed by the second player in his / her own second area. Control program.
3. An application program for a terminal device, causing the computer of the terminal device to function as a display control unit and a progress control unit; The display control unit a character and a plurality of first game objects to which basic ability values of the character are associated; a plurality of second game objects each having a number associated therewith; displaying a play field provided with a first area for placing the first game object and a second area for placing the second game object, in association with each of the competing players; the second area of the playfield includes a protected area for placing the second game object that is not to be exchanged between competing players; The progress control unit Acting as a second player, In a preparation stage of the game, the second game objects are distributed to each player, and one of the second game objects distributed to each player other than the one placed in the protection area is exchanged between the competing players; A fighting ability value of the character indicated by the one first game object selected by the first player out of the plurality of first game objects placed by the first player in his / her own first area and a fighting ability value of the character indicated by the one first game object selected by the second player out of the plurality of first game objects placed by the second player in his / her own second area are determined according to a combination of a number indicated by the one second game object selected by the first player out of the plurality of second game objects placed by the second player in his / her own second area and a number indicated by the one second game object selected by the second player out of the plurality of first game objects placed by the second player in his / her own first area. Application program.
Citation Information
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