Program, method, information processing device, and system

The program enhances trading card game enjoyment by allowing players to acquire and evaluate cards for deck compatibility, offering rental decks when conditions are met, addressing the challenge of incomplete card collections.

JP7827794B1Active Publication Date: 2026-03-10THE POKEMON CO +1
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-09-18
Publication Date
2026-03-10

AI Technical Summary

Technical Problem

Existing trading card game systems do not effectively assist players in assembling a deck when they lack necessary cards, diminishing the enjoyment of collecting and playing the game.

Method used

A program that allows players to acquire card packs, evaluates acquired cards against predetermined deck requirements, and provides rental decks when certain conditions are met, enhancing the collection experience.

Benefits of technology

Improves the enjoyment of collecting cards by providing players with rental decks that meet deck requirements, thus enriching the gameplay experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

Improve the fun of collecting cards. [Solution] A program to be executed by a computer having a processor and memory. The program causes the processor to execute the following steps in a digital TCG (Trading Card Game): accepting an instruction from a player to acquire a card pack containing trading cards, acquiring a card in response to the instruction, storing multiple card decks each composed of a plurality of cards in advance and determining whether the acquired card satisfies predetermined requirements for the card deck, presenting the acquired card to the player, and, if the acquired card satisfies the predetermined requirements for the card deck, providing the card deck containing the acquired card to the player as a rental deck.
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Description

[Technical Field]

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

[0002] When playing a trading card game, players need to assemble a deck of cards to use in the game. Patent Document 1 describes a technology that reduces the effort required for players to assemble a deck in a competitive card game in a virtual space. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2016-063848 Summary of the Invention [Problem to be solved by the invention]

[0004] Patent Document 1 describes how a player can organize a player deck using characters that the player owns. However, Patent Document 1 does not describe how to process a player who does not have all the cards.

[0005] In a trading card game, a player obtains cards by, for example, opening a card pack containing multiple cards whose contents are unknown. While there is of course enjoyment in obtaining a card, such as if the card you obtain looks good, another enjoyment of opening a card pack is the pursuit of finding a card that can be used in a deck. However, immediately after starting the game, the player does not know the existence of a deck, making it difficult to enjoy the fun of collecting cards, which is the pursuit of finding a card that can be used in a deck.

[0006] The purpose of this disclosure is to improve the enjoyment of collecting cards. [Means for solving the problem]

[0007] A program to be executed by a computer having a processor and a memory. The program causes the processor to execute the following steps in a digital TCG (Trading Card Game): accepting an instruction from a player to acquire a card pack containing trading cards, acquiring a card in response to the instruction, storing multiple card decks each composed of a plurality of cards in advance and determining whether the acquired card satisfies predetermined requirements for the card deck, presenting the acquired card to the player, and, if the acquired card satisfies the predetermined requirements for the card deck, providing the card deck containing the card to the player as a rental deck. [Effects of the Invention]

[0008] According to the disclosure, the enjoyment of collecting cards can be improved. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 1 is a diagram showing a situation in which a TCG match is being prepared according to the present embodiment. [Figure 2] FIG. 10 is a diagram showing a situation in which a match is about to begin in a TCG according to the present embodiment. [Figure 3] FIG. 10 is a diagram showing a situation in which each user is progressing in a TCG match. [Figure 4] 1 is a block diagram showing an example of the overall configuration of a system 1. FIG. [Figure 5] 5 is a block diagram illustrating an example of the configuration of the terminal device 10 shown in FIG. 4. [Figure 6] FIG. 2 is a diagram illustrating an example of the functional configuration of a server 20. [Figure 7] FIG. 10 is a diagram showing the data structure of card information 182. [Figure 8] FIG. 10 is a diagram showing the data structure of deck information 183. [Figure 9]10 is a diagram showing the data structure of card log information 184. FIG. [Figure 10] FIG. 10 is a diagram showing the data structure of match information 185. [Figure 11] FIG. 2 is a diagram illustrating an example of the data structure of a user information table 2021. [Figure 12] FIG. 10 is a diagram illustrating an example of the data structure of a card master table 2022. [Figure 13] FIG. 10 is a diagram showing an example of the data structure of a deck information table 2023. [Figure 14] FIG. 1 is a diagram for explaining the operations of the terminal device 10 and the server 20 when a user obtains a digital trading card. [Figure 15] 10A and 10B are schematic diagrams showing examples of the lottery process and presentations for showing the lottery results. [Figure 16] FIG. 2 is a diagram for explaining the operations of the terminal device 10 and the server 20 when providing a rental deck to a user. [Figure 17] FIG. 10 is a schematic diagram showing an example of the display of a rental deck that has been provided. [Figure 18] FIG. 10 is a schematic diagram showing an example of the display when a rental deck is used in a card match. [Figure 19] FIG. 10 is a schematic diagram showing an example of a first screen display for starting deck editing. [Figure 20] FIG. 10 is a schematic diagram illustrating a display example of an editing screen for a deck. [Figure 21] FIG. 10 is a schematic diagram illustrating a display example of an energy setting screen. [Figure 22] FIG. 10 is a schematic diagram illustrating an example of a screen display indicating that the deck to be edited does not meet the requirements. [Figure 23] FIG. 10 is a schematic diagram showing a display example during a card match. [Figure 24] FIG. 2 is a block diagram showing the basic hardware configuration of a computer 90. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. The names and functions of the components are also the same. Therefore, detailed descriptions thereof will not be repeated.

[0011] <Summary> Trading cards according to this embodiment are virtual cards (digital cards) used in a trading card game (TCG) in a virtual space. Users collect trading cards in the virtual space and, for example, play card battles with other users. When a user obtains a predetermined card, the user is provided with a rental deck corresponding to the obtained card. Furthermore, when the user's status reaches a predetermined state, the user is provided with a rental deck corresponding to the state the user has reached. The user can use the rental deck in the card battle.

[0012] First, an outline of the TCG according to this embodiment will be described, followed by a description of the program according to this embodiment.

[0013] <0 TCG Overview> Fig. 1 is a diagram showing a situation in which a TCG match according to this embodiment is being prepared. Fig. 2 is a diagram showing a situation in which a TCG match according to this embodiment is about to begin. Fig. 3 is a diagram showing a situation in which each user is progressing in a TCG match.

[0014] In the example shown in FIGS. 1-3, users play a digital TCG using terminal devices 10A and 10B. Images related to a digital TCG match (card battle) are displayed on terminal devices 10A and 10B. The match is played, for example, on a play mat 30, using decks constructed by combining digital trading cards. In this embodiment, for example, one deck contains 20 cards.

[0015] <0.1 Card placement during a match> With reference to Figure 1, the arrangement of cards during a TCG match will be described. As shown in Figure 1, when a user 5A (first user) and a user 5B (second user) start a TCG match, a play mat 30 is placed between the user 5A and the user 5B. The play mat 30 is used to arrange cards included in a deck. Each user arranges cards on the play mat 30 as a deck or the like, and progresses the TCG match by adding cards from the deck to their hand.

[0016] The play mat 30 indicates, for example, the positions where cards are placed. The play mat 30 includes, for example, a deck placement area 31A and a deck placement area 31B (hereinafter sometimes collectively referred to as the "deck placement area 31"), a preparation card placement area 32A and a preparation card placement area 32B (hereinafter sometimes collectively referred to as the "preparation card placement area 32"), a battle card placement area 34A and a battle card placement area 34B (hereinafter sometimes collectively referred to as the "battle card placement area 34"), and a consumption card placement area 35A and a consumption card placement area 35B (hereinafter sometimes collectively referred to as the "consumption card placement area 35"). A play mat 30 may be placed for each user. In this case, for example, the play mat 30 includes an area related to one user. Specifically, for example, the play mat 30 includes a deck placement area 31A, a preparation card placement area 32A, a battle card placement area 34A, and a consumption card placement area 35A.

[0017] As shown in Fig. 3, in a TCG match, each user replenishes their hand with cards dealt from the deck while progressing through a card battle. In the example of Fig. 3, user 5A has a hand 93A (two cards in the hand in the example of Fig. 3). User 5B has a hand 93B (three cards in the hand in the example of Fig. 3).

[0018] The deck placement section 31 is an area for placing any of the cards that make up the deck owned by each user as a deck. The deck placement section 31A is an area for user 5A to place cards as a deck. The deck placement section 31B is an area for user 5B to place cards as a deck.

[0019] As shown in FIG. 2, when a TCG match starts, the cards that make up each user's deck are shuffled and placed face down in the deck placement unit 31. The cards that make up user 5A's deck are placed as a deck 91A in the deck placement unit 31A. The cards that make up user 5B's deck are placed as a deck 91B in the deck placement unit 31B. When a TCG match starts, each user draws a predetermined number of cards from the deck placement unit 31 as their hand.

[0020] The preparation card placement unit 32 is an area for preparing cards that can be used to battle against the opponent's cards. Each user switches the cards placed in the preparation card placement unit 32 with the cards placed in the battle card placement unit 34, and causes the cards placed in the battle card placement unit 34 to battle each other.

[0021] As shown in FIG. 2 , before the start of a TCG match, no cards are placed in the preparation card placement unit 32 or the battle card placement unit 34. At the start of a TCG match, each user places cards from their hand in the preparation card placement unit 32 and the battle card placement unit 34. At this time, cards do not necessarily have to be placed in the preparation card placement unit 32. If there are no cards in the hand that satisfy the requirements for placement in the battle card placement unit 34, the user may return the hand to the deck placement unit 31 and draw a predetermined number of cards from the deck placement unit 31 as their hand. When each user places cards in at least the battle card placement unit 34, preparations for the match are complete and the match begins.

[0022] As the TCG battle progresses, as shown in FIG. 3 , each user places cards in the preparation card placement unit 32 and the battle card placement unit 34, and the cards fight each other in the battle card placement unit 34. As each user's hand is replenished from the deck, they place cards to be used in the battle from their hand in the preparation card placement unit 32 and the battle card placement unit 34. User 5A places cards in the preparation card placement unit 32A. User 5B places cards in the preparation card placement unit 32B.

[0023] The battle card placement section 34 is an area for placing cards to fight against opponent cards. User 5A places cards in the battle card placement section 34A. User 5B places cards in the battle card placement section 34B. In this embodiment, the cards placed in the battle card placement section 34A and the cards placed in the battle card placement section 34B basically battle based on the health (HP), attack power, characteristics, character attributes, weakness attributes, and other parameters set for each card. Cards placed in the battle card placement section 34 are dealt damage according to their attack power, card attributes, weaknesses, etc., and the damage dealt is deducted from their health. Cards placed in the battle card placement section 34 or the preparation card placement section 32 activate their characteristics at predetermined times, affecting the battle situation. When the health set for a card is lost due to an attack or other reason, the card is removed from the battle card placement section 34 and placed in the consumption card placement section 35.

[0024] The consumed card placement section 35 is an area for placing cards consumed in a TCG match. For example, cards that have lost stamina in a battle, cards that have activated their effects, etc. are placed in the consumed card placement section 35. As shown in FIG. 3 , user 5A places cards consumed in a match as cards 92A in the consumed card placement section 35A. User 5B places cards consumed in a match as cards 92B in the consumed card placement section 35B.

[0025] Cards placed in the consumed card placement area 35 can be placed in the deck placement area 31, preparation card placement area 32, hand, etc. by activating a predetermined card effect. In addition to the consumed card placement area 35, the play mat 30 may further have an area for placing cards consumed in a match. This area is referred to as, for example, a second consumed card placement area. Cards placed in the second consumed card placement area will not be returned to the field even if a predetermined card effect is activated. Note that a predetermined effect may be activated depending on the number of cards placed in the second consumed card placement area.

[0026] <0.2 Types of cards used in TCG> In the TCG of this embodiment, the types of cards include (i) character cards that can be used in battles, and (ii) effect cards (support cards, merchandise cards, stadium cards, etc.) that exert specific effects during battles.

[0027] (i) Character cards include cards that can be placed in the preparation card placement area 32 or the battle card placement area 34 when the user draws a card from the deck and adds it to their hand (also called “unconditional cards”), and cards that can be placed in the preparation card placement area 32 or the battle card placement area 34 by meeting certain conditions (also called “conditional cards”).

[0028] (iA) For example, a conditional card can be placed on the condition that an unconditional card related to the conditional card is placed. For example, analogous to character evolution, an unconditional card can be first presented to an opponent user by placing it on the play mat 30, and then a conditional card related to the unconditional card can be placed on the play mat 30. Such a conditional card is sometimes referred to as an "evolved character" because it has evolved from an unconditional card. Furthermore, an unconditional card can also be referred to as a "seed character" because it can be said to be the original character used to place an "evolved character."

[0029] (iB) For example, a conditional card can be placed in the preparation card placement section 32 or the battle card placement section 34 by consuming a specific card and moving it to the consumption card placement section 35. Specifically, it may be possible to consume an unconditional card placed on the play mat 30 as a specific card (by moving it to the consumption card placement section 35) and place the conditional card in the preparation card placement section 32 or the battle card placement section 34.

[0030] For example, a conditional card can be placed in the preparation card placement section 32 or the battle card placement section 34 in exchange for one or more character cards that the user has placed on the play mat 30. For example, if each character card has a parameter (e.g., evolution level) that indicates the character's overall performance in addition to individual parameters such as the character's attack power shown on the card, the user may place a conditional card having an evolution level that corresponds to the evolution level value of the character card placed by the user. For example, with a character at evolution level 1 and a character at evolution level 2 placed on the play mat 30, a conditional card at evolution level 3 can be placed on top of these character cards (or in exchange for these character cards).

[0031] Alternatively, a conditional card may be allowed to participate in a battle in exchange for a plurality of character cards defined by the conditional card. In this case, a support card (described later) different from the character card may be consumed to allow the conditional card to participate in the battle. For example, the effect indicated on the support card may be such that a specific conditional card can be allowed to participate in the battle in exchange for a specific unconditional card in the battle card placement section 34, the consumed card placement section 35, or the like of the play mat 30.

[0032] (iC) These cards may also be used as multiple cards, such as the character cards, action cards, and support cards described below. For example, they may include special cards that can be used as both character cards and support cards. When a user places such special cards in a position where a character card should be placed (e.g., the preparation card placement area 32 or the battle card placement area 34), the user can use the special cards as character cards.

[0033] (ii) Support cards that assist in a match include card types that a user can use any number of times during a turn as long as they are in the user's hand, and card types that a user can use only one card of during a turn. These support cards also include cards that activate their effects when the user declares that they will use the effect of the support card.

[0034] In addition, the auxiliary cards also include cards that are placed face down in advance in a predetermined position on the play mat 30 (in this embodiment, the predetermined position is not shown), and the effect of the auxiliary card is activated when the user declares the use of the auxiliary card.

[0035] <0.3 Overview of TCG battle rules> Now that we have explained the card placement and card types during a match, we will explain the battle rules of the digital TCG in detail.

[0036] In the TCG shown in this embodiment, as described above, each user attacks or defends (battles) based on cards placed in the battle card placement unit 34A and the battle card placement unit 34B, and the TCG battle progresses. The TCG battle progresses as users take turns acting. For example, when a first user acts and finishes their turn, it becomes the second user's turn. The second user acts on their turn, and when they finish their action, it becomes the first user's turn.

[0037] Each time a turn arrives, a predetermined number of cards are dealt from the deck to the user whose turn it is. The user adds the dealt cards to their hand. Furthermore, each time a turn arrives, a predetermined amount of energy is supplied to the user whose turn it is. Energy, when associated with a character card, enables the user to perform a predetermined action indicated on the character card. Once energy is associated with a character card, it is treated as having been consumed. There are multiple types of energy. The type of energy supplied during a match is preset for the deck used by the user. Energy is supplied from any of the types of energy set for the deck, for example, randomly. The type of energy to be supplied may be declared in the turn before the energy is supplied.

[0038] Energy supplied to the user is not cumulative. In other words, any energy not used during a turn is lost. Therefore, the user can only use one energy during a turn. Note that energy that is supplied but not used during a turn does not have to be lost. However, there is a limit of one energy that can be used during a turn.

[0039] During their turn, the user places candidate cards (character cards) to be used to attack or defend against the opponent user's cards from among the cards in their hand in the preparation card placement area 32. During their turn, the user can swap the cards placed in the preparation card placement area 32 with the cards placed in the battle card placement area 34.

[0040] During the user's turn, the user performs an operation to associate energy with a character card. Energy can be associated with either a character card placed in the preparation card placement section 32 or a character card placed in the battle card placement section 34. The number of times a user can associate supplied energy with a character card is limited. For example, the user can associate supplied energy with one of the character cards once during the user's turn. For example, suppose a character card has a first attack action that requires one energy to activate and a second attack action that requires two energy to activate. The user associates energy with the character card to activate the attack action of the character card.

[0041] During the user's turn, the user causes the character card placed in the battle card placement unit 34 to act. The character card's action, for example, attacks the character card placed in the opponent's battle card placement unit 34 or the preparation card placement unit 32. As a result, the vitality value set in the opponent's character card is subtracted based on the attack power set in the user's character card. When the exit condition set in the character card is met, such as when the vitality of the opponent's character card becomes zero, the character on that character card is considered to have fainted, and that character card is moved to the consumed card placement unit 35.

[0042] When a character card is forced to leave the battle card placement unit 34 or the preparation card placement unit 32 due to, for example, the exhaustion of its stamina value in a battle, the energy associated with that character card is lost. Note that the energy associated with that character card may be made reusable.

[0043] When the user moves the opponent's character card to the consumed card placement unit 35, points are awarded to the user. Some character cards have a "rule" indicating the number of points to be awarded when the character is dismissed. If a rule is written on the dismissed card, the user is awarded points according to the rule, for example.

[0044] When a user causes a character card placed in the battle card placement unit 34 to act, the user's turn ends and the opponent's turn begins. Even if the user does not cause a character card placed in the battle card placement unit 34 to act, the user's turn ends and the opponent's turn begins if the user selects to end the turn. For example, if the user causes a character card placed in the battle card placement unit 34 to act or selects to end the turn without consuming the supplied energy, the user is warned that the energy has not been consumed. Furthermore, for example, if the user selects to end the turn without activating a character card placed in the battle card placement unit 34, the user is warned that the character card has not been acted.

[0045] These operations are repeated, and the user who first acquires a predetermined number of points wins the TCG match.

[0046] The conditions for winning a battle are not limited to the above. Another condition for winning a battle may be that a player loses if there are no character cards in either the battle card placement section 34 or the preparation card placement section 32. Another condition for winning a battle may be that a player loses if each user is unable to draw a card from the deck placement section 31 during their turn.

[0047] <1 Overall system configuration> Fig. 4 is a block diagram showing an example of the overall configuration of the system 1. The system 1 shown in Fig. 4 includes, for example, a terminal device 10 and a server 20. The terminal device 10 and the server 20 are connected for communication via, for example, a network 80.

[0048] 4 shows an example in which the system 1 includes three terminal devices 10, but the number of terminal devices 10 included in the system 1 is not limited to three. The number of terminal devices 10 included in the system 1 may be two or less, or may be four or more.

[0049] 4 shows an example in which the system 1 includes one server 20, but the number of servers 20 included in the system 1 is not limited to one. The server 20 may be composed of multiple servers depending on the functions it has. Furthermore, the server 20 may be, for example, a collection of multiple devices. The way in which the multiple functions required to realize the server 20 according to this embodiment are allocated to one or multiple pieces of hardware can be determined appropriately in consideration of the processing capacity of each piece of hardware and / or the specifications required for the server 20.

[0050] 4 is, for example, an information processing device operated by a user who plays a digital TCG. The terminal device 10 is realized by, for example, a mobile terminal such as a smartphone or a tablet. The terminal device 10 may also be realized by a stationary PC (Personal Computer), a laptop PC, or a wearable terminal such as an HMD (Head Mount Display).

[0051] The terminal device 10 includes, for example, a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, a storage 16, and a processor 19. The input device 13 is a device (for example, a touch panel, a touch pad, etc.) for receiving input operations from a user. The output device 14 is a device (for example, a display, a speaker, etc.) for presenting information to a user.

[0052] The server 20 is, for example, an information processing device that provides services related to the digital TCG to the terminal device 10. The server 20 manages, for example, information related to cards, information related to decks, and the like.

[0053] The server 20 is realized by, for example, a computer connected to a network 80. As shown in Fig. 4, the server 20 includes, for example, a communication IF 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29. The input / output IF 23 functions as an input device for receiving input operations from a user and as an interface for an output device for presenting information to the user.

[0054] Each information processing device is configured by a computer equipped with an arithmetic unit and a storage device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. For each of the terminal device 10 and the server 20, descriptions that overlap with the basic hardware configuration and basic functional configuration of the computer will be omitted.

[0055] <1.1 Terminal device configuration> Fig. 5 is a block diagram showing an example configuration of the terminal device 10 shown in Fig. 4. As shown in Fig. 5, the terminal device 10 includes a communication unit 120, an input device 13, an output device 14, an audio processing unit 17, a microphone 171, a speaker 172, a camera 160, a position information sensor 150, a storage unit 180, and a control unit 190. The blocks included in the terminal device 10 are electrically connected by, for example, a bus or the like.

[0056] The communication unit 120 performs processing such as modulation and demodulation for the terminal device 10 to communicate with other devices. The communication unit 120 performs transmission processing on the signal generated by the control unit 190 and transmits it to the outside (for example, the server 20). The communication unit 120 performs reception processing on the signal received from the outside and outputs it to the control unit 190.

[0057] The input device 13 is a device for inputting instructions or information by a user operating the terminal device 10. The input device 13 is realized, for example, by a touch-sensitive device 131 or the like, which inputs instructions by touching an operation surface. When the terminal device 10 is a PC or the like, the input device 13 may be realized by a reader, keyboard, mouse, or the like. The input device 13 converts instructions input by the user into electrical signals and outputs the electrical signals to the control unit 190. The input device 13 may include, for example, a receiving port that receives electrical signals input from an external input device.

[0058] The output device 14 is a device for presenting information to a user operating the terminal device 10. The output device 14 is realized, for example, by a display 141 or the like. The display 141 displays data according to the control of the control unit 190. The display 141 is realized, for example, by an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display or the like. The output device 14 may also be realized by a vibrator that generates vibrations.

[0059] The audio processing unit 17 performs, for example, digital-to-analog conversion processing of an audio signal. The audio processing unit 17 converts a signal provided from the microphone 171 into a digital signal and provides the converted signal to the control unit 190. The audio processing unit 17 also provides the audio signal to the speaker 172. The audio processing unit 17 is realized, for example, by a processor for audio processing. The microphone 171 receives audio input and provides an audio signal corresponding to the audio input to the audio processing unit 17. The speaker 172 converts the audio signal provided from the audio processing unit 17 into audio and outputs the audio to the outside of the terminal device 10.

[0060] The camera 160 is a device that receives light with a light receiving element and outputs the light as an image capturing signal.

[0061] The position information sensor 150 is a sensor that detects the position of the terminal device 10, and is, for example, a GPS (Global Positioning System) module. The GPS module is a receiving device used in a satellite positioning system. In the satellite positioning system, signals are received from at least three or four satellites, and the current position of the terminal device 10 equipped with the GPS module is detected based on the received signals. The position information sensor 150 may detect the current position of the terminal device 10 from the position of the wireless base station to which the terminal device 10 is connected.

[0062] The storage unit 180 is realized by, for example, the memory 15, the storage 16, etc., and stores data and programs used by the terminal device 10. The storage unit 180 stores, for example, user information 181, card information 182, deck information 183, card log information 184, and battle information 185.

[0063] User information 181 includes, for example, information about a user who plays the digital TCG. Information about a user includes, for example, a user ID, the user's name, age, address, date of birth, date of registration, favorite card, etc. The favorite card stores, for example, the card ID of the favorite card. Multiple favorite cards may be registered, or only one card may be registered.

[0064] The card information 182 includes, for example, information about cards. The card information 182 may include information about cards owned by the user. Details will be described later.

[0065] The deck information 183 includes, for example, information about decks. The information about decks includes, for example, information about decks built by users and information about rental decks. Details will be described later.

[0066] A rental deck is a deck with pre-set cards that is provided to a user when a predetermined condition is met. A rental deck may, for example, contain a total of 20 cards, including cards owned by the user and cards not owned by the user. A rental deck may also contain, for example, 20 cards not owned by the user. A rental deck may, for example, contain one or more cards that represent the deck in advance. A representative card can be referred to as a card that forms the core of the deck, or a main card. A representative card may be a character card or an effect card. A rental deck is provided to a user, for example, when the user acquires a main card for the first time.

[0067] For example, a rental deck is preset with a predetermined type of energy. The type of energy is set based on, for example, the main card. Specifically, for example, if the main card is a character, the type of energy required to activate the action set on the main card is set as the type of energy of the rental deck.

[0068] Rental decks have limitations on their use. For example, rental decks can only be used in battles against the computer. In other words, rental decks cannot be used in human-versus-human battles. Furthermore, rental decks can only be used a preset number of times, even in battles against the computer. Once the preset number of times is reached, the deck can no longer be selected for battle.

[0069] The card log information 184 includes, for example, information on the results of using cards owned by the user in card battles, etc. Details will be described later.

[0070] The match information 185 includes, for example, information about matches that the user has previously played. Matches that the user has previously played are, for example, matches that the user played against other users. Details will be described later.

[0071] The control unit 190 is realized by the processor 19 reading a program stored in the storage unit 180 and executing instructions included in the program. The control unit 190 controls the operation of the terminal device 10. By operating in accordance with the program, the control unit 190 fulfills the functions of an operation reception unit 191, a transmission / reception unit 192, a management unit 193, a game processing unit 194, and a display control unit 195.

[0072] The operation reception unit 191 performs processing for receiving, for example, instructions or information input from the input device 13. Specifically, for example, the operation reception unit 191 receives instructions or information input from the touch-sensitive device 131 or the like.

[0073] Furthermore, the operation receiving unit 191 receives, for example, an image input from the camera 160. Specifically, for example, the operation receiving unit 191 receives image data captured by the camera 160.

[0074] Furthermore, the operation reception unit 191 receives, for example, audio information input from the microphone 171. Specifically, for example, the operation reception unit 191 receives audio data that is input from the microphone 171 and converted into digital data by the audio processing unit 17.

[0075] The transmitting / receiving unit 192 performs processing for, for example, the terminal device 10 to transmit and receive data to and from an external device such as the server 20 in accordance with a communication protocol. Specifically, for example, the transmitting / receiving unit 192 transmits instructions input by the user or various pieces of acquired information to the server 20. The transmitting / receiving unit 192 also receives information provided from the server 20. The information provided from the server 20 includes, for example, information about a new card acquired by the user or information about the deck.

[0076] The management unit 193 manages, for example, user information 181, card information 182, deck information 183, card log information 184, and battle information 185 stored in the storage unit 180. For example, when information about a user is edited, the management unit 193 stores the edited information in the user information 181. Furthermore, when information about a card is updated, the management unit 193 updates the card information 182. Furthermore, when information about a deck is edited, the management unit 193 updates the deck information 183. Furthermore, when a card owned by the user is used in a card battle, the management unit 193 updates the card log information 184. Furthermore, the management unit 193 updates the battle information 185 in accordance with the result of the battle.

[0077] The game processing unit 194 controls, for example, processing related to the digital TCG. For example, the game processing unit 194 performs processing for acquiring a digital trading card. Specifically, for example, when the game processing unit 194 receives a request to acquire a digital trading card from a user, the game processing unit 194 transmits an instruction to acquire the card to the server 20 via the transceiver unit 192. Also, for example, the game processing unit 194 controls editing of a deck. In other words, the game processing unit 194 controls processing that supports editing of a deck. Also, for example, the game processing unit 194 controls a card battle between the user and a computer or another player.

[0078] The display control unit 195 controls the output device 14 to display a predetermined image to the user, for example. For example, the display control unit 195 controls the display 141 to display an image when a card is obtained. The display control unit 195 also controls the display 141 to display an image when a deck is edited, for example. The display control unit 195 also controls the display 141 to display an image when a card battle is held, for example.

[0079] <1.2 Functional configuration of the server> 6 is a diagram showing an example of the functional configuration of the server 20. As shown in FIG. 6, the server 20 functions as a communication unit 201, a storage unit 202, and a control unit 203.

[0080] The communication unit 201 performs processing for the server 20 to communicate with external devices.

[0081] The storage unit 202 includes, for example, a user information table 2021, a card master table 2022, and a deck information table 2023.

[0082] The user information table 2021 is a table that stores information about users who have registered for services related to digital TCGs, for example. Details will be described later.

[0083] The card master table 2022 is a table that stores, for example, information about cards available to users, as will be described in detail later.

[0084] The deck information table 2023 is a table that stores, for example, information about decks registered by users. Details will be described later.

[0085] The control unit 203 is realized by the processor 29 reading a program stored in the storage unit 202 and executing instructions included in the program. The control unit 203 operates in accordance with the program to fulfill the functions of a reception control module 2031, a transmission control module 2032, a management module 2033, a game processing module 2034, and a presentation module 2035.

[0086] The reception control module 2031 controls, for example, the processing by which the server 20 receives a signal from an external device in accordance with a communication protocol. Specifically, for example, the reception control module 2031 receives a signal transmitted from the terminal device 10.

[0087] The transmission control module 2032 controls, for example, the process in which the server 20 transmits a signal to an external device in accordance with a communication protocol. Specifically, for example, the transmission control module 2032 transmits a predetermined signal to the terminal device 10.

[0088] The management module 2033 manages, for example, tables stored in the storage unit 202. Specifically, for example, when the management module 2033 acquires information about a user, it updates the user information table 2021. Furthermore, when the management module 2033 acquires the latest information about a card, it updates the card master table 2022. Furthermore, when the management module 2033 acquires the latest information about a deck, it updates the deck information table 2023.

[0089] The game processing module 2034 controls, for example, processing related to the digital TCG. For example, the game processing module 2034 performs a lottery for cards. Specifically, for example, when the game processing module 2034 receives an instruction to acquire a card from the terminal device 10, the game processing module 2034 selects a card to be provided to the user by lottery based on the card master table 2022. The probability that a predetermined card will be selected is set, for example, according to the rarity set for the card.

[0090] Furthermore, for example, the game processing module 2034 provides a rental deck to the user based on whether or not a predetermined condition is met. Specifically, for example, the game processing module 2034 determines whether or not a card selected in response to a user's instruction or the user's state meets a predetermined condition. The game processing module 2034 determines a rental deck that corresponds to the met condition based on the deck information table 2023. Furthermore, for example, the game processing module 2034 controls card battles between the user and other players.

[0091] The presentation module 2035 presents, for example, images related to the digital TCG to the user. For example, the presentation module 2035 presents to the user images of when the user acquires a card. The presentation module 2035 also presents to the user images of when a rental deck is provided.

[0092] <2 Data Structure> 7 to 10 are diagrams showing the data structure of information stored in the terminal device 10. Note that Figs. 7 to 10 are merely examples and do not exclude data not shown.

[0093] Fig. 7 is a diagram showing the data structure of card information 182. Card information 182 shown in Fig. 7 is a table having columns such as name, type, attribute, card information, image data, and number of cards, with card ID as a key. In addition to these, card information 182 may also have columns for regulation and rarity.

[0094] The card ID is an item that stores an identifier for uniquely identifying the type of card. In this embodiment, the same card ID is assigned to identical cards. Even if cards have the same name, different card IDs are assigned to cards with different effects, different rarities, or different regulations. The name is an item that stores the name of the card. The type is an item that stores the type of card. In this embodiment, card types include, for example, character, support, goods, stadium, etc.

[0095] The attribute is an item that stores the nature to which a character belongs. For example, the "attribute" item stores Fire, Water, Lightning, Grass, Super, Steel, Dark, Fighting, etc. Attributes include attributes that are advantageous when facing other characters, and attributes that are disadvantageous when facing other characters. Card information is an item that stores information that explains the contents of the card. If the card type is a character, the card information includes, for example, the character's attack power, stamina, the amount of energy required to perform a technique, the amount of energy required to escape, weaknesses, resistances, special characteristics and rules possessed by the character, etc. If the card type is support, goods, or stadium, the card information includes, for example, the requirements for using the card, the effects that occur when the card is used, etc.

[0096] Image data is an item that stores an image. Image data may also store reference information (path) for an image data file located elsewhere. Number is an item that stores the number of cards that the user owns and that are assigned the same card ID. In this embodiment, cards with the same name but different effects are assigned different card IDs. Furthermore, cards with the same name but different rarities are assigned different card IDs. Furthermore, cards with the same name but different regulations are assigned different card IDs.

[0097] A record for a card is added to the terminal device 10 when a new card is acquired.

[0098] FIG. 8 is a diagram showing the data structure of deck information 183. The deck information 183 shown in FIG. 8 is a table having columns such as name, organized card, main card, energy, usable / unusable, update date, rental, and number of uses, with a deck ID as a key. In addition to these, the deck information 183 may also include information regarding the nickname of the deck, the deck's usage history, a representative image, and the like. The nickname of the deck is, for example, a name given based on a distinctive card used in the deck, succinctly expressing the characteristics of the deck and given based on a common understanding among multiple users. The representative image is, for example, an image of a card (main card) specified by a user among the cards organized in the deck, or an image of a card selected according to a predetermined rule. The representative image is, for example, an image related to an illustration from the description on the card, excluding text. The representative image is, for example, an image reduced to a predetermined number of pixels, such as a thumbnail image.

[0099] The deck ID is an item that stores an identifier for uniquely identifying a deck. The name is an item that stores the name of the deck. The name is given, for example, by the user. The organization card is an item that stores the cards that make up the deck. In the organization card, for example, the card IDs of the cards that make up the deck are stored.

[0100] The main card is an item that stores the representative card of the deck that is included in the deck. The main card may be specified by the user, or may be set based on the deck's configuration. When set based on the deck's configuration, for example, a character card is set as the main card. Also, for example, of the character cards included in the deck, a seed character may be set as the main card, or an evolved character may be set as the main card. There may be one main card, or there may be multiple main cards.

[0101] The "Energy" field stores the type of energy set for the deck. For example, the "Energy" field stores Fire, Water, Lightning, Grass, Ultra, Steel, Dark, Fighting, etc. Energy is not limited to one type, and multiple types can be set. For example, multiple types of energy, such as Fire and Grass, may be set.

[0102] The usability field stores whether a deck can be used in battle. Whether a deck can be used in battle is determined, for example, based on whether the following requirements are met: The deck contains 20 cards Contains one or more seed characters - Up to two characters with the same name Energy is set so that there is at least one character card that can use a skill. - Organized only with cards you own In the item "Usability," a circle is stored if the deck can be used in battle, and a cross is stored if the deck cannot be used in battle.

[0103] The update date is an item that stores the date on which the deck configuration was changed. When calculating the update date, using a card used in one deck in another deck may also be treated as a change. The rental is an item that stores whether or not the deck is a rental deck. In the "rental" item, a circle is stored for rental decks. The number of uses is an item that stores the number of times the deck has been used. For example, the number of times a rental deck can be used is preset. For example, if the deck is a rental deck, the "number of uses" item stores the number of times the deck has been used. On the other hand, for example, if the deck is not a rental deck, the "number of uses" item does not need to store the number of times the deck has been used.

[0104] A record about a deck is added when a new deck is created on the terminal device 10 in response to an instruction from the user.

[0105] FIG. 9 is a diagram showing the data structure of card log information 184. Card log information 184 shown in FIG. 9 is a table having columns such as match date and match record, with card ID as a key. Information stored in card log information 184 is not limited to this, and may also include opponents, card exchange history, etc. Card exchange history includes, for example, the exchange date, exchange partner, and value of the exchange object (for example, a specified item, a specified card, etc.). In card log information 184, for example, information about all cards owned by the user is stored as records.

[0106] The battle date is an item that stores the date on which a card battle using a favorite card was held. The battle record is an item that stores the battle record of a favorite card in a card battle that was held. The "battle record" item stores, for example, how many points the card acquired in the battle. Also, for example, the "battle record" item stores how much damage the card inflicted on the opponent's character. Also, for example, the "battle record" item stores whether or not the card was selected as a card that performed well in the battle.

[0107] For example, one card is selected for each match as the "effective card." Whether or not a card is effective is determined based on, for example, the amount of damage that the card inflicts on the opponent's character cards in the match, the number of times the card stuns the opponent's character cards, etc.

[0108] Fig. 10 is a diagram showing the data structure of the battle information 185. The battle information 185 shown in Fig. 10 is a table having columns such as battle date, opponent, deck used, battle deck, and battle information, with a battle ID as a key.

[0109] The battle ID is an item that stores an identifier for uniquely identifying a battle. The date and time is an item that stores the date and time when the card battle took place. The opponent is an item that stores information about the player who fought the battle. For example, the item "opponent" stores the user ID of the opponent player who fought the battle.

[0110] The "used deck" is an item that stores an identifier for identifying the deck used by the user in a card battle. The "used deck" item stores, for example, the deck ID of the deck used by the user in the battle. The "battle deck" is an item that stores information about the deck used by the opponent in the card battle. The "battle deck" item stores, for example, information such as the name of the deck used by the opponent in the battle and the main card. The battle information is an item that stores information about the conditions of the card battle and the battle result. The "battle information" item stores, for example, whether the user won or lost the battle. The "battle information" item stores, for example, the order of the player in the battle, such as "first to attack" or "second to attack." The "battle information" item stores, for example, the points earned by the user in the battle. The "battle information" item stores, for example, the points earned by the opponent in the battle. The "battle information" item stores, for example, the damage inflicted by the user on the opponent's character in the battle. In addition, the item "battle information" stores, for example, cards that were used effectively in a battle.

[0111] A record in the match information 185 is added each time a card match is held by a user.

[0112] 11 to 13 are diagrams showing examples of data structures of information stored in the server 20. Note that Figs. 11 to 13 are merely examples and do not exclude data not shown.

[0113] Fig. 11 is a diagram showing an example of the data structure of the user information table 2021. The user information table 2021 shown in Fig. 11 is a table having columns such as name, age, address, date of birth, and date of registration, with the user ID as a key. The columns included in the user information table 2021 are not limited to these. The user information table 2021 may also have columns for storing, for example, the user's proficiency level, battle history, etc.

[0114] The user ID is an item that stores an identifier for uniquely identifying a user. The name is an item that stores the user's name. The age is an item that stores the user's age. The address is an item that stores the place where the user lives. The date of birth is an item that stores the date the user was born. The registration date is an item that stores the date the user began using services related to the digital TCG.

[0115] A record in the user information table 2021 is added when a new user is registered.

[0116] Fig. 12 is a diagram showing an example of the data structure of the card master table 2022. The card master table 2022 shown in Fig. 12 is a table having columns such as name, type, attribute, card information, image data, etc., with the card ID as a key. In addition to these, the card master table 2022 may also have columns for regulation and rarity.

[0117] A record in the card master table 2022 is added, for example, when a new card is issued.

[0118] Fig. 13 is a diagram showing an example of the data structure of the deck information table 2023. The deck information table 2023 shown in Fig. 13 is a table having columns such as name, organization card, main card, energy, and rental conditions, with the deck ID as a key. In addition to these, the deck information table 2023 may also have information regarding the nickname of the deck, the deck usage history, a representative image, etc. The deck information table 2023 stores, for example, information regarding decks that can be rented to users.

[0119] The rental conditions are items that store the conditions under which a user can use the corresponding deck. For example, the following contents are stored in the item "rental conditions." Obtaining a main card Obtaining a certain number of cards from the cards to be organized Obtaining the required card - Meet the specified deck requirements - The user's battle record must meet the specified requirements. - The user's proficiency has reached a certain threshold. - Use of designated consumable goods (points, handouts, items, etc.) Win a match against a computer using a compatible rental deck Complete the designated missions

[0120] <3 operations> The operations of the terminal device 10 and the server 20 according to this embodiment will be described.

[0121] (Card lottery operation) The operation of the terminal device 10 and the server 20 when a user obtains a digital trading card will now be described.

[0122] FIG. 14 is a diagram for explaining the operations of the terminal device 10 and the server 20 when a user obtains a digital trading card.

[0123] First, the user launches, for example, an application related to the digital TCG and inputs an operation to acquire a digital trading card into the touch-sensitive device 131. In this embodiment, for example, the user can acquire a card if he or she meets certain requirements. For example, the certain requirements are as follows: -Completing the designated tasks -Waiting for a specified period of time - Obtaining the specified items (the specified number) -Use of designated items

[0124] When the requirements for obtaining a card are met, the game processing unit 194 enables input of an operation for obtaining the card.

[0125] Cards may be available in units of one or multiple cards. Digital trading cards are enclosed in a virtual bag called a card pack, for example. A card pack contains a preset number of digital trading cards, such as one or five cards.

[0126] There may be multiple types of card packs. For example, different types of card packs include card packs with different concepts. A card pack with a predetermined concept may include, for example, a card pack that makes it easy to obtain cards with predetermined attributes. Furthermore, a card pack with a predetermined concept may include, for example, a card pack that makes it easy to obtain cards centered around a predetermined main card.

[0127] Furthermore, for example, different types of card packs include card packs from different series. Card packs from a given series may be issued, for example, at a given time interval, a given event, or a given time. Each series includes multiple cards. The cards included in each series may all be different, or some may be the same. Card packs with different concepts may be prepared in each series.

[0128] The user operates, for example, the input device 13 to specify the type of card pack that the user desires. Specifically, for example, the display control unit 195 causes the display 141 to display a plurality of card pack concepts and a plurality of card pack series in a selectable manner. Note that the series may be selectable from any of a plurality of series, or only the currently issued series may be selectable. The user selects the desired concept or series from the displayed concepts and series.

[0129] In step S11, the terminal device 10 accepts a card acquisition instruction from the user. Specifically, for example, the operation acceptance unit 191 accepts a selection of a card pack type from the user. More specifically, for example, the operation acceptance unit 191 accepts from the user desired attributes for a series desired by the user. The transmission / reception unit 192 transmits the input acquisition instruction to the server 20. The transmission / reception unit 192 transmits the type of card pack selected by the user together with the acquisition instruction to the server 20.

[0130] In step S12, the server 20 draws cards by lottery. Specifically, for example, the game processing module 2034 draws cards by lottery based on the card master table 2022 in response to a card acquisition instruction transmitted from the terminal device 10. The game processing module 2034 selects cards based on a lottery probability based on the rarity of the cards, for example. When the number of cards to be acquired is multiple, the game processing module 2034 selects multiple cards by lottery. The game processing module 2034 may select cards one by one, or may treat multiple cards as a set and select multiple cards in a single lottery. The game processing module 2034 may perform the lottery so that at least one rare card is always included among the multiple cards. When the type of card pack is specified from the terminal device 10, the game processing module 2034 narrows down the cards stored in the card master table 2022 based on the specified information and selects a card from the narrowed down cards.

[0131] In step S13, the server 20 presents the card selected by the lottery to the user. Specifically, for example, the presentation module 2035 creates information for presenting the card selected by the lottery to the user. The transmission control module 2032 transmits the created information to the terminal device 10.

[0132] In step S14, the terminal device 10 displays the lottery result to the user. Specifically, for example, when the lottery in the server 20 is completed, the game processing unit 194 creates an effect to represent the lottery process and the lottery result. The display control unit 195 displays the created effect on the display 141. The game processing unit 194 may accept input from the user in the effect to represent the lottery process and the lottery result.

[0133] FIG. 15 is a schematic diagram showing an example of the lottery process and the presentation of the lottery results. In the example shown in FIG. 15, multiple card packs associated with predetermined attributes in a predetermined series are presented. The display control unit 195, for example, arranges the card packs in a circular ring shape with each card pack facing the outer periphery, and displays the card packs so that they rotate in the circumferential direction of the ring in response to contact from the user. The user selects one of the displayed card packs. When one of the displayed card packs is selected, the display control unit 195 opens the selected card pack and causes the display 141 to display a presentation in which multiple cards selected by the server 20 are dispensed from the opened card pack.

[0134] The display control unit 195 may display multiple cards dispensed from a card pack face up on top of each other, allowing the user to see the contents of only one card at a time. The display control unit 195 may arrange the rarest card among the multiple dispensed cards last, allowing the user to see the rarest card last. This allows the user to maintain a sense of excitement until seeing the last card among the multiple cards. The display control unit 195 may allow the user to see the shine of each card from the side of the multiple cards displayed on top of each other. The cards shine differently depending on their rarity. Being able to see the shine of each card from the side of the multiple cards displayed on top of each other can further build up the user's anticipation for the last card.

[0135] Furthermore, the display control unit 195 may display card packs arranged in a ring shape with the front facing the outer periphery in such a way that they are flipped over in response to contact from the user. That is, the display control unit 195 may arrange the card packs in a ring shape with the back facing the outer periphery. When a flipped card pack is selected, the display control unit 195 opens the selected card pack and causes the display 141 to display an effect in which multiple cards are ejected from the opened card pack. At this time, the display control unit 195 may display the multiple cards ejected from the card pack face down in a stacked manner, allowing the user to check the contents of each card one by one, starting with the backmost card. For example, if the rarest card is arranged at the back, the display control unit 195 will display the rarest card first to the user. This allows the user to efficiently check the rarest card among the selected cards.

[0136] In step S15, the terminal device 10 updates the data in the terminal based on the acquired card. Specifically, the management unit 193 updates the card information 182 so that the card selected by the server 20 is treated as being owned by the user.

[0137] In the example shown in FIG. 14, a case has been described in which a card lottery is conducted in the server 20 in response to a card acquisition instruction. The card lottery in the server 20 is not limited to one conducted in response to a card acquisition instruction. For example, the server 20 may conduct a card lottery in response to a user selecting a card pack on the terminal device 10. Specifically, when a card acquisition instruction is input in step S11, the display control unit 195 displays a card pack selection screen shown in FIG. 15. The user selects a desired card pack from the selected card packs. Predetermined information related to the lottery is set for each card pack to be selected. The transmission / reception unit 192 transmits the information set for the selected card pack to the server 20.

[0138] The server 20 performs a card lottery based on the information received from the terminal device 10. This allows the lottery to be performed based on the card pack selected by the user, which increases the interest of the user in selecting a card pack.

[0139] (Operation when rental deck is provided) The operation of the terminal device 10 and the server 20 when a user receives a rental deck will now be described.

[0140] 16 is a diagram for explaining the operation of the terminal device 10 and the server 20 when providing a rental deck to a user. In the explanation based on FIG. 16, an example will be explained in which the server 20 determines whether or not to provide a rental deck to the user after conducting a lottery to determine which cards to provide to the user.

[0141] In step S21, the server 20 determines whether the card selected in step S13 is a card that satisfies a predetermined condition. Specifically, for example, the game processing module 2034 determines whether the selected card satisfies the following condition: -It must be the main card in the designated rental deck -It must be the specified number of cards in the specified rental deck. - The card must be a designated card

[0142] For example, if the selected card satisfies the above conditions, the game processing module 2034 transitions the processing to step S22, and if the selected card does not satisfy the above conditions, it stops the processing related to the provision of the rental deck.

[0143] In the explanation of Figure 16, the game processing module 2034 shows an example in which the selection of a specified card is a condition for providing a rental deck, but the condition for providing a rental deck is not limited to the selection of a specified card, and may be the following. - Meet the specified deck requirements - The user's battle record must meet the specified requirements. - The user's proficiency has reached a certain threshold. - Use of designated consumable goods (points, handouts, items, etc.)

[0144] In step S22, the server 20 determines a rental deck. Specifically, for example, the game processing module 2034 determines a rental deck corresponding to the satisfied conditions based on the deck information table 2023. If there are multiple rental decks that satisfy the conditions, the game processing unit 194 determines the rental deck, for example, in accordance with a predetermined rule. The predetermined rule may be, for example, random, or may be weighted according to the rarity of the cards to be organized. Specifically, for example, if there are multiple rental decks that require the acquisition of the card selected in step S13, the game processing unit 194 randomly determines one rental deck from the multiple applicable rental decks.

[0145] In step S23, the server 20 presents the determined rental deck to the user. Specifically, for example, the presentation module 2035 creates information for presenting the determined rental deck to the user based on the selected cards. The transmission control module 2032 transmits the created information to the terminal device 10.

[0146] In step S24, the terminal device 10 displays to the user the rental deck determined by the server 20. Specifically, for example, when a rental deck is determined by the server 20, the display control unit 195 causes the display 141 to display the determined rental deck.

[0147] FIG. 17 is a schematic diagram showing an example display of a provided rental deck. In the example shown in FIG. 17, the display control unit 195 causes an area 1411 to be displayed on the display 141. The area 1411 is an area for displaying information related to the rental deck provided to the user. The display control unit 195 displays, for example, an image 14111 showing an overview of the provided rental deck, an image 14112 showing details of the rental deck, and text information 14113 related to the rental deck in the area 1411. The image 14112 includes, for example, a display of cards to be organized in the rental deck and a display of the energy set in the rental deck. The text information 14113 includes important points to note about the rental deck. Specifically, for example, the text information 14113 includes information indicating that the rental deck is now available for use and information regarding usage restrictions on the rental deck.

[0148] Rental decks can be used in card matches against the computer, but cannot be used in card matches against other players. When a rental deck is used in a card match against the computer, information is attached that allows the player to know that the deck being used during the match is a rental deck. Specifically, the display control unit 195 attaches a mark to the cards used in the match that allows the player to know that the cards are from the rental deck.

[0149] 18 is a schematic diagram showing an example of the display when a rental deck is used in a card match. In the example shown in Fig. 18, the display control unit 195 displays a mark 1412 indicating that the deck is a rental deck in the right corner of the image of the card used by the user.

[0150] FIG. 16 illustrates an example in which the server 20 determines the rental deck, but the rental deck may not necessarily be determined by the server 20. The terminal device 10 may also determine the rental deck. Specifically, for example, when the card information 182 is updated in step S15 of FIG. 16, the game processing unit 194 determines whether a newly acquired card satisfies predetermined conditions. At this time, it is assumed that the terminal device 10 has a table in the storage unit 180 similar to the deck information table 2023 in which rental conditions are stored. The game processing unit 194 references the table in which the rental conditions are written and determines whether the acquired card satisfies the rental conditions.

[0151] The game processing unit 194 determines a rental deck if the acquired cards satisfy a predetermined condition. Specifically, for example, the game processing unit 194 determines a rental deck corresponding to the satisfied condition based on a table. If there are multiple rental decks that satisfy the condition, the game processing unit 194 determines a rental deck, for example, in accordance with a predetermined rule. The display control unit 195 presents the determined rental deck to the user. Specifically, for example, the display control unit 195 displays the rental deck determined based on the acquired cards on the display 141. If the acquired cards do not satisfy the predetermined condition, the game processing unit 194 terminates processing.

[0152] (Deck Editing) The operation of the terminal device 10 when a user edits a deck to be used in a card match will be described.

[0153] First, the user launches, for example, a digital TCG application and inputs an operation to the touch-sensitive device 131 to edit a deck to be used in a card game. Upon receiving the user's operation, the display control unit 195 causes the display 141 to display, for example, a first screen for starting deck editing. If a created deck or a rental deck is already stored in the deck information 183, the first screen may be referred to as a deck selection screen. Note that rental decks may or may not be editable. The operation reception unit 191 receives an instruction on the first screen as to whether to create a new deck or to create a deck by referencing a deck with pre-configured settings.

[0154] 19 is a schematic diagram showing an example of the display of the first screen for starting deck editing. In the example shown in FIG. 19, the display control unit 195 causes the display 141 to display areas 1413 and 1414. Area 1413 is an area for receiving instructions from the user to create a new deck. When the user selects area 1413, the display control unit 195 causes area 14131 to be displayed on the display 141. Area 14131 displays the options "Create new" and "Create from theme deck recipe," and is capable of receiving a selection from the user.

[0155] A theme deck recipe represents, for example, a deck template. Theme deck recipes created and made public by other players can be acquired. Theme deck recipes can also be acquired as rewards for completing specified missions. A user can recreate a deck represented by a theme deck recipe by organizing cards with reference to the acquired theme deck recipe. Note that decks created with reference to a theme deck recipe cannot include rented cards; the deck must be created using cards the user owns. In other words, a theme deck recipe cannot be used unless all of the cards listed in the theme deck recipe are acquired. After the number of uses of a rental deck has been consumed, a theme deck recipe for that rental deck may be provided.

[0156] When the user selects one of the options displayed in the area 14131, the display control unit 195 causes the display 141 to display an editing screen corresponding to the selected option.

[0157] Area 1414 is an area for accepting a user's selection of an existing deck. The display control unit 195 displays, for example, an image representing the existing deck and the number of the existing deck in area 1414. If there are multiple existing decks, the display control unit 195 causes the display 141 to display a number of areas 1414 corresponding to the number of existing decks. When an area 1414 is selected by the user, the display control unit 195 causes the display 141 to display an editing screen for the corresponding deck.

[0158] The operation reception unit 191 receives deck editing instructions from the user via the editing screen. Specifically, the operation reception unit 191 receives, from the user, for example, a change to the name given to the deck, a change (replacement) of cards organized in the deck, a change to the energy set for the deck, a change to predetermined goods set for the deck, and a change to the main card set for the deck. Predetermined goods set for the deck include, for example, a mat laid on the playing field during a match, a coin tossed by the user during a match, a sleeve that covers the card, etc. When the user selects a predetermined area related to each change, the display control unit 195 displays a screen related to the change selected by the user on the display 141.

[0159] FIG. 20 is a schematic diagram illustrating a display example of a deck editing screen. In the example shown in FIG. 20, the display control unit 195 displays areas 1415-1418 on the display 141. Area 1415 is an area that displays the energy set for the deck. In the example shown in FIG. 20, the energies of grass, water, and super are set. A user can change the energy set for the deck by selecting area 1415. Area 1416 is an area that displays the goods set for the deck. A user can change the goods set for the deck by selecting area 1416. Area 1417 is an area that displays the main card set for the deck. A user can change the main card set for the deck by selecting area 1417. Area 1418 is an area that displays the cards organized in the deck. A user can change or replace the cards organized in the deck by selecting area 1418.

[0160] When the user selects the area 1415, the display control unit 195 displays an energy setting screen on the display 141. The operation accepting unit 191 accepts an energy setting instruction from the user via the energy setting screen. Specifically, the operation accepting unit 191 accepts, for example, an instruction from the user to select the energy to be set for the deck. The energy of the deck may be automatically set based on the energy required to execute the techniques set for the character cards organized in the deck. Furthermore, when the main card is a character, the energy of the deck may be automatically set based on the energy required to execute the techniques set for the main card of the deck.

[0161] Fig. 21 is a schematic diagram showing a display example of an energy setting screen. In the example shown in Fig. 21, the display control unit 195 displays a plurality of selection icons on the display 141. Each selection icon corresponds to an energy type. The operation receiving unit 191 receives a selection from the user for at least one of the selection icons.

[0162] When the user finishes editing the deck, the user saves the contents of the edited deck. Specifically, for example, when the user has changed the name given to the deck, changed (replaced) the cards organized in the deck, changed the energy set for the deck, changed the predetermined goods set for the deck, changed the main card set for the deck, or finished combining at least two of these, the user presses the save button 1419 shown in FIG. 20. When the save button 1419 is pressed, the management unit 193 stores the contents of the deck after the changes in the deck information 183. When a new deck is created, the management unit 193 creates a new record in the deck information 183, and when an existing deck is being edited, the management unit 193 updates the deck information 183 with the edited information.

[0163] When editing of a deck is completed, the game processing unit 194 may determine whether the edited deck satisfies the requirements for using the deck in a card game. Specifically, for example, when editing of a deck is completed, the game processing unit 194 determines whether the deck after editing satisfies the following requirements: The deck contains 20 cards Contains one or more seed characters - Up to two characters with the same name Energy is set so that there is at least one character card that can use a skill. - Organized only with cards you own

[0164] If the deck after editing is completed satisfies the above requirements, the management unit 193 updates the deck information 183. On the other hand, if the deck after editing is completed does not satisfy the above requirements, the display control unit 195 presents a notification to the user indicating that the deck to be edited does not satisfy the requirements. Specifically, for example, the display control unit 195 causes the display 141 to display a message indicating that the deck to be edited does not satisfy the requirements.

[0165] 22 is a schematic diagram showing an example of a screen display indicating that the deck to be edited does not satisfy the requirements. In the example shown in Fig. 22, the display control unit 195 causes the display 141 to display an area 14110 indicating that the deck does not satisfy the requirements.

[0166] When the user acknowledges that the deck does not meet the requirements, the management unit 193 updates the deck information 183. When a deck that does not meet the requirements is stored, the display control unit 195 presents the deck that does not meet the requirements to the user in a manner that allows it to be distinguished from other decks on the first screen shown in FIG.

[0167] It should be noted that for each card, there may or may not be a limit on the number of decks that can be organized simultaneously. For example, if there is no limit on the number of decks that a card can be organized simultaneously, a user can use one card in multiple decks after obtaining that card. On the other hand, if there is a limit on the number of decks that can be organized simultaneously, there may be cases where a card used in one deck cannot be used in another deck. By setting a limit on the number of decks that can be organized simultaneously, it is possible to increase the value of owning multiple cards.

[0168] (Energy generation during card battles) The operation of the terminal device 10 when generating energy during a card game will be described.

[0169] When the user's turn arrives, the game processing unit 194 deals a predetermined number of cards from the deck to the user. The game processing unit 194 supplies, for example, one energy each time the user's turn arrives. This energy is energy selected by the game processing unit 194, for example, randomly from the energies set in the deck information 183 during the previous user's turn. Each time the user's turn arrives, the game processing unit 194 selects, for example, one energy to be supplied in the next turn. At this time, the game processing unit 194 selects, for example, an energy randomly from the energies set in the deck information 183. The display control unit 195 displays, on the display 141, the energy supplied to the user and the energy scheduled to be supplied to the user in the next turn. For example, the display control unit 195 displays, on the display 141, the energy supplied in the current turn and the energy to be supplied in the next turn in a distinguishable manner.

[0170] FIG. 23 is a schematic diagram showing a display example during a card battle. In the example shown in FIG. 23, the display control unit 195 displays the user's area in the foreground and the area of ​​an opponent, such as a computer or another player, in the background. The display control unit 195 displays the user's hand in an area 14121 in the user's area. The display control unit 195 also displays a preparation card placement section 32A in an area 14122 in the user's area. The display control unit 195 may display a character card placed by the user in the area 14122. The display control unit 195 also displays a battle card placement section 34A in an area 14123 in the user's area. The display control unit 195 may display a character card placed by the user in the area 14123. The display control unit 195 also displays a consumed card placement section 35A in an area 14124 in the user's area. The display control unit 195 may display cards trashed by the user in the area 14124. Furthermore, the display control unit 195 displays the deck placement unit 31A and the deck in the area 14125 in the user's area.

[0171] The objects 141261 and 141262 represent energy in a card battle. The object 141261 represents energy supplied to the user in the current turn. The object 141262 represents energy scheduled to be supplied to the user in the next turn. The display control unit 195 displays the object 141261 larger than the object 141262. This allows the user to grasp the energy available for use in the current turn. When the user touches the object 141261 with their finger, moves the finger while maintaining the touch, and releases the finger on a predetermined character card, the energy is associated with the character card. The display control unit 195 displays the associated energy, for example, by attaching it to a predetermined position (for example, the bottom left of the card) of the character card displayed in the preparation card placement unit 32A or the battle card placement unit 34A.

[0172] 23, the display control unit 195 displays the object 141262 representing the energy to be supplied to the user in the next turn, but it is not necessary to display the object 141262. When the display control unit 195 does not display the object 141262, the game processing unit 194 may randomly select the energy to be supplied in the current turn.

[0173] The display control unit 195 displays the cards placed in the deck placement unit 31A, the preparation card placement unit 32A, the battle card placement unit 34A, the consumed card placement unit 35A, and the area 14121 (hand) in the user's area in the correct positions as seen by the user. The display control unit 195 displays the cards placed in the deck placement unit 31B, the consumed card placement unit 35B, and the hand area in the opponent's area in the reverse positions as seen by the user. The display control unit 195 displays the cards placed in the preparation card placement unit 32A and the battle card placement unit 34A in the opponent's area in the correct positions as seen by the user. This makes it possible to avoid misidentifying the characters in the battle.

[0174] When the user touches any card in the hand displayed in the area 14121, the game processing unit 194 controls the output device 14 to generate vibrations. This allows the user to accurately recognize that a card in the hand has been selected. Furthermore, when the user touches a card in the hand, moves their finger while maintaining contact, and causes the card to reach the preparation card placement area 32A or the battle card placement area 34A, the game processing unit 194 controls the output device 14 to generate vibrations. This allows the user to accurately recognize that the card has been moved to an area where it can be placed.

[0175] When the card match ends, the game processing unit 194 selects cards that performed well in the card match. Specifically, the game processing unit 194 selects, for example, the card that inflicted the most damage on the opponent's character cards from among the cards organized in the deck by the winning player as the performing card. Furthermore, the game processing unit 194 selects, for example, the card that stunned the opponent's character cards the most times from among the cards organized in the deck by the winning player as the performing card. The management unit 193 updates the card log information 184 and the match information 185 based on the selected performing cards. The game processing unit 194 may select not only cards of the user itself but also cards of other players as performing cards. Furthermore, the game processing unit 194 may select performing cards not only from cards organized in the deck by the winning player but also from cards organized in the deck by the losing player.

[0176] The display control unit 195 displays the selected well-performing card on the display 141. When a card of another player who played a card match is selected as a well-performing card, the display control unit 195 may display a card pack that may contain the card on the display 141. Note that the selection of well-performing cards may be performed by the game processing module 2034.

[0177] As described above, in this embodiment, the reception control module 2031 receives an instruction from a player to acquire a card pack containing trading cards in a digital TCG. The game processing module 2034 acquires cards in response to the instruction to acquire a card pack. The game processing module 2034 pre-stores multiple card decks, each consisting of a plurality of cards, and determines whether the acquired card satisfies predetermined requirements for the card deck. The presentation module 2035 presents the acquired card to the player. If the acquired card satisfies the predetermined requirements for the card deck, the game processing module 2034 provides the player with the card deck containing the card as a rental deck.

[0178] This allows users to obtain cards and then acquire rental decks that can be used in card battles. Rental decks have limitations on their use, but are composed of cards that can be used in card battles. Therefore, collecting all the cards in a rental deck can be one goal for users in collecting cards. This means that users will look forward to finding cards from a rental deck in a card pack, which increases the enjoyment of opening card packs. Furthermore, collecting cards from a rental deck can be a first step, sparking interest in other decks, allowing players to enjoy collecting cards while imagining what decks the acquired cards can be used in.

[0179] Therefore, the program, method, information processing device, and system according to this embodiment can improve the enjoyment of collecting cards.

[0180] In the above embodiment, the operation reception unit 191 receives an instruction from a player to acquire a card pack containing trading cards in a digital TCG. The transmission / reception unit 192 acquires cards in response to the instruction to acquire a card pack. The game processing unit 194 stores multiple card decks, each consisting of multiple cards, and determines whether the acquired card satisfies predetermined requirements for the card deck. The display control unit 195 presents the acquired card to the player. If the acquired card satisfies the predetermined requirements for the card deck, the game processing unit 194 provides the player with the card deck containing the card as a rental deck. This allows the user to acquire a rental deck that can be used in card battles by acquiring cards.

[0181] In the above embodiment, the card deck includes a card that will be the main focus in a card battle. The game processing module 2034 determines whether the acquired card is a main focus card in the card deck. If the acquired card is a main focus card in the card deck, the game processing module 2034 provides the player with a card deck containing the acquired card as a rental deck. This not only provides the player with the joy of having acquired a main focus card, but also increases the player's motivation to play the game by providing the player with a rental deck containing the acquired card.

[0182] In the above embodiment, the game processing unit 194 conducts a card match using a card deck. When a rental deck is used in a card match, the game processing unit 194 marks the cards included in the rental deck with a mark indicating that it is a rental deck. This allows a player to easily understand that the card deck being used is a rental deck during the card match. Furthermore, for example, when recording a card match using the recording function of the terminal device 10, a mark indicating that the deck is a rental deck is added to a deck containing cards that the player does not actually own, which makes it possible to encourage the player to film a video of the gameplay using a deck that actually has the cards.

[0183] Furthermore, in the above embodiment, the game processing unit 194 prevents rental decks from being used in card matches against other players. In other words, rental decks can only be used in matches against the computer. This can motivate players to actually build their own decks. Furthermore, card matches between players can be played using card decks that the players have assembled themselves, which can add excitement to card matches between players.

[0184] In addition, in the above embodiment, the game processing unit 194 sets a limit in advance on the number of times a rental deck can be used in a card match. This prevents unlimited play with a rental deck and encourages players to build their own decks. This encourages users to voluntarily enjoy the game and maintains their motivation to continue playing.

[0185] In the above embodiment, the game processing unit 194 also supports editing of a card deck made up of multiple cards. The game processing unit 194 sets the type of energy generated during a card battle in association with the card deck. This allows the type of energy associated with the deck to be automatically set, reducing the burden on the user.

[0186] In the above embodiment, the game processing unit 194 sets the type of energy based on the energy used by the characters included in the card deck. This automatically sets the type of energy that is likely to be used in a card battle.

[0187] In the above embodiment, the card deck includes a card (main card) that will be the main focus in a card battle. The game processing unit 194 sets the type of energy based on the energy used by the main card included in the card deck. This automatically sets the type of energy that is more likely to be used in a card battle.

[0188] In the above embodiment, the game processing unit 194 outputs a warning if the card deck to be edited does not satisfy predetermined requirements when editing is completed. This allows the player to understand that the card deck after editing has been completed has a defect, such as being unusable in a card match.

[0189] In the above embodiment, the game processing unit 194 supports editing of a card deck composed of multiple cards. The game processing unit 194 uses the card deck to conduct a card battle. The game processing unit 194 sets the type of energy generated during the card battle in association with the card deck. In each turn of the card battle, the game processing unit 194 randomly generates one of the types of energy associated with the card deck. This allows energy to be generated every turn, regardless of the cards dealt. This allows players to use energy every turn, resulting in a speedy battle. Furthermore, because energy is not included in the card deck, it is possible to reduce the number of cards organized in the card deck, making it easier to enjoy TCGs.

[0190] In the above embodiment, the game processing unit 194 randomly generates energy that can be used in the next turn. As a result, in the current turn, the energy generated in the previous turn is used, and in the next turn, the energy generated in the current turn is used. This makes it possible to use energy in the current turn while taking into account the energy that will be generated in the next turn.

[0191] In the above embodiment, the display control unit 195 presents the player with the energy available for use in the current turn, thereby enabling the player to grasp the amount of energy available for use in the current turn.

[0192] In the above embodiment, the display control unit 195 presents the player with the energy available in the current turn and the energy that will be available in the next turn, thereby enabling the player to grasp the energy that will be supplied in the next turn.

[0193] <Modification> In this embodiment, the terminal device 10 may have a recording function. This makes it possible to acquire a card match as video information. Recording may be started upon receiving an instruction from the user, or may be started without receiving an instruction from the user. If recording is started without receiving an instruction, the control unit 190 may ask the user whether or not to save the recorded video, for example, at the end of the card match. The control unit 190 may upload the saved video to the server 20.

[0194] In addition, in this embodiment, the server 20 may have a recording function. This makes it possible to acquire a card match as video information. Recording may be started upon receiving an instruction from a user, or may be started without receiving an instruction from a user. If recording is started without receiving an instruction, the control unit 203 may ask the user whether or not to save the recorded video, for example, at the end of the card match. The control unit 203 may make the saved video or the video uploaded from the terminal device 10 publicly available for viewing by users.

[0195] In this embodiment, the server 20 may also store information about card matches played between players or against a computer. In this case, the server 20 stores, for example, information about card matches using rental decks, linking the rental decks to the card matches. In response to a player's request, the server 20 makes the stored information available to the player. This allows users to watch card matches using rental decks, enabling them to improve their playing skills using rental decks.

[0196] In the above embodiment, an example has been described in which a rental deck is provided. The items that can be loaned to a user are not limited to card decks. For example, cards may be loaned. The loaned cards may be character cards or effect cards. The loaned cards may be all cards, or only loanable cards. When a loaned card is used in a card match, the display control unit 195, for example, adds information to the card that identifies it as a loaned card.

[0197] The game processing unit 194 may restrict the use of a deck containing the loaned cards. For example, the game processing unit 194 may limit the use of a deck containing the loaned cards to matches against a computer, or to matches against other players except in predetermined tournaments.

[0198] The game processing unit 194 may limit the use of loaned cards. For example, the game processing unit 194 may set in advance the number of times a loaned card can be used. The game processing unit 194 may limit the number of cards that can be loaned. For example, the game processing unit 194 may limit the number of cards that can be loaned at the same time. For example, according to the present embodiment, the number of identical cards that can be organized into a deck is, for example, two. The game processing unit 194 may not allow three or more identical cards to be borrowed at the same time. Furthermore, the game processing unit 194 may limit the number of cards that can be loaned at the same time. For example, the game processing unit 194 may not allow more than a predetermined number of cards to be borrowed at the same time, regardless of the type of card. Furthermore, the game processing unit 194 may limit the number of rental cards that can be organized into a deck.

[0199] In addition, sharing of specific information via communication lines is mainly carried out via a WAN such as the Internet, but between information processing devices, it may also be carried out only via short-range wireless communication such as Bluetooth (registered trademark) and infrared communication without using a WAN.

[0200] Furthermore, in the above embodiment, an example of a configuration in which each function is provided by the terminal device 10 or the server 20 is described, but this is not limited to this configuration, and some or all of the functions may be provided by the terminal device 10, the server 20, or both the terminal device 10 and the server 20 in a configuration different from the above embodiment.

[0201] Furthermore, the present invention may be realized as a program that causes an information processing device to execute the functions of the above-mentioned terminal device 10 or server 20, or as a computer-readable non-transitory recording medium that stores the program.

[0202] <4 Basic computer hardware configuration> 24 is a block diagram showing the basic hardware configuration of a computer 90. The computer 90 includes at least a processor 94, a main memory device 95, an auxiliary memory device 96, and a communication IF (interface) 99. These are electrically connected to each other by a bus.

[0203] The processor 94 is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, registers, peripheral circuits, etc.

[0204] The main storage device 95 is used to temporarily store programs and data to be processed by the programs, etc. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).

[0205] The auxiliary storage device 96 is a storage device for saving data and programs, such as a flash memory, a hard disk drive (HDD), a magneto-optical disk, a CD-ROM, a DVD-ROM, or a semiconductor memory.

[0206] The communication IF 99 is an interface for inputting and outputting signals for communicating with other computers via a network using wired or wireless communication standards.

[0207] The network is composed of the Internet, LAN, various mobile communication systems constructed by wireless base stations, etc. For example, the network includes 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), wireless networks that can connect to the Internet via a predetermined access point (e.g., Wi-Fi (registered trademark)), etc. In the case of a wireless connection, communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), etc. In the case of a wired connection, the network also includes a network that is directly connected using a USB (Universal Serial Bus) cable, etc.

[0208] It should be noted that the computer 90 can be virtually realized by distributing all or part of each hardware configuration across multiple computers 90 and interconnecting them via a network. In this way, the computer 90 is a concept that includes not only a computer 90 housed in a single housing or case, but also a virtualized computer system.

[0209] <Basic functional configuration of computer 90> A description will be given of the functional configuration of a computer realized by the basic hardware configuration of a computer 90 shown in Fig. 24. The computer includes at least the functional units of a control unit, a storage unit, and a communication unit.

[0210] The functional units of the computer 90 can also be realized by distributing all or part of the functional units among multiple computers 90 interconnected via a network. The computer 90 is a concept that includes not only a single computer 90 but also a virtualized computer system.

[0211] The control unit is realized by the processor 94 reading various programs stored in the auxiliary storage device 96, expanding them in the main storage device 95, and executing processing in accordance with the programs. The control unit can realize functional units that perform various types of information processing depending on the type of program. In this way, the computer is realized as an information processing device that processes information.

[0212] The storage unit is realized by a main storage device 95 and an auxiliary storage device 96. The storage unit stores data, various programs, and various databases. Furthermore, the processor 94 can allocate a storage area corresponding to the storage unit in the main storage device 95 or the auxiliary storage device 96 in accordance with the programs. Furthermore, the control unit can cause the processor 94 to execute processes for adding, updating, and deleting data stored in the storage unit in accordance with the various programs.

[0213] A database refers to a relational database, which manages data sets called tables, which are structured by rows and columns, by relating them to each other. In a database, a table is called a table, a column in a table is called a column, and a row in a table is called a record. In a relational database, relationships between tables can be set and associated.

[0214] Typically, each table has a column set as a key for uniquely identifying a record, but setting a key to a column is not essential. The control unit can cause the processor 94 to add, delete, or update records in a specific table stored in the storage unit according to various programs.

[0215] The communication unit is realized by the communication IF 99. The communication unit realizes the function of communicating with other computers 90 via a network. The communication unit can receive information transmitted from other computers 90 and input the information to the control unit. The control unit can cause the processor 94 to execute information processing on the received information in accordance with various programs. Furthermore, the communication unit can transmit information output from the control unit to other computers 90.

[0216] The functions performed by the components described herein may be implemented in circuitry or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, ASICs (Application Specific Integrated Circuits), a CPU (a Central Processing Unit), conventional circuits, and / or combinations thereof, programmed to perform the described functions. A processor includes transistors and other circuits and is considered to be circuitry or processing circuitry. A processor may also be a programmed processor that executes programs stored in memory. In this specification, a circuitry, unit, or means is hardware that is programmed to realize or performs the described functions, which may be any hardware disclosed herein or any hardware known to be programmed to realize or perform the described functions. If the hardware is a processor considered to be a type of circuitry, the circuitry, means, or unit is a combination of the hardware and software used to configure the hardware and / or processor.

[0217] Although several embodiments of the present disclosure have been described above, these embodiments can be embodied in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. These embodiments and modifications are intended to be included in the scope of the inventions and their equivalents as defined in the claims, as well as in the scope and spirit of the inventions.

[0218] <Additional Notes> The matters described in the above embodiments will be supplemented below. (Appendix 1) A program to be executed by a computer having a processor and a memory, the program causing the processor to execute the following steps in a digital TCG (Trading Card Game): receiving an instruction from a player to obtain a card pack containing trading cards; obtaining a card in accordance with the instruction; storing multiple card decks each composed of a plurality of cards in advance and determining whether the obtained card satisfies predetermined requirements for the card deck; presenting the obtained card to the player; and, if the obtained card satisfies the predetermined requirements for the card deck, providing the card deck composed of the card to the player as a rental deck. (Appendix 2) The card deck includes cards that will be the main focus in a card battle, and in the determining step, it is determined whether the acquired card is a card that will be the main focus in the card deck, and in the providing step, if the acquired card is a card that will be the main focus in the card deck, the card deck containing the card is provided to the player as a rental deck (Appendix 1). (Appendix 3) A program described in (Appendix 1) or (Appendix 2) that causes a processor to execute a step of conducting a card match using a card deck, and in the step of conducting the card match, if a rental deck is used in the card match, marks are added to cards included in the rental deck to indicate that it is a rental deck. (Appendix 4) A program according to claim 3, wherein in the step of conducting a card match, the rental deck cannot be used in a card match with another player. (Appendix 5) The program according to claim 3, wherein in the step of conducting a card match, the rental deck has a preset number of times that it can be used in the card match. (Appendix 6) A program described in any one of (Appendix 1) to (Appendix 5), which causes a processor to execute a step of supporting the editing of a card deck made up of multiple cards, and in the step of supporting the editing, sets the type of energy generated during a card game in association with the card deck. (Appendix 7) In the step of supporting editing, the program sets the type of energy based on the energy used by the characters included in the card deck (Appendix 6). (Appendix 8) The card deck includes cards that are the main focus in card battles, and in the step of supporting editing, the program sets the type of energy based on the energy used by the main cards included in the card deck (Appendix 7). (Appendix 9) A program according to claim 6, wherein in the step of supporting editing, a warning is output if the card deck to be edited does not satisfy predetermined requirements when the editing is finished. (Appendix 10) A program described in any one of (Appendix 1) to (Appendix 9) that causes a processor to execute a step of supporting the editing of a card deck made up of a plurality of cards and a step of conducting a card match using the card deck, wherein in the step of supporting the editing, the type of energy generated during the card match is set in association with the card deck, and in the step of conducting the card match, one of the types of energy associated with the card deck is randomly generated in each turn of the card match. (Appendix 11) A program according to claim 10, wherein in the step of conducting a card match, energy available for the next turn is randomly generated. (Appendix 12) A program according to claim 10, wherein in the step of conducting a card match, the energy available in the current turn is presented to the player. (Appendix 13) A program according to claim 11, wherein in the step of conducting a card match, the energy available in the current turn and the energy that will be available in the next turn are presented to the player. (Appendix 14) A method executed by a computer having a processor and a memory, wherein the processor executes all of the steps executed in any of the inventions according to (Appendix 1) to (Appendix 13). (Appendix 15) An information processing device comprising a processor and a memory, wherein the processor executes all of the steps executed in any of the inventions according to (Appendix 1) to (Appendix 13). (Appendix 16) A system comprising means for executing all steps performed in any of the inventions according to (Appendix 1) to (Appendix 13). [Explanation of symbols]

[0219] 1. System 10...Terminal device 12...Communication IF 120…Communications Department 13...Input device 131...Touch-sensitive devices 14...Output device 141...Display 15...Memory 150...Location information sensor 16…Storage 160...camera 17...Audio processing unit 171...Mike 172...Speaker 180...Storage section 19...Processor 190...Control unit 20...Server

Claims

1. A program to be executed by a computer having a processor and a memory, the program causing the processor to: In a digital trading card game (TCG), receiving an instruction from a player to obtain a card pack containing a trading card; acquiring a card in response to said instruction; a step of storing a plurality of card decks each composed of a plurality of cards in advance, and determining whether the acquired card satisfies predetermined requirements related to the card deck; presenting the acquired card to the player; If the acquired cards satisfy predetermined requirements for the card deck, providing the player with a card deck that satisfies the requirements with the acquired cards from among the plurality of card decks as a rental deck; A program that executes the following.

2. The card deck includes cards that are the main focus of a card game, In the determining step, determining whether the acquired card is a core card in the card deck; 2. The program according to claim 1, wherein, in the providing step, if the acquired card is a core card in the card deck, a card deck including the acquired card is provided to the player as the rental deck from among the plurality of card decks.

3. having the processor execute a step of playing a card game using a card deck; 2. The program according to claim 1, wherein, in the step of conducting the card match, when the rental deck is used in the card match, a mark indicating that the rental deck is a rental deck is added to cards included in the rental deck.

4. 4. The program according to claim 3, wherein in the step of conducting the card game, the rental deck cannot be used in a card game against another player.

5. 4. The program according to claim 3, wherein in the step of conducting the card match, the number of times that the rental deck can be used in the card match is preset.

6. causing the processor to perform a step of supporting editing of the card deck organized by a plurality of cards; 2. The program according to claim 1, wherein the step of supporting editing includes setting a type of energy generated during a card game in association with the card deck.

7. 7. The program according to claim 6, wherein in the step of supporting editing, the type of energy is set based on the energy used by a character included in the card deck.

8. The card deck includes cards that are the main focus of a card game, 8. The program according to claim 7, wherein in the step of supporting editing, the type of energy is set based on the energy used by a card included in the card deck that is the core of the card deck.

9. 7. The program according to claim 6, wherein in the step of supporting editing, if the card deck to be edited does not satisfy a predetermined requirement when the editing is completed, a warning is output.

10. supporting editing of the card deck, the card deck being organized by a plurality of cards; A step of playing a card game using a card deck; causing the processor to execute In the step of supporting editing, a type of energy generated during a card game is set in association with the card deck; 2. The program according to claim 1, wherein in the step of conducting the card battle, any one of the types of energy associated with the card deck is randomly generated in each turn of the card battle.

11. 11. The program according to claim 10, wherein in the step of conducting the card battle, the energy available for the next turn is generated randomly.

12. 11. The program according to claim 10, wherein in the step of conducting the card match, the energy available in the current turn is presented to the player.

13. 12. The program according to claim 11, wherein in the step of conducting the card match, the energy available in the current turn and the energy that will be available in the next turn are presented to the player.

14. A computer-implemented method comprising a processor and a memory, the processor performing all of the steps of the invention according to any one of claims 1 to 13.

15. 14. An information processing device comprising a processor and a memory, wherein the processor executes all of the steps executed in the invention according to any one of claims 1 to 13.

16. A system comprising means for executing all steps according to any one of claims 1 to 13.

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