Game Toys
The game toy system enhances card game entertainment by using a play sheet with diverse game item placements and cost cards to increase attack values, improving gameplay diversity and interaction.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-27
- Publication Date
- 2026-03-13
AI Technical Summary
Existing card games lack variety and entertainment value without increasing the number of card types.
A game toy system comprising a play sheet with specific areas for placing game items, including cost cards that enhance the attack value of character and leader cards, and stage and event cards with intuitive effects, enhancing gameplay diversity.
The system improves the entertainment value of card games by increasing gameplay diversity and interaction through enhanced attack values and intuitive card effects.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game toy.
Background Art
[0002] In a competitive card game, there is a game in which a plurality of types of cards arranged on a play sheet are combined to exhibit a special effect (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Without increasing the types of cards, it is desired to realize a card game that improves the趣味性 of the card game. Therefore, an object of the present invention is to provide a game toy that improves the趣味性 of a card game.
Means for Solving the Problems
[0005] One aspect of the present invention is a game toy, comprising: a play sheet including a first placement area and a second placement area where game items are placed; first information indicating information for placement in the first placement area; a first type of game item on which second information indicating an attack value against the game items of an opponent is described; a first function that is an element of the first information; and a second type of game item that performs a second function of increasing the second information.
Effects of the Invention
[0006] According to the present invention, it is possible to provide a game toy that improves the趣味性.
Brief Description of the Drawings
[0007] [Figure 1] Figure 1 is a schematic diagram of the game toy according to this embodiment. [Figure 2] Figure 2 shows an example of the back of a game card. [Figure 3] Figure 3 shows an example of the front surface of a cost card. [Figure 4] Figure 4 shows an example of the front surface of a character card. [Figure 5] Figure 5 shows an example of the surface of a reader card. [Figure 6] Figure 6 shows an example of the surface of a stage card. [Figure 7] Figure 7 shows an example of the front surface of an event card. [Figure 8] Figure 8 is an example illustrating the field state during the main phase in Example 1. [Figure 9] Figure 9 is an example illustrating the field state during the main phase in Example 1. [Figure 10] Figure 10 is an example illustrating the field state during the main phase in Example 1. [Figure 11] Figure 11 is an example illustrating the field state during the main phase in Example 2. [Figure 12] Figure 12 is an example illustrating the field state during the main phase in Example 2. [Figure 13] Figure 13 shows an example of the overall configuration to illustrate the game system of the second embodiment. [Figure 14] Figure 14 is a block diagram of the player terminal 500. [Modes for carrying out the invention]
[0008] A first embodiment of the present invention will be described. The present invention is a game toy, and the game is a battle-type game in which a player battles an opponent by placing game items on a play sheet. Characters are associated with the game items, and a plurality of areas for placing the game items are assigned to the play sheet. The player places the game item in any area of the play sheet and executes the game using the abilities of the character associated with the game item.
[0009] <First Embodiment> FIG. 1 is a schematic diagram for explaining a game toy 1 according to this embodiment. As shown in FIG. 1, the game toy 1 includes a game card 2 and a play sheet 3.
[0010] The game card 2 corresponds to the game item described above and is a card held by the player. The player can obtain the game card 2 by purchasing, exchanging with other players, or distributing it to players who have cleared predetermined conditions.
[0011] The game card 2 is composed of a front surface and a back surface. The back surface of the game card 2 has any one of the same patterns, characters, etc. regardless of the type. That is, the front surface is in a form that cannot be identified from the back surface of the game card 2. FIG. 2 is an example of the back surface of the game card 2. <000008Multiple types of surface designs are available for the game card 2 in this embodiment. The surface design of the game card 2 differs depending on the type of information it contains. In the following description, we will use cost cards 10 (corresponding to a second-type game item) as an example of a game card 2 without color information, and character cards 20 (corresponding to a first-type game item), leader cards 30 (corresponding to a third-type game item), stage cards 40, and event cards 50 as examples of game cards 2 with color information. However, as long as there are cards with and without color information, any number of types of game cards 2 may be provided. The user constructs a deck by preparing a predetermined number of game cards 2 and cost cards 10 belonging to the same color information. This color information represents the type of character associated with Game Card 2. For example, characters associated with Game Card 2 that have the same color information belong to the same type of character, such as team (allies) or episode. In other words, characters associated with Game Card 2 belonging to the same color information belong to the same team (allies). A deck constructed from Game Card 2 belonging to the same color information is also a collection of characters and skills associated with the same team (allies). Note that a single Game Card 2 may have color information of multiple types. In this case, the Game Card 2 is associated with one character, but that character belongs to multiple types (e.g., team, episode). Furthermore, when playing against an opponent, players may use Game Card 2 belonging to the same color information or Game Card 2 belonging to different color information.
[0014] <Cost Card> FIG. 3 is a diagram showing an example of a cost card. The cost card 10 is a card that performs a first function and a second function. The first function is a function that is an element of the conditions for placing the character card 20, the stage card 40, and the event card 50 from the user's hand to the play sheet 3. In this card game, depending on the number of cost cards 10 placed on the play sheet 3, the number of game cards 2 that can be placed from the hand to the play sheet 3 is restricted. That is, in order to place the game card 2 from the hand to the play sheet 3, the number of cost cards 10 corresponding to the conditions of the game card 2 is required. Therefore, the cost card 10 is an element of the conditions for placing the game card 2 from the hand to the play sheet 3, and this is the first function of the cost card 10.
[0015] The second function is a function that increases the attack value information of the character card 20 or the leader card 30 combined with the cost card 10. In this card game, the cost card 10 placed on the play sheet 3 can be used in combination with the character card 20 or the leader card 30. When the user uses the cost card 10 in combination with the character card 20 or the leader card 30 during his / her turn, the attack value of the game card increases.
[0016] As shown in FIG. 3, the cost card 10 is marked with card type information 11, which is information indicating that it is a cost card, and second function information 12, which is information regarding the second function of the cost card 10. In the example shown in FIG. 3, “+1000 during own turn” is described as the second function information 12. In this example, it means that when the character card 20 or the leader card 30 is combined with the cost card 10, the attack value of the character card 20 or the leader card 30 increases by “1000”.
[0017] <Character Card> Figure 4 shows an example of a character card 20. The character card 20 contains card type information 11, card identification information 21, color information 22, character name 23, character image 24, cost information 25 (corresponding to the first information), and power information 26 (corresponding to the second information).
[0018] Card type information 11 contains information indicating that it is a character card. Card identification information 21 contains information that uniquely identifies game card 2. Color information 22 contains information that identifies which color game card 2 belongs to. Character name 23 contains the name of the character associated with the game card. Character image 24 contains the image of the character associated with the game card. Cost information 25 contains the numerical value of the required cost, which is the condition for the user to place the character card 20 from their hand onto playsheet 3. In the example in Figure 4, cost information 25 is "2", indicating that two cost cards 10 are required to place the character card 20 onto playsheet 3. Power information 26 contains a numerical value indicating the attack value against the opponent's game card 2.
[0019] <Leader Card> Figure 5 shows an example of a leader card 30. The leader card 30 contains card type information 11, card identification information 21, color information 22, character name 23, character image 24, life information 27, and power information 26 (corresponding to the second type of information).
[0020] Card Type Information 11 contains information indicating that it is a leader card. Card Identification Information 21 contains information that uniquely identifies Game Card 2, similar to Character Card 20. Color Information 22 contains information that identifies which color the game card belongs to, similar to Character Card 20. Character Name 23 contains the name of the character associated with the game card, similar to Character Card 20. Character Image 24 contains the image of the character associated with the game card, similar to Character Card 20. Life Information 27 contains the number of Character Cards 20 that can be placed in the life area of Play Sheet 3 at the start of the game, as described later. Power Information 26 contains a numerical value indicating the attack value against the opponent's Game Card 2, similar to Character Card 20. Leader Card 30 is associated with the character that will be the leader of the characters associated with Character Card 20 that have the same color information.
[0021] <Stage Card> Figure 6 is a diagram illustrating an example of the front surface of a Stage Card 40. By placing a Stage Card 40 on the playsheet 3 (bringing it into play), the effects described on the Stage Card 40 are activated during the game. The Stage Card 40 contains card type information 11, card identification information 21, color information 22, stage name 41, stage image 42, cost information 26, and effect information 43.
[0022] Card type information 11 contains information indicating that it is a stage card. Card identification information 21 contains information that uniquely identifies game card 2. Color information 22 contains information that identifies which color the game card belongs to. Stage name 41 contains the name of the stage associated with the game card. Stage image 42 contains the image of the stage associated with the game card. The most preferable stage image 42 is one that intuitively conveys at least part of the effect that the stage card 40 exerts. In this way, even if the player does not remember the effect of each stage card 40, they can intuitively understand part of the effect, so there is no possibility of the game progress being stalled in order to grasp the effect of the cards, and the enjoyment of the game is not lost. Cost information 25 contains the numerical value of the required cost, which is the condition for the user to place the stage card 40 from their hand onto play sheet 3. Effect information 43 contains information about the effect when the stage card is placed on play sheet 3.
[0023] <Event Card> Figure 7 is a diagram illustrating an example of the front surface of an event card 50. By placing the event card 50 on the playsheet 3, the effects described on the event card 50 are activated during the game. The event card 50 contains card type information 11, card identification information 21, color information 22, event name 51, event image 52, cost information 26, and effect information 53.
[0024] Card type information 11 contains information indicating that it is an event card. Card identification information 21 contains information that uniquely identifies game card 2. Color information 22 contains information that identifies which color the game card belongs to. Event name 51 contains the name of the event associated with the game card. Event image 52 contains the image of the event associated with the game card. The most preferable event image 52 is one that intuitively conveys at least part of the effect that the event card 50 exerts. In this way, even if players do not remember the effect of each event card 50, they can intuitively understand part of the effect, so there is no possibility of the game being stalled in order to grasp the effect of the cards, and the enjoyment of the game is not lost. Cost information 25 contains the numerical value of the required cost, which is the condition for the user to place the event card 50 from their hand onto play sheet 3. Effect information 53 contains information about the effect when the event card 50 is placed on play sheet 3.
[0025] <Playsheet> Next, the playsheet 3 will be explained using Figure 1. In the example shown in Figure 1, the top of the playsheet 3 is shown facing the opponent. As shown in Figure 1, the playsheet 3 is formed in the shape of a rectangle, for example. It is preferable that the playsheet 3 is foldable so that it can be easily carried. Furthermore, it is preferable that the folded size is the same as that of the game card 2, so that it can be carried together with the game card 2.
[0026] Playsheet 3 has multiple areas (regions). These areas indicate where players place game cards 2. The following explanation uses an example with eight areas named Deck Area 31, Character Area 32, Leader Area 33, Stage Area 34, Cost Deck Area 35, Cost Area 36, Life Area 37, and Off-Bound Area 38. Note that these eight areas may each have a different role, and the names of the areas may be anything that players can understand while playing.
[0027] As shown in Figure 1, the character area 32 is formed along the edge of the playsheet 3 on the opponent's side (corresponding to the first edge). The cost area 36 is formed along the user's side, opposite the opponent's side (corresponding to the second edge). The deck area 31, leader area 33, stage area 34, and off-field area 38 are formed between the character area 32 and the cost area 36. The life area 37 and cost deck area 35 are formed along the edge (corresponding to the third edge) sandwiched between the opponent's side and the user's side. In the example shown in Figure 1, the life area 37 and cost deck area 35 are formed along the left edge of the playsheet.
[0028] The deck area 31 is the area where the deck built by the user is stacked, with the game cards 20 in an indistinguishable state. In other words, the game cards 20 are placed in the deck area 31 with their faces facing down.
[0029] Character Area 32 is an area where Cost Card 10 and Character Card 20 can be placed. Character Card 20 is placed from the user's hand if the value of Cost Information 25 is less than or equal to the total number of Cost Card 10 placed in Cost Area 36. Cost Card 10 placed in Character Area 32 is placed by moving from Cost Area 36, but Cost Card 10 that is actively placed in Cost Area 36 can be moved. Cost Card 10 placed in Character Area 32 is placed on top of Character Card 20 so that part of it is hidden. In the following explanation, placing Cost Card 10 on top of Character Card 20 will be referred to as "granting power to Character Card 20". Granting power increases the attack value of Character Card 20. In the following explanation, for the sake of simplicity, an example will be used in which the attack value of Character Card 20 increases by "1000" for each Cost Card 10 placed on top.
[0030] A character card 20 placed in character area 32 can attack either a character card 20 placed in the opponent's character area 32 or a leader card 30 placed in leader area 33.
[0031] Leader Area 33 is the area where Leader Card 30 and Cost Card 10 are placed. Leader Card 30 is placed in Leader Area 33 from the start of the game. Cost Card 10 placed in Leader Area 33 are placed by moving from Cost Area 36, but only Cost Card 10 that are actively placed in Cost Area 36 can be moved. Cost Cards placed in Leader Area 33 are placed on top of Leader Card 30 so that part of them is hidden. In the following explanation, placing Cost Card 10 on top of Leader Card 30 will be referred to as "granting power to Leader Card 30". Granting power increases the attack value of Leader Card 30. In the following explanation, in order to simplify the explanation, we will use the example that the attack value of Leader Card 30 increases by "1000" for each Cost Card 10 placed on top. Furthermore, similar to how power is granted to character card 20, the example used for granting power to leader card 30 also shows that the attack value increases by "1000" for each cost card 10 added. However, the increase in power may differ between granting power to character card 20 and granting power to leader card 30.
[0032] Stage Area 34 is an area where Stage Cards 40 can be placed. Stage Card 40 is placed from the user's hand if the value of Cost Information 25 is less than or equal to the total number of Cost Cards 10 placed in Cost Area 36.
[0033] Cost deck area 35 is an area where cost cards 10 can be placed. At the start of the game, a predetermined number of cost cards 10 are stacked in cost deck area 35. For the sake of simplicity, the following explanation will assume that 10 cost cards 10 are stacked in the cost deck area at the start of the game.
[0034] The cost area 36 is the area where a predetermined number of cost cards 10 are placed from the cost deck area 35. In the following explanation, we will use an example where two cost cards 10 are drawn from the cost deck area 35 and placed there.
[0035] Life Area 37 is an area where at least one of the following game cards—character cards (20), stage cards (130), and event cards (50)—is placed in the number of cards indicated in the life information (27) of leader card (30) located in leader area 33. Area 38 outside the playing field is where used game cards 2 are placed.
[0036] <Game Preparation> The user places their own playsheet 3 and their opponent's playsheet 3 facing each other. The user selects 20 character cards, 40 stage cards, and 50 event cards that have the same color information, and constructs a deck to place in the deck area 31. The number of cards in the deck is predetermined. In the following explanation, 50 cards will be used as an example. The constructed deck is placed face down in the deck area 31. The user selects one leader card 30 that has the same color information as the deck they have constructed and places it face up in the leader area 33. Place the specified number of cost cards (10) into the cost deck area (35). The following explanation will use 10 cards as an example. The user draws a predetermined number of game cards from the game cards placed in deck area 31 to form their hand. In this case, they will draw 5 game cards.
[0037] The user draws a number of game cards 2 from the deck area 31 equal to the number indicated in the life information 27 of the leader card 30 located in the leader area 33, and places them face down in the life area 37.
[0038] <Game Flow> Once the game begins, the first and second players are determined between the players, and turns proceed alternately, starting with the first player. Each turn consists of several phases, such as the refresh phase, draw phase, cost phase, main phase, and end phase. For simplicity, the following explanation uses five phases as an example, but there can be any number of phases in each turn.
[0039] During the refresh phase, activate Game Card 2, which is placed on Play Sheet 3 (the playing area). Also, return the cost cards placed in Character Area 32 and Leader Area 33 to Cost Area 36 in an activated state. During the draw phase, draw one game card (2) from deck area 31 and add it to your hand. During the cost phase, draw two cost cards with a cost of 10 from cost deck area 35 and place them in cost area 36 in an active state. In the main phase, Place character card 20 from your hand into character area 32. Place Stage Card 40 from your hand into Stage Area 34. Place event card 50 on playsheet 3. Perform at least one of the following: At this time, place character cards 20, stage cards 40, and event cards 50 from your hand onto playsheet 3 in an active state, provided that the value of cost information 25 is less than or equal to the number of active cost cards 10 placed in cost area 36.
[0040] Next, during the main phase, you can activate the effects of Stage Card 40 and Event Card 50. When an effect is activated, Stage Card 40 changes from active to rest. When an effect is activated, Event Card 50 moves to the out-of-bounds area 38. Furthermore, during the main phase, it is possible to grant power to character cards 20 and leader cards 30.
[0041] Next, the player attacks their opponent. The user chooses a game card 2 (attack card) to use for the attack from either the character cards 20 located in their own character area 32, or the leader cards 30 located in their leader area 33. Then, the user chooses a target card (target card) from either the character cards 20 located in their opponent's character area 32, or the leader card 30 located in their leader area 33. The attack card is then used to attack the target card. The outcome of the match is determined by whether the power information value 26 of the attack card is higher than the power information value of the target card. If the attack card's power is higher than that of the target character card 20, the player wins.
[0042] If the target card is character card 20, and the attacking card's power information value 26 is higher than the target card's power information value, the user wins the battle during that turn. The attacked opponent places the attacked character card 20 in the out-of-bounds area 38.
[0043] If the target card is a Leader Card (value 30) and the attacking card's Power Information (value 26) is higher than the target card's Power Information, the user wins the battle during their turn. The attacked opponent adds one game card from their Life Area (value 37) to their hand. If the opponent has no game cards in their Life Area (value 37) to add to their hand, the user wins, and the game ends. In the end phase, change game card 2, which is placed in a rest state on play sheet 3, to an active state and end the game.
[0044] <Example 1> In Example 1 of this embodiment, we will explain using an example in which the hand is placed on the playsheet 3 during the main phase, and a cost is assigned to the character card 20. In this embodiment, as shown in Figure 8, the hand contains character card 20_1, and the playsheet 3 contains, Character Area 32 contains two character cards, 20_2 and 20_3. • One Leader Card 30 in Leader Area 37 • Three active cost cards, 10_1 through 10_3, are placed in cost area 36. Let's explain using an example of the arrangement.
[0045] In the main phase, the user attempts to place character card 20_1, which has a cost information of 25 and an attack value information of 3000, in the character area 32. Here, since the cost information of character card 20_1 is 2, two of the three active cost cards 10 placed in the cost area 36 become rested, and character card 20_1 is placed in the character area 32. At this time, the placement of game card 2 on play sheet 3 is as shown in Figure 9, • Character Area 32 contains three character cards, 20_1 through 20_3. • One Leader Card 30 in Leader Area 37 • Cost area 36 contains two rested cost cards 10_1 and 10_2, and one active cost card 10_3. The items will be in the positioned state.
[0046] Furthermore, the user assigns a cost to character card 20_1. At this time, the placement of game card 2 on playsheet 3 is as shown in Figure 10, with the active cost card 10_3 placed below character card 20_1. Since the attack value increases by 1000 each time power is assigned, the attack value information 25 of character card 20_1, which is placed above cost card 10_3, increases from 2000 to 3000.
[0047] <Example 2> In Example 2 of this embodiment, an example in which multiple powers are assigned to the leader card 20 is described. In this embodiment, as shown in Figure 11, the play sheet 3 has • Character area 32 contains two character cards, 20_1 and 20_2. • One Leader Card 30_1 in Leader Area 37 • Three active cost cards, 10_1 through 10_3, are placed in cost area 36. Let's explain using an example of the arrangement.
[0048] During the main phase, the user assigns two costs to leader card 20_1. At this time, the placement of game card 2 on playsheet 3 is as shown in Figure 12, with the active cost cards 10_1 and 10_2 placed below leader card 30_1. Since the attack value increases by 1000 with each power assignment, the attack value information 25 of leader card 30_1, which is placed above cost cards 10_1 and 10_2, increases from 5000 to 7000.
[0049] In the above explanation, we used a configuration in which the color information 22 contains information that identifies which color the game card belongs to. However, the configuration may also be such that the color to which the game card belongs is colored on one of the surfaces. With this configuration, the color to which the card belongs can be intuitively grasped by the color of the colored part, making it easier for the user to build a deck.
[0050] Furthermore, while the above explanation described Power Information 26 as an attack value against the opponent, it may also be at least one of the attack value or the defense value against attacks from the opponent against your own Game Guard 2. Doing so increases the variety of matchups and improves the game's appeal.
[0051] According to this embodiment, the cost card 10 is configured to perform a second function of increasing the attack value of the game card it is combined with. Therefore, the game progress becomes more diverse depending on the game card it is combined with, and the enjoyment of the game is enhanced.
[0052] <Second Embodiment> Next, a second embodiment will be described. The game toy of Embodiment 1 described above can be run on a computer as a competitive game. Figure 13 is a diagram showing an example of the overall configuration of the game system in this embodiment. As shown in Figure 13, the game system is configured to include a player terminal 500 and a game server 600, which are provided for each of the game players A and B.
[0053] The player terminal 500 is a computer capable of executing game programs, and can connect to a communication line N via a wireless communication base station or the like, and communicate data with the game server 600. Examples of player terminals 500 include smartphones, mobile phones, portable game consoles, home game consoles, arcade game consoles, personal computers, tablet computers, and controllers for home game consoles. Basically, there are multiple player terminals 500, each operated by a different player.
[0054] The game server 600 is a server system comprising one or more server devices, storage devices, etc. The game server 600 controls the card game of the above embodiment, provides various services for operating the card game, manages data necessary for game operation, and distributes game programs and data necessary for running the game on the player terminal 500.
[0055] Figure 14 is a block diagram showing an example of the configuration of the player terminal 500. As shown in Figure 14, the player terminal 500 has a communication unit 501, a storage unit 502, and a control unit 503.
[0056] The communication unit 501 is a processing unit that controls communication with other devices, such as the game server 600 and other player terminals 500, and is, for example, a communication interface such as a network interface card. The storage unit 502 stores various data and programs executed by the control unit 503, such as memory or a hard disk.
[0057] The control unit 503 is a processing unit that controls the entire player terminal 500, and is, for example, a processor. The control unit 503 includes a game card management unit 531, a play sheet display unit 532, a game information calculation unit 533, and a game execution unit 534. Each processing unit is an example of an electronic circuit in the processor or an example of a process executed by the processor.
[0058] The game card management unit 531 manages the cost cards 10, character cards 20, leader cards 30, stage cards 40, and event cards 50 mentioned above. The playsheet display unit 532 displays the playsheets 3 for the player and the opposing player on the player terminal 500. The game information calculation unit 533 uses the cost information 25 and power information 26 mentioned above to perform calculations necessary for the progress of the game. The game execution unit 534 manages and executes the presentation and progress of the battle. With such a device, games can be played without using physical game cards.
[0059] According to this embodiment, the control of the card game described in Embodiment 1 is performed on the player terminal 500, and the matching of opposing players and overall game management are performed on the game server 600, so that the card game can be played online, thereby increasing the player's enjoyment. In the example described above, a game was run via the game server 600, but it is also possible to run the game using only the player terminal 500.
[0060] Although the present invention has been described above with reference to preferred embodiments, the present invention is not necessarily limited to the above embodiments and can be modified and implemented in various ways within the scope of its technical concept.
[0061] [Note 1] It is a game toy, A play sheet including a first placement area and a second placement area where game items are placed, A first type of game item having first information indicating information for placement in the first placement area and second information indicating an attack value against the opponent's game item, A second type of game item having a first function that is an element of the first information and a second function that increases the second information, A game toy equipped with [features / equipment].
[0062] [Note 2] The first function is performed when placing the first type of game item in the first placement area. The game toys listed in Appendix 1.
[0063] [Note 3] The second type of game item can be placed on top of the first type of game item placed in the first placement area during the user's turn. Game toys as described in Appendix 1 or Appendix 2.
[0064] [Note 4] The playmat is rectangular and foldable. A game toy listed in any of the appendices 1 through 3.
[0065] [Note 5] The first placement area is formed along the first end of the play sheet, The second arrangement area is formed along the second end opposite to the first end, A game toy listed in any of the appendices 1 through 4.
[0066] [Note 6] The aforementioned first end is the end on the opponent's side, The second end is the end on the user side. A game toy listed in any of the appendices 1 through 5.
[0067] [Note 7] The play sheet includes a third placement area formed between the first placement area and the second placement area. The third arrangement area can accommodate multiple of the first type of game item. A game toy listed in any of the appendices 1 through 6.
[0068] [Note 8] The first type of game item can be placed in the third placement area such that at least a portion of them overlap. A game toy listed in any of the appendices 1 through 7.
[0069] [Note 9] The play sheet includes a fourth placement area formed along the fourth end opposite to the third end which is sandwiched between the first end and the second end, The fourth arrangement area is formed so that multiple first type game items can be placed on top of each other in a state in which the first information and the second information cannot be identified. A game toy listed in any of the appendices 1 through 8.
[0070] [Note 10] During an attack on an opponent or a defense against an attack from an opponent, the first type of game item in the first placement area can change from a first direction to a second direction. A game toy listed in any of the appendices 1 through 9.
[0071] [Note 11] The aforementioned one type of game item is placed in the second placement area, and a number of the aforementioned second type of game item corresponding to the first information of the first type of game item can be placed in the first placement area if it is possible to change from a first direction to a second direction. A game toy listed in any of the appendices 1 through 10.
[0072] [Note 12] Includes Category 3 game items, The play sheet includes a fifth placement area on which one of the third type of game item can be placed, The first type of game article and the third type of game article have color information, The first type of game item and the third type of game item that can be placed on the play sheet have the same color information. A game toy listed in any of the appendices 1 through 11.
[0073] [Note 13] The first deck is composed of the first type of game item having the same color information as the third type of game item, The second deck is composed of the aforementioned second type of game items. A game toy listed in any of the appendices 1 through 12.
[0074] [Note 14] Each of the first-class game items is associated with a different character. The characters associated with the aforementioned first type of game item belong to the same type, The character associated with the third type of game item is the leader character of that type. A game toy listed in any of the appendices 1 through 13.
[0075] [Note 15] It is a game device, A play sheet including a first placement area and a second placement area on which game items are placed; a first type of game item on which first information indicating information for placement in the first placement area and second information indicating an attack value against the opponent's game item are inscribed; and a second type of game item having a first function that is an element of the first information and a second function that increases the second information; and a display means for displaying these; A control means for controlling the game, Equipped with, The control means combines the first type of game item and the second type of game item to increase the second information of the first type of game element. Game device. [Explanation of symbols]
[0076] 1 Game Toy 2 Card Games 3 Playseat 10 Cost Cards 10 20 Character Cards 30 Leader Cards 40 Stage Cards 50 Event Cards 31 Deck Area 32 Character Area 33 Leader Area 34 Stage Area 35 Cost Deck Area 36 Cost Area 37 Life Area 38. Off-field area 500 player terminals 600 game servers
Claims
1. It is a game toy, A playmat including a character area, leader area, cost area, stage area, life area, deck area, and cost deck area where game cards are placed, A character card placed in the character area and associated with a character, the character card having character card identification information indicating the character card, cost information indicating the cost required to place it in the character area, attack value information indicating the attack value against the opponent's game card, and color information identifying the team to which the associated character belongs, A leader card, placed only in the aforementioned leader area and associated with a leader character, having leader card identification information indicating a leader card, attack value information indicating the attack value against the opponent's game card, color information identifying the team to which the associated leader character is the leader, and life information which is information about the leader character's life value, A cost card placed in the cost area and which is the unit of the consumption cost, and which has an increase value written on it that increases the attack value of the character card and the leader card, A stage card placed in the stage area, which has an effect on at least one of the character card, the leader card, or the game, and which contains the color information, the cost information, and the card effect information, An event card is placed on a play sheet other than the character area, leader area, cost area, stage area, life area, deck area, and cost deck area, and has an effect on at least one of the character card, leader card, or game, and contains the color information, cost information, and card effect information. Equipped with, The deck area is an area where a first deck is placed, consisting of character cards, stage cards, and event cards, each having the same color information as the leader card placed in the leader area. The aforementioned cost deck area is an area where a second deck composed of the aforementioned cost cards is placed. The Life Area is an area where cards equal to the Life Value of the Leader Card's Life Information are placed, from the character cards, stage cards, and event cards that constitute the deck arranged in the Deck Area. Game toys.
2. Cost cards placed in the cost area can be placed in the character area or the leader area during the user's turn, such that a portion of them overlaps with the character cards placed in the character area or the leader cards placed in the leader area. The game toy according to claim 1.
3. The playmat is rectangular and foldable. The game toy according to claim 1 or claim 2.
4. The character area is formed along the first end of the play sheet, The cost area is formed along the second end opposite to the first end, The game toy according to claim 3.
5. The aforementioned first end is the end on the opponent's side, The second end is the end on the user side. The game toy according to claim 4.
6. Multiple cost cards can be placed in the cost area, the character area, or the leader area. The game toy according to claim 2.
7. When attacking an opponent or defending against an attack from an opponent, the character card in the character area can change from a first direction to a second direction. The game toy according to claim 6.
8. If the number of cost cards in the cost area that can change from a first direction to a second direction is equal to or greater than the number corresponding to the cost consumed by the character card, then the character card can be placed in the character area. The game toy according to claim 1.
Citation Information
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