Information processing programs, information processing methods, information processing systems, and game devices

The information processing system uses simulations to generate and display recommended operation inputs, addressing uncertainty in gameplay and enhancing player engagement by providing clear guidance.

JP7854548B1Active Publication Date: 2026-05-01CYGAMES INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
CYGAMES INC
Filing Date
2025-06-11
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

In games where player operation inputs are critical, uncertainty about appropriate actions can lead to a decrease in player motivation.

Method used

An information processing system that generates and displays recommended operation input information based on simulations of game media interactions between the player and opponent, using a client-server architecture to enhance gameplay guidance.

Benefits of technology

Enhances player engagement by providing clear guidance on optimal game actions, thereby maintaining motivation.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This helps to prevent a decline in players' motivation to play games. [Solution] In a competitive game using a game medium associated with the player and a game medium associated with the opponent, the computer is made to perform the following processes at the player's actionable timing: receiving an action input for the game medium associated with the player; generating recommended action input information that indicates the content of recommended action inputs for the player, based at least on the game medium associated with the player, at the player's actionable timing; and displaying a recommended action input image based on the recommended action input information. The action input includes a change operation that changes the game medium selected by the player by consuming player parameters associated with the player.
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Description

Technical Field

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

Background Art

[0002] For example, Patent Document 1 proposes a digital card game that enables对战 between players by communication. In such a digital card game, a player creates a deck, which is a group of cards selected from a plurality of cards. Then, the player plays the game using the deck.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] As described above, games having various gameplay have been proposed. For example, in a game that progresses based on a player's operation input, if it is not known what operation input is appropriate next, the player's motivation to play the game may decrease.

[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device capable of suppressing a decrease in a player's motivation to play the game.

Means for Solving the Problems

[0006] To solve the above problems, the information processing program In a competitive game using a game medium associated with the player and a game medium associated with the opponent, a process is performed to receive input for the game medium associated with the player at a time when the player can be controlled. The process includes generating recommended input information indicating the content of the recommended input to the player, based at least on the game medium associated with the player, at the player's operable timing; Based on the aforementioned recommended operation input information, the process involves displaying a recommended operation input image. Let the computer perform the task 、 The aforementioned competitive game is Including multiple turns, The process for generating the recommended operation input information is as follows: A process that performs multiple simulations regarding the content of the operation inputs based on the game medium associated with the player and the game medium associated with the opponent for a specific period from the player's turn until the end of a specific turn, For each of the simulations that has been run multiple times, a process is performed to calculate a score, A process to generate recommended operation input information based on the simulation with the highest score among the calculated scores, including .

[0007] The aforementioned operation input includes: This includes a change operation that changes the game medium selected by the player by consuming player parameters associated with the player, The aforementioned player parameters are: Including the first player parameter and the second player parameter, The aforementioned change operation is, The system may also include a first change operation that performs a first change on the game medium selected by the player by consuming the first player parameter, and a second change operation that performs a second change different from the first change on the game medium selected by the player by consuming the second player parameter.

[0008] The process for receiving the aforementioned operation input is: The first change operation is accepted from the first turn onwards in the aforementioned battle game. It is also possible to receive the second change operation in the second turn and subsequent turns after the first turn in the battle game.

[0009] The battle game includes a plurality of turns, The process of generating the recommended operation input information is a process of executing a plurality of simulations regarding the content of the operation input based on the game medium associated with the player and the game medium associated with the opponent in a specific period from the player's turn until a specific turn ends, a process of calculating a score for each of the plurality of simulations executed, and a process of generating the recommended operation input information based on the simulation with the highest score among the calculated scores. It can also include the above.

[0010] The process of receiving the operation input can receive a plurality of operation inputs within one turn, The content of the operation input is classified into a plurality of types, The process of generating the recommended operation input information can also generate the recommended operation input information based on the result of rearranging the content of the plurality of operation inputs included in the simulation with the highest score for each type.

[0011] The information processing program can further cause the computer to execute a process of displaying a special image regarding the content of the operation input recommended to the player when the recommended operation input image is displayed. It can also be like this.

[0012] The process of displaying the special image A process of extracting one or more of the special images that satisfy the conditions regarding the content of the operation input recommended to the player from the plurality of the special images associated with the priority, A process of displaying the special image when the same special image as the previously displayed special image is included in the one or more extracted special images, A process of displaying the special image associated with the highest priority among the one or more extracted special images when the same special image as the previously displayed special image is not included in the one or more extracted special images, can also include the above.

[0013] To solve the above problems, an information processing method is an information processing method performed by one or more computers, where the computer At the operable timing of the player in a battle game in which a game medium associated with the player and a game medium associated with the opponent are used, a process of receiving an operation input to the game medium associated with the player, At the operable timing of the player, a process of generating recommended operation input information indicating the content of the operation input recommended to the player based on at least the game medium associated with the player, A process of displaying a recommended operation input image based on the recommended operation input information, is performed 、 The aforementioned competitive game is Including multiple turns, The process for generating the recommended operation input information is as follows: A process that performs multiple simulations regarding the content of the operation inputs based on the game medium associated with the player and the game medium associated with the opponent for a specific period from the player's turn until the end of a specific turn, For each of the simulations that has been run multiple times, a process is performed to calculate a score, A process to generate recommended operation input information based on the simulation with the highest score among the calculated scores, including .

[0014] To solve the above problems, an information processing system is An information processing system comprising one or more computers, The aforementioned computer, In a competitive game using a game medium associated with the player and a game medium associated with the opponent, a process is performed to receive input for the game medium associated with the player at a time when the player can be controlled. The process includes generating recommended input information indicating the content of the recommended input to the player, based at least on the game medium associated with the player, at the player's operable timing; Based on the aforementioned recommended operation input information, the process involves displaying a recommended operation input image. To carry out 、 The aforementioned competitive game is Including multiple turns, The process for generating the recommended operation input information is as follows: A process that performs multiple simulations regarding the content of the operation inputs based on the game medium associated with the player and the game medium associated with the opponent for a specific period from the player's turn until the end of a specific turn, For each of the simulations that has been run multiple times, a process is performed to calculate a score, A process to generate recommended operation input information based on the simulation with the highest score among the calculated scores, including .

[0015] To solve the above problems, the game device is Equipped with one or more computers, The aforementioned computer, In a competitive game using a game medium associated with the player and a game medium associated with the opponent, a process is performed to receive input for the game medium associated with the player at a time when the player can be controlled. The process includes generating recommended input information indicating the content of the recommended input to the player, based at least on the game medium associated with the player, at the player's operable timing; Based on the aforementioned recommended operation input information, the process involves displaying a recommended operation input image. To carry out 、 The aforementioned competitive game is Including multiple turns, The process for generating the recommended operation input information is as follows: A process that performs multiple simulations regarding the content of the operation inputs based on the game medium associated with the player and the game medium associated with the opponent for a specific period from the player's turn until the end of a specific turn, For each of the simulations that has been run multiple times, a process is performed to calculate a score, A process to generate recommended operation input information based on the simulation with the highest score among the calculated scores, including . [Effects of the Invention]

[0016] According to the present invention, it is possible to suppress the decline in players' motivation to play games. [Brief explanation of the drawing]

[0017] [Figure 1] Figure 1 is an explanatory diagram showing the general configuration of the information processing system. [Figure 2] Figure 2A is a diagram illustrating the hardware configuration of the player terminal. Figure 2B is a diagram illustrating the hardware configuration of the server. [Figure 3] Figure 3A shows an example of the home screen. Figure 3B illustrates an example of the card settings screen. Figure 3C illustrates an example of the deck selection screen. Figure 3D illustrates an example of the initial deck formation screen. [Figure 4] Figure 4A illustrates an example of the deck building screen during the creation process. Figure 4B illustrates an example of the card list screen. Figure 4C illustrates an example of the card creation screen. Figure 4D illustrates an example of the card details screen. [Figure 5] Figure 5 is an illustration illustrating an example of a battle screen. [Figure 6] Figure 6A is the first diagram illustrating an example of a follower card. Figure 6B is the first diagram illustrating an example of a follower card. [Figure 7] Figure 7A is a diagram illustrating an example of a spell card. Figure 7B is a diagram illustrating an example of an amulet card. [Figure 8] Figure 8 is a diagram illustrating card management information. [Figure 9]Figure 9 is a diagram illustrating an example of a capability. [Figure 10] Figure 10A is the first diagram illustrating an example of the screen before the battle begins. Figure 10B is the second diagram illustrating an example of the screen before the battle begins. [Figure 11] Figure 11 is the first diagram illustrating an example of the transitions in the battle screen. [Figure 12] Figure 12A is the second diagram illustrating an example of a battle screen transition. Figure 12B is the third diagram illustrating an example of a battle screen transition. Figure 12C is the fourth diagram illustrating an example of a battle screen transition. [Figure 13] Figure 13A is the fifth diagram illustrating an example of a battle screen transition. Figure 15B is the sixth diagram illustrating an example of a battle screen transition. Figure 13C is the seventh diagram illustrating an example of a battle screen transition. [Figure 14] Figure 14A is the eighth figure illustrating an example of a battle screen transition. Figure 14B is the ninth figure illustrating an example of a battle screen transition. Figure 14C is the tenth figure illustrating an example of a battle screen transition. [Figure 15] Figure 15A is the 11th figure illustrating an example of a battle screen transition. Figure 15B is the 12th figure illustrating an example of a battle screen transition. [Figure 16] Figure 16A is the first diagram illustrating an example of the battle screen during the turn when evolution is allowed. Figure 16B is the second diagram illustrating an example of the battle screen during the turn when evolution is allowed. [Figure 17] Figure 17A is the first diagram illustrating an example of the battle screen during evolution. Figure 17B is the second diagram illustrating an example of the battle screen during evolution. [Figure 18] Figure 18A is the third diagram illustrating an example of the battle screen during evolution. Figure 18B is the fourth diagram illustrating an example of the battle screen during evolution. [Figure 19] Figure 19A is the first diagram illustrating an example of the battle screen during the turn when Super Evolution is unlocked. Figure 19B is the second diagram illustrating an example of the battle screen during the turn when Super Evolution is unlocked. [Figure 20] Figure 20A is the first diagram illustrating an example of the battle screen during super evolution. Figure 20B is the second diagram illustrating an example of the battle screen during super evolution. [Figure 21] Figure 21 is the third diagram illustrating an example of the battle screen during super evolution. [Figure 22] Figure 22A is the fourth figure illustrating an example of the battle screen during super evolution. Figure 22B is the fifth figure illustrating an example of the battle screen during super evolution. [Figure 23] Figure 23 is a functional block diagram of the player terminal. [Figure 24] Figure 24 is a functional block diagram of the server. [Figure 25] Figure 25 is a flowchart illustrating an example of the terminal-side card battle game execution process on a player terminal. [Figure 26] Figure 26 is a flowchart illustrating an example of the self-turn control process in a player terminal. [Figure 27] Figure 27 is a flowchart illustrating an example of the terminal-side advice function management process in a player terminal. [Figure 28] Figure 28 is a flowchart illustrating an example of the first execution process for evolution and super-evolution on the player terminal. [Figure 29] Figure 29 is a flowchart illustrating an example of the second execution process for evolution and super-evolution on the player terminal. [Figure 30] Figure 30 is a flowchart illustrating an example of the opponent's turn control process on the player terminal. [Figure 31] Figure 31 is a flowchart illustrating an example of the server-side card battle game execution process on the server. [Figure 32] Figure 32 is a flowchart illustrating an example of server-side advice function management processing on a server. [Figure 33] Figure 33 is the first diagram illustrating an example of a candidate message. [Figure 34]Figure 34A illustrates an example of a simulation. Figure 34B illustrates an example of a method for determining recommended actions. [Figure 35] Figure 35 is a second diagram illustrating an example of a candidate message. [Figure 36] Figure 36 is a flowchart illustrating an example of a server's capability activation process. [Figure 37] Figure 37 is a flowchart illustrating an example of attack result information set processing on a server. [Figure 38] Figure 38 is a flowchart illustrating an example of the evolution / super-evolution point management process on the server. [Modes for carrying out the invention]

[0018] An embodiment of the present invention will be described in detail below with reference to the attached drawings. The dimensions, materials, and other specific numerical values ​​shown in this embodiment are merely examples for the sake of ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.

[0019] (Overall configuration of information processing system S) Figure 1 is an explanatory diagram showing the schematic configuration of the information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1, a server 1000, and a communication network N having a communication base station Na.

[0020] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 1000. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, and game consoles. In this embodiment, the case in which a smartphone is used as the player terminal 1 will be described.

[0021] Server 1000 communicates with multiple player terminals 1. Server 1000 stores various types of information (player information) for each player playing the game. Server 1000 also updates the stored information based on the operations input from the player terminals 1.

[0022] The communication base station Na is connected to the communication network N and transmits and receives information wirelessly with the player terminal 1. The communication network N consists of a mobile phone network, the internet network, a LAN (Local Area Network), a dedicated line, etc., and enables wireless or wired communication between the player terminal 1 and the server 1000.

[0023] In this embodiment, the information processing system S consists of a player terminal 1 and a server 1000 that function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can be played through the cooperation of the player terminal 1 and the server 1000.

[0024] (Hardware configuration of player terminal 1 and server 1000) Figure 2A is a diagram illustrating the hardware configuration of player terminal 1. Figure 2B is a diagram illustrating the hardware configuration of server 1000. As shown in Figure 2A, player terminal 1 is composed of a CPU (Central Processing Unit) 10, a storage unit 12, a bus 14, an input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24.

[0025] Furthermore, as shown in Figure 2B, the server 1000 is composed of a CPU 1010, a storage unit 1012, a bus 1014, an input / output interface 1016, a storage device 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0026] The configurations and functions of the CPU 1010, memory unit 1012, bus 1014, input / output interface 1016, storage device 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory unit 12, bus 14, input / output interface 16, storage device 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.

[0027] The CPU 10 controls the game's progress by running the program stored in the memory unit 12. The memory unit 12 consists of ROM (Read Only Memory) or RAM (Random Access Memory) and stores the program and various data necessary for controlling the game's progress. The memory unit 12 is connected to the CPU 10 via the bus 14.

[0028] An input / output interface 16 is connected to the bus 14. A storage device 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.

[0029] The storage device 18 is composed of semiconductor memory and stores various programs and data. In the player terminal 1, the programs and data stored in the storage device 18 are loaded into the storage unit 12 by the CPU 10.

[0030] The communication unit 20 is wirelessly connected to the communication base station Na and transmits and receives various data and information such as programs to and from the server 1000 via the communication network N. In the player terminal 1, programs and other information received from the server 1000 are stored in the storage unit 12 or the storage device 18.

[0031] The input unit 22 is composed of, for example, a touch panel, buttons, keyboard, mouse, directional pad, analog controller, etc., which receive (accept) the player's operations. Alternatively, the input unit 22 may be a dedicated controller provided on the player terminal 1 or connected to (externally attached to) the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. In other words, the input unit 22 broadly includes devices that allow the player's intentions to be input in an identifiable manner.

[0032] The output unit 24 includes a display device and a speaker. The output unit 24 may also be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 is equipped with a touch panel 26 that functions as both an input unit 22 and an output unit 24.

[0033] (Game content) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be explained using an example. The game of this embodiment is a so-called digital card game. Players can acquire and own multiple types of digital cards (game media, hereinafter simply referred to as cards) provided by the operator through a lottery or other means, and play a card battle game against a computer or other players using the cards they own. The game content of this embodiment will be described in detail below.

[0034] Figure 3A shows an example of the home screen. Figure 3B shows an example of the card settings screen. Figure 3C shows an example of the deck selection screen. Figure 3D shows an example of the initial deck formation screen. Figure 4A shows an example of the deck formation screen during formation. Figure 4B shows an example of the card list screen. Figure 4C shows an example of the card creation screen. Figure 4D shows an example of the card details screen.

[0035] When the application for this game is launched on player terminal 1, communication between player terminal 1 and server 1000 begins, the player terminal 1 is logged in, and the game starts. Once the game starts, various game screens are displayed on the touch panel 26 of player terminal 1. In this embodiment, the game screens are broadly divided into normal screens and battle screens.

[0036] The normal screen is primarily used by the player to configure various settings and check information. On the other hand, the battle screen is the screen displayed on the touch panel 26 from the start to the end of the card battle game. In this case, all screens other than the battle screen are considered normal screens. The normal screen includes multiple screens, such as the home screen shown in Figure 3A, the card settings screen shown in Figure 3B, the shop screen (not shown), and the menu screen.

[0037] The home screen shown in Figure 3A is the first screen displayed after logging in. As shown in Figure 3A, the home screen displays a menu bar 30 at the bottom of the touch panel 26. The menu bar 30 is provided with multiple operation areas that the player can operate (tap). The menu bar 30 includes a home screen selection operation area 30a labeled "Home", a solo play selection operation area 30b labeled "Solo Play", a multiplayer selection operation area 30c labeled "Battle", a card settings screen selection operation area 30d labeled "Cards", a shop screen selection operation area 30e labeled "Shop", and a menu screen selection operation area 30f labeled "Other".

[0038] When the home screen selection control 30a is tapped, the home screen shown in Figure 3A is displayed on the touch panel 26. When the solo play selection control 30b is tapped, various settings screens are displayed. Once settings are configured on the settings screen, a card battle game against the computer begins. When the multiplayer selection control 30c is tapped, various settings screens are displayed. Once settings are configured on the settings screen, a card battle game against another player via communication begins.

[0039] When the card settings screen selection operation unit 30d is tapped, the card settings screen shown in Figure 3B is displayed on the touch panel 26, allowing the user to perform actions such as deck building, viewing a list of cards, and disassembling or creating cards, as described later. When the shop screen selection operation unit 30e is tapped, the shop screen is displayed on the touch panel 26, allowing the user to acquire cards by lottery by spending in-game currency or items. When the menu screen selection operation unit 30f is tapped, the menu screen (not shown) is displayed on the touch panel 26, allowing the user to check game settings and various information.

[0040] A header display area 31 is provided in the upper left corner of the home screen shown in Figure 3A. The header display area 31 displays the player name associated with the player ID, the player icon, and the battle points (BP). Battle points are earned when a player wins a card battle game against another player via communication, and are deducted when a player loses a card battle game against another player via communication.

[0041] The Home Menu 32 is displayed on the far right of the home screen. The Home Menu 32 includes a gift screen selection control section 32a labeled "Gift," an information screen selection control section 32b labeled "Information," a mission screen selection control section 32c labeled "Missions," and a guild screen selection control section 32d labeled "Guild."

[0042] When the Gift screen selection control 32a is tapped, a Gift screen (not shown) displaying items distributed by the administrator, for example, is displayed on the touch panel 26. When the Information screen selection control 32b is tapped, an Information screen (not shown) displaying update information, maintenance information, etc., is displayed on the touch panel 26. When the Mission screen selection control 32c is tapped, a Mission screen (not shown) displaying pre-set missions is displayed on the touch panel 26. When the Guild screen selection control 32d is tapped, a Guild screen (not shown) related to a guild (group) composed of multiple players is displayed on the touch panel 26.

[0043] The card settings screen shown in Figure 3B is displayed on the touch panel 26 when the card settings screen selection operation unit 30d is tapped. The card settings screen displays the deck formation tab 33a and the card list generation tab 33b. When the deck formation tab 33a is tapped, the deck selection screen shown in Figure 3C is displayed. The deck selection screen displays a list of decks formed by the player. When forming a deck, the player can form a deck name. On the deck selection screen, the deck name is displayed on the icon corresponding to each deck.

[0044] Additionally, the deck selection screen displays a deck creation tab 34 labeled "Create New". When a player taps the deck creation tab 34, the deck building screen shown in Figure 3D is displayed on the touch panel 26, allowing the player to create a new deck.

[0045] On the deck building screen, multiple blank spaces are displayed in the upper section, and the cards owned by the player (hereinafter referred to as owned cards) are displayed in the lower section. Then, as shown in Figure 4A, on the deck building screen, owned cards displayed in the lower section can be slid to the upper section, and the slid owned cards will be placed in the blank spaces in the upper section. In this way, owned cards placed in the upper section on the deck building screen are in a provisional registration state.

[0046] When the save tab 35, labeled "Save," on the deck building screen is tapped, the deck information is saved. This deck information is assigned a deck ID. Additionally, card group information that identifies all temporarily registered owned cards is saved and linked to the deck ID. Although not shown in the diagram, when the save tab 35 is tapped, a screen for editing the deck name is displayed. Once the deck name has been edited, the card group information is saved and linked to the deck ID. Furthermore, the deck name and the icon displayed on the deck selection screen, etc., are saved and linked to the deck ID.

[0047] Furthermore, when an icon is tapped on the deck selection screen shown in Figure 3C, the deck building screen is displayed as shown in Figure 4A. However, in this case, the cards that make up the deck selected on the deck selection screen are displayed in the upper row, and the owned cards are displayed in the lower row. In this case, the player can change the cards displayed in the upper row with the owned cards displayed in the lower row.

[0048] In card battle games, a set number of cards (for example, 40) are used. Therefore, on the deck building screen, normally, after the player temporarily registers the set number of owned cards, tapping the save tab 35 will save the deck information, including the card group information of the set number of cards. However, even if the number of temporarily registered cards is less than or more than the set number, it is possible to save the deck information, but that deck information cannot be used in the card battle game.

[0049] When the card list generation tab 33b is tapped on the card settings screen, the card list screen shown in Figure 4B is displayed on the touch panel 26. This card list screen has the owned cards tab 36a, the generation mode tab 36b, and the owned coins display area 36c at the bottom of the touch panel 26. The owned cards tab 36a and the generation mode tab 36b are configured to accept tap operations from the player. The owned cards tab 36a and the generation mode tab 36b are also displayed on the card generation screen, and when the owned cards tab 36a is tapped, the card list screen shown in Figure 4B is displayed, and when the generation mode tab 36b is tapped, the card generation screen shown in Figure 4C is displayed. On the other hand, the owned coins display area 36c displays the number of coins (in-game currency) owned by the player.

[0050] As shown in Figure 4B, the card list screen displays the cards owned by the player and the number of each card they own. Note that cards not owned by the player may also be displayed on the card list screen. Furthermore, as shown in Figure 4C, the card generation screen displays all available cards, regardless of whether the player owns them or not. However, cards owned by the player are displayed in color, while cards not owned by the player are displayed in gray (shown with a dashed line in Figure 4C). This allows the player to easily identify whether or not they own a card.

[0051] On the card list screen and the card creation screen, when a card is tapped, the card details screen is displayed as shown in Figure 4D. The card details screen displays various information related to the tapped card. The card details screen also includes a dismantling tab 37a and a creation tab 37b. The dismantling tab 37a displays the number of coins to be earned. When the dismantling tab 37a is tapped, the currently selected card is dismantled, and the player can earn the number of coins displayed on the dismantling tab 37a. When a card is dismantled, the number of copies of that card owned decreases.

[0052] Additionally, the generation tab 37b displays the number of coins required. When the generation tab 37b is tapped, the player can generate the selected card by consuming the number of coins displayed on the generation tab 37b. Once a card is generated, the number of copies of that card owned increases. In other words, players can exchange their coins for cards by tapping the generation tab 37b. This card generation function can be performed regardless of whether the player owns the card or not. That is, players can generate cards for both cards they own and cards they do not own.

[0053] Furthermore, the cards provided may include cards that can be generated and cards that cannot be generated, or all cards may be generateable. In addition, some cards may have periods during which they can be generated and periods during which they cannot.

[0054] Furthermore, as will be explained in more detail later, some cards can evolve during the card battle game. In this embodiment, "evolution" means that the card selected by the player is changed to another card. When a card evolves, its performance is enhanced.

[0055] The card details screen is equipped with two buttons: the first button 37c and the second button 37d. The first button 37c is enabled on the card details screen of cards that can evolve. Although not shown in the illustration, when the first button 37c is tapped, the details of the evolved card are displayed on the card details screen.

[0056] The card details screen shown above is displayed both during and outside of card battle games. During card battle games, the card details screen can be displayed not only for the player's own cards but also for the opponent's cards. Therefore, during card battle games, players can see what kinds of cards their opponents can evolve into.

[0057] Next, we will explain card battle games. Below, we will provide an overview of card battle games, followed by details about the cards and then the game itself. This section describes card battle games played against other players. In the following, other players will be referred to as "opponents."

[0058] Figure 5 illustrates an example of a battle screen. When the multiplayer selection control section 30c on the menu bar 30 is tapped, various settings screens are displayed, and once settings are configured on the settings screen, the card battle game begins. While the card battle game is running, the battle screen shown in Figure 5 is displayed on the touch panel 26.

[0059] The battle screen is divided into a player display area 40a, which displays the player's cards and information, and an opponent display area 40b, which displays the opponent's cards and information. The player's leader 41a is displayed in the lower center of the player display area 40a.

[0060] Additionally, a health indicator area 42a showing the health of the player's leader 41a is displayed near the leader 41a.

[0061] Furthermore, to the left of the player's leader 41a, an evolution display area 43a is displayed, which shows the remaining number of evolution points (hereinafter also referred to as "owned by the player") linked to the player's player ID, and whether evolution can be used (details to be described later). Furthermore, to the right of the player's leader 41a, a super evolution display area 44a is displayed, which shows the remaining number of super evolution points (details to be described later) owned by the player, and whether super evolution can be used (details to be described later).

[0062] Similarly, the opponent's leader 41b is displayed in the upper center of the opponent's display area 40b. In addition, a health display area 42b, which shows the health of the opponent's leader 41b, is displayed near the opponent's leader 41b.

[0063] Additionally, to the left of the opponent's leader 41b, an evolution display area 43b is displayed to show the remaining number of evolution points owned by the opponent (details to be described later) and whether evolution is available (details to be described later). To the right of the opponent's leader 41b, a super evolution display area 44b is displayed to show the remaining number of super evolution points owned by the opponent (details to be described later) and whether super evolution is available (details to be described later).

[0064] In this embodiment, the health of the player's leader 41a, i.e., the value displayed in the health display area 42a, is initially set to 20. Similarly, the health of the opponent's leader 41b, i.e., the value displayed in the health display area 42b, is initially set to 20.

[0065] Furthermore, the player display area 40a includes the player's deck area 45a at the far right, the player's hand area 46a at the bottom right, and the player's field area 47a in the center. Unused player cards are placed face down in the deck area 45a, i.e., in an unidentifiable state. The hand area 46a is arranged so that the player can identify the cards in the player's hand. The field area 47a is arranged so that the player can identify cards played from the hand area 46a.

[0066] Similarly, in the opponent's display area 40b, the opponent's deck area 45b is located at the far right, the opponent's hand area 46b is located at the upper left, and the opponent's field area 47b is located in the center. Unused opponent cards are placed face down in the deck area 45b. In the hand area 46b, cards that have become part of the opponent's hand are placed face down so that they cannot be identified by the player. In the field area 47b, cards played from the hand area 46b are placed so that they can be identified by the player.

[0067] In the upper right of the player display area 40a, there is a turn end button 48 that accepts player taps, and a play point display unit 49a that displays the player's play points (PP). The play point display unit 49a displays the maximum play points for the current turn as the denominator and the available play points as the numerator. In addition, the play point display unit 49a displays the maximum play points and the available play points in an identifiable manner by the way the circles are displayed. Furthermore, in the opponent display area 40b, near the leader 41b, there is a play point display unit 49b that displays the opponent's play points.

[0068] The card battle game in this embodiment is a two-player game where cards are randomly dealt to each player from a deck selected by the player to form their hand. Similarly, cards are randomly dealt to the opponent from a deck selected by the opponent to form their hand. In the card battle game, the player's turn and the opponent's turn alternate. In each turn, a card randomly selected from the deck is added to the hand.

[0069] During their turn, a player, in accordance with the prescribed rules, can select a follower card or amulet card from their hand area 46a and play it onto the field 47a, or use a spell card to activate a predetermined effect. In the following, "playing" refers to moving a follower card or amulet card from hand areas 46a and 46b onto the field 47a and 47b, or using a spell card placed in hand areas 46a and 46b to activate a predetermined effect, that is, moving a card from hand areas 46a and 46b to another area.

[0070] As will be explained in more detail later, this embodiment of the card battle game is equipped with an advice function. The advice function displays appropriate actions to take in the card battle game in a way that is easily identifiable to the player. As shown in Figure 5, the advice function control unit 50 is displayed on the left side of the battle screen. By operating the advice function control unit 50, it is possible to switch the advice function on and off. Figure 5 shows the case where the advice function control unit 50 is displayed in a manner that indicates the advice function is disabled (cross-hatched in the figure).

[0071] In this card battle game, the player's leader 41a and the opponent's leader 41b each have health points, and the first player to reduce the opponent's health to zero through card attacks wins. Next, the details of the cards used in this card battle game will be described.

[0072] Figure 6A is the first diagram illustrating an example of a follower card. Figure 6B is the second diagram illustrating an example of a follower card. Figure 7A is the diagram illustrating an example of a spell card. Figure 7B is the diagram illustrating an example of an amulet card. The cards used in the card battle game of this embodiment are classified into one of the following card types: follower cards, spell cards, and amulet cards.

[0073] As shown in Figures 6A, 6B, 7A, and 7B, each card, regardless of its type, has a name 51, class 52, type 53, and cost 54. The name 51 is unique to each card; in other words, the name 51 can be considered the card's name. There are multiple classes 52, and each card is classified into one of these classes. There are also multiple types 53, and each card may be classified into one of these types or not into any type. The cost 54 indicates the play points required to play the card; by consuming the required play points, the card becomes playable.

[0074] The follower cards shown in Figures 6A and 6B are cards that can attack the opponent's leader 41b and follower cards placed on the opponent's field 47b in a card battle game. Each follower card has a name 51, class 52, type 53, cost 54, ability 55, attack power 56, health 57, and illustration. The attack power 56 indicates the amount of damage dealt to the opponent's leader 41b or the follower card placed on the opponent's field 47b when the follower card attacks. Health 57 decreases by the amount of damage received, and when it reaches 0, the follower card is destroyed. When a card is destroyed, it disappears from the field 47b and is sent to the graveyard (not shown). However, there is also a state of disappearance from the field 47b that is different from destruction, where the card is not sent to the graveyard.

[0075] Furthermore, for example, multiple skills can be assigned to each follower card. In this case, an "attack" can be performed by using any of the skills assigned to the follower card. Using a skill may require the consumption of play points. The number of play points consumed can also vary depending on the type of skill used. Additionally, there can be multiple types of play points, and the type of play points consumed can vary depending on the type of skill used.

[0076] Furthermore, in this embodiment, follower cards can evolve by consuming evolution points displayed in evolution display areas 43a and 43b. Follower cards can also super-evolve by consuming super-evolution points displayed in super-evolution display areas 44a and 44b. Evolved or super-evolved follower cards may have their illustrations changed, their attack power (56) and health (57) increased, or they may gain a predetermined ability (55). In other words, by evolving or super-evolving, follower cards have their performance and effectiveness (ability (55), attack power (56), health (57)) enhanced.

[0077] Furthermore, for example, with respect to a follower card, it is possible to perform "evolution" by placing another follower card, which is set as the evolution target for that follower card, onto field 47a, provided that the aforementioned follower card is already on field 47a. Alternatively, for example, it is possible to perform "evolution" by superimposing another follower card, which is set as the evolution target for a follower card already on field 47a.

[0078] Figure 8 is a diagram illustrating card management information. Figure 8 shows card management information related to follower cards. In this embodiment, various pieces of information related to the follower card are associated with each follower card, such as card ID, card name, pre-evolution illustration ID, post-evolution illustration ID, super-evolution illustration ID, pre-evolution performance information, post-evolution performance information, and super-evolution performance information.

[0079] In this embodiment, all follower cards are capable of evolution and super-evolution. However, there may be follower cards that are capable of evolution but not super-evolution. Furthermore, there may be follower cards that are not capable of evolution or super-evolution. Furthermore, there may be follower cards that are not capable of evolution but are capable of super-evolution.

[0080] Furthermore, the pre-evolution illustration ID indicates an ID to identify the pre-evolution illustration. The post-evolution illustration ID indicates an ID to identify the post-evolution illustration. The super-evolution post-evolution illustration ID indicates an ID to identify the super-evolution post-evolution illustration. In this embodiment, at least some parts of the illustrations differ between the post-evolution and super-evolution versions. However, it is also possible to set the same illustration for both the post-evolution and super-evolution versions. In addition, the display position of the image data may differ between the post-evolution and super-evolution versions.

[0081] Furthermore, the pre-evolution performance information shows the performance and utility (ability 55, attack power 56, health 57) of the follower card before evolution. The post-evolution performance information shows the performance and utility (ability 55, attack power 56, health 57) of the follower card after evolution. The super-evolution performance information shows the performance and utility (ability 55, attack power 56, health 57) of the follower card after super-evolution. In this embodiment, the degree to which the performance and utility (ability 55, attack power 56, health 57) of a follower card is enhanced is set to be higher when it is super-evolved than when it is simply evolved. In other words, for follower cards, super-evolving is more advantageous for the player than simply evolving. However, it is sufficient that at least a part of the performance and utility (ability 55, attack power 56, health 57) of a follower card differs between when it is evolved and when it is super-evolved. Furthermore, with respect to follower cards, at least some of their performance and utility (ability 55, attack power 56, health 57) may be set to be the same whether they have evolved or super-evolved. Note that evolution and super-evolution only need to differ in at least one of the following: the way the illustration changes, the way the attack power 56 or health 57 changes, and the way the ability 55 changes.

[0082] The spell cards shown in Figure 7A have a name (51), class (52), type (53), cost (54), and ability (55). When a spell card is played, its ability (55) (effect) is activated, and the spell card is destroyed. In other words, spell cards cannot be played on the field (47a or 47b).

[0083] The amulet card shown in Figure 7B has a name (51), class (52), type (53), cost (54), and ability (55). When an amulet card is played, it remains on the field (47a) and its ability (55) is activated.

[0084] Although not shown in the diagram, card management information is also provided for spell cards and amulet cards in the same way as in Figure 8. In this embodiment, spell cards and amulet cards are not subject to evolution or super-evolution. Therefore, the card management information for spell cards and amulet cards does not need to include information on their performance after evolution or after super-evolution.

[0085] Figure 9 illustrates an example of ability 55. Note that ability 55 shown in Figure 9 is just one example; other abilities 55 may be present, or some abilities 55 may be omitted. Also, while this explanation assumes the card belongs to the player, the same principles apply to the opponent's card.

[0086] As shown in Figure 9, Abilities 55 include Fanfare, Last Words, Ward, Rush, Storm, Bane, Drain, Direct Summon, Evolve, Fusion, etc. In this embodiment, Abilities 55, specifically Fanfare, Last Words, Evolve, and Super Evolve, are classified as abilities that activate the described effect at the timing of that event. The other abilities (Ward, Rush, Storm, Bane, Drain, Direct Summon, Fusion) are classified as abilities that indicate the content of an effect that activates when certain conditions are met. Furthermore, these can be arbitrarily combined and linked to cards within a non-contradictory range. For example, a follower card with the "Evolve Ward" ability is set to gain Ward at the timing of evolution.

[0087] Specifically, a Fanfare is an ability that activates when a card is played from the hand area 46a to the field 47a (when a card is played). For example, in the case of the Follower card shown in Figure 6A, when that Follower card is played to the field 47a, the effect "Draw a card" is activated, one card is randomly selected from the cards placed in the deck area 45a, and the selected card is placed in the hand area 46a.

[0088] Last Words is an ability that activates when a card is destroyed, according to the effect written on the Last Words card. Ward is an ability that prevents the opponent from attacking any cards other than the ward card when a card with Ward is placed on field 47a.

[0089] In this embodiment, normally, follower cards cannot attack during the turn they are played on field 47a. In contrast, Rush is an ability that allows a follower card to attack an opponent's follower card during the turn it is played on field 47a. Storm is an ability that allows a follower card to attack both an opponent's follower card and the leader 41b during the turn it is played on field 47a.

[0090] The "Death Blow" ability allows you to destroy an opponent's follower card, regardless of its health, if you attack and deal damage to it. The "Drain" ability allows you to restore the health displayed in your leader's health area (42a) by the amount of damage dealt to an opponent's follower card or leader (41b) during your turn.

[0091] Direct Summon is an ability that allows a card to be directly placed from the deck area 45a to the field 47a when a pre-set condition is met.

[0092] Evolution is an ability that activates the effect described in "Evolution" when a follower card evolves. Super Evolution is an ability that activates the effect described in "Super Evolution" when a follower card undergoes super evolution. When a follower card undergoes super evolution, both the effect described in "Evolution" and the effect described in "Super Evolution" may be activated. Also, as described above, in this embodiment, normally, follower cards cannot attack during the turn they are played on field 47a. On the other hand, if a follower card evolves or super evolves, it becomes possible to attack during the turn it is played on field 47a.

[0093] Fusion is an ability granted to the base card that will be used for fusion. It strengthens the base card by fusing it with cards placed in the hand area 46a that meet pre-set conditions as material cards. Note that a single card may have multiple abilities 55, or it may not have any abilities 55 at all.

[0094] In this embodiment, a deck is assembled by combining follower cards, spell cards, and amulet cards, and a card battle game is played using the assembled deck. The details of the card battle game will be described below.

[0095] Figure 10A is the first diagram illustrating an example of the pre-battle screen. Figure 10B is the second diagram illustrating an example of the pre-battle screen. As shown in Figure 10A, the center of the pre-battle screen clearly displays icons representing the player and the opponent. At the top of the pre-battle screen, a checkbox 58 is displayed for setting whether or not to use the advice function before the start of the card battle game. As shown in Figure 10A, when the pre-battle screen is first displayed, the checkbox 58 is displayed blank. In this embodiment, a blank checkbox 58 indicates that the advice function is disabled.

[0096] When checkbox 58 is tapped, a check mark appears in checkbox 58, as shown in Figure 10B. In this embodiment, the appearance of a check mark in checkbox 58 indicates that the advice function is enabled.

[0097] In this embodiment, when the advice function is enabled, the processing load on the server 1000 and the amount of communication between the server 1000 and the player terminal 1 tend to increase compared to when the advice function is disabled. In this embodiment, as described above, when the pre-battle screen is first displayed, the checkbox 58 is displayed blank, as shown in Figure 10A. That is, the default setting is that the advice function is disabled, and the advice function is only enabled when the player desires to use the advice function and actively performs the operation to enable it. This makes it possible to suppress the risk of an unnecessary increase in the processing load on the server 1000 and the amount of communication between the server 1000 and the player terminal 1.

[0098] However, it is also possible to set the advice function to be enabled as the default setting. In this case, when the pre-battle screen is first displayed, the game screen shown in Figure 10B will be shown. It is also possible to display the pre-battle screen while retaining whether or not the advice function was used in the previous card battle game.

[0099] Furthermore, as shown in Figure 10A, a start operation button 59 labeled "Start Battle" is displayed at the bottom of the screen before the battle begins. When the start operation button 59 is tapped, the card battle game will start.

[0100] When the card battle game begins, the deck information to be used is sent from player terminal 1 to server 1000. Deck information is also sent from the opponent's player terminal 1 to server 1000. Server 1000 randomly determines who goes first and second. Server 1000 also randomly assigns an index (for example, a number from 1 to 40) to all the cards shown in the deck information. Server 1000 also selects three initial candidate cards and three candidate cards to exchange from the cards shown in the deck information.

[0101] Server 1000 then sets initial information for player terminal 1, making it available for acquisition. The initial information includes first / second player information indicating who goes first and who goes second. The initial information also includes index information indicating the index of the player's cards. The initial information also includes exchange information indicating the initial cards and exchange candidate cards. The initial information also includes evolution / super evolution turn information indicating the turn when the player can use evolution and the turn when the player can use super evolution. The initial information also includes evolution / super evolution point information indicating the number of evolution points and super evolution points awarded to the player and the opponent.

[0102] Furthermore, if an operation that consumes evolution points or super evolution points is performed on player terminal 1, server 1000 updates the player's evolution / super evolution point information to subtract the number of evolution points or super evolution points owned by the player. Server 1000 then sets the updated player's evolution / super evolution point information to be obtainable by player terminal 1 and the opponent's player terminal 1. Similarly, if an operation that consumes evolution points or super evolution points is performed on the opponent's player terminal 1, server 1000 updates the opponent's evolution / super evolution point information to subtract the number of evolution points or super evolution points owned by the opponent. Server 1000 then sets the updated opponent's evolution / super evolution point information to be obtainable by player terminal 1 and the opponent's player terminal 1. This makes it possible for both players' terminals 1 to be aware that the number of evolution points or super evolution points of either player or opponent has changed.

[0103] Figure 11 is the first diagram illustrating an example of a battle screen transition. Figure 12A is the second diagram illustrating an example of a battle screen transition. Figure 12B is the third diagram illustrating an example of a battle screen transition. Figure 12C is the fourth diagram illustrating an example of a battle screen transition. Figure 13A is the fifth diagram illustrating an example of a battle screen transition. Figure 15B is the sixth diagram illustrating an example of a battle screen transition. Figure 13C is the seventh diagram illustrating an example of a battle screen transition. Figure 14A is the eighth diagram illustrating an example of a battle screen transition. Figure 14B is the ninth diagram illustrating an example of a battle screen transition. Figure 14C is the tenth diagram illustrating an example of a battle screen transition. Figure 15A is the eleventh diagram illustrating an example of a battle screen transition. Figure 15B is the twelfth diagram illustrating an example of a battle screen transition.

[0104] When the card battle game is started on player terminal 1, as shown in Figure 11, the touch panel 26 displays whether the player is going first or second based on the first / second player information. Subsequently, as shown in Figure 12A, player terminal 1 places three initial candidate cards in the initial card display area 60 based on the exchange information, and also displays an exchange display area 61 on the touch panel 26 for placing the cards to be exchanged.

[0105] Furthermore, if the start operation unit 59 is tapped while the advice function is enabled on the pre-battle screen (Figure 10B), the advice function operation unit 50 will be displayed on the left side of the battle screen in a manner indicating that the advice function is enabled, as shown in Figure 12A. As will be described in more detail later, if the advice function is enabled, exchange advice request information is sent from the player terminal 1 to the server 1000.

[0106] When server 1000 receives an exchange advice request, it determines a recommended action based on the initial candidate cards and the exchange candidate cards. Here, recommended action information is generated, which includes information that identifies the initial candidate card that is recommended to be exchanged. Also, based on the recommended action information, server 1000 generates display message information, which includes information that identifies the message to be displayed in the message display area 72, described later. The specific methods for generating this recommended action information and display message information will be described in detail later.

[0107] The server 1000 then sets up the player terminal 1 to receive recommended action information and exchange advice information, including display message information.

[0108] Based on the received exchange advice information, the player terminal 1 displays either a guide 70 (Figure 12A) prompting the player to slide or a guide 70a (Figure 12B) prompting the player to tap on the battle screen, as recommended actions determined by the server 1000. The player terminal 1 also displays a message in the message display area 72 explaining the content of the recommended actions determined by the server 1000 based on the received exchange advice information. Note that if the advice function is disabled, guides 70 and 70a, and the message display area 72 will not be displayed. Furthermore, if the advice function operation unit 50 is tapped while the advice function is enabled, the advice function will be disabled, and guides 70 and 70a, and the message display area 72 will be hidden.

[0109] As shown in Figure 12B, the player moves the card they wish to exchange from the initial candidate cards to the exchange display area 61 by sliding it. If the player performs an action different from the recommended action, specifically, as shown in Figure 12C, if an initial candidate card that is not recommended for exchange is moved to the exchange display area 61, a guide 70 recommending that the initial candidate card be returned to the initial card display area 60 will be displayed. On the other hand, if an initial candidate card that is recommended for exchange is moved to the exchange display area 61, the guide 70 corresponding to that initial candidate card will be hidden.

[0110] At this time, the guide 70 corresponding to the initial candidate card, which is recommended for replacement, can be hidden during the period when the card is being slid toward the replacement display area 61. However, the display of the guide 70 corresponding to the initial candidate card can be maintained during the period when the card is being slid toward the replacement display area 61, and the guide 70 corresponding to the initial candidate card can be hidden once the sliding operation is complete.

[0111] Then, once all the initial candidate cards that were recommended for replacement have been moved to the replacement display area 61, a guide 70a prompting the player to tap the select button 62 will be displayed near the select button 62, as shown in Figure 12B.

[0112] When the player taps the confirm button 62, the player terminal 1 returns the cards moved to the exchange display area 61 to the deck area 45a, and determines the initial candidate cards that have not been exchanged, as well as the number of exchange candidate cards that have been exchanged, as the initial cards. The player terminal 1 then sends initial card information indicating the determined initial cards to the server 1000.

[0113] Server 1000 also receives initial card information from the opponent's player terminal 1. When Server 1000 receives initial card information from both the player and the opponent, it sets the player's player terminal 1 to be able to retrieve card count information that shows only the number of cards included in the opponent's initial card information. Similarly, when Server 1000 receives initial card information from both the player and the opponent, it sets the opponent's player terminal 1 to be able to retrieve card count information that shows only the number of cards included in the player's initial card information.

[0114] Upon receiving the card count information, the player terminal 1 displays the battle screen on the touch panel 26, as shown in Figure 13A. At this time, the determined initial cards are placed in the hand area 46a in an identifiable manner, and three cards are placed in the hand area 46b in an identifiable manner based on the received opponent's card count information.

[0115] Subsequently, if the player goes first, the player terminal 1 displays an image on the touch panel 26 that reads "YOUR TURN," indicating that it is the player's turn, as shown in Figure 13B. At this time, the player terminal 1 also displays the number of turns remaining until the turn when evolution becomes available for the player. In the case shown in Figure 13B, an image that reads "4 turns remaining until evolution is possible" is displayed on the touch panel 26.

[0116] Furthermore, the evolution display area 43a displays two diamond-shaped icons representing 2 evolution points, which are linked to the player ID of the preceding player (hereinafter also referred to as being assigned to the player). At this time, since the player has not yet reached the turn in which evolution is allowed (turn 5 in this embodiment), the two icons in the evolution display area 43a are displayed in a manner that indicates they are unavailable (white outline in the figure). Additionally, the evolution display area 43a is displayed in a manner that indicates evolution is unavailable (white outline in the figure).

[0117] Furthermore, the Super Evolution display area 44a displays two diamond-shaped icons indicating 2 Super Evolution points that have been awarded to the first player. At this time, since the player has not yet reached the turn in which Super Evolution can be unlocked (turn 7 in this embodiment), the Super Evolution display area 44a displays the two diamond-shaped icons in a manner that indicates they are unavailable (shown as white outlines in the figure). Additionally, the Super Evolution display area 44a is displayed in a manner that indicates Super Evolution is unavailable (shown as white outlines in the figure).

[0118] Furthermore, the evolution display area 43b displays three diamond-shaped icons indicating the 3 evolution points awarded to the opponent who is going second. At this time, since the opponent's turn to unlock evolution (turn 4 in this embodiment) has not yet been reached, the evolution display area 43b displays the three diamond-shaped icons in a manner that indicates they are unavailable (white outline in the figure). Additionally, the evolution display area 43b is displayed in a manner that indicates evolution is unavailable (white outline in the figure).

[0119] Furthermore, the Super Evolution display area 44b displays two diamond-shaped icons indicating the 2 Super Evolution points awarded to the opponent, who is going second. At this time, since the opponent's turn to unlock Super Evolution (turn 6 in this embodiment) has not yet been reached, the Super Evolution display area 44b displays the two diamond-shaped icons in a manner that indicates they are unavailable (shown in white in the figure). Additionally, the Super Evolution display area 44b is displayed in a manner that indicates Super Evolution is unavailable (shown in white in the figure).

[0120] Then, on server 1000, one card is randomly selected from the index of the cards in deck area 45a. In other words, one card is randomly selected from the cards in deck area 45a. Then, as shown in Figure 13C, player terminal 1 places the randomly selected card into hand area 46a.

[0121] Additionally, at the start of each turn, the player's play points are increased by 1 on server 1000. Player terminal 1 updates the play point display unit 49a (in this case, setting the play points to 1).

[0122] Furthermore, when a turn begins, the evolution display area 43a displays the number of turns remaining until the player's turn to unlock evolution. In the example shown in Figure 13C, an image labeled "4" is displayed in the evolution display area 43a as the number of turns remaining until the player's turn to unlock evolution. Additionally, the super evolution display area 44a displays the number of turns remaining until the player's turn to unlock super evolution. In the example shown in Figure 13C, an image labeled "6" is displayed in the evolution display area 43a as the number of turns remaining until the player's turn to unlock super evolution. Note that the remaining turn counts displayed in the evolution display area 43a and the super evolution display area 44a are subtracted and updated at the start of the player's turn.

[0123] Additionally, the evolution display area 43b displays the number of turns remaining until the opponent's turn to allow evolution. In the example shown in Figure 13C, an image labeled "4" is displayed in the evolution display area 43b as the number of turns remaining until the opponent's turn to allow evolution. Furthermore, the super evolution display area 44b displays the number of turns remaining until the opponent's turn to allow super evolution. In the example shown in Figure 13C, an image labeled "6" is displayed in the evolution display area 43b as the number of turns remaining until the opponent's turn to allow super evolution. Note that the remaining turns displayed in the evolution display area 43b and the super evolution display area 44b will be subtracted and updated at the start of the opponent's turn.

[0124] Furthermore, when the player's turn begins with the advice function enabled, advice request information for the turn is sent from player terminal 1 to server 1000. Advice request information for the turn is also sent from player terminal 1 to server 1000 if the advice function switches from disabled to enabled during the player's turn. Additionally, as will be explained in more detail later, if the player performs an action that affects the game's progress while the advice function is enabled during the player's turn, advice request information for the turn is also sent from player terminal 1 to server 1000. For example, actions such as playing the aforementioned cards, attacking the opponent's follower cards or leader 41b, or evolving or super-evolving follower cards are considered actions that affect the game's progress.

[0125] Furthermore, although a detailed explanation will be omitted, an extra play point function may be included in the card battle game of this embodiment. The extra play point function grants the second player a special right to add "+1" play points at any time. This special right can be used a maximum of a predetermined number of times (for example, twice) in a single card battle game. By granting the second player a special right in this way, it is possible to reduce the bias in win rates between the first and second players and achieve an appropriate game balance. For example, the special right may be used a maximum of once by a predetermined turn (for example, the second player's 5th turn), and a maximum of once after the predetermined turn (for example, the second player's 6th turn or later). In this case, a special operation unit (not shown) for using the special right may be displayed. Also, in this case, the operation for using the special right (for example, a special operation unit not shown) will be included in the operations that affect the progress of the game.

[0126] Furthermore, special rights may be granted to both the second and first players. In this case, the number of special rights granted to the second player should be greater than the number of special rights granted to the first player.

[0127] When server 1000 receives advice request information for use during a turn, it runs a simulation and determines a recommended action based on the results of the simulation. Here, it generates recommended action information that includes information that identifies actions that affect the progress of the game and are recommended during the player's turn. Also, based on the recommended action information, server 1000 generates display message information that includes information that identifies the message to be displayed in the message display area 72. The specific methods for generating this recommended action information and display message information will be described in detail later.

[0128] The server 1000 then sets up the player terminal 1 to receive recommended action information and in-turn advice information, including display message information.

[0129] Based on the received in-turn advice information, player terminal 1 displays a guide 70 prompting the player to slide or a guide 70a prompting the player to tap on the battle screen, as these are recommended actions determined by server 1000. In addition, player terminal 1 displays a message in the message display area 72 explaining the content of the recommended actions determined by server 1000 based on the received in-turn advice information.

[0130] In the example shown in Figure 13C, a guide 70 is displayed recommending that the leftmost follower card in the hand area 46a be played. At this time, the guide 70 is displayed from approximately the center of the card to which the recommended action is to be played, toward the field 47a, so that the player can easily identify the card to which the recommended action is to be played. If the number of cards displayed in the hand area 46a increases, the cards displayed in the hand area 46a may overlap. In this case, the guide 70 can be displayed from approximately the center of the visible part of the card to which the recommended action is to be played, that is, the part whose visibility is not obstructed by adjacent cards, toward the field 47a. Furthermore, the size and shape of the guide 70 can be changed so that the player can easily identify the card to which the recommended action is to be played and understand the content of the recommended action.

[0131] Furthermore, if the recommended action involves an operation to use a special right, a guide 70 or guide 70a may be displayed to prompt the user to operate a special operation unit (not shown).

[0132] Furthermore, the guide 70 can be hidden while performing a slide operation to play a card. This helps to reduce the risk of reduced visibility of the card being slid during the slide operation.

[0133] However, it is also possible to keep Guide 70 displayed while performing a slide operation to play a card. For example, Guide 70 can be hidden while performing a slide operation to play a card that is subject to the recommended action, and kept displayed while performing a slide operation to play a card that is different from the card subject to the recommended action. This makes it easier for players to understand whether or not a slide operation is in line with the recommended action while they are performing a slide operation to play a card.

[0134] Furthermore, as shown in Figure 13C, the message display area 72 is displayed in the upper left corner of the field 47b. Therefore, the visibility of the card played on the field 47a is not impaired by the message display area 72. For this reason, in this embodiment, the display of the message display area 72 is maintained while the slide operation for playing a card is being performed. However, the message display area 72 can also be hidden while the slide operation for playing a card is being performed.

[0135] Subsequently, as shown in Figure 14A, for example, if a player plays a follower card with a cost of 1 from the cards placed in the hand area 46a to the field 47a by sliding it, the play points are reduced by 1 and the play point display unit 49a is updated. At this point, if the follower card played to the field 47a has ability 55 and the activation conditions are met, ability 55 is activated.

[0136] Furthermore, player terminal 1 transmits play information, including card information indicating the card played on field 47a, to server 1000. Upon receiving the play information, server 1000 sets the opponent's player terminal 1 to be able to acquire the received play information. As a result, the card indicated in the play information is played on the opponent's field 47b, and the opponent's play point display unit 49b is updated.

[0137] Furthermore, when the advice function is enabled and a card is played, player terminal 1 sends advice request information for the turn to server 1000. Upon receiving the advice request information for the turn, server 1000 generates advice information for the turn and sets it to be available for acquisition on player terminal 1.

[0138] Based on the advice information received during the turn, the player terminal 1 displays a guide 70 prompting the player to slide or a guide 70a prompting the player to tap on the battle screen, as the recommended action determined by the server 1000. In the example shown in Figure 14A, a guide 70a recommending that the player tap the end-of-turn button 48 is displayed.

[0139] Furthermore, the player terminal 1 displays a message in the message display area 72 that explains the content of the recommended action decided by the server 1000 based on the received in-turn advice information. At this time, the content of the message displayed in the message display area 72 may change multiple times within a single player's turn, or it may remain the same throughout a single player's turn.

[0140] Subsequently, when the player taps the end-of-turn button 48, player terminal 1 sends end-of-turn information to server 1000 indicating that the turn has ended. If there are cards on field 47a or 47b whose ability 55 is activated upon the end of the turn, player terminal 1 activates the ability 55 of those cards. Upon receiving the end-of-turn information, server 1000 sets the start-of-turn information to end the player's turn and begin the opponent's turn, and then initiates the turn for the opponent's player terminal 1.

[0141] When the player's turn ends and the opponent's turn begins, Guide 70, Guide 70a, and the message display area 72 are hidden. The advice function control unit 50 can be operated during the opponent's turn, or it can be disabled during the opponent's turn. The advice function control unit 50 can also be hidden during the opponent's turn.

[0142] Then, on the player's terminal 1, as shown in Figure 14B, an image labeled "ENEMY TURN" indicating that it is the opponent's turn is displayed on the touch panel 26. Then, on the server 1000, two cards are randomly selected from the index of the cards in the deck area 45b. In other words, two cards are randomly selected from the cards in the deck area 45b. When the player terminal 1 receives the number information from the server 1000, it places the cards in the hand area 46b in an unidentifiable manner based on the number information, as shown in Figure 16C.

[0143] Normally, one card is determined by lottery at the start of each turn, but only on the second player's first turn, two cards are determined by lottery. Also, on server 1000, the opponent's play points are increased by 1. Player terminal 1 updates the play point display unit 49b and increases the opponent's play points by 1.

[0144] Furthermore, when the opponent's turn begins, the player terminal 1 updates the display by subtracting the remaining number of turns shown in the evolution display area 43b and the super evolution display area 44b, as shown in Figure 14C.

[0145] Subsequently, when the opponent ends their turn without playing a card from their hand area 46b, and the player terminal 1 receives turn start information from the server 1000, the player terminal 1 displays an image on the touch panel 26 that reads "YOUR TURN" to indicate that it is the player's turn, as shown in Figure 15A. At this time, the player terminal 1 also displays the number of turns remaining until the player's turn to unlock evolution. In the case shown in Figure 15A, an image that reads "3 turns remaining until evolution is possible" is displayed on the touch panel 26.

[0146] Furthermore, when one card index is randomly selected from the cards in the deck area 45a on the server 1000, the player terminal 1 places the randomly selected card into the hand area 46a. Also, when the player's play points are increased by 1 on the server 1000, the player terminal 1 updates the play point display unit 49a (in this case, the play points are set to 2).

[0147] Furthermore, when the player's turn begins, the player terminal 1 updates the display by subtracting the remaining number of turns shown in the evolution display area 43a and the super-evolution display area 44a, as shown in Figure 15B.

[0148] Furthermore, when the player's turn begins with the advice function enabled, advice request information for the turn is sent from player terminal 1 to server 1000. Upon receiving the advice request information for the turn, server 1000 generates advice information for the turn and sets it to be available for acquisition on player terminal 1.

[0149] Based on the advice information received during the turn, the player terminal 1 displays a guide 70 prompting the player to slide or a guide 70a prompting the player to tap on the battle screen, as a recommended action determined by the server 1000. In the example shown in Figure 15B, a guide 70 is displayed recommending that the player attack the opponent's leader 41b with a follower card placed on the field 47a. At this time, the guide 70 is displayed from approximately the center of the card to which the recommended action is to be performed, toward the opponent's leader 41b, so that the player can easily identify the card to which the recommended action is to perform and understand that the recommended action is to attack the opponent's leader 41b.

[0150] Furthermore, Guide 70 can be hidden while performing a slide operation to attack with a follower card. This helps to mitigate the risk of reduced visibility of the follower card being slid or the target of the attack while performing a slide operation to attack with a follower card.

[0151] However, it is also possible to maintain the display of Guide 70 while performing a slide operation to attack with a follower card. For example, the display of Guide 70 can be maintained while performing a slide operation to attack with a follower card that is the target of the recommended action, and Guide 70 can be hidden while performing a slide operation to attack with a follower card that is not the target of the recommended action. This makes it easier for players to understand whether or not a slide operation to attack with a follower card is in line with the recommended action. It also makes it easier for players to understand which follower card is the target of the recommended action while performing a slide operation to attack with a follower card that is the target of the recommended action.

[0152] Furthermore, the message display area 72 can be hidden while performing a slide operation to attack with a follower card. This reduces the risk that the message display area 72 may obstruct the visibility of the opponent's leader 41b or follower cards placed on the opponent's field 47b, which could be targeted for attack, while performing a slide operation to attack with a follower card. However, the display of the message display area 72 can also be maintained while performing a slide operation to attack with a follower card.

[0153] Then, as shown in Figure 14B, suppose a player slides a follower card placed on the field 47a onto the opponent's leader 41b. Based on this slide operation, player terminal 1 sends attack information to server 1000 indicating the attacked follower card and the targeted follower card or leader 41b. Upon receiving the attack information, server 1000 sets up player terminal 1 and the opponent's player terminal 1 to receive attack result information, which includes information showing the result of subtracting the health of the attacked opponent's follower card or leader 41b, and information showing the result of subtracting the health of the attacking follower card. Based on the received attack result information, player terminal 1 reduces the health displayed in the opponent's leader 41b's health display area 42b by the attack power of that follower card, 56.

[0154] As described above, the player's turn and the opponent's turn alternate, and each time the player or opponent plays a card or attacks, that information is sent to the server 1000, and the card battle game progresses. When the health displayed in the health display area 42a of the player's leader 41a, or the health displayed in the health display area 42b of the opponent's leader 41b, reaches 0, the winner is determined, and the card battle game ends.

[0155] Next, the evolution of follower cards will be explained. In the card battle game of this embodiment, after the evolution unlock turn, follower cards can be evolved by consuming evolution points displayed in the evolution display areas 43a and 43b. In this embodiment, the evolution unlock turn is set to the 5th turn for the first player and the 4th turn for the second player. However, the evolution unlock turn is not limited to these. For example, the start of the card battle game, i.e., the 1st turn, may be the evolution unlock turn.

[0156] Furthermore, in the card battle game of this embodiment, after the turn in which super evolution is allowed, follower cards can be super-evolved by consuming super evolution points displayed in the super evolution display areas 44a and 44b. In this embodiment, the turn in which super evolution is allowed is set to the 7th turn for the first player and the 6th turn for the second player. However, the turn in which super evolution is allowed is not limited to these. In any case, the turn in which super evolution is allowed can be any turn after the turn in which evolution is allowed.

[0157] Here, it is preferable for the second player to be able to unlock evolution earlier than the first player. Furthermore, it is preferable for the second player to be able to unlock super evolution earlier than the first player. This makes it possible to correct the well-known advantage of going first in turn-based games.

[0158] In this embodiment, two evolution points are awarded to the first player, and three evolution points are awarded to the second player. Two super evolution points are awarded to both the first and second players. However, the number of evolution points and super evolution points awarded is not limited to these amounts.

[0159] Here, it is preferable that the number of evolution points and super evolution points awarded to the second player is equal to or greater than the number of points awarded to the first player. Furthermore, the number of evolution points and super evolution points awarded to the second player may be greater than the number awarded to the first player. This makes it possible to correct the well-known advantage of going first in turn-based games. Also, the number of evolution points awarded may be greater or less than the number of super evolution points awarded.

[0160] Figure 16A is the first diagram illustrating an example of the battle screen during the evolution unlock turn. Figure 16B is the second diagram illustrating an example of the battle screen during the evolution unlock turn. When the player's evolution unlock turn (in this case, the 5th turn for the first player) begins, first, as shown in Figure 16A, an image indicating that it is the player's turn, "YOUR TURN," and an image labeled "0 turns remaining until evolution is possible" are displayed on the touch panel 26. Then, as shown in Figure 16B, an image labeled "Evolution possible" is displayed in the center of the touch panel 26, notifying the player that the evolution unlock turn has been reached.

[0161] Furthermore, as shown in Figure 16B, the display mode of the icon shown in the evolution display area 43a changes to a mode that indicates it is available for evolution (hatching in the figure). Also, the display mode of the evolution display area 43a changes to a mode that indicates evolution is possible (hatching in the figure). In addition, the display of the number of turns remaining until the player's evolution can be unlocked in the evolution display area 43a is hidden.

[0162] Furthermore, when the display mode of the evolution display area 43a changes to a mode indicating that evolution is possible (hatching), it functions as an operation unit that accepts continuous operation input, i.e., slide operations, from the evolution display area 43a toward evolvable follower cards placed on the field 47a. However, even if the display mode of the evolution display area 43a is in a mode indicating that evolution is possible (hatching), slide operations toward cards other than evolvable follower cards placed on the field 47a are treated as invalid. Also, when the display mode of the evolution display area 43a is in a mode indicating that evolution is not possible (white outline), the evolution display area 43a treats the player's slide operations as invalid.

[0163] Figure 17A is the first diagram illustrating an example of the battle screen during evolution. Figure 17B is the second diagram illustrating an example of the battle screen during evolution. Figure 18A is the third diagram illustrating an example of the battle screen during evolution. Figure 18B is the fourth diagram illustrating an example of the battle screen during evolution. For example, as shown in Figure 17A, suppose that on the 5th turn of the first player, an un-evolved follower card is placed on the field 47a. In the example shown in Figure 17A, a guide 70 recommending that the follower card placed on the field 47a be evolved is displayed. At this time, the guide 70 is displayed from approximately the center of the evolution display area 43a toward the follower card placed on the field 47a so that the player can easily identify the card that is the target of the recommended action and understand that the recommended action is the evolution of the follower card.

[0164] When a follower card placed on field 47a is tapped, the card details tab 80 is displayed on the touch panel 26, as shown in Figure 17B. While the card details tab 80 is displayed, the guide 70, guide 70a, and message display area 72 can be hidden. However, even while the card details tab 80 is displayed, the guide 70, guide 70a, and message display area 72 can be kept displayed. Also, while the card details tab 80 is displayed, the guide 70 and guide 70a can be hidden, while the message display area 72 can be kept displayed. Also, while the card details tab 80 is displayed, the guide 70 and guide 70a can be kept displayed, while the message display area 72 can be hidden.

[0165] The card details tab 80 displays the abilities of the tapped card. If the follower card tapped by the player is evolvable, the card details tab 80 displays both the pre-evolution and post-evolution abilities. Additionally, the card details tab 80 displays the evolution button 80a.

[0166] In this embodiment, only follower cards are set as cards that can evolve. Therefore, the evolution button 80a is displayed only in the card details tab 80 of follower cards, and not in the card details tab 80 of spell cards or amulet cards.

[0167] Furthermore, the evolution button 80a functions as an input field that accepts player taps when evolution is possible. When the evolution button 80a on the card details tab 80 is tapped, the follower card evolves. On the other hand, if evolution is not possible, the evolution button 80a is displayed in a way that does not accept player taps. It is also possible to hide the evolution button 80a when evolution is not possible. Specifically, situations where evolution is not possible include, for example, when the turn for unlocking evolution has not yet been reached, and when the player does not possess evolution points.

[0168] Furthermore, if the recommended action is evolution, and the card details tab 80 for the follower card that is the target of that recommended action is displayed, the guide 70a may be displayed for the evolution button 80a.

[0169] Then, when a player performs a continuous operation input, i.e., a slide operation, from the evolution display area 43a, which is marked with hatching to indicate that evolution is possible, toward an evolvable follower card placed on the field 47a, the evolution of that follower card is executed. In this way, it becomes possible to perform the evolution of follower cards by sliding, thereby improving the convenience for the player.

[0170] At this time, while performing the slide operation to evolve a follower card, the display of Guide 70 can be maintained or hidden. For example, if the recommended action is evolution, the display of Guide 70 can be maintained while performing the slide operation to evolve a follower card. Also, if the recommended action is something other than evolution, the Guide 70 can be hidden while performing the slide operation to evolve a follower card. This makes it easy for the player to understand whether the slide operation to evolve a follower card is in line with the recommended action. Also, if the recommended action is evolution, the player can easily understand which follower card is recommended to be evolved while performing the slide operation to evolve a follower card.

[0171] When a follower card evolves, an evolution animation is displayed. The evolution animation shows the card before evolution, followed by an unillustrated animated image of the card changing.

[0172] Then, once the evolution animation finishes, the evolved card is displayed on the field 47a, as shown in Figure 18A. As shown in Figure 18A, in this embodiment, the evolved card is substantially the same in display size and shape as the pre-evolution card. On the other hand, at least a part of the displayed illustration differs between the evolved card and the pre-evolution card. However, the display size of the characters in the displayed illustration is substantially the same for both the evolved card and the pre-evolution card.

[0173] Additionally, one of the icons corresponding to the evolution points displayed in the evolution display area 43a is shown in a manner that indicates it is unavailable (shown as a white outline in the diagram). Then, the evolved card's attack power increases by 56 and health by 57. Furthermore, for follower cards with ability 55, "On Evolution," that ability is activated.

[0174] Furthermore, Player Terminal 1 sends evolution information (evolution) indicating the evolved follower card to Server 1000. Upon receiving the evolution information (evolution), Server 1000 sets the opponent's Player Terminal 1 to be able to acquire the said evolution information (evolution). The opponent's Player Terminal 1 can then see that the card has evolved and what the evolved card looks like based on the received evolution information (evolution).

[0175] Furthermore, player terminal 1 sends evolution point consumption operation information to server 1000, indicating that an operation that consumes evolution points has been performed. Based on the received evolution point consumption operation information, server 1000 updates the player's evolution / super evolution point information to subtract the evolution points owned by the player. Server 1000 sets the updated player's evolution / super evolution point information so that it can be obtained by player terminal 1 and the opponent's player terminal 1. As a result, player terminal 1 and the opponent's player terminal 1 can see that the player's evolution points have decreased.

[0176] Furthermore, when the advice function is enabled and a follower card evolves, player terminal 1 sends advice request information for the turn to server 1000. Upon receiving the advice request information for the turn, server 1000 generates advice information for the turn and sets it to be available for acquisition on player terminal 1.

[0177] Based on the advice information received during the turn, the player terminal 1 displays a guide 70 prompting the player to slide or a guide 70a prompting the player to tap on the battle screen, as a recommended action determined by the server 1000. In the example shown in Figure 18A, a guide 70 is displayed recommending that the follower card placed on field 47a attack the opponent's follower card placed on field 47b. At this time, the guide 70 is displayed from approximately the center of the card that is the target of the recommended action toward the opponent's follower card placed on field 47b, so that the player can easily identify the card that is the target of the recommended action and understand that the recommended action is to attack the opponent's follower card placed on field 47b.

[0178] Suppose the player slides a follower card placed on field 47a to an opponent's follower card placed on field 47b. Based on this slide operation, player terminal 1 sends attack information to server 1000 indicating the attacking follower card and the targeted follower card. Upon receiving the attack information, server 1000 sets player terminal 1 and the opponent's player terminal 1 to be able to acquire attack result information, which includes information showing the result of subtracting the health of the attacked opponent's follower card and information showing the result of subtracting the health of the attacking follower card.

[0179] Based on the received attack result information, Player Terminal 1 hides the attacked opponent's follower card from the field 47b and sends it to the graveyard (not shown) if its health becomes 0. Also, based on the received attack result information, Player Terminal 1 subtracts the health of the attacking player's follower card and displays it. The example shown in Figure 18B shows the case where the health of the attacking player's follower card is reduced from "6" to "5".

[0180] Figure 19A is the first diagram illustrating an example of the battle screen during the turn in which Super Evolution is unlocked. Figure 19B is the second diagram illustrating an example of the battle screen during the turn in which Super Evolution is unlocked. When the player's turn in which Super Evolution is unlocked (in this case, the 7th turn for the first player) begins, first, as shown in Figure 19A, an image is displayed on the touch panel 26 that says "YOUR TURN" to indicate that it is the player's turn, and "0 turns remaining until Super Evolution is possible".

[0181] Furthermore, at the start of a player's turn after the turn in which evolution is allowed, the number of turns remaining until the turn in which super evolution is allowed will be displayed. In the case shown in Figure 19A, an image that reads "0 turns remaining until super evolution is possible" will be displayed on the touch panel 26.

[0182] Then, as shown in Figure 19B, an image with the words "Super Evolution Available" is displayed in the center of the touch panel 26, notifying the player that the turn for unlocking super evolution has been reached. Note that at the start of the player's turn after the turn for unlocking super evolution, an image with the words "YOUR TURN" is displayed to indicate that it is the player's turn, and the number of turns remaining until the turn for unlocking evolution or super evolution is not displayed.

[0183] Furthermore, as shown in Figure 19B, the display mode of the icon shown in the Super Evolution display area 44a changes to a mode that indicates it is available for Super Evolution (hatching in the figure). Also, the display mode of the Super Evolution display area 44a changes to a mode that indicates evolution is possible (hatching in the figure). In addition, the display of the number of turns remaining until the player's Super Evolution unlock turn in the Super Evolution display area 44a is hidden.

[0184] Furthermore, if the display mode of the Super Evolution display area 44a is a mode that indicates that Super Evolution is possible (hatching), the Super Evolution display area 44a functions as an operation unit that accepts the player's slide operation. However, even if the display mode of the Super Evolution display area 44a is a mode that indicates that Super Evolution is possible (hatching), slide operations on anything other than evolvable follower cards placed on the field 47a are treated as invalid. Also, if the display mode of the Super Evolution display area 44a is a mode that indicates that Super Evolution is not usable (white outline), the Super Evolution display area 44a treats the player's slide operation as invalid.

[0185] Figure 20A is the first diagram illustrating an example of the battle screen during super evolution. Figure 20B is the second diagram illustrating an example of the battle screen during super evolution. Figure 21 is the third diagram illustrating an example of the battle screen during super evolution. For example, as shown in Figure 20A, suppose that on the 7th turn of the first player, an unevolved follower card is placed on the field 47a. In the example shown in Figure 20A, a guide 70 is displayed recommending that the follower card placed on the field 47a be super-evolved. At this time, the guide 70 is displayed from approximately the center of the super-evolution display area 44a toward the follower card placed on the field 47a so that the player can easily identify the card that is the target of the recommended action and understand that the recommended action is the super-evolution of the follower card.

[0186] Then, when a follower card placed on field 47a is tapped, the card details tab 80 is displayed on the touch panel 26, as shown in Figure 20A.

[0187] If a follower card tapped by a player is eligible for Super Evolution, the card details tab 80 displays the pre-evolution ability, the evolved ability, and the Super Evolution ability. Additionally, the card details tab 80 displays the Evolution button 80a and the Super Evolution button 80b.

[0188] The Super Evolution button 80b is only displayed when the follower card tapped by the player is eligible for Super Evolution. In other words, if Super Evolution is not possible, the Super Evolution button 80b is not displayed. However, if Super Evolution is not possible, the Super Evolution button 80b may be displayed in a manner that does not accept taps from the player. Specifically, situations in which Super Evolution is not possible include, for example, when the turn for unlocking Super Evolution has not yet been reached, and when the player does not possess Super Evolution points. When the Super Evolution button 80b on the card details tab 80 is tapped, the follower card undergoes Super Evolution.

[0189] Furthermore, if the recommended action is Super Evolution, and the card details tab 80 for the follower card that is the target of the recommended action is displayed, then the guide 70a may be displayed for the Super Evolution button 80b.

[0190] As shown in Figure 20B, when a continuous operation input, i.e., a slide operation, is performed from the super-evolution display area 44a, which is hatched to indicate that super-evolution is possible, toward a super-evolvable follower card placed on the field 47a, the super-evolution of that follower card is executed. In this way, since the super-evolution of a follower card can be performed by a slide operation, the convenience of the player can be improved.

[0191] At this time, while performing the slide operation to super-evolve a follower card, the display of Guide 70 can be maintained or hidden. For example, if the recommended action is super-evolve, the display of Guide 70 can be maintained while performing the slide operation to super-evolve a follower card. Also, if the recommended action is something other than super-evolve, the guide 70 can be hidden while performing the slide operation to super-evolve a follower card. This makes it easy for the player to understand whether the slide operation is in line with the recommended action while performing the slide operation to super-evolve a follower card. Also, if the recommended action is super-evolve, the player can easily understand which follower card is recommended to be super-evolved while performing the slide operation to super-evolve a follower card.

[0192] When a follower card undergoes a Super Evolution, a Super Evolution animation is displayed. The Super Evolution animation shows the card before the Super Evolution, followed by an unillustrated animation showing the card's transformation. Note that the Super Evolution animation and the regular Evolution animation may differ in at least some of their animation images. Furthermore, the display time for the animation images in the Super Evolution animation and the regular Evolution animation may differ or be the same. For example, the Super Evolution animation may have a longer display time and display more elaborate animation images than the regular Evolution animation.

[0193] Then, once the super-evolution animation finishes displaying, the super-evolved card is displayed on the field 47a, as shown in Figure 21. As shown in Figure 21, in this embodiment, the super-evolved card has a larger display size than the pre-evolution card and the evolved card. The super-evolved card has a different shape from the pre-evolution card and the evolved card. In addition, at least a part of the displayed illustration of the super-evolved card is different from the pre-evolution card and the evolved card. Furthermore, the display size of the characters in the displayed illustration of the super-evolved card is larger than that of the pre-evolution card and the evolved card. This makes it possible to easily identify the super-evolved card, improving player convenience. It also makes it possible to give players a sense of specialness for having performed a super-evolution, thereby enhancing the enjoyment of the game.

[0194] Furthermore, player terminal 1 may determine the display position of each card displayed in fields 47a and 47b according to the number of super-evolved cards displayed in fields 47a and 47b. In this case, the display position may be determined according to the number of super-evolved cards, or it may be determined based on the size of the card. This makes it possible to suppress the risk that the cards displayed in fields 47a and 47b may obstruct the visibility of other displays on the screen (for example, evolution display areas 43a and 43b, super-evolution display areas 44a and 44b, etc.).

[0195] Additionally, one of the icons corresponding to the Super Evolution Points displayed in the Super Evolution display area 44a will be shown in a manner indicating that it is unavailable (shown as a white outline in the diagram). The attack power of the Super Evolved card will increase by 56 and health by 57. Furthermore, for follower cards with ability 55, "When Super Evolved," that ability will be activated.

[0196] Furthermore, Player Terminal 1 sends evolution information (super evolution) indicating the super-evolved follower card to Server 1000. Upon receiving the evolution information (super evolution), Server 1000 sets the opponent's Player Terminal 1 to be able to acquire the said evolution information (super evolution). The opponent's Player Terminal 1 can then see that the card has undergone super evolution and what the super-evolved card looks like based on the received evolution information (super evolution).

[0197] Furthermore, player terminal 1 sends information to server 1000 indicating that an operation consuming super evolution points has been performed. Based on the received super evolution point consumption information, server 1000 updates the player's evolution / super evolution point information to subtract the super evolution points owned by the player. Server 1000 sets the updated player's evolution / super evolution point information so that it can be obtained by player terminal 1 and the opponent's player terminal 1. As a result, player terminal 1 and the opponent's player terminal 1 can see that the player's super evolution points have decreased.

[0198] Furthermore, when the advice function is enabled and a follower card undergoes super evolution, player terminal 1 sends advice request information for the turn to server 1000. Upon receiving the advice request information for the turn, server 1000 generates advice information for the turn and sets it to be available for acquisition on player terminal 1.

[0199] Based on the advice information received during the turn, the player terminal 1 displays a guide 70 prompting the player to slide or a guide 70a prompting the player to tap on the battle screen, as a recommended action determined by the server 1000. In the example shown in Figure 21, a guide 70 is displayed recommending that the follower card placed on field 47a attack the opponent's follower card placed on field 47b. At this time, the guide 70 is displayed from approximately the center of the card that is the target of the recommended action toward the opponent's follower card placed on field 47b, so that the player can easily identify the card that is the target of the recommended action and understand that the recommended action is to attack the opponent's follower card placed on field 47b.

[0200] Furthermore, in this embodiment, the Super-Evolved Follower card is granted invincibility during the player's turn. As described above, normally, when a player attacks an opponent's Follower card with their Follower card, the attacking player's Follower card's health decreases based on the attack power of the attacked opponent's Follower card. In contrast, when an opponent's Follower card is attacked with a Super-Evolved Follower card, that is, a Follower card granted invincibility, the attacking player's Super-Evolved Follower card's health does not decrease. Note that the effect of invincibility is not limited to the above example. For example, instead of the effect of invincibility, a predetermined effect may be set that reduces the amount of health reduction of the attacking player's Super-Evolved Follower card when attacking an opponent's Follower card.

[0201] Furthermore, when the player's turn ends and the opponent's turn begins, the invincibility granted to the super-evolved follower card is removed. Then, when the opponent's turn ends and the player's turn begins again, the invincibility is granted to the super-evolved follower card once more.

[0202] As mentioned above, normally, when a player attacks an opponent's follower card with their follower card and the attacked follower card's health drops to 0, that follower card is hidden from the field (47b) and sent to an unshown graveyard. In this case, the opponent's leader (41b) health does not decrease. However, when a player attacks an opponent's follower card with a super-evolved follower card, that is, a follower card that has been granted invincibility, and the attacked follower card's health drops to 0, a knockback effect is activated that causes the follower card to collide with the opponent's leader (41b). When the knockback effect is activated, the opponent's leader (41b) health decreases by 1.

[0203] The knockback effect has activation conditions. In this embodiment, the knockback effect is activated when the targeted follower card is destroyed during the period from the time the target follower card is selected by the slide operation until the end of combat between the invincible follower card and the targeted follower card. Specifically, for example, the knockback effect is activated when the targeted follower card is destroyed due to the activation of the "Bane" ability described above. Also, the knockback effect is activated when the targeted follower card is destroyed due to the activation of an ability that is activated "when attacking" or "when engaging in combat," such as "When attacking, deal 1 damage to an enemy follower."

[0204] For example, if the attacking target is destroyed by an ability set on a follower card that has been granted invincibility, the activation condition is not met, and the knockback effect does not activate.

[0205] Furthermore, for example, if an ability that activates when attacking is set on a follower card that has been granted invincibility, and another of the opponent's follower cards other than the follower card targeted by the slide operation is destroyed, the activation condition will not be met for that other follower card, and the knockback effect will not activate.

[0206] Figure 22A is the fourth diagram illustrating an example of the battle screen during super evolution. Figure 22B is the fifth diagram illustrating an example of the battle screen during evolution. Figure 23 is the sixth diagram illustrating an example of the battle screen during evolution. As shown in Figure 22A, suppose the player slides the super-evolved follower card placed on field 47a to the opponent's follower card placed on field 47b.

[0207] Based on this slide operation, player terminal 1 transmits attack information to server 1000, indicating the attacking follower card and the follower card that was attacked. In this embodiment, as described above, the super-evolved follower card is granted invincibility. Therefore, upon receiving the attack information, server 1000 sets attack result information, which includes information indicating the result of subtracting the health of the attacked opponent's follower card but does not include information indicating the result of subtracting the health of the attacking follower card, to be available for acquisition by player terminal 1 and the opponent's player terminal 1. Furthermore, if the health of the attacked opponent's follower card becomes 0 as a result of the subtraction, and the activation conditions are met, server 1000 sets knockback information to be available for acquisition by player terminal 1 and the opponent's player terminal 1. The knockback information includes information indicating the result of subtracting 1 from the opponent's leader 41b's health due to the activation of the knockback effect.

[0208] Based on the received attack result information, if the health of the attacked opponent's follower card becomes 0, player terminal 1 hides that follower card from field 47b and sends it to an unshown graveyard.

[0209] Furthermore, when player terminal 1 receives knockback information, it uses the received knockback information to cause the attacked opponent's follower card to collide with the opponent's leader 41b, as shown in Figure 22B, thereby reducing the opponent's leader 41b's health by 1. At this time, player terminal 1 derives the direction and distance to move the attacked opponent's follower card based on the on-screen coordinate position of the attacked opponent's follower card and the on-screen coordinate position of the opponent's leader 41b. Then, player terminal 1 moves the attacked opponent's follower card based on the derived direction and distance, causing the attacked opponent's follower card to collide with the opponent's leader 41b.

[0210] As described above, in this embodiment, by enabling the advice function, it becomes possible to show players appropriate actions to gain an advantage in the card battle game. This improves the convenience for players who are unsure of what input is appropriate next, and reduces the risk of decreased motivation or enjoyment of the game. Furthermore, it becomes possible to efficiently teach players who have not fully grasped the game rules and strategies while the game is progressing. This increases players' motivation and enhances the enjoyment of the game.

[0211] Furthermore, in this embodiment, follower cards after super evolution can activate a knockback effect. As mentioned above, follower cards after super evolution have a larger display size than follower cards before evolution and cards after evolution. Because the knockback effect is activated by the relatively larger display size of the follower cards after super evolution, it is possible to create a visually easy-to-understand presentation. This makes it possible to improve the convenience for players and enhance the enjoyment of the game.

[0212] Furthermore, in this embodiment, if the opponent leader 41b's health is reduced by 1 due to the knockback effect, resulting in the opponent leader 41b's health becoming 0, a predetermined special animation is performed. The content of the special animation is not particularly limited, but for example, as shown in Figure 23, the opponent leader 41b is displayed in a rotating position.

[0213] Furthermore, the ability 55 of the various cards mentioned above may include abilities that restore evolution points or super evolution points, or abilities that convert evolution points into super evolution points.

[0214] In this embodiment, the case where the evolution display area 43a and the super-evolution display area 44a have similar shapes has been shown, but the evolution display area 43a and the super-evolution display area 44a may be displayed in different ways. For example, the shapes of the evolution display area 43a and the super-evolution display area 44a may be different. Also, the evolution display area 43a and the super-evolution display area 44a may be displayed in different colors.

[0215] The following describes the processing performed by the player terminal 1 and server 1000 to implement the above-mentioned card battle game, as well as the functional units that carry out each of these processes. Note that the following description focuses specifically on the processes related to the advice function, while other processes are omitted from the explanation.

[0216] (Functional part of player terminal 1) Figure 23 is a functional block diagram of the player terminal 1. The memory unit 12 of the player terminal 1 is provided with a program memory area 12a and a data memory area 12b. When the game starts, the CPU 10 stores the terminal-side game control program (module) in the program memory area 12a.

[0217] The terminal-side game control program includes a game execution control program 300, a card battle game execution control program 301, and a display control program 302. Note that the programs listed in Figure 23 are just examples; the terminal-side game control program includes many other programs.

[0218] The CPU 10 runs each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. Then, by running each program stored in the program storage area 12a, the CPU 10 makes the player terminal 1 (computer) function as the terminal control unit 1A. The terminal control unit 1A includes a game execution control unit 300a, a card battle game execution control unit 301a, and a display control unit 302a.

[0219] Specifically, the CPU 10 runs the game execution control program 300, causing the computer to function as a game execution control unit 300a. Similarly, the CPU 10 runs the card battle game execution control program 301 and the display control program 302, causing them to function as a card battle game execution control unit 301a and a display control unit 302a, respectively.

[0220] The data storage area 12b is equipped with a game information storage unit 400, a player information storage unit 401, and a card management information storage unit 402 as data storage units. Note that the above storage units are just examples, and the data storage area 12b is equipped with many other storage units.

[0221] The game execution control unit 300a controls the overall progress of the game. For example, the game execution control unit 300a logs the player into the game in response to player actions and determines whether or not the game information for the entire game has been updated.

[0222] The card battle game execution control unit 301a is responsible for controlling the execution of the card battle game. For example, the card battle game execution control unit 301a controls the progress of the card battle game based on the operations input to the player terminal 1. Also, if the advice function is enabled, the card battle game execution control unit 301a sends exchange advice information or in-turn advice request information to the server 1000 at predetermined triggers and receives exchange advice information or in-turn advice information from the server 1000.

[0223] The display control unit 302a controls the display of images shown on the touch panel 26 in accordance with the player's operation and the progress of the game. Furthermore, when the advice function is enabled, the display control unit 302a controls the display of Guide 70, Guide 70a, and Message display area 72 on the game screen based on the exchange advice information or the advice information used during a turn.

[0224] (Functional unit of Server 1000) Figure 24 is a functional block diagram of server 1000. The storage unit 1012 of server 1000 is provided with a program storage area 1012a and a data storage area 1012b. The program storage area 1012a stores the following programs for server-side game control: a game execution control program 1300, a card battle game execution control program 1301, and an advice function control program 1302. Note that the programs listed in Figure 24 are just examples, and many other programs are provided for server-side game control.

[0225] The CPU 1010 runs each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. Then, by running each program stored in the program storage area 1012a, the CPU 1010 makes the server 1000 (computer) function as the server control unit 1000A. The server control unit 1000A includes the game execution control unit 1300a, the card battle game execution control unit 1301a, and the advice function control unit 1302a.

[0226] Specifically, CPU 1010 runs the game execution control program 1300, causing the computer to function as a game execution control unit 1300a. Similarly, CPU 1010 runs the card battle game execution control program 1301, causing it to function as a card battle game execution control unit 1301a. Furthermore, CPU 1010 runs the advice function control program 1302, causing it to function as an advice function control unit 1302a.

[0227] The data storage area 1012b is equipped with three memory units for storing data: a game information memory unit 1400, a player information memory unit 1401, and a card management information memory unit 1402. Note that the above memory units are just examples, and the data storage area 1012b is equipped with many other memory units.

[0228] The game execution control unit 1300a controls the overall progress of the game. For example, when the game execution control unit 1300a receives login information from the player terminal 1, it sets the player information (deck information, BP, etc.) stored in the player information storage unit 1401 so that the player terminal 1 can acquire it. In addition, when the game information for the entire game (including the number of cards, card information, attack information, attack result information, knockback information, play point information, play information, ability activation information, turn start information, turn end information, evolution / super evolution point information, evolution information (evolution), evolution information (super evolution), win / loss information, etc.) is updated, the game execution control unit 1300a reads the updated game information from the game information storage unit 1400 and sets it so that the player terminal 1 can acquire it.

[0229] The card battle game execution control unit 1301a is responsible for the control to execute the card battle game.

[0230] The advice function control unit 1302a performs the control to execute the advice function. Although it will be described in detail later, when the advice function control unit 1302a receives the advice information for exchange or the advice request information during the turn from the player terminal 1, it generates the advice information for exchange or the advice information during the turn and sets it to be acquirable for the player terminal 1.

[0231] (Communication processing between the player terminal 1 and the server 1000) Hereinafter, the basic processes of the player terminal 1 and the server 1000 will be described. In the following description, the process performed in the player terminal 1 is indicated as Pn (n is an arbitrary integer). Also, the process performed in the server 1000 is indicated as Sn (n is an arbitrary integer).

[0232] FIG. 25 is a flowchart for explaining an example of the terminal-side card battle game execution process in the player terminal 1. When the solo play selection operation unit 30b or the multiplayer play selection operation unit 30c of the menu bar 30 is tapped, various setting screens are displayed, and when settings are made on the setting screen, the terminal-side card battle game execution process is started.

[0233] When the card battle game execution process is started, the card battle game execution control unit 301a transmits the initial information including the deck information used in the card battle game and the leader information indicating the player's leader to the server 1000 (P1-1).

[0234] The card battle game execution control unit 301a receives the initial information (first attack / second attack information, index information, exchange information) from the server 1000 (P1-2).

[0235] Furthermore, the card battle game execution control unit 301a receives and stores evolution and super-evolution point information included in the initial information from the server 1000 (P1-3). At this time, if the player goes first, 2 evolution points and 2 super-evolution points will be stored. If the player goes second, 3 evolution points and 2 super-evolution points will be stored.

[0236] The card battle game execution control unit 301a receives and stores the evolution / super evolution turn information included in the initial information from the server 1000 (P1-4). At this time, if the player goes first, the 5th turn will be stored as the turn to unlock evolution. If the player goes first, the 7th turn will be stored as the turn to unlock super evolution. If the player goes second, the 4th turn will be stored as the turn to unlock evolution. If the player goes second, the 6th turn will be stored as the turn to unlock evolution. Note that the evolution / super evolution turn information does not necessarily have to be stored on the player terminal 1.

[0237] The display control unit 302a displays on the touch panel 26 whether it is the first or second player, as shown in Figure 13A, based on the first / second player information included in the initial information received from the server 1000 (P1-5). Subsequently, the card battle game execution control unit 301a executes an initial card determination process to determine the initial cards, based on the exchange information included in the initial information (P1-6). Here, the display control unit 302a places three initial candidate cards in the initial card display area 60 based on the initial information (first / second player information), as shown in Figure 13B, and also displays an exchange display area 61 on the touch panel 26 for placing the cards to be exchanged.

[0238] The card battle game execution control unit 301a determines whether the advice function is enabled or disabled (P1-7). If the advice function is enabled (YES in P1-7), the card battle game execution control unit 301a proceeds to step P1-8; if the advice function is disabled (NO in P1-7), it proceeds to step P1-12.

[0239] The card battle game execution control unit 301a sends exchange advice request information to the server 1000 (P1-8).

[0240] The card battle game execution control unit 301a receives exchange advice information from the server 1000 (P1-9).

[0241] The display control unit 302a displays Guide 70 or Guide 70a on the battle screen based on the recommended action information included in the exchange advice information received from the server 1000 (P1-10).

[0242] The display control unit 302a displays a message in the message display area 72 based on the display message information included in the exchange advice information received from the server 1000 (P1-11).

[0243] Then, when the player taps the confirm button 62, the card battle game execution control unit 301a returns the cards moved to the exchange display area 61 to the deck area 45a, and determines the initial candidate cards that have not been exchanged, as well as the number of exchange candidate cards that have been exchanged, as the initial cards. The card battle game execution control unit 301a then sends initial card information indicating the initial cards to the server 1000 and also receives information on the number of cards the opponent has (P1-12).

[0244] As shown in Figure 13A, the display control unit 302a displays the battle screen on the touch panel 26 and places the determined initial cards in the hand area 46a in an identifiable manner. The display control unit 302a also places three cards in the hand area 46b in an identifiable manner based on the received opponent's card count information (P1-13).

[0245] Subsequently, the card battle game execution control unit 301a determines whether it is the player's turn based on the first / second player information or the turn start information received from the server 1000 (P1-14). If it is the player's turn (YES in P1-14), the card battle game execution control unit 301a executes its own turn control process (P2). On the other hand, if it is not the player's turn, i.e., it is the opponent's turn (NO in P1-14), the card battle game execution control unit 301a executes the opponent's turn control process (P3).

[0246] Then, if the card battle game execution control unit 301a has not received win / loss information from the server 1000, that is, if the win / loss result has not been determined (NO in P1-15), it returns to processing in P1-14. Also, if the card battle game execution control unit 301a has received win / loss information from the server 1000, that is, if the win / loss result has been determined (YES in P1-15), it executes the card battle game termination process to end the card battle game (P1-16) and terminates the card battle game execution process.

[0247] Figure 26 is a flowchart illustrating an example of the player terminal 1's turn control process (P2). When the player's turn begins, the display control unit 302a displays an image on the touch panel 26 that reads "YOUR TURN" to indicate that it is the player's turn, as shown in Figure 15B (P2-1). The display control unit 302a also displays the number of turns remaining until the turn when the player can evolve (Figure 15B), or the number of turns remaining until the turn when the player can super-evolve (Figure 19A) (P2-2).

[0248] The card battle game execution control unit 301a receives card information determined by lottery from the cards in the deck area 45a in the server 1000 (P2-3). Also, the display control unit 302a arranges (displays) the card determined based on the received card information in the hand area 46a in an identifiable manner (P2-3).

[0249] The card battle game execution control unit 301a executes terminal-side advice function management processing (P4). Details of this terminal-side advice function management processing (P4) will be described later in detail.

[0250] Also, when the play point information is updated in the server 1000, the card battle game execution control unit 301a receives the updated play point information (P2-4). Also, the display control unit 302a updates and displays the play point display unit 49a based on the received play point information (P2-4). As a result, the play point is incremented by 1 at the start of each turn.

[0251] Also, when the evolution / super-evolution point information is updated in the server 1000, the card battle game execution control unit 301a receives the updated evolution / super-evolution point information (P2-5). Also, the display control unit 302a updates and displays the evolution display area 43a and the super-evolution display area 44a based on the received evolution / super-evolution point information (P2-4).

[0252] Also, when new ability activation information indicating that the abilities of various cards have been activated is set in the server 1000, the card battle game execution control unit 301a receives the ability activation information (P2-6). The card battle game execution control unit 301a executes ability activation processing for activating various abilities based on the received ability activation information (P2-7).

[0253] The card battle game execution control unit 301a determines whether or not the player has input an operation to play a card (P2-8). If no play operation is detected (NO in P2-8), the card battle game execution control unit 301a moves to step P2-11. If a play operation is detected (YES in P2-8), the card battle game execution control unit 301a sends play information to the server 1000 indicating that a card placed in the hand area 46a has been played onto the field 47a (P2-9). The display control unit 302a then executes a play card display process to display the card placed in the hand area 46a onto the field 47a based on the play operation (P2-10).

[0254] The card battle game execution control unit 301a determines whether the player has input an operation to attack the opponent's follower card or leader 41b with a card placed on the field 47a (P2-11). If no attack operation is detected (NO in P2-11), the process moves to step P2-18. If an attack operation is detected (YES in P2-11), the card battle game execution control unit 301a sends attack information to the server 1000, including information identifying the attacking card and information identifying the opponent's follower card or leader 41b that was attacked, based on the detected attack operation (P2-12).

[0255] The card battle game execution control unit 301a receives attack result information set on the server 1000 (P2-13). The attack result information includes information showing the result of subtracting the health of the attacked opponent's follower card or leader 41b, and information showing the result of subtracting the health of the attacking follower card. The display control unit 302a then executes various animations for the attack based on the received attack result information. Here, when the follower card's health reaches 0, the card battle game execution control unit 301a destroys that follower card and hides it from the field 47a and 47b.

[0256] Furthermore, the card battle game execution control unit 301a receives blow-back information when new blow-back information indicating that a blow-back effect has been activated is set on the server 1000 (P2-14). Based on the received blow-back information, the card battle game execution control unit 301a executes a blow-back process, as shown in Figure 22B, which causes the attacked opponent's follower card to collide with the opponent's leader 41b, reducing the opponent's leader 41b's health by 1 (P2-15).

[0257] Furthermore, if the opponent leader 41b's health is reduced by 1 due to the knockback effect, resulting in the opponent leader 41b's health becoming 0 (YES in P2-16), the card battle game execution control unit 301a executes a special animation (Figure 23) in which the opponent leader 41b is displayed in a rotating position (P2-17).

[0258] The card battle game execution control unit 301a refers to card management information and determines whether predetermined evolution conditions and predetermined super-evolution conditions are met for all follower cards displayed on the field 47a (P2-18). In this embodiment, if it is after the turn in which evolution is allowed, the player possesses evolution points, and the card being judged is an evolvable follower card, it is determined that the evolution conditions are met. Also, if it is after the turn in which super-evolution is allowed, the player possesses super-evolution points, and the card being judged is a super-evolvable follower card, it is determined that the super-evolution conditions are met. In this embodiment, P2-18 shows the case where the determination of whether the evolution conditions and super-evolution conditions are met for all follower cards displayed on the field 47a is performed on the player terminal 1 side, but it may also be performed on the server 1000 side.

[0259] The card battle game execution control unit 301a determines whether a card displayed on the field 47a has been tapped (P2-19). If a card has been tapped (YES in P2-19), the display control unit 302a displays the card details tab 80 based on the determination result in step P2-18 (P2-20). Specifically, if the display control unit 302a determines that the conditions for evolution are met for the tapped card, it enables (makes operable) the evolution button 80a on the card details tab 80 and displays it. Also, if the display control unit 302a determines that the conditions for super evolution are met for the tapped card, it enables (makes operable) the super evolution button 80b on the card details tab 80 and displays it.

[0260] Furthermore, the card battle game execution control unit 301a executes the first evolution / super evolution execution process (P5). This first evolution / super evolution execution process (P5) will be explained in more detail later.

[0261] The card battle game execution control unit 301a executes the second evolution / super evolution execution process (P6). This second evolution / super evolution execution process (P6) will be described in more detail later.

[0262] If the card battle game execution control unit 301a receives win / loss information from the server 1000, that is, if the win / loss is determined (YES in P2-21), it terminates its own turn processing. If the card battle game execution control unit 301a has not received win / loss information from the server 1000, that is, if the win / loss is not determined (NO in P2-21), it moves processing to P2-22.

[0263] The card battle game execution control unit 301a determines whether the player's turn has ended based on the player's operation of the turn end button 48 (P2-22). If the player's turn has not ended (NO in P2-22), the card battle game execution control unit 301a proceeds to step P4, and if the player's turn has ended (YES in P2-22), it executes the turn end process (P2-23). ​​If there is a card with an ability 55 that is activated at the end of the player's turn, the turn end process receives information from the server 1000 and executes the process to activate that ability 55.

[0264] Figure 27 is a flowchart illustrating an example of terminal-side advice function management processing in player terminal 1. The card battle game execution control unit 301a determines whether the advice function is enabled or disabled (P4-1). If the advice function is enabled (YES in P4-1), the card battle game execution control unit 301a proceeds to step P4-2, and if the advice function is disabled (NO in P4-1), it terminates the terminal-side advice function management processing.

[0265] The card battle game execution control unit 301a determines whether a predetermined trigger has occurred (P4-2). In this embodiment, the predetermined triggers are the timing when a player's turn begins, and the timing when a player performs an operation that affects the progress of the game during their turn. As described above, operations that affect the progress of the game include operations to play cards, operations to attack the opponent's follower cards or leader 41b, and operations to evolve or super-evolve follower cards.

[0266] The card battle game execution control unit 301a sends advice request information for use during the turn to the server 1000 (P4-3).

[0267] The card battle game execution control unit 301a receives turn-specific advice information from the server 1000 (P4-4).

[0268] The display control unit 302a displays Guide 70 or Guide 70a on the battle screen based on the recommended action information included in the turn-based advice information received from the server 1000 (P4-5).

[0269] The display control unit 302a displays a message in the message display area 72 based on the display message information included in the in-turn advice information received from the server 1000 (P4-6).

[0270] Figure 28 is a flowchart illustrating an example of the first execution process for evolution / super evolution in player terminal 1. The card battle game execution control unit 301a determines whether or not a slide operation has been detected from the super evolution display area 44a toward a follower card capable of super evolution placed on the field 47a (P5-1).

[0271] As a result, if a slide operation from the Super Evolution display area 44a is detected (YES in P5-1), the card battle game execution control unit 301a determines whether the player has 1 or more Super Evolution points (P5-2). If the player has 1 or more Super Evolution points (YES in P5-2), the card battle game execution control unit 301a sends evolution information (Super Evolution) indicating the card to be Super Evolved to the server 1000 (P5-3). The card battle game execution control unit 301a also sends Super Evolution point consumption operation information indicating that Super Evolution points will be consumed to the server 1000 (P5-4), and then proceeds to step P5-9.

[0272] Furthermore, if the player does not possess 1 or more Super Evolution Points, that is, if the player does not possess any Super Evolution Points (P5-2 NO), the card battle game execution control unit 301a terminates the first evolution / super evolution execution process.

[0273] In step P5-1 above, if no slide operation from the super-evolution display area 44a is detected (NO in P5-1), the card battle game execution control unit 301a determines whether or not a slide operation from the evolution display area 43a toward an evolvable follower card placed on the field 47a has been detected (P5-5).

[0274] As a result, if no slide operation is detected from the evolution display area 43a (NO in P5-5), the card battle game execution control unit 301a terminates the first evolution / super evolution execution process.

[0275] Furthermore, if a slide operation from the evolution display area 43a is detected (YES in P5-5), the card battle game execution control unit 301a determines whether the player possesses 1 or more evolution points (P5-6). If the result is that the player does not possess 1 or more evolution points, that is, the player does not possess any evolution points (NO in P5-6), the card battle game execution control unit 301a terminates the first evolution / super evolution execution process.

[0276] Furthermore, if the player possesses 1 or more evolution points (YES in P5-6), the card battle game execution control unit 301a sends evolution information (evolution) indicating the card to be evolved to the server 1000 (P5-7). The card battle game execution control unit 301a also sends super evolution point consumption operation information indicating that evolution points will be consumed to the server 1000 (P5-8), and then proceeds to step P5-9.

[0277] The card battle game execution control unit 301a receives updated evolution and super-evolution point information from the server 1000 (P5-9). The display control unit 302a then performs a display update process based on the received evolution and super-evolution point information, changing the display pattern of the icons in the evolution display area 43a and the super-evolution display area 44a according to the number of evolution points and super-evolution points owned by the player (P5-10).

[0278] Furthermore, the card battle game execution control unit 301a increases and updates the performance (e.g., attack power and health) of the card to be evolved or super-evolved based on the player's actions, by referring to the card management information (P5-11). At this time, the display control unit 302a displays the evolution animation when evolution is performed, and displays the super-evolution animation when super-evolution is performed.

[0279] Figure 29 is a flowchart illustrating an example of the second execution process for evolution / super evolution on player terminal 1. The card battle game execution control unit 301a determines whether or not the evolution button 80a on the card details tab 80 has been tapped (P6-1). If the evolution button 80a has been tapped (YES in P6-1), the card battle game execution control unit 301a moves the process to step P6-5.

[0280] Furthermore, if the evolution button 80a is not tapped (NO in P6-1), the card battle game execution control unit 301a determines whether or not the super evolution button 80b on the card details tab 80 has been tapped (P6-2). If, as a result, the super evolution button 80b is not tapped (NO in P6-2), the card battle game execution control unit 301a terminates the second evolution / super evolution execution process.

[0281] Furthermore, if the Super Evolution button 80b is tapped (YES in P6-2), the card battle game execution control unit 301a sends evolution information (Super Evolution) indicating the card to be super evolved to the server 1000 (P6-3). The card battle game execution control unit 301a also sends Super Evolution Point Consumption Operation Information indicating that Super Evolution Points will be consumed to the server 1000 (P6-4), and then proceeds to step P6-7.

[0282] In step P6-1 above, if it is determined that the evolution button 80a has been tapped (YES in P6-1), the card battle game execution control unit 301a sends evolution information (evolution) indicating the card to be evolved to the server 1000 (P6-5). The card battle game execution control unit 301a also sends evolution point consumption operation information indicating that evolution points will be consumed to the server 1000 (P6-6), and then proceeds to step P6-7.

[0283] The card battle game execution control unit 301a receives updated evolution and super-evolution point information from the server 1000 (P6-7). The display control unit 302a then performs a display update process based on the received evolution and super-evolution point information, changing the display pattern of the icons in the evolution display area 43a and the super-evolution display area 44a according to the number of evolution points and super-evolution points owned by the player (P6-8).

[0284] Furthermore, the card battle game execution control unit 301a increases and updates the performance (e.g., attack power and health) of the card to be evolved or super-evolved based on the player's actions, by referring to the card management information (P6-9). At this time, the display control unit 302a displays the evolution animation when evolution is performed, and displays the super-evolution animation when super-evolution is performed.

[0285] Figure 30 is a flowchart illustrating an example of the opponent's turn control process (P3) in the player terminal 1. When the opponent's turn begins, the display control unit 302a displays an image labeled "EMEMY TURN" on the touch panel 26, as shown in Figure 16B, to indicate that it is the opponent's turn (P3-1).

[0286] When the display control unit 302a receives the card count information, it places the cards in the opponent's hand area 46b in an indistinguishable manner based on the received card count information (P3-2).

[0287] Furthermore, when the display control unit 302a receives play information, it displays the card on the opponent's field 47b in an identifiable manner based on the received play information (P3-3).

[0288] Furthermore, when the card battle game execution control unit 301a receives the opponent's play point information, it updates the play point display unit 49b based on the received play point information (P3-4).

[0289] Furthermore, when the display control unit 302a receives evolution / super-evolution point information, it updates the display in the evolution display area 43b and the super-evolution display area 44b based on the received evolution / super-evolution point information (P3-5).

[0290] The card battle game execution control unit 301a determines whether or not it has received ability activation information (P3-6). If it has received ability activation information (YES in P3-6), the display control unit 302a executes ability activation processing to activate various abilities based on the received ability activation information (P3-7).

[0291] The card battle game execution control unit 301a determines whether or not it has received attack result information (P3-8). If it has received attack result information (YES in P3-8), the display control unit 302a executes various animations that occur when an attack is performed, based on the received attack result information (P3-9). Here, the card battle game execution control unit 301a performs the process of destroying a follower card and hiding it from the field 47a and 47b when the follower card's health reaches 0.

[0292] Furthermore, the card battle game execution control unit 301a receives blow-back information when new blow-back information indicating that a blow-back effect has been activated is set on the server 1000 (P3-10). Based on the received blow-back information, the card battle game execution control unit 301a executes a blow-back process that causes the player's follower card to collide with the player's leader 41a, reducing the player's leader 41a's health by 1 (P3-11).

[0293] Furthermore, if the player's leader 41a's health decreases by 1 due to the knockback effect, resulting in the player's leader 41a's health becoming 0 (YES in P3-12), the card battle game execution control unit 301a executes a special animation in which the player's leader 41a is displayed in a rotating position (P3-13).

[0294] The card battle game execution control unit 301a determines whether or not it has received evolution information (evolution) (P3-14). If it has received evolution information (evolution) (YES in P3-14), the card battle game execution control unit 301a refers to the received evolution information (evolution) and card management information to increase and update the performance (e.g., attack power and health) of the follower card to be evolved (P3-15).

[0295] The card battle game execution control unit 301a determines whether or not it has received evolution information (super evolution) (P3-16). If it has received evolution information (super evolution) (YES in P3-16), the card battle game execution control unit 301a refers to the received evolution information (super evolution) and card management information to increase and update the performance (e.g., attack power and health) of the follower card to be super-evolved (P3-17).

[0296] The card battle game execution control unit 301a determines whether the card displayed on the field 47a has been tapped (P3-18). If the card has been tapped (YES in P3-18), the display control unit 302a displays the card details tab 80 (P3-19). In this case, since it is the opponent's turn, the display control unit 302a disables the evolution button 80a and the super evolution button 80b on the card details tab 80 (making them unoperable).

[0297] If the card battle game execution control unit 301a receives win / loss information from the server 1000, that is, if the win / loss is determined (YES in P3-20), it terminates the processing of the opponent's turn. If the card battle game execution control unit 301a has not received win / loss information from the server 1000, that is, if the win / loss is not determined (NO in P3-20), it moves the processing to step P3-21.

[0298] The card battle game execution control unit 301a determines whether it has received turn end information (P3-21). If it has not received turn end information (NO in P3-21), the card battle game execution control unit 301a moves to step P3-2. If it has received turn end information (YES in P3-21), the card battle game execution control unit 301a executes the turn end process (P3-22). If there is a card with ability 55 that is activated at the end of the opponent's turn, the turn end process receives ability information from the server 1000 and executes the process to activate that ability 55.

[0299] Figure 31 is a flowchart illustrating an example of the server-side card battle game execution process (S1) on server 1000. When the server-side card battle game execution process starts, the card battle game execution control unit 1301a receives deck information from the player and the opponent's player terminal 1 (S1-1). The card battle game execution control unit 1301a then determines who goes first and second (S1-2), assigns an index to the cards included in the deck information (S1-3), and sets the initial information so that it can be obtained by the player and the opponent's player terminal 1 (S1-4).

[0300] Furthermore, if the player goes first, the card battle game execution control unit 1301a grants the player 2 evolution points and 2 super evolution points, and grants the opponent 3 evolution points and 2 super evolution points, and sets the resulting evolution and super evolution points in the initial information. Also, if the player goes second, the card battle game execution control unit 1301a grants the player 3 evolution points and 2 super evolution points, and grants the opponent 2 evolution points and 2 super evolution points, and sets the resulting evolution and super evolution points in the initial information.

[0301] Furthermore, if the player goes first, the card battle game execution control unit 1301a sets the evolution and super-evolution turn information as initial information, indicating that the player's evolution unlock turn is turn 5, the opponent's evolution unlock turn is turn 4, the player's super-evolution unlock turn is turn 7, and the opponent's super-evolution unlock turn is turn 6. Also, if the player goes second, the card battle game execution control unit 1301a sets the evolution and super-evolution turn information as initial information, indicating that the player's evolution unlock turn is turn 4, the opponent's evolution unlock turn is turn 5, the player's super-evolution unlock turn is turn 6, and the opponent's super-evolution unlock turn is turn 7.

[0302] The advice function control unit 1302a executes the server-side advice function management process (S2). This server-side advice function management process (S2) will be described in more detail later.

[0303] The card battle game execution control unit 1301a determines whether it is the start of the player's turn or the start of the opponent's turn (S1-5). If it is not the start of the player's or opponent's turn (NO in S1-5), the card battle game execution control unit 1301a proceeds to step S1-8.

[0304] At the start of the player's turn (YES in S1-5), the card battle game execution control unit 1301a randomly selects one card from the cards placed in the player's deck area 45a and sets the card information of the selected card to be available for acquisition on the player terminal 1 (S1-6). It also sets the number of cards to be available for acquisition on the opponent's player terminal 1 (S1-7).

[0305] At the start of the opponent's turn (YES in S1-5), the card battle game execution control unit 1301a randomly selects one card from the cards placed in the opponent's deck area 45b and sets the card information of the selected card so that it can be obtained by the opponent's player terminal 1 (S1-6). It also sets the number of cards so that it can be obtained by the player terminal 1 (S1-7). The card battle game execution control unit 1301a also executes the ability activation process (S3). This ability activation process (S3) will be described in detail later.

[0306] The card battle game execution control unit 1301a determines whether play information has been received (S1-8). If play information has not been received (NO in S1-8), the card battle game execution control unit 1301a proceeds to step S1-10. If play information has been received (YES in S1-8), the card battle game execution control unit 1301a sets the opponent's player terminal 1, which is different from the player terminal 1 that received the play information, to be able to acquire the play information (S1-9). The card battle game execution control unit 1301a also executes the ability activation process (S3) described later.

[0307] The card battle game execution control unit 1301a determines whether it has received attack information (S1-10). If it has not received attack information (NO in S1-10), the card battle game execution control unit 1301a proceeds to step S1-11. If it has received attack information (YES in S1-10), the card battle game execution control unit 1301a executes the attack result information set processing (S4) described later. The card battle game execution control unit 1301a also executes the ability activation processing (S3) described later.

[0308] The card battle game execution control unit 1301a determines whether it has received evolution information (evolution) (S1-11). If evolution information (evolution) has not been received (NO in S1-11), the card battle game execution control unit 1301a moves to step S1-13. If evolution information (evolution) has been received (YES in S1-11), the card battle game execution control unit 1301a sets the opponent's player terminal 1, which is different from the player terminal 1 that received the evolution information (evolution), to be able to acquire the evolution information (evolution) (S1-12). The card battle game execution control unit 1301a also executes the ability activation process (S3) described later.

[0309] The card battle game execution control unit 1301a determines whether it has received evolution information (super evolution) (S1-13). If it has not received evolution information (super evolution) (NO in S1-13), the card battle game execution control unit 1301a moves to step S5. If it has received evolution information (super evolution) (YES in S1-13), the card battle game execution control unit 1301a sets the opponent's player terminal 1, which is different from the player terminal 1 that received the evolution information (super evolution), to be able to acquire the evolution information (super evolution) (S1-14). The card battle game execution control unit 1301a also executes the ability activation process (S3) described later.

[0310] The card battle game execution control unit 1301a executes the evolution / super evolution point management process (S5). This evolution / super evolution point management process (S5) will be described in more detail later.

[0311] The card battle game execution control unit 1301a determines whether it has received turn end information (S1-15). If it has not received turn end information (NO in S1-15), the card battle game execution control unit 1301a proceeds to step S1-18. If it has received turn end information (YES in S1-15), the card battle game execution control unit 1301a executes the ability activation process (S3) described later. The card battle game execution control unit 1301a also sets the opponent's player terminal 1, which is different from the player terminal 1 that received the turn end information, to be able to acquire turn end information and turn start information (S1-16).

[0312] Furthermore, the card battle game execution control unit 1301a updates the play point information so that the play points of the player or opponent starting the turn are increased by 1 (S1-17). The card battle game execution control unit 1301a also sets the updated play point information so that it can be acquired by player terminal 1 and opponent player terminal 1.

[0313] The card battle game execution control unit 1301a determines whether a winner or loser has been determined, that is, whether the health of the player's leader 41a or the opponent's leader 41b has reached zero (S1-18). If the result is that a winner or loser has not been determined (NO in S1-18), the card battle game execution control unit 1301a proceeds to step S2. If a winner or loser has been determined (YES in S1-18), the card battle game execution control unit 1301a sets the winner or loser information, indicating that a winner or loser has been determined and the winner, so that it can be obtained by the player terminal 1 and the opponent's player terminal 1 (S1-19).

[0314] Furthermore, the card battle game execution control unit 1301a calculates the battle points of the player and the opponent (S1-20). The card battle game execution control unit 1301a also sets the player terminal 1 and the opponent's player terminal 1 to be able to acquire battle points, and then terminates the server-side card battle game execution process.

[0315] Figure 32 is a flowchart illustrating an example of the server-side advice function management process (S2) in server 1000. The card battle game execution control unit 1301a determines whether or not it has received exchange advice request information (S2-1). If the card battle game execution control unit 1301a has received exchange advice request information (YES in S2-1), it moves to step S2-2; if it has not received exchange advice request information (NO in S2-1), it moves to step S2-5.

[0316] The card battle game execution control unit 1301a determines a recommended action based on the initial candidate cards and the exchange candidate cards (S2-2). For example, the card battle game execution control unit 1301a performs a simulation a predetermined number of times (e.g., all possible combinations) in which it selects cards to exchange from the initial candidate cards and determines the same number of exchange candidate cards as the initial cards. Then, the card battle game execution control unit 1301a derives a score based on the results of the simulation, according to the combination of cards determined as the initial cards. Based on the simulation with the highest score, the card battle game execution control unit 1301a generates recommended action information that includes information that can identify the initial candidate cards that are recommended to be exchanged.

[0317] However, the card battle game execution control unit 1301a can also determine a recommended action without performing a simulation when it receives exchange advice request information. In this case, the card battle game execution control unit 1301a can also determine which initial candidate cards are recommended to be exchanged based on the contents of the initial candidate cards (e.g., card cost, attack power, health, effect, etc.). For example, the card battle game execution control unit 1301a can determine which initial candidate cards are recommended to be exchanged if they have a cost of 3 or more.

[0318] The card battle game execution control unit 1301a determines a message to be displayed in the message display area 72 based on the recommended action information generated in step S2-2 (S2-3). The card battle game execution control unit 1301a then generates display message information that includes information that allows the determined message to be identified.

[0319] Figure 33 is the first diagram illustrating an example of a message candidate. Figure 33 shows the message candidates that may be displayed in the message display area 72 when the initial candidate card is exchanged. Each message has a message ID, and the message content and the conditions for selecting that message are set.

[0320] The card battle game execution control unit 1301a extracts a message that satisfies the conditions from the message candidates shown in Figure 33, based on the recommended action information generated in step S2-2 above. If only one message is extracted, it is determined to be the message to be displayed in the message display area 72. If multiple messages are extracted, the message with the smallest message ID number among the extracted messages is determined to be the message to be displayed in the message display area 72.

[0321] Returning to Figure 32, the card battle game execution control unit 1301a generates exchange advice information, including the recommended action information generated in step S2-2 and the display message information generated in step S2-3, and sets it to be available for acquisition on the player terminal 1 (S2-4).

[0322] The card battle game execution control unit 1301a determines whether or not it has received advice request information for use during a turn (S2-5). If the card battle game execution control unit 1301a has received advice request information for use during a turn (YES in S2-5), it moves to step S2-6. If it has not received advice request information for use during a turn (NO in S2-5), it terminates the server-side advice function management process.

[0323] The card battle game execution control unit 1301a executes a simulation and determines a recommended action based on the results of the simulation (S2-6). The card battle game execution control unit 1301a then generates recommended action information that includes information that allows identification of the content of the determined recommended action. The content of the simulation executed when advice request information for use during a turn is received is not particularly limited, but for example, the simulation can be executed as follows.

[0324] Figure 34A illustrates an example of a simulation. The card battle game execution control unit 1301a performs a predetermined number of simulations (for example, 1000 times) from the time it receives advice request information for the turn until the end of the next opponent's turn, based on each card placed in the player's deck area 45a, hand area 46a, and field area 47a, and each card placed in the opponent's deck area 45b, hand area 46b, and field area 47b. In this simulation, operations that affect the progress of the game and can be taken by the player or opponent are performed randomly.

[0325] The card battle game execution control unit 1301a then derives the score based on the cards placed in the player's hand area 46a and field 47a, and the cards placed in the opponent's hand area 46b and field 47b at the end of each simulation.

[0326] The left side of the arrow in Figure 34A shows an example of the state of each card in the player's hand area 46a and field 47a, and each card in the opponent's hand area 46b and field 47b, at the time the player receives the advice request information for the turn. The right side of the arrow in Figure 34A shows an example of the state of each card in the player's hand area 46a and field 47a, and each card in the opponent's hand area 46b and field 47b, at the end of the simulation.

[0327] The method for deriving the score is not particularly limited, but for example, it can be derived based on the health and attack power of each card placed on the player's field 47a at the end of the simulation, and the health and attack power of each card placed on the opponent's field 47b.

[0328] For example, the card battle game execution control unit 1301a first derives the difference between twice the attack power and the health of each card placed on the player's field 47a at the end of the simulation, and derives the sum of these differences as the first score. In the example shown in Figure 34A, the first score is, (5 × 2 + 3) + (1 × 2 + 1) = 16 This is the result.

[0329] Next, the card battle game execution control unit 1301a derives the difference between twice the attack power and the health of each card placed on the opponent's field 47b at the end of the simulation, and derives the sum of these differences as the second score. In the example shown in Figure 34A, the second score is, (2×2+4)+(1×2+3)=13 This is the result.

[0330] The card battle game execution control unit 1301a then derives the value obtained by subtracting the second score from the first score as the score at the end of the simulation.

[0331] Furthermore, the card battle game execution control unit 1301a can also derive bonus points according to the situation at the end of the simulation. In this case, the card battle game execution control unit 1301a derives a value obtained by subtracting the second score from the first score and adding the bonus points as the score at the end of the simulation. For example, the bonus points may change if the player possesses evolution points or super evolution points at the end of the simulation. Alternatively, for example, the bonus points may change based on the abilities of each card placed on the player's field 47a at the end of the simulation.

[0332] The card battle game execution control unit 1301a then determines the recommended action based on the simulation with the highest score. This makes it possible to present the action that is most likely to be effective for the player. At this time, the card battle game execution control unit 1301a organizes the action order within the range where the final reward does not change, based on the simulation with the highest score, and determines the recommended action. If there are multiple simulation results with the highest score, the simulation result to adopt can be randomly determined, or the result of the simulation performed earlier can be adopted.

[0333] Specifically, for example, the card battle game execution control unit 1301a groups the simulation content by type and organizes the action order so that actions within each type are executed from left to right. Action types can also be classified into operations for playing cards, operations for attacking the opponent's follower cards or leader 41b, and operations for evolving or super-evolving follower cards. Figure 34B is a diagram illustrating an example of how recommended actions are determined. For example, the simulation content with the highest score is as shown in Figure 34B, Attack "b-1" with "a-2" Play "a-6" Attack "b-2" with "a-1" Play "a-4" Let's assume the actions were in this order.

[0334] In this case, the card battle game execution control unit 1301a organizes the action order, Play "a-4" Play "a-6" Attack "b-2" with "a-1" Attack "b-1" with "a-2" We will then determine the recommended actions.

[0335] By organizing the order of actions in this way, when Guide 70 is displayed and recommended actions are presented, players can more easily grasp the flow of actions than when recommended actions are presented without any organization of the order. In addition, by recommending similar types of actions together, it is possible to reduce the effort required for the player compared to when different types of actions are presented haphazardly.

[0336] In this embodiment, as described above, the simulation is performed from the time the player receives advice request information for the turn until the end of the opponent's next turn, based on each card placed in the player's deck area 45a, hand area 46a, and field 47a, and each card placed in the opponent's deck area 45b, hand area 46b, and field 47b. However, the timing of the simulation's end is not limited to this. For example, the simulation can be performed a predetermined number of times (e.g., 1000 times) from the time the player receives advice request information for the turn until the end of the player's turn, based on each card placed in the player's deck area 45a, hand area 46a, and field 47a, and each card placed in the opponent's field 47b. By omitting the simulation of the opponent's turn in this way, it is possible to reduce the processing load related to the simulation. Also, for example, the timing of the simulation's end can be set to the end of the player's next turn, or to the end of the opponent's turn after that.

[0337] Furthermore, in this embodiment, the simulation is executed each time advice request information for the turn is received, regardless of whether the player has performed various operations in accordance with the recommended actions, but this is not limited to this. For example, if the player has performed various operations in accordance with the recommended actions, the simulation may not be executed again, and the simulation may only be executed again if the player has performed various operations different from the recommended actions. In this case, if the player has performed various operations in accordance with the recommended actions, recommended action information may be generated based on the results of the previous simulation. By doing so, it is possible to reduce the opportunities for the simulation to be executed, thereby suppressing the processing load on the server 1000 and the risk of increased communication volume between the server 1000 and the player terminal 1.

[0338] Returning to Figure 32, the card battle game execution control unit 1301a determines the message to be displayed in the message display area 72 based on the recommended action information generated in step S2-2 (S2-7). The card battle game execution control unit 1301a then generates display message information that includes information that allows identification of the determined message.

[0339] Figure 35 is a second diagram illustrating an example of message candidates. Figure 35 shows message candidates that may be displayed in the message display area 72 during the player's turn. Each message has a message ID, and the content of the message and the conditions for selecting that message are set.

[0340] The specific conditions for selecting a message are not particularly limited. For example, a message could be selected based on the type of recommended action that is presented first among the recommended actions included in the recommended action information. Alternatively, a message could be selected based on the type of recommended action that is presented second or later among the recommended actions included in the recommended action information. In this case, a restriction could be placed so that a message is not selected for recommended actions that are presented in a predetermined order (e.g., third or later). This makes it possible to suppress the risk that the content of the message displayed in the message display area 72 may be far removed from the current situation, potentially confusing the user.

[0341] Furthermore, for example, a message can be selected based on a combination of multiple recommended actions included in the recommended action information. Additionally, a message can be selected based on the number of turns remaining until evolution is unlocked, or the number of turns remaining until super-evolution is unlocked.

[0342] Based on the recommended action information generated in step S2-7, the card battle game execution control unit 1301a extracts a message that satisfies the conditions from the message candidates shown in Figure 35. If only one message is extracted, the card battle game execution control unit 1301a decides that the extracted message will be displayed in the message display area 72.

[0343] Furthermore, if multiple messages are extracted, and one of the extracted messages is the same as the message most recently displayed in the message display area 72, the card battle game execution control unit 1301a decides to display the same message that was most recently displayed in the message display area 72 as the message to be displayed in the message display area 72. By doing so, it is possible to suppress the risk of the message displayed in the message display area 72 changing too frequently, which could confuse the user.

[0344] However, it is also possible to set an upper limit on the number of times each message can be used consecutively (for example, 3 times). In this case, if the number of consecutive uses of a message reaches the upper limit, the message will not be used again.

[0345] Furthermore, a display priority can be set for each message. If multiple messages are extracted, and none of the extracted messages are the same as the message most recently displayed in the message display area 72, the card battle game execution control unit 1301a determines which of the extracted messages has the highest display priority to display in the message display area 72. In this case, the card battle game execution control unit 1301a lowers the display priority of the newly determined message by a predetermined rank. This makes it possible to suppress the risk of the same message being displayed repeatedly during a single game.

[0346] Figure 36 is a flowchart illustrating an example of the ability activation process (S3) in server 1000. The card battle game execution control unit 1301a determines whether the conditions for activating the ability set in the card management information have been met for each of the cards displayed on the field 47a and 47b, the attacking card, and the evolved or super-evolved card (S3-1). If the conditions for activating the ability have not been met (NO in S3-1), the card battle game execution control unit 1301a terminates the ability activation process.

[0347] Furthermore, if the activation conditions for an ability are met (YES in S3-1), the card battle game execution control unit 1301a determines whether the ability whose activation conditions have been met includes an ability to recover evolution points (S3-2). If the result is that an ability to recover evolution points is not included (NO in S3-2), the card battle game execution control unit 1301a moves to step S3-5. If an ability to recover evolution points is included (YES in S3-2), the card battle game execution control unit 1301a grants evolution points to the player or opponent based on the ability set in the card management information (S3-3). Then, the card battle game execution control unit 1301a sets the evolution / super evolution points of the player or opponent based on the result of the grant to be obtainable for player terminal 1 and opponent's player terminal 1 (S3-4).

[0348] The card battle game execution control unit 1301a determines whether the ability whose activation condition has been met includes an ability to recover Super Evolution Points (S3-5). If the result is that the ability to recover Super Evolution Points is not included (NO in S3-5), the card battle game execution control unit 1301a moves to step S3-8. If the ability to recover Super Evolution Points is included (YES in S3-5), the card battle game execution control unit 1301a grants Super Evolution Points to the player or opponent based on the ability set in the card management information (S3-6). Then, the card battle game execution control unit 1301a sets the evolution / super evolution points of the player or opponent based on the result of the grant so that they can be acquired by player terminal 1 and opponent's player terminal 1 (S3-7).

[0349] The card battle game execution control unit 1301a determines whether the ability whose activation condition has been met includes an ability to change evolution points into super evolution points (S3-8). If the result is that the ability to change evolution points into super evolution points is not included (NO in S3-8), the card battle game execution control unit 1301a moves to step S3-11. If the ability to change evolution points into super evolution points is included (YES in S3-8), the card battle game execution control unit 1301a executes the change process (S3-9). In this change process (S3-9), the card battle game execution control unit 1301a changes a predetermined number of evolution points of the player or opponent into a predetermined number of super evolution points based on the ability set in the card management information. Then, the card battle game execution control unit 1301a sets the evolution / super evolution points of the player or opponent based on the result of the change to be obtainable for player terminal 1 and opponent's player terminal 1 (S3-10).

[0350] The card battle game execution control unit 1301a sets ability activation information, indicating that the abilities of various cards have been activated, so that it can be obtained by player terminal 1 and the opponent's player terminal 1 (S3-11), and then terminates the ability activation process.

[0351] Figure 37 is a flowchart illustrating an example of attack result information setting processing in server 1000. The card battle game execution control unit 1301a refers to the attack information received in step S1-10 above and determines whether or not the super-evolved follower card has attacked (S4-1). If the result is that the super-evolved follower card has attacked (YES in S4-1), the card battle game execution control unit 1301a sets attack result information that includes information showing the result of subtracting the health of the attacked follower card or leader 41a, 41b, but does not include information showing the result of subtracting the health of the attacking follower card, making it available to player terminal 1 and the opponent's player terminal 1 (S4-2). As a result, when an invincible follower card attacks an opponent's follower card, the health of the attacking super-evolved follower card will not decrease.

[0352] Furthermore, the card battle game execution control unit 1301a determines whether the conditions for activating the knockback effect are met (S4-3). If the conditions for activating the knockback effect are met (YES in S4-3), the card battle game execution control unit 1301a sets the knockback information to be available for acquisition by player terminal 1 and the opponent's player terminal 1. The knockback information includes information indicating the result of deducting 1 from the health of the player's leader 41a or the opponent's leader 41b due to the activation of the knockback effect.

[0353] If the conditions for activating the knockback effect are not met (NO in S4-3), the card battle game execution control unit 1301a terminates the attack result information set processing.

[0354] Furthermore, if the super-evolved follower card has not attacked (NO in S4-1), the card battle game execution control unit 1301a sets attack result information, which includes information showing the result of subtracting the health of the attacked follower card or leader 41a, 41b, and information showing the result of subtracting the health of the attacking follower card, to be available for acquisition on player terminal 1 and the opponent's player terminal 1 (S4-5).

[0355] Figure 38 is a flowchart illustrating an example of the evolution / super evolution point management process (S5) in server 1000. The card battle game execution control unit 1301a of server 1000 determines whether or not it has received evolution point consumption operation information from player terminal 1 or the opponent's player terminal 1 (S5-1). If it has not received evolution point consumption operation information (NO in S5-1), the card battle game execution control unit 1301a moves to step S5-4.

[0356] Furthermore, if the card battle game execution control unit 1301a receives information about the operation to consume evolution points from player terminal 1 (YES in S5-1), it subtracts the evolution points owned by the player (S5-2), and sets the player's evolution / super evolution points based on the result of the subtraction to be available for acquisition by player terminal 1 and the opponent's player terminal 1 (S5-3).

[0357] Furthermore, if information regarding the consumption of evolution points is received from the opponent's player terminal 1 (YES in S5-1), the card battle game execution control unit 1301a subtracts the evolution points owned by the opponent (S5-2), and sets the opponent's evolution / super evolution points based on the result of the subtraction to be available for acquisition by both player terminal 1 and the opponent's player terminal 1 (S5-3).

[0358] The card battle game execution control unit 1301a determines whether or not it has received information about the operation to consume super evolution points from player terminal 1 or the opponent's player terminal 1 (S5-4). If it has not received information about the operation to consume super evolution points (NO in S5-4), the card battle game execution control unit 1301a terminates the evolution / super evolution point management process.

[0359] Furthermore, if information regarding the consumption of Super Evolution Points is received from Player Terminal 1 (YES in S5-4), the Card Battle Game Execution Control Unit 1301a subtracts the Super Evolution Points owned by the player (S5-5), and sets the player's Evolution / Super Evolution Points based on the result of the subtraction to be available for acquisition by Player Terminal 1 and the opponent's Player Terminal 1 (S5-6).

[0360] Furthermore, if information regarding the consumption of Super Evolution Points is received from the opponent's player terminal 1 (YES in S5-4), the card battle game execution control unit 1301a subtracts the opponent's Super Evolution Points (S5-4), and sets the opponent's Evolution / Super Evolution Points based on the result of the subtraction to be available for acquisition by both player terminal 1 and the opponent's player terminal 1 (S5-6).

[0361] As described above, the player terminal 1 is equipped with a game execution control program 300, a card battle game execution control program 301, and a display control program 302. The player terminal 1 also includes a game execution control unit 300a, a card battle game execution control unit 301a, and a display control unit 302a. However, some or all of these programs and functional units may be provided on the server 1000. In other words, these programs and functional units may be provided on either the player terminal 1 or the server 1000, or on both.

[0362] Furthermore, the server 1000 is equipped with a game execution control program 1300 and a card battle game execution control program 1301. The server 1000 also includes a game execution control unit 1300a and a card battle game execution control unit 1301a. However, some or all of these programs and functional units may be provided on the player terminal 1. In other words, these programs and functional units may be provided on either the player terminal 1 or the server 1000, or both.

[0363] In this embodiment, once the advice function is enabled, it remains enabled until the player disables it; however, this is not the only possible configuration. For example, a separate control unit may be provided for automatically disabling the advice function at the end of the player's turn. Alternatively, a separate control unit may be provided for automatically disabling the advice function each time the player performs an action that affects the game's progress.

[0364] Furthermore, while this embodiment shows the case where recommended action information and display message information are generated on the server 1000, it is not limited to this. For example, either or both of the recommended action information and display message information can be generated on the player terminal 1.

[0365] Although one embodiment has been described above with reference to the attached drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear to those skilled in the art that various modifications or variations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.

[0366] In the above embodiment, a digital card game was used as an example, but the genre and content of the game are not particularly limited, such as simulation games. In any case, any game that uses a game medium, such as a competitive game or a battle game, will suffice. Furthermore, the opponent does not have to be a human; it may be a computer. Therefore, the game medium is not limited to digital cards, but may be any game medium provided in the game, such as characters, units, or pieces.

[0367] In the above embodiment, the information processing system S, which is a client-server system, performs each of the above information processing tasks. However, the functions of the server 1000 in the above embodiment may be provided by the player terminal 1. Also, the functions of the player terminal 1 in the above embodiment may be provided by the server 1000. Furthermore, communication functionality is not essential; for example, the game device G may be capable of computer vs. computer matches or matches between multiple players. In any case, the information processing program should have the computer perform the following tasks.

[0368] (Processes to be performed by a computer) A process to accept input for operation to the game medium associated with the player (steps P2-8, P2-11, P5-1, P5-5, P6-1, P6-2, as an example in the above embodiment) at a time when the player can operate within a competitive game (a card battle game in the above embodiment). A process (P2-6, P2-7, P2-8 in the above embodiment) that generates recommended input information (for example, recommended action information) indicating the content of recommended inputs to the player, based at least on the game medium associated with the player, at the time when the player is able to operate. A process to display recommended operation input images (for example, guide 70 and guide 70a in the above embodiment) based on recommended operation input information (steps P4-5 in the above embodiment). The input controls include change operations that consume player parameters associated with the player to alter the game medium selected by the player (e.g., evolution, super-evolution in the above embodiment).

[0369] The player parameters may include a first player parameter (evolution points, for example, in the above embodiment) and a second player parameter (super evolution points, for example, in the above embodiment). The transformation operation may also include a first transformation operation (for example, in the above embodiment, a continuous operation input from the evolution display area 43a toward an evolvable follower card located on the field 47a) that consumes a first player parameter to perform a first transformation (evolution, as an example in the above embodiment) on the game medium selected by the player, and a second transformation operation (for example, in the above embodiment, a super-evolution) that consumes a second player parameter to perform a second transformation (for example, super-evolution) that is different from the first transformation on the game medium selected by the player (for example, in the above embodiment, a continuous operation input from the super-evolution display area 44a toward a super-evolvable follower card located on the field 47a).

[0370] A competitive game can also be defined as one that involves multiple turns.

[0371] The process for accepting input can also be configured to accept the first change operation from the first turn of the game (for example, the 5th turn for the first player and the 4th turn for the second player in the above embodiment) onwards, and to accept the second change operation from the second turn of the game (for example, the 7th turn for the first player and the 6th turn for the second player in the above embodiment) onwards, which is after the first turn of the game.

[0372] The process for generating recommended operation input information is: A process that performs multiple simulations regarding the content of inputs based on the game medium associated with the player and the game medium associated with the opponent, for a specific period from the start of the player's turn until the end of a particular turn. For each simulation that is executed multiple times, a process is performed to calculate a score (for example, a score in the above embodiment), The process involves generating recommended operation input information based on the simulation with the highest score among the calculated scores, and It can also be said to include.

[0373] The process for receiving user input can also be configured to accept multiple user inputs within a single turn.

[0374] The content of the operation input is: Classified into multiple categories, The process for generating recommended operation input information is: It is also possible to generate recommended input information based on the results of sorting the content of multiple inputs included in the simulation with the highest score by type.

[0375] When the recommended operation input image is displayed, the computer may also be instructed to perform a process (step P4-6 in the above embodiment) to display a special image related to the content of the operation input recommended to the player (for example, the message displayed in the message display area 72 in the above embodiment).

[0376] The process for displaying special images is: A process to extract one or more special images from a set of special images associated with priority that satisfy the conditions regarding the content of the operation input recommended for the player, If one or more extracted special images include the same special image as the one previously displayed, the process of displaying that special image is performed. If the extracted special images do not include the same special image as the previously displayed special image, the process of displaying the special image with the highest priority among the extracted special images, It can also be said to include.

[0377] Furthermore, the control processing shown in the above embodiment is merely an example. In the above embodiment, the case in which the control processing for running the game is performed on the player terminal 1 was described. That is, in the above embodiment, the control processing for running the game is performed only on the player terminal 1. In this case, only the player terminal 1 functions as the game device G. However, some of the control processing described above may be performed on the server 1000. That is, an information processing system S, which is a client-server system comprising the player terminal 1 and the server 1000, may function as the game device G.

[0378] Furthermore, in the above embodiment, the information processing program for realizing the game may be stored in a computer-readable non-temporary storage medium. Moreover, the above embodiment may also be an information processing method for realizing each function and the steps shown in the flowchart. [Explanation of Symbols]

[0379] 1 Player terminal 1000 Servers G Game Device S Information Processing System

Claims

1. In a competitive game using a game medium associated with the player and a game medium associated with the opponent, a process is performed to receive input for the game medium associated with the player at a time when the player can be controlled. The process includes generating recommended input information indicating the content of the recommended input to the player, based at least on the game medium associated with the player, at the player's operable timing; Based on the aforementioned recommended operation input information, the process involves displaying a recommended operation input image. Have the computer perform this task. The aforementioned competitive game is Including multiple turns, The process for generating the recommended operation input information is as follows: A process that performs multiple simulations regarding the content of the operation inputs based on the game medium associated with the player and the game medium associated with the opponent for a specific period from the player's turn until the end of a specific turn, For each of the simulations that has been run multiple times, a process is performed to calculate a score, A process to generate recommended operation input information based on the simulation with the highest score among the calculated scores, including, Information processing program.

2. The operation input includes: This includes a change operation that changes the game medium selected by the player by consuming player parameters associated with the player, The aforementioned player parameters are: Including the first player parameter and the second player parameter, The aforementioned change operation is, The operation includes a first change operation that performs a first change on the game medium selected by the player by consuming the first player parameter, and a second change operation that performs a second change different from the first change on the game medium selected by the player by consuming the second player parameter, The information processing program according to claim 1.

3. The process for receiving the operation input is: The first change operation is accepted from the first turn onwards in the aforementioned battle game. The second change operation is accepted in the second turn or later, which is after the first turn in the aforementioned battle game. The information processing program according to claim 2.

4. The process for receiving the aforementioned operation input is: Within a single turn, it is possible to accept multiple operation inputs. The contents of the aforementioned operation input are: Classified into multiple categories, The process for generating the recommended operation input information is as follows: Based on the results of sorting the contents of the multiple operation inputs included in the simulation with the highest score by type, the recommended operation input information is generated. An information processing program according to any one of claims 1 to 3.

5. When the recommended operation input image is displayed, the process of displaying a special image related to the content of the operation input recommended to the player is as follows: Furthermore, let the computer perform the task. An information processing program according to any one of claims 1 to 3.

6. The process for displaying the special image is as follows: A process of extracting one or more special images from a plurality of special images associated with priority that satisfy the conditions regarding the content of the operation input recommended to the player, If one or more of the extracted special images include the same special image as the previously displayed special image, the process of displaying that special image is performed. If the extracted one or more special images do not include the same special image as the previously displayed special image, the process of displaying the special image with the highest priority among the extracted one or more special images, including, The information processing program according to claim 5.

7. An information processing method performed by one or more computers, The aforementioned computer, In a competitive game using a game medium associated with the player and a game medium associated with the opponent, a process is performed to receive input for the game medium associated with the player at a time when the player can be controlled. The process includes generating recommended input information indicating the content of the recommended input to the player, based at least on the game medium associated with the player, at the player's operable timing; Based on the aforementioned recommended operation input information, the process involves displaying a recommended operation input image. To carry out, The aforementioned competitive game is Including multiple turns, The process for generating the recommended operation input information is as follows: A process that performs multiple simulations regarding the content of the operation inputs based on the game medium associated with the player and the game medium associated with the opponent for a specific period from the player's turn until the end of a specific turn, For each of the simulations that has been run multiple times, a process is performed to calculate a score, A process to generate recommended operation input information based on the simulation with the highest score among the calculated scores, including, Information processing methods.

8. An information processing system comprising one or more computers, The aforementioned computer, In a competitive game using a game medium associated with the player and a game medium associated with the opponent, a process is performed to receive input for the game medium associated with the player at a time when the player can be controlled. The process includes generating recommended input information indicating the content of the recommended input to the player, based at least on the game medium associated with the player, at the player's operable timing; Based on the aforementioned recommended operation input information, the process involves displaying a recommended operation input image. To carry out, The aforementioned competitive game is Including multiple turns, The process for generating the recommended operation input information is as follows: A process that performs multiple simulations regarding the content of the operation inputs based on the game medium associated with the player and the game medium associated with the opponent for a specific period from the player's turn until the end of a specific turn, For each of the simulations that has been run multiple times, a process is performed to calculate a score, A process to generate recommended operation input information based on the simulation with the highest score among the calculated scores, including, Information processing system.

9. Equipped with one or more computers, The aforementioned computer, In a competitive game using a game medium associated with the player and a game medium associated with the opponent, a process is performed to receive input for the game medium associated with the player at a time when the player can be controlled. The process includes generating recommended input information indicating the content of the recommended input to the player, based at least on the game medium associated with the player, at the player's operable timing; Based on the aforementioned recommended operation input information, the process involves displaying a recommended operation input image. To carry out, The aforementioned competitive game is Including multiple turns, The process for generating the recommended operation input information is as follows: A process that performs multiple simulations regarding the content of the operation inputs based on the game medium associated with the player and the game medium associated with the opponent for a specific period from the player's turn until the end of a specific turn, For each of the simulations that has been run multiple times, a process is performed to calculate a score, A process to generate recommended operation input information based on the simulation with the highest score among the calculated scores, including, Game device.

Citation Information

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