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

By integrating player-specific game media with dynamic virtual lighting effects, the system addresses the lack of immersion in digital card games, enhancing player engagement through personalized and interactive displays.

JP7867755B1Active Publication Date: 2026-06-01CYGAMES INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
CYGAMES INC
Filing Date
2025-11-21
Publication Date
2026-06-01

AI Technical Summary

Technical Problem

Existing digital card games lack sufficient player immersion and presence, particularly in how game media is displayed, leading to a desire for enhanced engagement and interest.

Method used

The system integrates player-specific game media with dynamic virtual lighting effects based on game status and situational information, using player IDs to manage confidential and shared contextual information, and allowing game effects and display changes based on situational information.

Benefits of technology

Enhances player immersion and engagement by dynamically displaying game media with personalized and interactive virtual lighting effects, improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enhance the enjoyment of the game. [Solution] The computer is made to perform the following: a process of progressing a game that uses multiple game media; a process of changing situation information associated with the game media based on the progress of the game; a process of activating game effects associated with the game media based on the situation information associated with the game media; and a process of determining virtual light information, including parameters set for a virtual light that virtually illuminates the game media, based on the situation information associated with the game media.
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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 game properties have been proposed, but further improvement in the interest of the game is desired. In particular, it is desired to improve the player's sense of presence and immersion and the interest of the game by appropriately displaying the game medium.

[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 improving the player's sense of presence and immersion and the interest of the game by appropriately displaying the game medium.

Means for Solving the Problems

[0006] To solve the above problems, the information processing program The game medium associated with the player ID of one player, and the game medium associated with the player ID of another player. a process of advancing the game to be used, Based on the progress of the aforementioned game, Associated with Player ID A process to change the status information associated with the aforementioned game medium, A process to activate game effects associated with the game medium based on the status information associated with the game medium, A process to determine virtual light information, including parameters set for a virtual light that virtually illuminates the game medium, based on the status information associated with the game medium; The computer will perform this task. height, The aforementioned situational information is, The system includes at least first contextual information that keeps the information of the game medium associated with the player's player ID confidential from other players, and second contextual information that notifies other players of the information of the game medium associated with the player's player ID. .

[0007] The aforementioned game is The aforementioned game medium associated with the player's player ID, Other players' player IDs A competitive game played using the aforementioned game medium associated with the game, The process for enabling the aforementioned game effect is as follows: The game effect associated with the game medium may be activated, provided that at least the second situational information is associated with the game medium.

[0008] As the aforementioned situational information, The system further includes a third situation information whose display mode differs from that of the first and second situation information, The process of changing the aforementioned status information is: Provided that at least the second situation information is associated with the game medium, the situation information associated with the game medium may be changed to the third situation information.

[0009] A process to determine the operation of the game medium based on the status information associated with the game medium. The computer is instructed to perform the following: The process for determining the operation of the aforementioned game medium is: When the third situation information is associated with the game medium, the display image corresponding to the game medium may be made changeable.

[0010] A process of determining the operation of the game medium based on the situation information associated with the game medium, is to be executed by the computer, The process of determining the operation of the game medium is When the third situation information is associated with the game medium, the display image corresponding to the game medium may be rotatable and / or scalable.

[0011] The parameters set for the virtual light are at least any one of a position parameter, a direction parameter, a color parameter, an operation parameter, a luminance parameter, and a highlight parameter indicating the position within the virtual space of the virtual light, The process of determining the virtual light information is Based on the situation information, different position parameters may be set.

[0012] To solve the above problems, an information processing method is An information processing method executed by one or more computers, The computer is The game medium associated with the player ID of one player, and the game medium associated with the player ID of another player. a process of advancing a game in which is used, and Based on the advancement of the game, Associated with Player ID a process of changing the situation information associated with the game medium, a process of activating a game effect associated with the game medium based on the situation information associated with the game medium, a process of determining virtual light information including parameters set for a virtual light that virtually irradiates the game medium based on the situation information associated with the game medium, is to be executed death, The aforementioned situational information is, The system includes at least first contextual information that keeps the information of the game medium associated with the player's player ID confidential from other players, and second contextual information that notifies other players of the information of the game medium associated with the player's player ID. .

[0013] To solve the above problems, an information processing system is an information processing system including one or more computers, wherein the computer The game medium associated with the player ID of one player, and the game medium associated with the player ID of another player. performs a process of advancing a game to be used, based on the advancement of the game, Associated with Player ID performs a process of changing situation information associated with the game medium, based on the situation information associated with the game medium, performs a process of activating a game effect associated with the game medium, based on the situation information associated with the game medium, performs a process of determining virtual light information including parameters set for a virtual light that virtually irradiates the game medium, and executes death, The aforementioned situational information is, The system includes at least first contextual information that keeps the information of the game medium associated with the player's player ID confidential from other players, and second contextual information that notifies other players of the information of the game medium associated with the player's player ID. .

[0014] To solve the above problems, a game device includes one or more computers, wherein the computer The game medium associated with the player ID of one player, and the game medium associated with the player ID of another player. performs a process of advancing a game to be used, based on the advancement of the game, Associated with Player ID performs a process of changing situation information associated with the game medium, based on the situation information associated with the game medium, performs a process of activating a game effect associated with the game medium, based on the situation information associated with the game medium, performs a process of determining virtual light information including parameters set for a virtual light that virtually irradiates the game medium, and executes death, The aforementioned situational information is, The system includes at least first contextual information that keeps the information of the game medium associated with the player's player ID confidential from other players, and second contextual information that notifies other players of the information of the game medium associated with the player's player ID. .

Advantages of the Invention

[0015] According to the present invention, by appropriately displaying the game medium, it is possible to improve the player's sense of presence and immersion, thereby enhancing the enjoyment of the game. [Brief explanation of the drawing]

[0016] [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 deck creation. 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 second 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 10 is a diagram illustrating the main virtual light, sub-virtual light, and virtual camera. [Figure 11] Figure 11 illustrates an example of situation information and virtual light information. [Figure 12]Figure 12 illustrates an example of parameters that can be set using virtual light information. [Figure 13] Figure 13A is the first diagram illustrating an example of a battle screen transition. Figure 13B is the second diagram illustrating an example of a battle screen transition. Figure 13C is the third diagram illustrating an example of a battle screen transition. [Figure 14] Figure 14 illustrates an example of display management information. [Figure 15] Figure 15A is the fourth diagram illustrating an example of a battle screen transition. Figure 15B is the fifth diagram illustrating an example of a battle screen transition. Figure 15C is the sixth diagram illustrating an example of a battle screen transition. [Figure 16] Figure 16A is the seventh figure illustrating an example of a battle screen transition. Figure 16B is the eighth figure illustrating an example of a battle screen transition. Figure 16C is the ninth figure illustrating an example of a battle screen transition. [Figure 17] Figure 17A is the tenth figure illustrating an example of a battle screen transition. Figure 17B is the eleventh figure illustrating an example of a battle screen transition. [Figure 18] Figure 18A is the first diagram illustrating an example of the battle screen during the turn when evolution is allowed. Figure 18B is the second diagram illustrating an example of the battle screen during the turn when evolution is allowed. [Figure 19] Figure 19A is the first diagram illustrating an example of the battle screen during evolution. Figure 19B is the second diagram illustrating an example of the battle screen during evolution. [Figure 20] Figure 20 is the third diagram illustrating an example of a battle screen during evolution. [Figure 21] Figure 21A is the fourth figure illustrating an example of the battle screen during evolution. Figure 21B is the fifth figure illustrating an example of the battle screen during evolution. [Figure 22] Figure 22A is the first diagram illustrating an example of the battle screen during the turn when Super Evolution is unlocked. Figure 22B is the second diagram illustrating an example of the battle screen during the turn when Super Evolution is unlocked. [Figure 23]Figure 23A is the first diagram illustrating an example of the battle screen during super evolution. Figure 23B is the second diagram illustrating an example of the battle screen during super evolution. [Figure 24] Figure 24 is the third diagram illustrating an example of a battle screen during super evolution. [Figure 25] Figure 25A is the fourth figure illustrating an example of the battle screen during super evolution. Figure 25B is the fifth figure illustrating an example of the battle screen during super evolution. [Figure 26] Figure 26 is the sixth diagram illustrating an example of the battle screen during super evolution. [Figure 27] Figure 27 is a functional block diagram of the player terminal. [Figure 28] Figure 28 is a functional block diagram of the server. [Figure 29] Figure 29 is a flowchart illustrating an example of the terminal-side card battle game execution process on a player terminal. [Figure 30] Figure 30 is a flowchart illustrating an example of virtual light control processing in a player terminal. [Figure 31] Figure 31 is a flowchart illustrating an example of the self-turn control process in a player terminal. [Figure 32] Figure 32 is a flowchart illustrating an example of the first execution process for evolution and super-evolution on the player terminal. [Figure 33] Figure 33 is a flowchart illustrating an example of the second execution process for evolution and super-evolution on the player terminal. [Figure 34] Figure 34 is a flowchart illustrating an example of the opponent's turn control process on the player terminal. [Figure 35] Figure 35 is a flowchart illustrating an example of the server-side card battle game execution process on the server. [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]

[0017] 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.

[0018] (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.

[0019] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices 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.

[0020] 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.

[0021] 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.

[0022] 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.

[0023] (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.

[0024] 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.

[0025] The configurations and functions of the CPU 1010, memory unit 1012, bus 1014, input / output interface 1016, storage device 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory unit 12, bus 14, input / output interface 16, storage device 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.

[0026] 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.

[0027] 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.

[0028] 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.

[0029] 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.

[0030] 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.

[0031] 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.

[0032] (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.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] 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".

[0037] 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.

[0038] 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.

[0039] 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.

[0040] 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."

[0041] 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.

[0042] 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.

[0043] 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.

[0044] 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.

[0045] 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.

[0046] 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.

[0047] 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.

[0048] 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.

[0049] 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.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 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.

[0056] Next, we will explain the card battle game. Below, we will first provide an overview of the card battle game, followed by details about the cards, how to generate the battle screen, and then details about the card battle game itself. Note that this section describes a card battle game where you compete against other players. In the following, other players will be referred to as "opponents."

[0057] 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.

[0058] 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.

[0059] Additionally, a health indicator area 42a showing the health of the player's leader 41a is displayed near the leader 41a.

[0060] 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).

[0061] 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.

[0062] 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).

[0063] 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.

[0064] 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.

[0065] In this embodiment, whether or not to reveal a card to the player and whether or not to reveal it to the opponent is managed according to the location of each player's and opponent's cards used in the card battle game, and the status of each card.

[0066] Specifically, unused player cards are placed face down in the player's deck area 45a, that is, in a state where they cannot be identified by either the player or their opponent. Therefore, the information about unused player cards placed in the player's deck area 45a is kept secret from both the player and their opponent.

[0067] In the player's hand area 46a, cards that are in the player's hand are placed in a way that allows the player to identify them. On the other hand, cards that are in the player's hand and placed in the player's hand area 46a are indistinguishable from the opponent's hand. Therefore, it can be said that the information of cards that are in the player's hand and placed in the player's hand area 46a is revealed to the player but kept secret from the opponent.

[0068] Cards played from the player's hand area 46a are placed in the player's field 47a in a way that allows both the player and their opponent to identify them. Therefore, it can be said that the information of cards played from the player's hand area 46a and placed in the player's field 47a is made public to both the player and their opponent.

[0069] 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 top left, and the opponent's field area 47b is located in the center.

[0070] Unused cards of the opponent are placed face down in the opponent's deck area 45b, that is, in a state that is unidentifiable to both the player and the opponent. Therefore, the information of the unused cards of the opponent placed in the opponent's deck area 45b is kept secret from both the player and the opponent.

[0071] In the opponent's hand area 46b, the cards that are in the opponent's hand are placed face down, making them unidentifiable to the player. On the other hand, the cards that are in the opponent's hand and placed in the opponent's hand area 46b are identifiable to the opponent. Therefore, the information about the cards that are in the opponent's hand and placed in the opponent's hand area 46b is hidden from the player, but is revealed to the opponent.

[0072] Cards played from the opponent's hand area 46b are placed in the opponent's field 47b in a way that allows both the player and the opponent to identify them. Therefore, it can be said that the information of cards played from the opponent's hand area 46b and placed in the opponent's field 47b is made public to both the player and the opponent.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] 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.

[0077] 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.

[0078] 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.

[0079] 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.

[0080] 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.

[0081] 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.

[0082] 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.

[0083] 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.

[0084] 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.

[0085] 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).

[0086] 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.

[0087] Although not shown in the illustration, 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 performance after evolution or performance after super-evolution.

[0088] 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.

[0089] 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.

[0090] 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.

[0091] 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.

[0092] 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.

[0093] 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.

[0094] 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.

[0095] 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.

[0096] 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.

[0097] Figure 10 illustrates the main virtual light L1, sub-virtual light L2, and virtual camera C. In this embodiment, when the card battle game starts, the player terminal 1 generates a virtual space and various in-game objects such as cards, which are composed of 3D models placed within the virtual space. The player terminal 1 then generates a battle screen based on images taken from a specific viewpoint by the virtual camera C of the various in-game objects such as cards in the generated virtual space. The player terminal 1 then displays the generated battle screen on the touch panel 26.

[0098] In this embodiment, the case where one virtual camera C is placed at a fixed point in the virtual space is shown, but it is not limited to this. In other words, multiple virtual cameras C may be placed in the virtual space, or their placement positions may change dynamically.

[0099] Furthermore, as shown in Figure 10, two virtual lights, consisting of a main virtual light L1 and a sub-virtual light L2, are placed within the virtual space. The main virtual light L1 and the sub-virtual light L2 are each placed at fixed points within the virtual space. However, the placement positions of the main virtual light L1 and the sub-virtual light L2 can be set arbitrarily.

[0100] Here, each card is assigned a rarity level, or scarcity. In this embodiment, we show a case where there are three rarity levels: high rarity, medium rarity, and low rarity, but the present invention is not limited to this.

[0101] In this embodiment, each card placed in the virtual space is configured such that its color, brightness, reflective properties, etc., can change depending on the type of card, rarity, placement location, and status of the card.

[0102] Specifically, each player's and opponent's card used in the card battle game is managed with associated status information that indicates the card's state. Figure 11 illustrates an example of status information and virtual light information. For example, the initial candidate card displayed on the battle screen (Figure 13B) or the exchange candidate card (Figure 13C) is associated with the status information labeled "001" in Figure 11. Details about initial candidate cards and exchange candidate cards will be described later.

[0103] Furthermore, for example, in the battle screen, the cards displayed in the player's hand area 46a are associated with the status information indicated as "002" in Figure 11.

[0104] Furthermore, for example, in the battle screen, the cards displayed on the player's field 47a are associated with the situation information labeled "003" in Figure 11.

[0105] Furthermore, for example, in the battle screen, the player's card while the evolution animation (described later) or the super-evolution animation (described later) is being performed is associated with the status information marked "004" in Figure 11.

[0106] In addition to the above, status information is also provided for, for example, cards displayed in the opponent's hand area 46b, cards displayed in the opponent's field 47b, and cards of the opponent that are currently performing an evolution animation or a super evolution animation, as described later. Furthermore, separate status information may be provided for, for example, players or opponent's cards that have been sent to the graveyard, and players or opponent's cards that have been destroyed without being sent to the graveyard.

[0107] As shown in Figure 11, virtual light information is associated with and managed for each status information. In this embodiment, we will describe the case where nine parameters, from the first parameter to the ninth parameter, are set as virtual light information for each status information.

[0108] Figure 12 illustrates an example of configurable parameters in virtual light information. As shown in Figure 12, in this embodiment, the first parameter is set to the direction of light emitted virtually from the main virtual light L1, i.e., the direction parameter. According to the first parameter, the direction of light emitted onto the card can be changed to adjust the expression of shadows and three-dimensionality.

[0109] Furthermore, a second parameter is set: the emission color of the main virtual light L1, i.e., the color parameter. According to this second parameter, the color of the light can be changed according to the card's status, thereby adjusting the visual impression of the card.

[0110] Furthermore, a third parameter is set: the rotation speed of the main virtual light L1, i.e., the operation parameter. According to this third parameter, the rotational movement of the main virtual light L1 can dynamically represent changes in how the emitted light reflects off the surface of the card, thereby improving the visual effect of the card display.

[0111] Furthermore, the brightness of the main virtual light L1 is set as the fourth parameter. According to the fourth parameter, the brightness of the light virtually illuminated by the main virtual light L1, i.e., the brightness parameter, can be defined. This makes it possible to control the brightness of the light illuminating the card, preventing dark areas from becoming excessively dark and bright areas from becoming excessively bright, thereby preventing a decrease in the visibility of the card.

[0112] Similarly, the fifth parameter sets the direction of light emitted virtually from the sub-virtual light L2. The sixth parameter sets the emission color of the sub-virtual light L2. The seventh parameter sets the rotation speed of the sub-virtual light L2. The eighth parameter sets the brightness of the sub-virtual light L2.

[0113] Furthermore, as shown in Figure 12, a ninth parameter, highlight power, is set, which defines the intensity and sharpness of reflected light on the card surface. The ninth parameter allows for adjustment of the card's material feel and gloss. Note that the ninth parameter may be enabled only for certain cards, specifically high-rarity cards. Alternatively, the ninth parameter may be a parameter derived by a predetermined calculation based on the card's rarity and situation information. Or, the ninth parameter may be a parameter determined by referring to a predetermined table based on the card's rarity and situation information. In this way, high-rarity cards can be given a stronger gloss and reflective effect than other cards, making it easier for players to visually identify high-rarity cards.

[0114] Furthermore, the numerical values ​​set for the 1st to 9th parameters described above may differ by at least some or all depending on the type of situational information. Also, the number and types of parameters that can be set as virtual light information are not limited to the above example; at least one parameter must be set. For example, parameters that can be set as virtual light information may include parameters related to exposure, parameters related to the amount of depth of field (DOF) blur, and various other image processing parameters. The parameters related to exposure are used to control the amount of virtual light taken in by the virtual camera C. The parameters related to the amount of depth of field blur are used to control the focal length and the amount of blur in the virtual space by the virtual camera C.

[0115] Furthermore, for example, it may be possible to set additional parameters, such as a first position parameter that defines the position where the main virtual light L1 is placed in the virtual space, and a second position parameter that defines the position where the sub-virtual light L2 is placed in the virtual space. According to these first and second position parameters, the placement positions of the main virtual light L1 and sub-virtual light L2 in the virtual space can be defined. This allows for appropriate control of the direction and range of light hitting the card, as well as the formation of shadows, and allows for adjustment of the expression of shadows and three-dimensionality.

[0116] Furthermore, each of the parameters mentioned above may be a fixed value that does not change over time, or a variable value that changes over time. This makes it possible to dynamically control how the cards appear according to their status, thus making it possible to present the card status in a visually easy-to-understand manner.

[0117] The following describes the details of how the card battle game progresses. In this embodiment, a deck is formed by combining follower cards, spell cards, and amulet cards, and the card battle game is played using the formed deck.

[0118] Figure 13A is the first diagram illustrating an example of a battle screen transition. Figure 13B is the second diagram illustrating an example of a battle screen transition. Figure 13C is the third diagram illustrating an example of a battle screen transition. Figure 14 is a diagram illustrating an example of display management information. Figure 15A is the fourth diagram illustrating an example of a battle screen transition. Figure 15B is the fifth diagram illustrating an example of a battle screen transition. Figure 15C is the sixth diagram illustrating an example of a battle screen transition. Figure 16A is the seventh diagram illustrating an example of a battle screen transition. Figure 16B is the eighth diagram illustrating an example of a battle screen transition. Figure 16C is the ninth diagram illustrating an example of a battle screen transition. Figure 17A is the tenth diagram illustrating an example of a battle screen transition. Figure 17B is the eleventh diagram illustrating an example of a battle screen transition.

[0119] When the card battle game begins, the deck information to be used is sent from player terminal 1 to server 1000. The opponent's player terminal 1 also sends deck information to server 1000.

[0120] Server 1000 randomly determines who goes first and who goes second. Server 1000 also randomly assigns an index (for example, a number from 1 to 40) to all cards shown in the deck information. Furthermore, Server 1000 selects three initial candidate cards and three exchange candidate cards from the cards shown in the deck information.

[0121] Server 1000 then sets the initial information for player terminal 1 to be available for acquisition. The initial information includes first / second player information indicating who goes first and who goes second. 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.

[0122] In this embodiment, the server 1000 manages the display management information shown in Figure 14. The display management information is managed by associating each card ID of a card in the player's deck with index information indicating the index of the player's card, status information, and publicly confidential information (part of the status information).

[0123] For publicly disclosed confidential information, "001" is set if the corresponding card is revealed to the player but kept secret from the opponent; "002" is set if the corresponding card is revealed to the player and also revealed to the opponent; "003" is set if the corresponding card is kept secret from the player and revealed to the opponent; and "004" is set if the corresponding card is kept secret from the player and also kept secret from the opponent.

[0124] Once server 1000 has determined three candidate cards for exchange, it updates the status information and publicly confidential information corresponding to these candidate cards.

[0125] Specifically, server 1000 updates the status information of the card corresponding to the initial candidate card to "001" which corresponds to "exchanging," and updates the public / confidential information to "001" which is made public to the player but kept secret from the opponent. In other words, the display management information is updated on server 1000 according to the progress of the card battle game.

[0126] The server 1000 also manages each card in the opponent's deck used in the card battle game by associating index information, status information, and public / confidential information for each card ID in the opponent's deck. The server 1000 then sets the updated display management information so that it can be obtained by the player and the opponent's player terminal 1. In this embodiment, the case in which status information and public / confidential information are provided separately has been shown, but the present invention is not limited to this, and public / confidential information may not be provided. In this case, it is sufficient that the relationship of whether or not to reveal the corresponding card to the player and whether or not to reveal it to the opponent is defined in advance for each type of status information. The server 1000 or the player terminal 1 may then decide whether or not to reveal the corresponding card to the player and whether or not to reveal it to the opponent based on the status information.

[0127] 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.

[0128] When the card battle game is started on the player terminal 1, as shown in Figure 13A, 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 13B, the player terminal 1 places three initial candidate cards in the initial card display area 60, making them visible to the player, based on the display management information and exchange information. At this time, the player terminal 1 generates a display image based on the status information corresponding to each placed initial candidate card and the virtual light information corresponding to that status information, and displays it on the touch panel 26. At this time, the player terminal 1 displays an exchange display area 61 on the touch panel 26 for placing the cards to be exchanged.

[0129] If a player wants to swap a card among the initial candidate cards, they move the card they want to swap to the swap display area 61 by sliding it, as shown in Figure 13C.

[0130] 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.

[0131] Based on the initial card information received from the player's player terminal 1, the server 1000 updates the status information of the determined initial cards to "002" corresponding to "hand," and updates the public / confidential information to "001" so that it is public to the player but concealed from the opponent. The server 1000 also updates the status information of initial candidate cards other than the initial cards to the value corresponding to deck area 45a, and updates the public / confidential information of the cards to "004" so that it is concealed from the player and concealed from the opponent. The server 1000 then sets the updated player display management information so that it can be obtained by the player and the opponent's player terminal 1.

[0132] Server 1000 also receives initial card information from the opponent's player terminal 1.

[0133] Server 1000 updates the status information of the determined initial cards to "002" corresponding to "hand" based on the initial card information received from the opponent's player terminal 1, and updates the public / confidential information to "003" so that it is concealed from the player and revealed to the opponent. Server 1000 also updates the status information of initial candidate cards other than the initial cards to the value corresponding to deck area 45b, and updates the public / confidential information of the cards to "004" so that it is concealed from the player and concealed from the opponent. Server 1000 then sets the updated opponent's display management information so that it can be obtained by the player and the opponent's player terminal 1.

[0134] Upon receiving the display management information, the player terminal 1 refers to the display management information and generates the battle screen shown in Figure 15A based on the status information corresponding to the cards placed in each area of ​​the battle screen, and the virtual light information corresponding to that status information, and displays it on the touch panel 26. As a result, the three initial cards of the determined player are placed identifiable in the hand area 46a, and the three initial cards of the determined opponent are placed identifiable in the hand area 46b.

[0135] 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 15B. 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 15B, an image that reads "4 turns remaining until evolution is possible" is displayed on the touch panel 26.

[0136] 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).

[0137] 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).

[0138] 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).

[0139] 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).

[0140] Then, server 1000 randomly selects one card 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. Server 1000 then updates the player's display management information based on the randomly selected card. Specifically, server 1000 updates the status information of the randomly selected card to "002" which corresponds to "hand", and updates the public / hidden information to "001" which is public to the player but hidden from the opponent. Server 1000 then sets the updated player's display management information so that it can be retrieved by the player and the opponent's player terminal 1.

[0141] The player terminal 1 then refers to the display management information and generates the battle screen shown in Figure 15C based on the status information corresponding to the cards placed in each area of ​​the battle screen, and the virtual light information corresponding to that status information, and displays it on the touch panel 26. As a result, the cards determined by the lottery are placed in the hand area 46a in a face-up state for the player.

[0142] 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).

[0143] 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 15C, 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 15C, 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 number of turns displayed in the evolution display area 43a and the super evolution display area 44a will be subtracted and updated at the start of the player's turn.

[0144] 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 15C, 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 15C, 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.

[0145] Furthermore, although a detailed explanation will be omitted, the card battle game of this embodiment may also be equipped with an extra play point function. 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. It should also be noted that the special right 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.

[0146] Furthermore, when a player taps their hand area 46a, the player's hand area 46a and the cards placed in it may be enlarged. Similarly, when a player taps their opponent's hand area 46b, the opponent's hand area 46b and the cards placed in it may be enlarged. This makes it possible to improve the visibility of the cards placed in the hand areas 46a and 46b.

[0147] Subsequently, for example, if a player plays a cost 1 follower card from the hand area 46a to the field 47a by sliding it, based on the player's actions, the play points are reduced by 1 and the play point display unit 49a is updated.

[0148] Furthermore, the player terminal 1 transmits play information, including card information indicating the card played on the field 47a, to the server 1000. Upon receiving the play information, the server 1000 updates the display management information based on the card played on the player's field 47a. Specifically, the server 1000 updates the status information of the card played on the player's field 47a to "003" corresponding to "field," and updates the public / confidential information to "002" which is made public to both the player and the opponent. The server 1000 then sets the updated player's display management information so that it can be retrieved by both the player and the opponent's player terminal 1.

[0149] The player terminal 1 then refers to the display management information and generates the battle screen shown in Figure 15C based on the status information corresponding to the cards placed in each area of ​​the battle screen, and the virtual light information corresponding to that status information, and displays it on the touch panel 26. As a result, the cards determined by the lottery are placed on the field 47a in a state that is revealed to the player.

[0150] Furthermore, Server 1000 activates the abilities of cards placed on the player's field 47a, that is, cards with "003" set in their status information. The activated abilities will be activated when the respective activation conditions described above are met. For example, if a follower card placed on field 47a has ability 55 and the activation conditions are met, then ability 55 will be activated.

[0151] As a result, on the opponent's player terminal 1, the card indicated in the play information will be placed on the opponent's field 47b, and the opponent's play point display unit 49b will be updated.

[0152] 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, server 1000 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 initiates the turn for the opponent's player terminal 1.

[0153] Then, on the player's player terminal 1, an image labeled "ENEMY TURN" indicating that it is the opponent's turn is displayed on the touch panel 26, as shown in Figure 16B. Then, on the server 1000, two cards are randomly selected from the index of the cards in the deck area 45b. Specifically, two cards are randomly selected from the cards in the deck area 45b. Based on the cards selected by the random selection, the server 1000 updates the opponent's display management information. Specifically, the server 1000 updates the status information of the randomly selected cards to "002" which corresponds to "hand," and updates the public / confidential information to "003" which is concealed from the player but revealed to the opponent. The server 1000 then sets the updated opponent's display management information so that it can be retrieved by both the player and the opponent's player terminal 1.

[0154] Then, the player terminal 1 refers to the display management information and generates the battle screen shown in Figure 16C based on the status information corresponding to the cards placed in each area of ​​the battle screen, and the virtual light information corresponding to that status information, and displays it on the touch panel 26. As a result, two new cards are placed indistinguishably in the opponent's hand area 46b that was received.

[0155] 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.

[0156] Furthermore, when the opponent's turn begins, 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 16C.

[0157] 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 17A. At this time, the player terminal 1 also displays the number of turns remaining until the player's turn to be able to evolve. In the case shown in Figure 17A, an image that reads "3 turns remaining until evolution is possible" is displayed on the touch panel 26.

[0158] 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).

[0159] 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 17B.

[0160] Then, as shown in Figure 17B, 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.

[0161] 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.

[0162] 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.

[0163] 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.

[0164] 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.

[0165] 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.

[0166] 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.

[0167] Figure 18A is the first diagram illustrating an example of the battle screen during the evolution unlock turn. Figure 18B 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 18A, 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 18B, an image labeled "Evolution possible" is displayed in the center of the touch panel 26, informing the player that the evolution unlock turn has been reached.

[0168] Furthermore, as shown in Figure 18B, 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.

[0169] Figure 19A is the first diagram illustrating an example of the battle screen during evolution. Figure 19B is the second diagram illustrating an example of the battle screen during evolution. Figure 20 is the third diagram illustrating an example of the battle screen during evolution. For example, as shown in Figure 19A, suppose that on the 5th turn of the first player, an un-evolved follower card is placed on the field 47a. When the follower card placed on the field 47a is tapped, the card details tab 63 is displayed on the touch panel 26, as shown in Figure 19A.

[0170] The card details tab 63 displays the abilities of the tapped card. If the follower card tapped by the player is evolvable, the card details tab 63 displays both the pre-evolution and post-evolution abilities. Additionally, the card details tab 63 displays the evolution button 63a.

[0171] In this embodiment, only follower cards are set as cards that can evolve. Therefore, the evolution button 63a is displayed only on the card details tab 63 of follower cards, and not on the card details tab 63 of spell cards or amulet cards.

[0172] Furthermore, the evolution button 63a functions as an operation area that accepts player taps when evolution is possible. When the evolution button 63a on the card details tab 63 is tapped, the follower card evolves. On the other hand, if evolution is not possible, the evolution button 63a is displayed in a manner that does not accept player taps. Note that the evolution button 63a may be hidden when evolution is not possible. Specifically, situations in which 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.

[0173] 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.

[0174] As shown in Figure 19B, when a continuous operation input, i.e., a slide operation, is performed from the evolution display area 43a, which indicates that evolution is possible (hatching), toward an evolvable follower card placed on the field 47a, the evolution of that follower card is executed. In this way, it is possible to perform the evolution of follower cards by sliding, thereby improving the convenience for the player.

[0175] 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).

[0176] Furthermore, when server 1000 receives evolution information (evolution), it updates the player's display management information based on the card that has undergone evolution. Specifically, server 1000 updates the status information of the card that has undergone evolution to "004," which corresponds to "evolving / super-evolving," and updates the public / confidential information to "002," which makes it public to both the player and the opponent. Then, server 1000 sets the updated player's display management information to be available for acquisition by both the player and the opponent's player terminal 1.

[0177] When a follower card evolves, an evolution animation is displayed. At this time, the player terminal 1 refers to the received display management information and generates an image to be displayed as the evolution animation based on the status information corresponding to the card that has been evolved and the virtual light information corresponding to that status information, and displays it on the touch panel 26. In the evolution animation, the card before evolution is displayed, followed by an unillustrated animation image of the card changing. In addition, an animation image of the card rotating and / or shrinking may be displayed in the evolution animation.

[0178] Then, when the evolution animation finishes displaying on player terminal 1, server 1000 updates the display management information based on the follower card whose evolution animation has finished displaying. Specifically, server 1000 updates the status information of the follower card whose evolution animation has finished displaying to "003" which corresponds to "field", and updates the public / private information to "002" which indicates that it has been made public to both the player and the opponent. Then, server 1000 sets the updated player's display management information to be available for acquisition on both the player's and the opponent's player terminal 1.

[0179] The player terminal 1 refers to the display management information and generates the battle screen shown in Figure 20 based on the status information corresponding to the cards placed in each area of ​​the battle screen, and the virtual light information corresponding to that status information, and displays it on the touch panel 26. As a result, the evolved card is displayed on the field 47a.

[0180] As shown in Figure 20, in this embodiment, the evolved card has substantially the same 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.

[0181] 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.

[0182] 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.

[0183] Figure 21A is the fourth diagram illustrating an example of the battle screen during evolution. Figure 21B is the fifth diagram illustrating an example of the battle screen during evolution. As shown in Figure 21A, suppose the player slides a follower card placed on field 47a to the 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 follower card that was attacked. 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.

[0184] 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 21B shows the case where the attacking player's follower card's health is reduced from "6" to "5".

[0185] Figure 22A is the first diagram illustrating an example of the battle screen during the turn in which Super Evolution is unlocked. Figure 22B 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 22A, 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".

[0186] Furthermore, at the start of a player's turn after the turn in which evolution is allowed, the number of remaining turns until the turn in which super evolution is allowed will be displayed. In the case shown in Figure 22A, an image that reads "0 turns remaining until super evolution is possible" will be displayed on the touch panel 26.

[0187] Then, as shown in Figure 22B, an image labeled "Super Evolution Possible" is displayed in the center of the touch panel 26, informing the player that the turn to unlock super evolution has been reached. Note that at the start of the player's turn after the turn to unlock super evolution, an image labeled "YOUR TURN" is displayed to indicate that it is the player's turn, and the number of turns remaining until the turn to unlock evolution or super evolution is not displayed.

[0188] Furthermore, as shown in Figure 22B, 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.

[0189] Figure 23A is the first diagram illustrating an example of the battle screen during super evolution. Figure 23B is the second diagram illustrating an example of the battle screen during super evolution. Figure 24 is the third diagram illustrating an example of the battle screen during super evolution. For example, as shown in Figure 23A, suppose that on the 7th turn of the first player, an unevolved follower card is placed on the field 47a. Then, when the follower card placed on the field 47a is tapped, the card details tab 63 is displayed on the touch panel 26, as shown in Figure 23A.

[0190] If a follower card tapped by a player is eligible for Super Evolution, the card details tab 63 displays the pre-evolution ability, the evolved ability, and the Super Evolution ability. The card details tab 63 also displays the Evolution button 63a and the Super Evolution button 63b.

[0191] The Super Evolution button 63b 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 63b is not displayed. However, if Super Evolution is not possible, the Super Evolution button 63b may be displayed in a manner that does not accept taps 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 63b on the card details tab 63 is tapped, the follower card undergoes Super Evolution.

[0192] 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.

[0193] As shown in Figure 23B, when a continuous operation input, i.e., a slide operation, is performed from the super-evolution display area 44a, which is hatched to indicate that evolution is possible, toward a follower card capable of super-evolution 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.

[0194] 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).

[0195] Furthermore, when server 1000 receives evolution information (super evolution), it updates the player's display management information based on the card on which the super evolution was performed. Specifically, server 1000 updates the status information of the card on which the super evolution was performed to "004" corresponding to "evolving / super evolving," and updates the public / confidential information to "002" which means that it is made public to both the player and the opponent. Then, server 1000 sets the updated player's display management information so that it can be retrieved by the player and the opponent's player terminal 1.

[0196] When a follower card undergoes a Super Evolution, a Super Evolution animation is displayed. At this time, the player terminal 1 refers to the received display management information and generates an image to be displayed as the Super Evolution animation based on the status information corresponding to the card that underwent the Super Evolution, and the virtual light information corresponding to that status information, and displays it on the touch panel 26. In the Super Evolution animation, the card before the Super Evolution is displayed, followed by an unillustrated animation image showing the card changing. In addition, an animation image showing the card rotating and / or shrinking may be displayed in the Super Evolution animation.

[0197] Furthermore, the Super Evolution animation and the Evolution animation may differ in at least some of their animation images. Also, the display time for the animation images in the Super Evolution animation and the Evolution animation may differ, or they may be the same. For example, the Super Evolution animation may have a longer display time and display more elaborate animation images than the Evolution animation.

[0198] Then, when the Super Evolution animation finishes displaying on player terminal 1, server 1000 updates the display management information based on the follower card whose Super Evolution animation has finished displaying. Specifically, server 1000 updates the status information of the follower card whose Super Evolution animation has finished displaying to "003" which corresponds to "field", and updates the public / private information to "002" which indicates that it has been made public to both the player and the opponent. Then, server 1000 sets the updated player's display management information to be available for acquisition on both the player's and the opponent's player terminal 1.

[0199] The player terminal 1 refers to the display management information and generates the battle screen shown in Figure 20 based on the status information corresponding to the cards placed in each area of ​​the battle screen, and the virtual light information corresponding to that status information, and displays it on the touch panel 26. As a result, the card after super evolution is displayed on the field 47a.

[0200] As shown in Figure 24, 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.

[0201] 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.).

[0202] 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.

[0203] 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.

[0204] 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.

[0205] 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.

[0206] 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.

[0207] 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."

[0208] 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.

[0209] 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.

[0210] Figure 25A is the fourth diagram illustrating an example of the battle screen during super evolution. Figure 25B is the fifth diagram illustrating an example of the battle screen during super evolution. Figure 26 is the sixth diagram illustrating an example of the battle screen during super evolution. As shown in Figure 25A, suppose the player slides the super-evolved follower card placed on field 47a to the opponent's follower card placed on field 47b.

[0211] 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.

[0212] 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.

[0213] 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 25B, 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 coordinates of the attacked opponent's follower card and the on-screen coordinates 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.

[0214] Thus, in this embodiment, the super-evolved follower card can activate a knockback effect. As mentioned above, the super-evolved follower card has a larger display size than the pre-evolution follower card and the evolved card. Because the knockback effect is activated by the super-evolved follower card, which has a relatively larger display size, it is possible to create a visually easy-to-understand presentation. This makes it possible to improve the convenience for the player and enhance the enjoyment of the game.

[0215] 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 26, the opponent leader 41b is displayed in a rotating position.

[0216] 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.

[0217] 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.

[0218] 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 processes related to evolution or super-evolution, while other processes are omitted.

[0219] (Functional part of player terminal 1) Figure 27 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.

[0220] 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 27 are just examples; the terminal-side game control program includes many other programs.

[0221] 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.

[0222] 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.

[0223] 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.

[0224] 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.

[0225] 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.

[0226] The display control unit 302a controls the display of images shown on the touch panel 26 by referring to display management information in accordance with the player's operation and the progress of the game.

[0227] (Functional unit of Server 1000) Figure 28 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 game execution control program 1300 and the card battle game execution control program 1301 as server-side game control programs. Note that the programs listed in Figure 28 are just examples, and there are many other programs provided for server-side game control.

[0228] 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 and the card battle game execution control unit 1301a.

[0229] Specifically, the CPU 1010 runs the game execution control program 1300, causing the computer to function as a game execution control unit 1300a. Similarly, the CPU 1010 runs the card battle game execution control program 1301, causing the computer to function as a card battle game execution control unit 1301a.

[0230] 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.

[0231] 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.

[0232] The card battle game execution control unit 1301a is responsible for controlling the execution of the card battle game. In addition, the card battle game execution control unit 1301a updates the display management information of the player and opponent in accordance with the progress of the card battle game.

[0233] (Communication processing between player terminal 1 and server 1000) The following describes the basic processing of player terminal 1 and server 1000. In the following description, processing performed on player terminal 1 is denoted as Pn (where n is any integer), and processing performed on server 1000 is denoted as Sn (where n is any integer).

[0234] Figure 29 is a flowchart illustrating an example of the terminal-side card battle game execution process on player terminal 1. When the solo play selection operation section 30b or the multiplayer selection operation section 30c on the menu bar 30 is tapped, various settings screens are displayed, and once settings are made on the settings screen, the terminal-side card battle game execution process begins.

[0235] When the card battle game execution process starts, the card battle game execution control unit 301a sends initial information to the server 1000, including deck information to be used in the card battle game and leader information indicating the player's leader (P1-1).

[0236] When the card battle game execution process starts, the card battle game execution control unit 301a sends the deck information to be used in the card battle game to the server 1000 (P1-1).

[0237] The card battle game execution control unit 301a receives initial information (first / second player information, index information, exchange information) and display management information from the server 1000 (P1-2).

[0238] 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.

[0239] 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.

[0240] Based on the first - attack / second - attack information included in the initial information received from the server 1000, as shown in FIG. 13A, the display control unit 302a displays whether it is the first attack or the second attack on the touch panel 26 (P1 - 5).

[0241] After that, the display control unit 302a executes an initial card determination process for determining the initial cards based on the exchange information included in the initial information (P1 - 6). Specifically, the display control unit 302a arranges three initial candidate cards in the initial card display area 60 in a state of being publicly displayed to the player based on the exchange information, and displays an exchange display area 61 for arranging the cards to be exchanged on the touch panel 26.

[0242] Also, the display control unit 302a executes a virtual light control process (P2), which will be described in detail later.

[0243] Then, as shown in FIG. 13C, when the decision button 62 is tapped by the player, the card moved to the exchange display area 61 is returned to the deck area 45a by the card battle game execution control unit 301a, and the initial candidate cards that have not been exchanged and the exchange candidate cards corresponding to the number of exchanged initial candidate cards are determined as the initial cards. Then, the card battle game execution control unit 301a transmits the initial card information indicating the initial cards to the server 1000 and receives the opponent's display management information (P1 - 7).

[0244] Also, the display control unit 302a arranges the determined initial cards in the hand area 46a in an identifiable manner (FIG. 15A). Also, the display control unit 302a arranges three cards in the hand area 46b in an unidentifiable manner based on the received opponent's display management information (P1 - 8).

[0245] Also, the display control unit 302a executes a virtual light control process (P2), which will be described in detail later.

[0246] 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 (P1-9). If it is the player's turn (YES in P1-9), the card battle game execution control unit 301a executes its own turn control process (P3). On the other hand, if it is not the player's turn, i.e., it is the opponent's turn (NO in P1-9), the card battle game execution control unit 301a executes the opponent's turn control process (P4).

[0247] 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 P1-10), it returns processing to P1-10. 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 P1-10), it executes the card battle game termination process to end the card battle game (P1-11) and terminates the card battle game execution process.

[0248] Figure 30 is a flowchart illustrating an example of virtual light control processing (P2) in player terminal 1. The display control unit 302a refers to the player and opponent display management information obtained from server 1000 and confirms the status information corresponding to the cards placed in each area of ​​the battle screen, and the virtual light information corresponding to that status information. The display control unit 302a then sets the various parameters defined by the virtual light information corresponding to the status information corresponding to the cards placed in each area of ​​the battle screen to the main virtual light L1 and the sub-virtual light L2 (P2-1).

[0249] Then, the display control unit 302a executes an illumination process that controls the execution of virtual light illumination for cards placed in each area of ​​the battle screen using the main virtual light L1 and the sub virtual light L2, based on the various parameters set in step P2-1 (P2-2).

[0250] The display control unit 302a captures various in-game objects such as cards in the virtual space using the virtual camera C while the virtual light is irradiated by the irradiation process in step P2-2 (P2-3). Then, the display control unit 302a generates a battle screen based on the images captured in step P2-3 and displays the generated battle screen on the touch panel 26 (P2-4). As a result, the various cards placed in each area of ​​the battle screen are displayed on the battle screen in an appropriate manner according to the situation.

[0251] Figure 31 is a flowchart illustrating an example of the player terminal 1's turn control process (P3). 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 (P3-1). 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 22A) (P3-2).

[0252] The card battle game execution control unit 301a receives card information determined by lottery from the cards in the deck area 45a on the server 1000, as well as player display management information (P3-3). The display control unit 302a then places the card determined by lottery in the hand area 46a in an identifiable manner based on the received card information and player display management information (P3-3).

[0253] Furthermore, the card battle game execution control unit 301a receives the updated play point information when it is updated on the server 1000 (P3-4). The display control unit 302a then updates the play point display unit 49a based on the received play point information (P3-4). As a result, 1 play point is added at the start of each turn.

[0254] Furthermore, the card battle game execution control unit 301a receives the updated evolution / super evolution point information when the server 1000 updates the evolution / super evolution point information (P3-5). In addition, 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 (P3-5).

[0255] Furthermore, the display control unit 302a executes the virtual light control process (P2) described above.

[0256] Furthermore, the card battle game execution control unit 301a receives ability activation information when new ability activation information indicating that the abilities of various cards have been activated is set on the server 1000 (P3-6). Based on the received ability activation information, the card battle game execution control unit 301a executes ability activation processing to activate the various abilities (P3-7).

[0257] The card battle game execution control unit 301a determines whether or not a player has entered an operation to play a card (P3-8). If no play operation is detected (NO in P3-8), the card battle game execution control unit 301a proceeds to step P3-11. If a play operation is detected (YES in P3-8), 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 (P3-9). The card battle game execution control unit 301a also receives updated player display management information from the server 1000 (P3-9).

[0258] Furthermore, the display control unit 302a executes the virtual light control process (P2) described above. As a result, based on the play operation, the cards placed in the hand area 46a are displayed on the field 47a.

[0259] 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 (P3-11). If no attack operation is detected (NO in P3-11), the process moves to step P3-18. If an attack operation is detected (YES in P3-11), the card battle game execution control unit 301a sends attack information to the server 1000, which includes 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.

[0260] The card battle game execution control unit 301a receives attack result information set on the server (P3-13). 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.

[0261] 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 (P3-14). Based on the received blow-back information, the card battle game execution control unit 301a executes a blow-back process, as shown in Figure 25B, 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 (P3-15).

[0262] 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 P3-16), the card battle game execution control unit 301a executes a special animation (Figure 26) in which the opponent leader 41b is displayed in a rotating position (P3-17).

[0263] 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 (P3-18). 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, the determination of whether the evolution conditions and super-evolution conditions are met for all follower cards displayed on the field 47a in P3-18 is performed on the player terminal 1 side, but it may also be performed on the server 1000 side.

[0264] The card battle game execution control unit 301a determines whether a card displayed on the field 47a has been tapped (P3-19). If a card has been tapped (YES in P3-19), the display control unit 302a displays the card details tab 63 based on the determination result in step P3-18 (P3-20). Specifically, if the display control unit 302a determines that the conditions for evolution have been met for the tapped card, it activates (makes operable) the evolution button 63a on the card details tab 63 and displays it. Also, if the display control unit 302a determines that the conditions for super evolution have been met for the tapped card, it activates (makes operable) the super evolution button 63b on the card details tab 63 and displays it.

[0265] In addition, the card battle game execution control unit 301a executes the first evolution / super evolution execution process (P5). The details of this first evolution / super evolution execution process (P5) will be described later.

[0266] The card battle game execution control unit 301a executes the second evolution / super evolution execution process (P6). The details of this second evolution / super evolution execution process (P6) will be described later.

[0267] When the card battle game execution control unit 301a receives the win / loss information from the server 1000, that is, when the win / loss is determined (YES in P3-21), it ends the current turn process. Also, when the card battle game execution control unit 301a has not received the win / loss information from the server 1000, that is, when the win / loss has not been determined (NO in P3-21), it transfers the process to P3-22.

[0268] The card battle game execution control unit 301a determines whether the player's turn has ended in response to the operation of the turn end button 48 by the player (P3-22). Then, when the player's turn has not ended (NO in P3-22), the card battle game execution control unit 301a transfers the process to P3-4, and when the player's turn has ended (YES in P3-22), it executes the turn end process (P3-23). When there is a card having the ability 55 that is activated at the end of the player's turn, in the turn end process, it receives information from the server 1000 and executes the process of activating the ability 55.

[0269] FIG. 32 is a flowchart for explaining an example of the first evolution / super evolution execution process in the player terminal 1. The card battle game execution control unit 301a determines whether a slide operation from the super evolution display area 44a toward the super evolvable follower card arranged in the field 47a is detected (P5-1).

[0270] 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, and receives the updated player display management information from the server 1000 (P5-3).

[0271] Furthermore, the card battle game execution control unit 301a sends information to the server 1000 indicating that it will consume super evolution points (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 has 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, and receives updated player display management information from the server 1000 (P5-7).

[0277] Furthermore, the card battle game execution control unit 301a sends information to the server 1000 indicating that evolution points will be consumed (P5-8), and then proceeds to step P5-9.

[0278] 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).

[0279] Furthermore, the display control unit 302a executes the virtual light control process (P2) described above. As a result, if evolution is performed, the evolution animation is displayed, and if super evolution is performed, the super evolution animation is displayed.

[0280] Furthermore, the card battle game execution control unit 301a increases and updates the performance (e.g., attack power and health) of cards that have evolved or super-evolved based on the player's actions, by referring to the card management information (P5-11).

[0281] Figure 33 is a flowchart illustrating an example of the second execution process for evolution / super evolution in player terminal 1. The card battle game execution control unit 301a determines whether or not the evolution button 63a on the card details tab 63 has been tapped (P6-1). If the evolution button 63a has been tapped (YES in P6-1), the card battle game execution control unit 301a moves the process to step P6-5.

[0282] Furthermore, if the evolution button 63a is not tapped (NO in P6-1), the card battle game execution control unit 301a determines whether or not the super evolution button 63b on the card details tab 63 has been tapped (P6-2). If, as a result, the super evolution button 63b is not tapped (NO in P6-2), the card battle game execution control unit 301a terminates the second evolution / super evolution execution process.

[0283] Furthermore, if the Super Evolution button 63b 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, and receives updated player display management information from the server 1000 (P6-3).

[0284] Furthermore, the card battle game execution control unit 301a sends information to the server 1000 indicating that it will consume super evolution points (P6-4), and then proceeds to step P6-7.

[0285] In step P6-1 above, if it is determined that the evolution button 63a 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, and receives updated player display management information from the server 1000 (P6-5).

[0286] Furthermore, the card battle game execution control unit 301a sends evolution point consumption operation information to the server 1000 indicating that evolution points will be consumed (P6-6), and then proceeds to step P6-7.

[0287] 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).

[0288] Furthermore, the display control unit 302a executes the virtual light control process (P2) described above. As a result, if evolution is performed, the evolution animation is displayed, and if super evolution is performed, the super evolution animation is displayed.

[0289] Furthermore, the card battle game execution control unit 301a increases and updates the performance (e.g., attack power and health) of cards that have evolved or super-evolved based on the player's actions, by referring to the card management information (P6-9).

[0290] Figure 34 is a flowchart illustrating an example of the opponent's turn control process (P4) in the player terminal 1. When the opponent's turn begins, the display control unit 302a displays an image labeled "ENEMY TURN" on the touch panel 26, as shown in Figure 16B, to indicate that it is the opponent's turn (P4-1).

[0291] When the display control unit 302a receives the opponent's display management information (P4-2), it executes the virtual write control process (P2) described above based on the received display management information. As a result, a card is placed in the opponent's hand area 46b in an unidentifiable state.

[0292] Furthermore, when the display control unit 302a receives play information and the opponent's display management information, it executes the virtual light control process (P2) described above based on the received play information and the opponent's display management information. This makes the card identifiable and displays it on the opponent's field 47b (P4-3).

[0293] 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 (P4-4).

[0294] 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 (P4-5).

[0295] The card battle game execution control unit 301a determines whether or not it has received ability activation information (P4-6). If it has received ability activation information (YES in P4-6), the display control unit 302a executes ability activation processing to activate various abilities based on the received ability activation information (P4-7).

[0296] The card battle game execution control unit 301a determines whether or not it has received attack result information (P4-8). If it has received attack result information (YES in P4-8), the display control unit 302a executes various animations that occur when an attack is performed, based on the received attack result information (P4-9). Here, the card battle game execution control unit 301a determines that if a follower card's health reaches 0, that follower card is destroyed and hidden from the field 47a and 47b.

[0297] 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 (P4-10). 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.

[0298] 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 P4-12), 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 (P4-13).

[0299] The card battle game execution control unit 301a determines whether or not it has received evolution information (evolution) (P4-14). If evolution information (evolution) is received (YES in P4-14), 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 (P4-15). The card battle game execution control unit 301a also receives the updated opponent's display management information from server 1000 (P4-15). The display control unit 302a then executes the virtual light control process (P2) described above based on the received display management information. As a result, if the opponent's follower card evolves, the evolution animation is displayed.

[0300] The card battle game execution control unit 301a determines whether or not it has received evolution information (super evolution) (P4-16). If it has received evolution information (super evolution) (YES in P4-16), 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 (P4-17). The card battle game execution control unit 301a also receives the updated opponent's display management information from server 1000 (P4-17). The display control unit 302a then executes the virtual light control process (P2) described above based on the received display management information. As a result, if the opponent's follower card undergoes super evolution, the super evolution animation is displayed.

[0301] The card battle game execution control unit 301a determines whether the card displayed on the field 47a has been tapped (P4-18). If the card has been tapped (YES in P4-18), the display control unit 302a displays the card details tab 63 (P4-19). In this case, since it is the opponent's turn, the display control unit 302a disables the evolution button 63a and the super evolution button 63b on the card details tab 63 (making them unoperable).

[0302] 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 P4-20), 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 P4-20), it moves the processing to P4-21.

[0303] The card battle game execution control unit 301a determines whether it has received turn end information (P4-21). If it has not received turn end information (NO in P4-21), the card battle game execution control unit 301a proceeds to step P4-2. If it has received turn end information (YES in P4-21), the card battle game execution control unit 301a executes the turn end process (P4-22). 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.

[0304] Figure 35 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) and assigns an index to the cards included in the deck information (S1-3).

[0305] The card battle game execution control unit 1301a then sets initial information so that it can be obtained by the player and the opponent's player terminal 1 (S1-4). The card battle game execution control unit 1301a also updates the index information, status information, and display management information that manages public and secret information for each card ID of the card in the player's deck, and sets it so that it can be obtained by the player and the opponent's player terminal 1 (S1-4). The card battle game execution control unit 1301a also updates the index information, status information, and display management information that manages public and secret information for each card ID of the card in the opponent's deck, and sets it so that it can be obtained by the player and the opponent's player terminal 1 (S1-4).

[0306] 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.

[0307] 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.

[0308] 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.

[0309] 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 (S1-6). Then, based on the randomly selected card, the card battle game execution control unit 1301a updates the player's display management information and sets the updated player's display management information to be available for acquisition by both the player and the opponent's player terminal 1 (S1-7).

[0310] Furthermore, 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 (S1-6). Then, based on the randomly selected card, the card battle game execution control unit 1301a updates the opponent's display management information and sets the updated player's display management information so that it can be acquired by both the player and the opponent's player terminal 1 (S1-7).

[0311] Furthermore, the card battle game execution control unit 1301a executes the ability activation process (S2). This ability activation process (S2) will be described in more detail later.

[0312] 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 moves to step S1-10.

[0313] If play information is 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). Also, if the card battle game execution control unit 1301a receives play information from the player's player terminal 1, it updates the player's display management information based on the card played on the player's field 47a, and sets the updated player's display management information to be available for acquisition by both the player and the opponent's player terminal 1 (S1-9). Also, the card battle game execution control unit 1301a activates the ability of the card played on the player's field 47a. Also, if the card battle game execution control unit 1301a receives play information from the opponent's player terminal 1, it updates the opponent's display management information based on the card played on the opponent's field 47b, and sets the updated opponent's display management information to be available for acquisition by both the player and the opponent's player terminal 1 (S1-9). Furthermore, the card battle game execution control unit 1301a activates the abilities of the cards played on the opponent's field 47b (S1-9).

[0314] Furthermore, the card battle game execution control unit 1301a executes the ability activation process (S2) described later.

[0315] 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 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 process described later. The card battle game execution control unit 1301a also executes the ability activation process (S2) described later.

[0316] The card battle game execution control unit 1301a determines whether it has received evolution information (evolution) (S1-11). If it has not received evolution information (evolution) (NO in S1-11), the card battle game execution control unit 1301a moves to step S1-13.

[0317] If evolution information (evolution) is received (YES in S1-11), the card battle game execution control unit 1301a sets the evolution information (evolution) to be available for acquisition on the opponent's player terminal 1, which is different from the player terminal 1 that received the evolution information (evolution) (S1-12). Also, if the card battle game execution control unit 1301a receives evolution information (evolution) from the player's player terminal 1, it updates the player's display management information based on the card that has evolved, and sets the updated player's display management information to be available for acquisition on both the player and the opponent's player terminal 1 (S1-12). Also, if the card battle game execution control unit 1301a receives evolution information (evolution) from the opponent's player terminal 1, it updates the opponent's display management information based on the card that has evolved, and sets the updated opponent's display management information to be available for acquisition on both the player and the opponent's player terminal 1 (S1-12). The card battle game execution control unit 1301a also executes the ability activation process (S2) described later.

[0318] 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 S4.

[0319] If evolution information (super evolution) is received (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 acquisitive for the evolution information (super evolution) (S1-14). Also, if the card battle game execution control unit 1301a receives evolution information (super evolution) from the player's player terminal 1, it updates the player's display management information based on the card on which the super evolution was performed, and sets the updated player's display management information to be acquisitive for both the player and the opponent's player terminal 1 (S1-12). Also, if the card battle game execution control unit 1301a receives evolution information (super evolution) from the opponent's player terminal 1, it updates the opponent's display management information based on the card on which the super evolution was performed, and sets the updated opponent's display management information to be acquisitive for both the player and the opponent's player terminal 1 (S1-12). Furthermore, the card battle game execution control unit 1301a executes the ability activation process (S2) described later.

[0320] The card battle game execution control unit 1301a executes the evolution / super evolution point management process (S4). This evolution / super evolution point management process (S4) will be described in more detail later.

[0321] 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 (S2) 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).

[0322] 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.

[0323] 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 S1-5. 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).

[0324] 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.

[0325] Figure 36 is a flowchart illustrating an example of the ability activation process (S2) 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 whose abilities have been activated and are displayed on the field 47a and 47b, the card that has performed an attack, and the card that has evolved or super-evolved (S2-1). If the conditions for activating the ability have not been met (NO in S2-1), the card battle game execution control unit 1301a terminates the ability activation process.

[0326] Furthermore, if the activation conditions for an ability are met (YES in S2-1), 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 (S2-2). If the result is that an ability to recover evolution points is not included (NO in S2-2), the card battle game execution control unit 1301a moves to step S2-5. If an ability to recover evolution points is included (YES in S2-2), the card battle game execution control unit 1301a grants evolution points to the player or opponent based on the ability set in the card management information (S2-3). 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 (S2-4).

[0327] 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 (S2-5). If the result is that the ability to recover Super Evolution Points is not included (NO in S2-5), the card battle game execution control unit 1301a moves to step S2-8. If the ability to recover Super Evolution Points is included (YES in S2-5), the card battle game execution control unit 1301a grants Super Evolution Points to the player or opponent based on the ability set in the card management information (S2-6). Then, the card battle game execution control unit 1301a sets the evolution / super evolution points of the player or opponent based on the result of the grant so that they can be acquired by player terminal 1 and opponent's player terminal 1 (S2-7).

[0328] 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 (S2-8). If the result is that the ability to change evolution points into super evolution points is not included (NO in S2-8), the card battle game execution control unit 1301a moves to step S2-11. If the ability to change evolution points into super evolution points is included (YES in S2-8), the card battle game execution control unit 1301a executes the change process (S2-9). In this change process (S2-9), 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 (S2-10).

[0329] 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 (S2-11), and then terminates the ability activation process.

[0330] Figure 37 is a flowchart illustrating an example of attack result information setting processing on the server. 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 (S3-1). If the result is that the super-evolved follower card has attacked (YES in S3-1), 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 the player terminal 1 and the opponent's player terminal 1 (S3-2). 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.

[0331] Furthermore, the card battle game execution control unit 1301a determines whether the conditions for activating the knockback effect are met (P4-3). If the conditions for activating the knockback effect are met (YES in P4-3), 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 showing the result of deducting 1 from the health of the player's leader 41a or the opponent's leader 41b as a result of the knockback effect being activated.

[0332] If the conditions for activating the knockback effect are not met (NO in P4-3), the card battle game execution control unit 1301a terminates the attack result information set processing.

[0333] Furthermore, if the super-evolved follower card has not attacked (NO in S3-1), 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 (S3-5).

[0334] Figure 38 is a flowchart illustrating an example of the evolution / super evolution point management process (S4) in server 1000. The server's card battle game execution control unit 1301a determines whether or not it has received evolution point consumption operation information from player terminal 1 or the opponent's player terminal 1 (S4-1). If it has not received evolution point consumption operation information (NO in S4-1), the card battle game execution control unit 1301a moves to step S4-4.

[0335] 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 S4-1), it subtracts the evolution points owned by the player (S4-2) 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 (S4-3).

[0336] Furthermore, if information regarding the consumption of evolution points is received from the opponent's player terminal 1 (YES in S4-1), the card battle game execution control unit 1301a subtracts the evolution points owned by the opponent (S4-2), and sets the opponent's evolution / 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 (S4-3).

[0337] 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 (S4-4). If it has not received information about the operation to consume super evolution points (NO in S4-4), the card battle game execution control unit 1301a terminates the evolution / super evolution point management process.

[0338] Furthermore, if information regarding the consumption of Super Evolution Points is received from Player Terminal 1 (YES in S4-4), the Card Battle Game Execution Control Unit 1301a subtracts the Super Evolution Points owned by the player (S4-5), and sets the player's Evolution / 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 (S4-6).

[0339] Furthermore, if information regarding the consumption of Super Evolution Points is received from the opponent's player terminal 1 (YES in S4-4), the card battle game execution control unit 1301a subtracts the opponent's Super Evolution Points (S4-4), 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 (S4-6).

[0340] 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.

[0341] 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.

[0342] 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.

[0343] For example, a spectator mode can be included that allows a third party (hereinafter referred to as a spectator) to watch a card battle game between a player and their opponent (or the computer). In this case, the initial cards and hands of both the player and their opponent (or the computer) can be displayed to the spectator. By adopting such a configuration, the visual presentation effect of the card display can be improved not only for the players themselves but also for the spectator.

[0344] Furthermore, although the above embodiment uses a digital card game as an example, 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. Also, 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.

[0345] 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.

[0346] (Processes to be performed by a computer) A process for running a game (a card battle game, for example, in the above embodiment) that uses multiple game media (cards, for example). (In the above embodiment, steps P1, P3 to P6, S1 to S4, for example.) A process that changes the status information associated with the game medium based on the progress of the game (in the above embodiment, for example, steps P1, P3 to P6, S1 to S1-4, S1-7, S1-9, S1-12, and S1-14). A process to activate game effects associated with a game medium based on situational information associated with that game medium (in the above embodiment, step S1-9 is an example). A process (step P2-1 in the above embodiment) that determines virtual light information, including parameters (parameters 1 to 9 in the above embodiment) set for virtual lights (in the above embodiment, for example, main virtual light L1 and sub virtual light L2) that virtually illuminate the game medium, based on situation information associated with the game medium.

[0347] The game may be a competitive game in which players compete using a game medium associated with each player's player ID and a game medium associated with each opponent's opponent ID.

[0348] The status information may include at least a first status information (in the above embodiment, for example, the status information labeled "002" in Figure 11) that conceals the information of the game medium associated with the player ID from the opponent, and a second status information (in the above embodiment, the status information labeled "003" in Figure 11) that notifies the opponent of the information of the game medium associated with the player ID.

[0349] The process of activating game effects may activate game effects associated with a game medium, provided that at least the second set of situational information is associated with the game medium (in the above embodiment, as an example, the ability of a card played on the field is activated).

[0350] The situation information may also include a third situation information (in the above embodiment, for example, the situation information labeled "004" in Figure 11) whose display manner differs from that of the first and second situation information on the game medium.

[0351] The process of changing the status information may change the status information associated with the game medium to the third status information, provided that at least the second status information is associated with the game medium (for example, in the above embodiment, an evolvable or super-evolvable follower card placed on the field evolves or super-evolves based on the player's actions).

[0352] The computer may be instructed to perform a process (step P2 in the above embodiment) that determines the actions of the game medium based on the situational information associated with the game medium (for example, in the above embodiment, a card being placed in the hand, a card being played on the field, an evolution animation, a super evolution animation).

[0353] The process that determines the operation of the game medium may allow the display image corresponding to the game medium to change when the third situation information is linked to the game medium (for example, in the above embodiment, this could be an evolution animation or a super-evolution animation).

[0354] The process for determining the operation of the game medium may, if the third-party situational information is associated with the game medium, allow the display image corresponding to the game medium to be rotated and / or scaled.

[0355] The parameters set for a virtual light may include at least one of the following: position parameters indicating the position of the virtual light in the virtual space (for example, the first and second position parameters in the above embodiment), direction parameters (for example, the first and fifth parameters in the above embodiment), color parameters (for example, the second and sixth parameters in the above embodiment), operation parameters (for example, the third and seventh parameters in the above embodiment), brightness parameters (for example, the fourth and eighth parameters in the above embodiment), and highlight parameters (for example, the ninth parameter in the above embodiment).

[0356] The process for determining virtual light information may set different position parameters based on the context information.

[0357] 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 both the player terminal 1 and the server 1000 has been described. However, some or all of the above control processing may be performed on the player terminal 1 or on the server 1000. That is, the player terminal 1 may function as the game device G, or the server 1000 may function as the game device G.

[0358] 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]

[0359] 1 Player terminal C Virtual Camera L1 Main Virtual Light L2 Sub-Virtual Light 1000 Servers G Game Device S Information Processing System

Claims

1. A process for playing a game in which the game medium associated with a player's player ID and the game medium associated with another player's player ID are used, A process to change the status information associated with the game medium linked to the player ID based on the progress of the game, A process to activate game effects associated with the game medium based on the status information associated with the game medium, A process to determine virtual light information, including parameters set for a virtual light that virtually illuminates the game medium, based on the status information associated with the game medium, Have the computer perform this task. The aforementioned situational information is, The system includes at least first contextual information that keeps the information of the game medium associated with a player's player ID confidential from other players, and second contextual information that notifies other players of the information of the game medium associated with a player's player ID. Information processing program.

2. The aforementioned game is This is a competitive game in which players compete using the game medium associated with one player's player ID and the game medium associated with another player's player ID. The process for enabling the aforementioned game effect is as follows: Provided that at least the second situational information is linked to the game medium, the game effect linked to the game medium is activated. The information processing program according to claim 1.

3. As the aforementioned situational information, The system further includes a third situation information whose display mode differs from that of the first situation information and the second situation information, The process of changing the aforementioned status information is: Provided that at least the second situation information is linked to the game medium, the situation information linked to the game medium is changed to the third situation information. The information processing program according to claim 2.

4. A process to determine the operation of the game medium based on the status information associated with the game medium. The computer is instructed to perform the following: The process for determining the operation of the aforementioned game medium is: When the third status information is linked to the game medium, the display image corresponding to the game medium can be changed. The information processing program according to claim 3.

5. A process to determine the operation of the game medium based on the status information associated with the game medium. The computer is instructed to perform the following: The process for determining the operation of the aforementioned game medium is: When the third situation information is associated with the game medium, the display image corresponding to the game medium can be rotated and / or scaled. The information processing program according to claim 3.

6. The parameters set for the virtual light are: The virtual light includes at least one of the following parameters: position parameter, direction parameter, color parameter, motion parameter, brightness parameter, and highlight parameter, which indicate the position of the virtual light within the virtual space. The process for determining the aforementioned virtual write information is: Based on the aforementioned situation information, different position parameters are set. An information processing program according to any one of claims 1 to 5.

7. An information processing method performed by one or more computers, The aforementioned computer, A process for progressing a game in which the game medium associated with a player's player ID and the game medium associated with another player's player ID are used, A process to change the status information associated with the game medium linked to the player ID based on the progress of the game, A process to activate game effects associated with the game medium based on the status information associated with the game medium, A process to determine virtual light information, including parameters set for a virtual light that virtually illuminates the game medium, based on the status information associated with the game medium, To carry out, The aforementioned situational information is, The system includes at least first contextual information that keeps the information of the game medium associated with a player's player ID confidential from other players, and second contextual information that notifies other players of the information of the game medium associated with a player's player ID. Information processing methods.

8. An information processing system comprising one or more computers, The aforementioned computer, A process for progressing a game in which the game medium associated with a player's player ID and the game medium associated with another player's player ID are used, A process to change the status information associated with the game medium linked to the player ID based on the progress of the game, A process to activate game effects associated with the game medium based on the status information associated with the game medium, A process to determine virtual light information, including parameters set for a virtual light that virtually illuminates the game medium, based on the status information associated with the game medium; To carry out, The aforementioned situational information is, The system includes at least first contextual information that keeps the information of the game medium associated with a player's player ID confidential from other players, and second contextual information that notifies other players of the information of the game medium associated with a player's player ID. Information processing system.

9. Equipped with one or more computers, The aforementioned computer, A process for progressing a game in which the game medium associated with a player's player ID and the game medium associated with another player's player ID are used, A process to change the status information associated with the game medium linked to the player ID based on the progress of the game, A process to activate game effects associated with the game medium based on the status information associated with the game medium, A process to determine virtual light information, including parameters set for a virtual light that virtually illuminates the game medium, based on the status information associated with the game medium; To carry out, The aforementioned situational information is, The system includes at least first contextual information that keeps the information of the game medium associated with a player's player ID confidential from other players, and second contextual information that notifies other players of the information of the game medium associated with a player's player ID. Game device.