Program and game device

JP7936661B2Active Publication Date: 2026-10-16BANDAI CO LTD
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Patent Information

Application Number
JP2025052682
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-03-26
Publication Date
2026-10-16
Estimated Expiration
2045-03-26

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、興趣性の高いゲームを提供することができる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide games that enhance the player's enjoyment. [Solution] The program functions as a game element group lending means that lends a group of game elements including a first type first game element and a first type second game element, on the condition that a selectable battle mode is selected by fulfilling predetermined conditions; a deck building means that assembles a deck from the game element group including one first type first game element and a predetermined number of first type second game elements; and a battle execution means that executes a battle in the battle mode using the deck. The battle execution means controls the execution of battles in the battle mode using the deck to be limited to a predetermined number of times or less.
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Description

Technical Field

[0001] The present invention relates to a program and a game device.

Background Art

[0002] In recent years, game systems that provide games to player terminals via a communication network have become widespread. Servers of such game systems provide competitive games that use decks composed of various game elements usable in the games (for example, Patent Document 1).

Prior Art Literature

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the game systems described above, presenting various decks to players is an important issue in terms of sustaining players' interest in the game, and as a result, leads to providing a game with improved enjoyability for players. Accordingly, an object of the present invention is to provide a program and a game device capable of providing a game with improved enjoyability for players.

Means for Solving the Problems

[0005] One aspect of the present invention provides a game element group lending means for lending a computer a group of game elements including a first type first game element and a first type second game element, provided that a selectable battle mode is selected by satisfying predetermined conditions; a deck building means for building a deck from the game element group including one first type first game element and a predetermined number of first type second game elements; and a battle execution means for performing a battle in the battle mode using the deck. The program controls the battle execution means to function as such, enabling it to execute battles in the battle mode using the deck only a predetermined number of times or less.

[0006] One aspect of the present invention is a game device comprising: a game element group lending means for lending a group of game elements including a first type first game element and a first type second game element, provided that a selectable battle mode is selected by satisfying predetermined conditions; a deck building means for building a deck from the group of game elements including one first type first game element and a predetermined number of first type second game elements; and a battle execution means for performing a battle in the battle mode using the deck, wherein the battle execution means controls the execution of battles in the battle mode using the deck to be limited to a predetermined number of times or less. [Effects of the Invention]

[0007] According to the present invention, it is possible to provide a highly entertaining game. [Brief explanation of the drawing]

[0008] [Figure 1] Figure 1 shows an example of the overall configuration of the game system in this embodiment. [Figure 2] Figure 2 shows an example of the device configuration of a notebook computer, which is an example of a player terminal 1. [Figure 3] Figure 3 is a diagram illustrating an example of the surface of the reader card 21. [Figure 4] Figure 4 is a diagram illustrating an example of the back side of the reader card 21. [Figure 5] Figure 5 is a diagram illustrating an example of the front surface of Battle Card 22. [Figure 6] Figure 6 is a diagram illustrating an example of the back of Battle Card 22. [Figure 7] Figure 7 is a diagram illustrating an example of the surface of Extra Card 23. [Figure 8] Figure 8 is a diagram illustrating an example of a profile card. [Figure 9] Figure 9 is a block diagram showing an example of the functional configuration of player terminal 1. [Figure 10] Figure 10 shows an example of the player information database D1. [Figure 11] Figure 11 shows an example of the game element information database D2. [Figure 12] Figure 12 shows an example of the profile card information database D3. [Figure 13] Figure 13 shows an example of a home screen. [Figure 14] Figure 14 shows an example of a store screen. [Figure 15] Figure 15 shows an example of a store screen. [Figure 16] Figure 16 is an example of a store screen that displays game elements that are currently tradable and those that are not currently tradable. [Figure 17] Figure 17 shows an example of how to display the breakdown of paid and free in-game currency currently held. [Figure 18] Figure 18 shows an example of a screen displaying in-game currency. [Figure 19] Figure 19 shows an example of a situation where the number of the first paid currency pack 231 available (given away) has reached its limit and is sold out. [Figure 20] Figure 20 shows an example of a screen displayed when there is insufficient in-game currency to pay for game elements. [Figure 21] Figure 21 is a diagram illustrating an example of an unboxing presentation. [Figure 22] Figure 22 is an example of a deck organization screen. [Figure 23] Figure 23 is a diagram for explaining the first region 401 and the second region 402. [Figure 24] Figure 24 is a diagram for explaining the function of enlarging game cards in the second region. [Figure 25] Figure 25 is an example of a pop-up display when the organized deck meets the deck non-conformity criterion of (6). [Figure 26] Figure 26 is a diagram showing an example of a display when the organized deck meets the deck non-conformity condition. [Figure 27] Figure 27 is an example of the deck information database D4. [Figure 28] Figure 28 is an example of a rental deck organization screen in a select match. [Figure 29] Figure 29 is an example of a rental deck organization screen in a select match. [Figure 30] Figure 30 is an example of a rental deck organization screen in a select match. [Figure 31] Figure 31 is an example of a rental deck organization screen in a select match. [Figure 32] Figure 32 is an example of a rental deck confirmation screen. [Figure 33] Figure 33 is an example of a matching result screen. [Figure 34] Figure 34 is an example of a play field. [Figure 35] Figure 35 is a block diagram showing an example of the functional configuration of the game server 2. [Figure 36] Figure 36 is a diagram showing an example of the user information management database D5. [Figure 37] Figure 37 is a diagram showing an example of the game element management database D6. [Figure 38] Figure 38 is a diagram showing an example of the store management database D7. [Figure 39] Figure 28 is a diagram showing an example of the pack information database D10. [Figure 40]Figure 40 is a sequence diagram illustrating the operation between player terminal 1 and game server 2. [Figure 41] Figure 41 is a flowchart showing the operation of the select match execution process. [Figure 42] Figure 42 shows an example of the game element database D4. [Modes for carrying out the invention]

[0009] <Overall Structure> Figure 1 shows an example of the overall configuration of the game system in this embodiment. As shown in Figure 1, the game system is configured to include player terminals 1, each provided for game players A and B, and a game server 2 on the game administrator's side. The player terminals 1 and the game server 2 can connect to a communication line N and communicate with each other.

[0010] Communication line N refers to a communication path capable of data communication. In other words, communication line N includes not only dedicated lines (dedicated cables) for direct connection and LANs using Ethernet (registered trademark), but also communication networks such as telephone networks, cable networks, and the Internet, and the communication method can be wired or wireless.

[0011] Player terminal 1 is a computer capable of executing game programs, and can connect to a communication line N via a wireless communication base station or the like, and communicate data with the game server 2. Examples of player terminal 1 include personal computers, smartphones, mobile phones, portable game consoles, home consoles, arcade game consoles, tablet computers, and controllers for home consoles. Basically, there are multiple player terminals 1, each operated by a different player.

[0012] Game Server 2 is a server system comprising one or more server devices, storage devices, etc. Game Server 2 provides various services for operating the game of this embodiment, and can manage data necessary for game operation, and distribute game programs and data necessary for running the game on Player Terminal 1.

[0013] Figure 2 shows an example of the device configuration of a notebook computer, which is an example of a player terminal 1. As shown in Figure 2, the player terminal 1 comprises a display 11 and a keyboard 12, which is an operating means. The player terminal 1 is also equipped with a control board, a built-in battery, a power button, volume control buttons, a speaker, etc., which are not shown.

[0014] The control board is equipped with various microprocessors such as CPUs, GPUs, and DSPs, ASICs, various IC memories such as VRAM, RAM, and ROM, and a wireless communication module for wireless communication with mobile phone base stations. The control board also includes so-called I / F circuits (interface circuits), such as the driver circuit for the touch operation panel 12. Each of these elements mounted on the control board is electrically connected via bus circuits, etc., enabling data reading and writing, and signal transmission and reception.

[0015] The game in this embodiment features multiple game elements. Each game element will be described below. <Type 1 Game Element> The first type of game element is an object in which a character is embodied, and is represented through an image. The image includes both still images and moving images. The object can be intangible or tangible. For example, it could be a virtual game card displayed on a computer or a physical game card. Furthermore, the object is not limited to a card, as long as it is an object configured in a way that allows the game element associated with the object to be identified. The object may also be a sculpted object such as a figure that has the appearance of a game element. In the following explanation, the first type of game element will be described using the example of a virtual game card in which a character is embodied.

[0016] In the game of this embodiment, there are multiple types of game cards, which are the first type of game element. The information printed on the surface of the game card differs depending on the type of game card. Any number of game card types may be provided, but in the following description, we will use three types of game cards as examples: a leader card 21 as the first game element of the first type, a battle card 22 as the second game element of the first type, and an extra card 23. What all types of game cards have in common is that they are associated with character images from the work. The character images are images of characters that appear in the work, but in this embodiment, images of scenes that include characters that appear in the work will also be described as character images. Furthermore, even for the same character, there may be multiple game cards with different character designs, and each is treated as a separate game card.

[0017] Furthermore, the game cards, which are the first type of game element, are produced in series and grouped by series. The series are grouped according to the release date of the game cards, or, if there is an original work, the original work's series, such as "Series 1," "Series 2," and so on.

[0018] Players build a deck in advance using the game cards they acquire and then play the game. The total number of cards in the deck and the number of cards of each type are predetermined when building the deck. In this embodiment, a deck of 50 cards in total, including one leader card 21, will be used as an example, but the number of cards can be any number as long as it is predetermined.

[0019] Game cards also have an upright position, which is when the player can directly interpret the information written on the game card. There are multiple possible positions for game cards. In the following explanation, the state in which a game card is in its upright position is called the active state, and the state in which a game card is rotated 90 degrees and facing sideways is called the rest state. Furthermore, in a designated area, the state in which a game card is rotated 180 degrees and facing inverted is also called the active state. Alternatively, a predetermined orientation may be designated as the active state, and the state in which the orientation of the game card is changed from the predetermined orientation may be designated as the rest state. These states of the game cards may be used as appropriate during the game.

[0020] <Reader Card 21> This section describes the Leader Card 21 (the first game element of the first type). Figures 3 and 4 show examples of Leader Card 21. Figure 3 is a diagram illustrating an example of the front side of Leader Card 21. Figure 4 is a diagram illustrating an example of the back side of Leader Card 21. Leader Card 21 is a card that is included as one in each deck. Leader Card 21 is a game card that is used to play against an opponent's Leader Card 21 or Battle Card 22.

[0021] Character information 10 and card information 11 are inscribed on both the front and back of the reader card 21. At the start of the game, the reader card 21 is placed with the front side facing outwards, but when certain conditions are met, it is placed with the back side facing outwards. The leader card 21 contains character information 10 and card information 11, and character information 10 includes the character name 101, character image 102, power information 103, and effect information 104.

[0022] Character name 101 is the name of the character associated with the card. In the examples shown in Figures 3 and 4, "Sakurakoji" is written. Character image 102 is an image of the character associated with the card.

[0023] Ability information 103 is the parameter of the character's ability associated with the game card. In this embodiment, we will explain using the case where the character's power value is listed as ability information. Victory is achieved when the power value is greater than the power value of the opponent's battle card 22. In the example in Figure 3, the power value is listed as "15000", and in the example in Figure 4, the power value is listed as "20000".

[0024] Effect Information 104 contains skill information related to effects that activate during an attack, and awakening information related to the conditions and effects of flipping the card from face up to face down. In the example in Figure 3, the skill information is listed as "When attacking: Draw one card," and the awakening information is listed as "If your life is 4 or less, draw one card. Then flip this card over."

[0025] Note that ability information 103 and effect information 104 may be included in character information 10, but this explanation will use an example where ability information 103 and effect information 104 are not included in character information. Card information 11 includes front / back information 111, card type name 112, card type symbol 113, color information 114, rarity 115, and card identification information 116.

[0026] The front / back information 111 is information that clearly indicates the front and back of the reader card 21. Any information that indicates the front and back can be a string of characters, an illustration, a symbol, etc. In the example shown in Figure 3, the front / back information is indicated by the word "front", and in the example shown in Figure 4, the front / back information is indicated by the string of characters "back", indicating the back. Note that the front / back information only needs to be on the back. This is because the appearance of the game cards themselves is important in card games, so it is preferred that no unnecessary information is printed on the front.

[0027] The card type name 112 is information indicating the type of card. The card type name 112 contains information about either a leader card, a battle card, or an extra card, but in the example of the leader card 21 shown in Figures 3 and 4, the card type name 112 is written as "Leader".

[0028] The card type symbol 113 is marked with one of the symbols that distinguishes the leader card 21, the battle card 22, and the extra card 23. The leader card 21 is marked with a leader symbol to indicate that it is a leader card. This leader symbol (first symbol) is preferably a symbol that evokes the role of the leader card 21 so that it can be visually understood that it is a leader card.

[0029] Color information 114 indicates the color information to which the card belongs and the group to which the card belongs. The player refers to the color information 114 of the leader card 21 and constructs a deck using battle cards 22 and extra cards 23 with the same color information. Rarity 115 indicates the rarity level of the game card. The rarity level can be displayed in any way as long as it is predetermined, but in this embodiment, we will explain using the case where the rarity is divided into 5 levels. The examples shown in Figures 3 and 4 illustrate the case where the rarity level is 1.

[0030] Card identification information 116 contains identification information that uniquely identifies the game card. In the examples in Figures 3 and 4, "001" is written as card identification information 116. Unlike other game cards, Leader Card 21 has a card type symbol 113 (leader symbol) and ability information 103 or effect information 104 printed on both sides. Furthermore, the ability information 103 or effect information 104 is different on the front and back. This allows a single card to represent the evolution or awakening of one character, and also allows the card to be identified as a leader card by the display on both sides.

[0031] <Battle Card 22> This section describes Battle Card 22 (the second game element of the first type). Figure 5 is an example of the front side of Battle Card 22. Figure 6 is an example of the back side of Battle Card 22. As shown in Figure 5, Battle Card 22 has an image of the corresponding character printed only on the front side. The back sides of all Battle Card 22 are identical. Battle Card 22 is a card used to attack the opponent player's Leader Card 21 or Battle Card 22.

[0032] Battle Card 22 includes Character Information 10 and Card Information 11. Character information 10 includes the character name 101, character image 102, power information 103, and effect information 104, similar to leader card 21. Furthermore, it includes combo information 105 and cost information 106.

[0033] Character name 101, like reader card 21, is the name of the character associated with that card. In the example shown in Figure 5, "Umekoji" is written. Character image 102, like reader card 21, is an image of the character associated with that card.

[0034] Ability information 103, like leader card 21, is a parameter of the character's ability associated with that card. In the example in Figure 5, the power value "20000" is written. Effect Information 104 contains skill information related to effects that activate during an attack. In the example in Figure 5, the skill information states, "If you are attacked and lose with this card, you lose 1 life."

[0035] Combo information 105 is information about the power value that increases the power value of other game cards placed in the battle area. In the example shown in Figure 5, combo information 105 is written as "+5000". Cost information 106 is information about the cost required to place the battle card 22 from your hand into the battle area. In other words, by changing the number of game cards located in the energy area from the active state to the rest state, for example, by the number of cards indicated in cost information 106, it becomes possible to place the battle card 22 into the battle area. In the example in Figure 5, "3" is written as cost information 106. Note that changing the state of game cards located in the energy area from the active state to the rest state will be referred to as "paying the cost" in the following explanation.

[0036] Card information 11 includes card type name 112, card type symbol 113, color information 114, rarity 115, and card identification information 116. The card type name 112 is information indicating the type of card. In the example of battle card 22 shown in Figure 5, the card type name 112 is written as "Battle".

[0037] The card type symbol 113 is marked with a battle symbol (second symbol) indicating that it is a battle card 22. This battle symbol should preferably be one that evokes the role of battle card 22 so that it can be visually understood that it is a battle card. Color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and constructs a deck using battle cards 22 and extra cards 23 with the same color information.

[0038] Rarity 115 indicates the rarity level of the game card. The example shown in Figure 5 illustrates the case where the rarity level is 1. Card identification information 116 contains identification information that uniquely identifies the game card. In the example in Figure 5, "002" is written as card identification information 116.

[0039] <Extra Card 23> Extra Card 23 (Type 1, Second Game Element) will now be explained. Figure 7 is a diagram illustrating an example of the front surface of Extra Card 23. As shown in Figure 7, the front surface of Extra Card 23 displays an image of the corresponding character.

[0040] The reverse side of Extra Card 23 is identical to that of Battle Card 22. Therefore, the reverse side of Extra Card 23 is identical to that of Battle Card 22 shown in Figure 6. Extra card 23 contains character information 10 and card information 11.

[0041] Character information 10 includes character name 101, character image 102, effect information 104, and cost information 106. Character name 101 is the name of the character associated with the card. In the case of Extra Card 23, it is the name of a characteristic scene, setting, landscape, background, building, character's possessions, event, etc. that appears in the work. In the example in Figure 7, "Water Surface Slash" is written.

[0042] Character image 102 is an image of the character associated with the card, and depicts the character together with characteristic scenes, scenery, landscapes, backgrounds, buildings, the character's possessions, events, etc. that appear in the work. Effect information 104 contains skill information related to effects that are activated during an attack. In the example in Figure 7, the skill information is listed as "Power value is doubled for 1 turn."

[0043] Cost information 106 is information about the cost required to place the extra card 23 from your hand into the battle area. In the example in Figure 7, "3" is written as cost information 106. Card information 11 includes card type name 112, card type symbol 113, color information 114, rarity 115, and card identification information 116.

[0044] The card type name 112 is information indicating the type of card. In the example of the extra card 23 shown in Figure 7, the card type name 112 is written as "Extra". The card type symbol 113 is marked with an extra symbol (third symbol) indicating that it is an extra card 23. This extra symbol should preferably be one that evokes the role of extra card 23 so that it can be visually understood that it is an extra card.

[0045] Color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and constructs a deck using battle cards 22 and extra cards 23 with the same color information. Rarity 115 indicates the rarity level of the game card. The example shown in Figure 7 illustrates the case where the rarity level is 1. Card identification information 116 contains identification information that uniquely identifies the game card. In the example in Figure 7, "003" is written as card identification information 116.

[0046] <Second type of game element> Let's explain the second type of game element.

[0047] In this embodiment, the second type of game element is a game element used for in-game transactions and is called in-game currency. The second type of game element includes a paid second type of game element (second type first game element) that a player can acquire by paying a price (e.g., money), and a free second type of game element (second type second game element) that a player can acquire by fulfilling predetermined conditions (e.g., missions provided by the game operator) without exchanging it for a price (e.g., money). The paid second type of game element (second type first game element) and the free second type of game element (second type second game element) are mainly used for exchanging (purchasing) the first type of game element (game cards) etc. described above. In the following description, the paid second type of game element (second type first game element) will be referred to as paid currency, and the free second type of game element (second type second game element) will be referred to as free currency.

[0048] <Third type of game element> Let's explain the third type of game element. In this embodiment, the third type of game element is an item in which the player's avatar (character) is embodied, and is represented through an image. Preferably, the third type of game element has the same display manner (appearance) as the first type of game element. The image of the third type of game element includes still images and moving images. Furthermore, the item does not matter whether it is an intangible or tangible object. For example, it could be a virtual card displayed on a computer or a physical card. Note that the item is not limited to a card as long as it has the same appearance as the first type of game element. The item may be a sculpted object such as a figure having the appearance of the third type of game element. In the following description, the third type of game element will be referred to as a profile card, taking the case where it is a virtual card in which the player is embodied as an example. At the start of the game, one profile card is assigned to each player, and it is displayed as the player's avatar during competitive games, etc.

[0049] Figure 8 is a diagram illustrating an example of a profile card 80. The profile card 80 includes the player's avatar and the player's profile information. The player image (including still images and videos) 82 is the avatar, and the player's player name 81, level information 83, rank information 84, win / loss information 85, and frame information 86 are the profile information.

[0050] Player name 81 is, for example, the player's nickname. The player name can be set by the player as they wish. Player image 82 includes player character image 82-1 and background image 82-2. Player character image 82-1 is an image of the character set by the player and is also the player's avatar. When a profile card is issued, a default character is assigned to all players as player character image 82-1, and it is possible to set it by exchanging or adding parts obtained through game rewards or payment. Background image 82-2 is an image of the character's background, and like character parts, a default background image is assigned when a profile card is issued, and it is possible to obtain multiple background images through game rewards or payment. Background image 82-2 can be set by the player.

[0051] Level information 83 displays the player's level, which is achieved through the accumulation of experience points since the start of the game. Rank Information 84 is the ranking information obtained when playing a game in ranked match mode. Rank information can be either a ranking position or a mark assigned to each predetermined ranking. The following explanation uses an example of a mark.

[0052] Win / Loss Information 85 is information about the number of wins and losses when playing a game in Select Match mode. Win / Loss Information may also be win / loss points awarded based on the number of wins and losses in Select Match. Frame information 86 is the frame of the profile card, and it can be set using frames obtained through rewards or payments for playing the game.

[0053] Next, we will explain the configuration of each device. <Configuration of Player Terminal 1> Figure 9 is a block diagram showing an example of the functional configuration of player terminal 1.

[0054] As shown in Figure 9, terminal 1 includes a display unit 51, a game element reading unit 52, an operation input unit 53, an audio output unit 54, a communication unit 55, a storage unit 56, and a processing unit 57. The display unit 51 displays various game screens based on the input image signal. The functions of the display unit 51 can be realized by display devices such as a flat panel display such as an LCD, a cathode ray tube (CRT), a projector, or a head-mounted display. In the example of the personal computer in Figure 2, the display unit 51 corresponds to the display 11.

[0055] The game element reading unit 52 is a reader that reads character information to be used in the game from physical game cards. By setting (placing) the characters to be used in the competitive game from the game cards held by the player into the game element reading unit 52, the game element reading unit 52 can read the identification information of the game cards.

[0056] The input unit 53 is for the player to input various game-related operations and outputs an input signal to the processing unit 57 in accordance with the input. The functions of the input unit 53 can be realized not only by elements that the player directly operates with their fingers, such as a keyboard, mouse, touch pad, home button, button switch, joystick, and trackball, but also by elements that detect movement and posture, such as an accelerometer, angular velocity sensor, tilt sensor, and geomagnetic sensor. In the example of the personal computer in Figure 2, the input unit 53 corresponds to the keyboard 12.

[0057] The sound output unit 54 is for outputting sound effects and the like related to the game based on the input sound signal. The communication unit 55 connects to the communication line N to enable communication. The functions of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack or control circuit for a wired communication cable, etc.

[0058] The storage unit 56 pre-stores programs for operating the player terminal 1 and realizing various functions of the player terminal 1, as well as data used during the execution of these programs, or temporarily stores them each time processing is performed. The storage unit 56 can be implemented, for example, by a solid-state drive using IC memory such as RAM, ROM, or flash memory, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD.

[0059] The memory unit 56 stores the system program and the game program. The system program is a program that realizes the basic functions of the player terminal 1 as a computer. The game program is a program that causes the processing unit 57 to perform the functions described later. This program is delivered from the game server 2 or other application distribution server, etc., once the player has completed account registration. The memory unit 56 also stores the database necessary to run the game. In this embodiment, the memory unit 56 stores the player information database D1, the game element information database D2, and the profile card information D3.

[0060] The player information database D1 is a database that stores various information about a player. Figure 10 shows an example of the player information database D1. The player information database D1 includes a player ID field, a player name field, a player information field, a level field, a field for owned game cards information, a deck information field, a field for owned currency information, a purchase history information field, and a last update date and time field, and each piece of information is stored in association with others.

[0061] The Player ID field is where identification information for the player is recorded. The Player Name field is where, for example, a nickname is recorded. The Player Information field is where experience points and other information gained from playing competitive games are recorded. The Level field is where the player's level, achieved through accumulated experience points, is recorded. The Owned Game Card Information field is where the game card identification information (Game Card ID) of the game cards owned by the player is recorded. The Deck Information field contains information about the decks the player has constructed from game cards, and for each deck, the Game Card IDs of the game cards that make up the deck are recorded.

[0062] The "Currency Held Information" field contains information about the in-game currency held by the player, with the quantity of each paid and free currency listed. Specifically, for each type of currency (paid and free), the acquisition date, the quantity acquired, and the total quantity are listed. The "Purchase History Information" field contains the purchase history of game cards, in-game currency, etc., purchased by the player. Specifically, the game element ID, the name of the game element, the purchase date, and the quantity purchased are listed. The "Last Updated Date and Time" field contains the last updated date and time of the player information database D1.

[0063] The Game Element Information Database D2 is a database that stores information about game elements that appear or are used in the game. Figure 11 shows an example of the Game Element Information Database D2. The Game Element Information Database D2 includes a Game Element ID field, a Character Information field, a Game Element Image field, a Series Information field, and a Last Updated Date and Time field, and each piece of information is stored in association with each other. The Game Element ID field is a field that records identification information (Game Card ID) that identifies game elements such as game cards. The Character Information field is a field that records character information of the character embodied in the game element (e.g., type of game element, profile information, ability values, rarity information, etc.). The Game Element Image field is a field that records image data of the game element itself (e.g., game card) or image data of the character embodied in the game element. Note that image data includes still images and videos. The Last Updated Date and Time field is a field that records the last updated date and time of the Game Element Information Database D2.

[0064] These databases can be downloaded sequentially from game server 2 as characters used in the game are added or changed. Profile Card Information D3 is a database that stores profile card information. Figure 12 shows an example of Profile Card Information D3. The Profile Card Information D3 shown in Figure 12 includes a player image field, a background image field, a rank information field, a win / loss information field, and a last update date and time field, and each piece of information is stored in association with the others. The image information field is where the player image data set by the player is recorded. The background image information field is where the background image data set by the player is recorded. The rank information field is where the player's rank information, based on the results of ranked matches, is recorded. The win / loss information field is where the win / loss record in select matches is recorded. The last update date and time field is where the last update date and time of Profile Card Information D3 is recorded.

[0065] The processing unit 57 comprehensively controls the operation of terminal 1 based on programs and data stored in the memory unit 56, various input signals from the operation input unit 53, etc. The functions of the processing unit 57 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. The main functional units of this processing unit 57 include a player information management unit 60, a game execution control unit 61, a store presentation control unit 62, a performance presentation control unit 63, and a deck organization unit 64.

[0066] The player information management unit 60 manages player information using the player information database D1. The player information management unit 60 manages player information such as player ID and player name, owned game cards, in-game currency, and game elements such as decks built by the player using the player information database D1. When there are updates to this information, the player information management unit 60 updates the player information database D1 and records the update date.

[0067] The game execution control unit 61 controls and manages the overall progress of the game. For example, the game execution control unit 61 displays menu screens such as the home screen and executes the process selected by the player. Figure 13 shows an example of a home screen. The home screen in Figure 13 displays the home screen tab 200, the deck tab 201 for transitioning to the deck screen for building a deck, the store tab 202 for transitioning to the store screen for purchasing game cards, the battle mode selection button 203 for selecting a battle mode for a deck battle, the battle button 204 for transitioning to a battle in the selected battle mode, an icon 205, a reward button 206 for transitioning to the reward screen for mission rewards, an icon 207 for in-game currency, the balance (amount held) of in-game currency 208, and the in-game currency purchase button 209 for transitioning to the in-game currency purchase screen. The balance (amount held) 208 of in-game currency is the total number of paid currency and free currency. Additionally, icon 205 displays the name of the deck currently selected by the player, as well as the leader cards included in that deck.

[0068] When the battle mode selection button 203 is selected, the game execution control unit 61 transitions from the home screen to the battle mode selection screen. On the battle mode selection screen, the player can select any battle mode from among several battle modes. The following explanation uses an example with three types of battle modes: Free Match, Ranked Match, and Select Match, but is not limited to these.

[0069] Free Match is a mode where you play against the CPU. Ranked Match is a mode where you compete against other players for rankings during a period set by the game's organizer (official game provider). Ranked matches are a battle mode where you play against other players. Both Free Match and Ranked Match are battle modes in which players first build at least one deck using the game cards they own on the deck building screen (described later), and then select a deck from those built to use in the battle.

[0070] Select Match is a battle mode that can be selected when certain conditions are met. Here, we will explain the details of Select Match. Select Match is a battle mode in which players compete using decks assembled by selecting game cards from the deck building screen (described later). In Select Match deck building, game cards that the player does not own are also displayed. In other words, Select Match is a battle mode in which players can compete using game cards they do not own. Loaned game cards are returned, and therefore cannot be used, after each Select Match battle ends.

[0071] The conditions under which you can select a match are, for example, • Pay the specified in-game currency. • Consume in-game items (such as tickets) that allow you to select a match. • Within the number of times select matches can be performed. • The number of wins required to perform a Select Match is within the limits of what is possible. • Within a specified period during which select matching can be performed. At least one of the following conditions must be met. Note that these conditions are examples only, and any other conditions may be met.

[0072] The game execution control unit 61 executes a game between players, and once the winner and loser of the game are determined, it updates the player information, level, etc. in the player information database D1 with the match results and the experience points, level, rank, etc. that have changed as a result of the match, and records the date and time of the update as the last update date and time in the last update date and time field.

[0073] When the store tab 202 on the home screen is selected, the store display control unit 62 displays a store screen for trading game elements (game cards, in-game currency, etc.), and on the store screen, it displays the game elements to be traded in a selectable format. Figures 14 and 15 show examples of store screens. Figure 14 is an example of a store screen for purchasing a card pack (a collection of game cards), and Figure 15 is an example of a store screen for purchasing a starter deck (a collection of game cards), where the card packs that can be provided (given) are displayed in a selectable format. The card pack area displays the name of the card pack 210 and the options 211 for purchasing that card pack. Here, "provided (given)" includes acquisition by the player in exchange for payment, or provision (given) by the operator without requiring payment.

[0074] Furthermore, some game elements are limited in their availability, while others are not. Game elements with availability restrictions include, for example, those with a limit on the number of elements that can be provided (given), or those that are only available for a limited period. Limitations on the number of game elements that can be provided include, for example, a limit on the number provided per player, or a limit on the number that can be provided to all players. Additionally, elements with and without availability restrictions may be displayed individually or in groups. In the example in Figure 14, "XXX Card Pack" and "YYY Card Pack" have no availability restrictions, but "ZZZ Card Pack" and "SSS Card Pack" do. In the example in Figure 15, "AAA Deck," "BBB Deck," "CCC Deck," and "DDD Deck" all have availability restrictions. In this way, by providing game elements that are offered (given) only in specific quantities or for specific periods, in addition to the game elements that are normally sold, it is possible to maintain players' interest in the game elements.

[0075] Furthermore, the game elements presented on the store screen include not only currently tradable game elements, but also game elements that were previously available but are no longer tradable. Currently tradable game elements include, for example, game elements for which there is a limit on the number of times a game element can be given per player and that limit has been reached, or game elements for which a set number of items is available to all players and that number has been reached (sold out), or game elements that are available for a limited time. The store presentation control unit 62 presents currently tradable game elements in a way that allows players to distinguish them from currently available game elements, and prevents players from selecting currently tradable game elements. Figure 16 is a diagram showing an example of how currently available game elements and currently tradable game elements are displayed on the store screen. In the example in Figure 16, the areas 220 for the sold-out "AAA Deck" and "CCC Deck" are represented in black, distinguishable from the areas 221 for the available "BBB Deck" and "DDD Deck." The display for the "AAA Deck" and "CCC Deck" options 211 has been changed to "SOLD OUT," indicating that they are sold out and are not available for selection to the player. In this way, by presenting game elements that are currently unavailable as unselectable, players can learn about game elements that were previously available and will not select game elements that are no longer available, thus improving player convenience.

[0076] Furthermore, the store display control unit 62 also provides and grants in-game currency. As shown in Figures 13 to 16, the provision of in-game currency is not done by transitioning to the in-game currency provision screen via tabs, but rather the in-game currency icon 207, the in-game currency balance icon 208 for the player's in-game currency, and the in-game currency provision screen transition button 209 that transitions to the in-game currency provision screen are displayed on any of the screens, including the home screen accessed via the home screen tab 200, the deck building screen accessed via the deck tab 201, and the store screen accessed via the store tab 202.

[0077] When either the in-game currency icon 207 or the player's in-game currency balance icon 208 is selected, the store display control unit 62 refers to the currency information field in the player information database D1 and displays a breakdown of the paid and free amounts of in-game currency currently held by the player. Figure 17 shows an example of the display of the breakdown of paid and free in-game currency currently held. In the example in Figure 15, the balance of paid currency and the balance of free currency among the in-game currency currently held by the player are displayed. It is also displayed that free currency will be consumed preferentially as payment when purchasing game elements, and that paid currency will be consumed in order of oldest acquisition date.

[0078] In this way, by displaying the in-game currency icon 207, the in-game currency balance icon 208, and the in-game currency provision screen transition button 209 on each screen, players can see the balance of in-game currency they currently possess and its breakdown into paid and free currency, and can transition from each screen to the in-game currency provision screen to obtain the necessary in-game currency.

[0079] When the in-game currency provision screen transition button 209 is selected, the store display control unit 62 transitions to the in-game currency provision screen. On the in-game currency provision screen, the store display control unit 62 displays the currently available in-game currency.

[0080] Figure 18 shows an example of an in-game currency provision screen. In the example in Figure 18, the in-game currency provision screen offers two options: the first paid currency pack 231 and the second paid currency pack 232. The first paid currency pack 231 provides 150 currency units for 100 yen, while the second paid currency pack 232 provides 100 currency units for 100 yen. Thus, the first paid currency pack 231 and the second paid currency pack 232 offer different amounts of currency per predetermined price. In other words, the first paid currency pack 231 is a better deal. However, the first paid currency pack 231 has a limit on the number of packs provided (given) per player. In the example in Figure 18, the first paid currency pack 231 has a limit of 3 packs per player. On the other hand, the second paid currency pack 232 has no limit on the number of packs provided (given) per player.

[0081] The store display control unit 62 refers to the purchase history information in the player information database D1 of the player, and if the number of first paid currency packs 231 available (number of units granted) reaches the upper limit, it notifies the player that the number of first paid currency packs 231 available (number of units granted) has reached the upper limit and is sold out, and displays the first paid currency pack 231 as unavailable for selection. Figure 19 shows an example of the case where the number of first paid currency packs 231 available (number of units granted) has reached the upper limit and is sold out.

[0082] As mentioned above, by providing (granting) game elements that are offered only in specific quantities or for specific periods, in addition to the game elements that are normally sold, it is possible to maintain players' interest in the game elements. Furthermore, as a method for transitioning to the in-game currency provision screen, the store display control unit 62 may, when purchasing game elements such as game cards on the store screen, notify the user if the in-game currency (total amount of paid and free currency) for the game elements is insufficient and display a screen that allows transitioning to the in-game currency provision screen. Figure 20 shows an example of a screen displayed when the in-game currency for the game elements is insufficient. In the example in Figure 20, a notification 233 indicating that the in-game currency for the game elements is insufficient and a button 234 allowing transitioning to the in-game currency provision screen are displayed.

[0083] The presentation control unit 63 performs an opening animation for game elements such as game cards purchased on the store screen. In this embodiment, we will explain using a collection of game cards such as a card pack or deck as an example. As mentioned above, game cards have rarity levels, which are divided into five stages. Each game card also has attributes such as leader cards and battle cards. Each of these game cards has value, and the number of high-value game cards offered is small. A collection such as a card pack is a collection of multiple game cards that have various value information such as rarity and attributes. When a player purchases a collection such as a card pack (pack), they do not know the value of the game elements such as game cards contained in the pack. On the other hand, players may look forward to finding out what value the game cards contained in the purchased pack have. Therefore, an opening animation for a pack that allows the player to find out what value the game cards contained in the purchased pack have is an important animation that enhances the enjoyment of the game.

[0084] The presentation control unit 63 uses the pack information transmitted from the server 2 when the pack is provided to perform the opening animation for the assigned pack. The pack information includes the game element IDs of the game elements contained in the pack. The presentation control unit 63 obtains the value information (rarity information, attribute information, etc.) of the game element IDs in the pack information from the game element information database D2 and performs the pack opening animation according to the value information.

[0085] The following describes specific examples of unboxing animations performed by the animation presentation control unit 63. In the following explanation, a game card pack containing eight game cards will be used as an example of a collection of game elements, and rarity information will be used as an example of value information. Figure 21 is a diagram illustrating an example of an unboxing animation.

[0086] The presentation control unit 63 receives pack information for the pack provided by the server 2. Here, the game element IDs of the eight game cards included in the received pack information are game element ID "2021", game element ID "2056", game element ID "2078", game element ID "2088", game element ID "2147", game element ID "2159", game element ID "2299", and game element ID "2347".

[0087] The presentation control unit 63 obtains rarity information corresponding to the game element ID from the game element information database D2. The rarity information corresponding to the game element ID is as follows: Rarity information for game element ID "2021": "1" Game element ID "2056" rarity information "1" Game element ID "2078" rarity information "3" Game element ID "2088" rarity information "1" Game element ID "2147" rarity information "5" Game element ID "2159" rarity information "1" Rarity information for game element ID "2299": "1" Rarity information for game element ID "2347": "1"

[0088] The presentation control unit 63 stores a predetermined threshold for rarity information in advance and performs different presentations depending on whether the rarity information of the assigned game card exceeds the threshold. In the following example, the threshold for rarity information is set to "2".

[0089] The presentation control unit 63, as the first stage of presentation, presents eight game cards 301 to 308 with the same image on the reverse side (character information not recognizable), allowing the user to select each game card 301 to 308. If game cards 301 to 308 are reader cards, character information is printed on both the front and back, but they are displayed with the same image on the reverse side where the character information is not recognizable. For game cards that exceed the threshold "2", the outer edge of the back of the game card is made thicker (first mode). On the other hand, the outer edge of the back of game cards that do not exceed the threshold "2" is made the same as the second mode for game cards that do not exceed the threshold "2".

[0090] To explain in more detail, in Figure 21, game cards 301-308 correspond to the following: game card 301 corresponds to rarity information "1" and game element ID "2021", game card 302 corresponds to rarity information "1" and game element ID "2056", game card 303 corresponds to rarity information "3" and game element ID "2078", game card 304 corresponds to rarity information "1" and game element ID "2088", game card 305 corresponds to rarity information "5" and game element ID "2147", game card 306 corresponds to rarity information "1" and game element ID "2159", game card 307 corresponds to rarity information "1" and game element ID "2299", and game card 308 corresponds to rarity information "1" and game element ID "2347". Of game cards 301-308, only game cards 303 and 305 exceed the threshold of "2". Furthermore, game card 305 has the highest rarity information.

[0091] The presentation control unit 63 indicates that the game card 303 is a high-rarity card by thickening the outer edge of the back of the game card 303 in a first mode. On the other hand, other game cards other than game card 303 are presented in a second mode (Figure 21(a)). The player selects a game card from the presented options. The presentation control unit 63 then performs the second stage of the presentation for the selected game card.

[0092] Here, assuming the player has selected game card 302 (Figure 21(b)), the presentation control unit 63 performs a first presentation (one rotation) as the second stage of presentation, in which game card 302 is flipped from the back to the front, displaying the front of game card 302 and presenting the character information in a recognizable manner (Figure 21(c)).

[0093] Next, assuming the player has selected game card 303 (Figure 21(c)), the presentation control unit 63 performs a second-stage presentation in which game card 303 is flipped over from the back to the front (one rotation), displaying the front of game card 303 and presenting the character information in a recognizable manner (Figure 21(d)). At this time, the outer edge of game card 303 is set to the first configuration, indicating high rarity information.

[0094] Furthermore, assuming the player has selected game card 305 (Figure 21(d)), the presentation control unit 63 performs a second-stage presentation in which game card 305 is flipped over from the back to the front. Game card 305 is the game card with the highest rarity information, "5". Therefore, when game card 305 is flipped over from the back to the front, the presentation control unit 63 performs a second presentation in which game card 305 is flipped over from the back to the front with a larger number of rotations (for example, 2 rotations) to show that it is different from other game cards (Figure 21(e)). Then, the presentation control unit 63 displays the front of game card 305 and presents the character information in a recognizable manner (Figure 21(f)). At this time, the outer edge of game card 305 is set to the first configuration to indicate high rarity information. The above operations are performed until all game cards have been selected.

[0095] Thus, by combining three methods for opening each game card—a first method used when the rarity information does not exceed a threshold, a second method used when the rarity information exceeds a threshold, and a third method used when the rarity information exceeds a threshold and is a special game card—the opening of the game cards can be performed in a way that surprises the player and enhances the excitement of the game.

[0096] In the above explanation, the first embodiment was described as one type, but there may be multiple types depending on the size of the rarity information. For example, a color for the outer edge may be determined for each type of rarity information, and the outer edge of the game card for that rarity information may be that color. Furthermore, the color of the outer edge may be different depending on the attributes of the game card.

[0097] Furthermore, while the game card that performs the third presentation method is defined as the game card with the highest rarity information, it is not limited to this, and can be a game card with multiple rarity information, or even a combination of rarity information and game card attribute information. Alternatively, the first and second presentation methods may be applied to rarity information, while the third presentation method may be applied to a special game card, such as a leader card.

[0098] The deck building unit 64 presents a deck building screen for building a deck. A deck consists of a predetermined number of leader cards 21, battle cards 22, and extra cards 23 (hereinafter sometimes collectively referred to as game cards). For example, if the game elements are virtual game cards displayed on the computer, the deck is a group of cards consisting of a predetermined number of game cards. In this embodiment, the configurable decks consist of game cards selected by the player. The player builds a deck in advance using the game cards they own and then plays the game. When building a deck, the total number of cards in the deck and the number of cards of each type are predetermined. In this embodiment, the total number of game cards that make up the deck is 30 or more and 35 or less, but is not limited to this number. Also, the game cards that make up the deck always include one leader card 21, and the other game cards are battle cards 22 and extra cards 23 that have the same color information as the leader card 21.

[0099] This section describes the deck building screen presented by the deck building unit 64. The deck building screen is not limited to one type; multiple types may be provided. In the following explanation, we will use an example where there are two types of deck building screens, deck building screen 40 and loaned deck building screen 41, depending on the selected battle mode. Figures 22 and 23 show examples of deck building screens.

[0100] The deck building screen 40 shown in Figure 22 is the deck building screen when a battle mode other than Select Match is selected. The deck building screen 40 includes a first area 401, a second area 402, a third area 403, and a fourth area 404. The first area 401 is the area where the leader cards 21 that make up the deck are displayed. The second area 402 is the area where the battle cards 22 and extra cards 23 that make up the deck are displayed. The third area 403 is the area where the leader cards 21, battle cards 22, and extra cards 23 owned by the player are displayed. The fourth area is the area where the detailed information of the selected game card from the game cards displayed in the first area 401, area 402, and the third area 403 is displayed. The first area 401 and the second area 402 are adjacent to each other vertically, with the first area 401 positioned above and the second area 402 positioned below. The third area 403 is positioned adjacent to the first area 401 and the second area 402. The fourth region is located adjacent to the third region 403.

[0101] The deck building unit 64 reads the game element IDs and their quantities from the player information database D1, and reads the character information (including image information) corresponding to those game element IDs from the game element information database D2. Then, based on the character information read, the deck building unit 64 displays one of the reader cards 21, battle cards 22, and extra cards 23 owned by the player in the third area 403, for each type, regardless of the number owned, showing the front side (character information display side) of the game card, and displays the number owned at the bottom of the game card. The player can place the reader card 21 in the first area 401 by selecting the desired reader card 21 from the game cards displayed in the third area 403 and moving it to the first area 401 (drag and drop). Similarly, the player can place a battle card 22 or extra card 23 in the second area 402 by selecting the desired battle card 22 or extra card 23 from the game cards displayed in the third area 403 and moving it to the second area 402 (drag and drop). The third area 403 is equipped with a scroll function 405, and by scrolling, the player can view all of their leader cards 21, battle cards 22, and extra cards 23 in the third area 403.

[0102] Next, we will explain the first region 401 and the second region 402 in detail. Figure 23 is a diagram illustrating the first region 401 and the second region 402. The deck building unit 64 displays the front 411 and back 412 of the reader card 21 selected from the third area 403 in the first area 401. The front 411 and back 412 of the reader card 21 are fixed, and their size and placement cannot be changed. Only one type of reader card can be displayed in the first area 401. The deck building unit 64 also sets the background color of the first area to the same color as the attribute color (color information 114) of the placed reader card.

[0103] The deck organizing unit 64 displays the battle cards 22 or extra cards 23 selected from the third area 403 in the second area 402 by presenting the number of cards for each type. The deck organizing unit 64 displays card-style images for each type with a part of the images superimposed by the number of cards of that type. The mode in which the card-style images are superimposed is referred to as a first mode. For example, in the case of the game cards 421 constituting the deck, since there are three identical game cards 421, the first mode in which three cards of the front face of the game card 421 are superimposed, and the number "×3" indicating the number of the cards below the first mode are displayed in the second area 402. Similarly, in the case of the game cards 422 constituting the deck, since there are four identical game cards 422, the first mode in which four cards of the front face of the game card 421 are superimposed, and the number "×4" indicating the number of the cards below the first mode are displayed in the second area 402. Similarly, in the case of the game cards 423 constituting the deck, since there are five identical game cards 423, the first mode in which five cards of the front face of the game card 423 are superimposed, and the number "×5" indicating the number of the cards below the first mode are displayed in the second area 402. Note that the lateral size of the first mode increases according to the number of cards. For example, the lateral size of the game card 421 is "a", the lateral size of the game card 422 is "b", the lateral size of the game card 423 is "c", and the relationship of a<b<c is satisfied.

[0104] However, when the number of identical cards increases, the lateral size becomes too large, and the area where game cards can be arranged becomes narrow. Therefore, for game cards exceeding a predetermined number, the first mode of the predetermined number is adopted. In the present embodiment, the predetermined number is set to 5. For example, in the case of the game cards 424 constituting the deck, the number of the cards is 7, which exceeds the predetermined number of 5. Therefore, in the case of the game cards 424, the first mode for 5 cards is adopted, and the number "×7" indicating the number of the cards is displayed in the second area 402 below the first mode. Accordingly, the lateral size of the game card 424 is "c", which is the same as the lateral size of the game card 423.

[0105] Furthermore, the deck building section 64 displays special game cards individually from among the battle cards 22 or extra cards 23 selected from the third area 403, regardless of the number of identical game cards, instead of displaying them in the first form. This display form is referred to as the second form. Special game cards include, for example, game cards of high rarity, parallel cards or premium cards that have the same character information as regular game cards but have different card artwork. Game card 425 is a special game card, and is therefore displayed in the second form.

[0106] Regarding the placement of each game card in the second area 402, the maximum number of rows and columns for placing each game card is set in advance. The maximum number of rows and columns is determined by the types and number of game cards that can be used to form a deck. In this embodiment, the total number of game cards that can be used to form a deck is 30 or more and 35 or less, so as shown in Figure 23, there are 5 rows and 7 columns, and a maximum of 35 types of game cards can be placed, counting special cards as one type, and a maximum of 35 game cards can be placed, with one of each type. The deck building unit 64 displays the game cards to be used to form a deck in the first and second forms, using the maximum number of rows and columns, so that the game cards to be used to form a deck can be viewed in a list when presenting game cards that are in the initial sales period (start of provision). Note that when displaying the initial game cards, the number of rows and columns may be changed as appropriate depending on the types or number of game cards to be used to form a deck.

[0107] When displaying the initial game cards, it is preferable to be able to see all the game cards used to make up the deck in a list, but this may result in each game card being displayed too small. Therefore, the deck building unit 64 is equipped with a function to enlarge the display of the game cards used to make up the deck. As shown in Figure 23, the deck building unit 64 displays an enlarge button 431 in the second area, and when this enlarge button 431 is selected, the number of rows and columns in the second area are reduced to display the game cards.

[0108] Figure 24 is a diagram illustrating the function of enlarging game cards in the second area. When the enlarge button 431 is selected, the deck building unit 64 changes the arrangement of game cards from 5 rows and 7 columns to 2 rows and 3 columns, and changes the display so that one type of game card is enlarged. At this time, since some game cards become invisible due to the reduction in the number of rows and columns, the scroll 405 is displayed to make them visible, so all game cards that make up the deck can be viewed. Then, when the reduce button 432 is selected, the deck building unit 64 returns to the maximum 5 rows and 7 columns arrangement, so all game cards that make up the deck can be viewed again. In the example of Figure 24, there are two stages of enlargement and reduction, but there may be three or four stages of enlargement and reduction. In this case, the enlarge button 431 and the reduce button 432 are displayed simultaneously in the intermediate stages, allowing transitions between each stage.

[0109] When the player finishes assembling the deck and selects the confirm button 433, the deck assembly unit 64 registers the deck, which consists of the leader card 21 located in the first area 401 and the battle card 22 and extra card 23 located in the second area 402, associating it with the deck name 434.

[0110] The deck building unit 64 issues a warning when registering a deck if the deck configuration is unusable in a competitive game. In this embodiment, the conditions for a deck being unusable in a competitive game (deck unsuitability criteria) are as follows: (1) The total number of cards in the deck (the total number of game cards placed in the second area) is 30 or less. (2) The total number of cards in the deck (the total number of game cards placed in the second area) is 35 or more. (3) The number of restricted game cards (game cards with special abilities or skills) that can be included in the deck according to the game rules exceeds the limit. (4) The number of game cards of the same type exceeds the prescribed number. (5) The deck contains game cards that the player does not own. (6) The leader card is not included in the deck (leader card 21 does not exist in the first area 401). (7) The deck contains game cards with an attribute color different from that of the leader card (game cards with an attribute color different from that of the leader card are placed in the second area 402). These deck unsuitability criteria are just examples, and other conditions may be added as needed.

[0111] When the confirm button 433 is selected, the deck building unit 64 determines whether the contents of the deck, which are composed of game cards placed in the first area 401 and the second area 402, meet the above deck incompatibility criteria. If it meets any of the deck incompatibility criteria, it notifies the user accordingly. For example, if it does not meet the deck incompatibility criteria, it notifies the user of the following: (1) If the number of cards that make up the deck (the total number of game cards placed in the second area) is 30 or less, it displays a pop-up message saying, "The deck does not have enough cards and cannot be used in battle. Do you want to save the deck?" (2) If the number of cards in the deck (the total number of game cards placed in the second area) is 35 or more, a pop-up message will appear saying, "The deck size has exceeded the limit and cannot be used in a match. Do you want to save the deck?" (3) If the number of restricted game cards (game cards with special abilities or skills) that can be included in a deck exceeds the limit according to the game rules, a pop-up message will appear stating, "Your deck cannot be used in battle because it contains more restricted cards than allowed. Do you want to save your deck?" (4) If the number of game cards of the same type exceeds the prescribed number, a pop-up message will appear stating, "This deck cannot be used in battle because it contains more cards of the same type than the prescribed number. Do you want to save the deck?" (5) If a deck contains game cards that the player does not own, a pop-up message will appear stating, "This deck contains cards you do not own and cannot be used in battle. Do you want to save the deck?" (6) If a leader card is not included in the deck (leader card 21 does not exist in the first area 401), a pop-up message will appear saying, "You cannot use this deck in battle because a leader card is not included in the deck. Do you want to save the deck?" (7) If a game card with an attribute color different from that of the leader card is included in the deck (a game card with an attribute color different from that of the leader card is placed in the second area 402), a pop-up message will appear stating, "This deck cannot be used in battle because it contains cards of a different color than the leader card. Do you want to save the deck?"

[0112] Figure 25 is an example of a pop-up display that appears when the assembled deck meets the deck non-conformity criteria in (6). Furthermore, a priority order may be set for the criteria for deck incompatibility. For example, conditions that prevent the game from being played, such as the absence of a leader card (6) or the inclusion of game cards with an attribute color different from that of the leader card (7), may be given a high priority, while conditions that disadvantage the player, such as restrictions on the number of game cards that can be included in a deck, may be given a low priority, and players may be notified of the applicable deck incompatibility criteria in order of priority.

[0113] Furthermore, if a deck composition meets multiple criteria for deck incompatibility, it is preferable to notify the player of all criteria, but it is also acceptable to notify them of only some of them. Furthermore, the deck incompatibility conditions in (3), (4), and (5) can also be determined by the deck building unit 64 during the deck building process before the deck is registered, so the deck building unit 64 may be configured to notify the user each time. Figure 26 shows an example of a display when a built deck meets the deck incompatibility conditions. As shown in Figure 26, if there is an incompatibility requirement in the second area 402, a warning icon 440 or notification 441 may be displayed for that game card.

[0114] The deck building unit 64 registers decks that do not meet the deck incompatibility criteria and can be used in competitive games as compliant decks in the deck information database D4, and registers decks that do not meet the deck incompatibility criteria and cannot be used in competitive games as compliant decks in the deck information database D4. Figure 27 is an example of the deck information database D4. The deck information database D4 includes a deck ID field, a deck name field, a compliance / incompatibility field, and a field for the game element IDs that make up the deck. The deck building unit 64 records the registered or saved decks in the deck information database D4, along with the update date and time, including the deck ID, deck name, compliance or incompatibility of the deck, and the game element IDs of the game cards that make up the deck. The deck building unit 64 then transmits the contents of the deck information database D4 to the game server 2.

[0115] The loaned deck formation screen 41 will be explained using Figures 28 to 31. The loaned deck formation screen 41 shown in Figure 28 is the screen that appears when a Select Match is selected. The loan deck building screen 41 includes a selection area 406 and a deck area 407. The selection area 406 displays the game cards that can be used in Select Match. The deck area 407 includes a fifth area 407-1 where the player's selected leader card 21 is displayed, and a sixth area 407-2 where at least one of the player's selected battle cards 22 and extra cards 23 is displayed.

[0116] On the loan deck formation screen 41, as shown in Figure 28, multiple reader cards 21 with different attribute colors (color information) are presented in the selection area 406. The reader cards presented here are game cards selected by lottery from the reader cards of the game element management database D2 that are eligible for loan. When a player selects one reader card 21 and presses the confirm button 433-1, the information of the front and back of the selected reader card 21 is displayed in the fifth area 407-1, as shown in Figure 29.

[0117] The reader cards available for loan may be any reader card 21 that meets certain conditions, such as the release date (series), sales figures, and popularity poll results, or any reader card. Furthermore, the candidate reader cards for loan, selected by lottery, may be weighted according to the release date (series), sales figures, and popularity poll results, and a configuration may be set in advance to prioritize (ensure at least one is included) the presentation of candidate reader cards (those with a high probability of presentation). In the following explanation, the candidate reader cards for loan will be described using a configuration where reader cards with a recent release date have a high probability of presentation.

[0118] Next, as shown in Figure 30, the selection area 406 displays battle cards 22 and extra cards 23 with the same attribute color as the selected leader card 21, i.e., the leader card 21 displayed in the fifth area 407-1. The battle cards 22 and extra cards 23 presented here are candidate game cards for lending, selected by lottery from the battle cards 22 and extra cards 23 in the game element management database D2. When the player selects a game card from the presented battle cards 22 and extra cards 23 and selects the confirm button 433-1, the selected game card is displayed in the sixth area 407-2, as shown in Figure 31. Note that the example shown in Figure 31 shows an example where two randomly selected game cards are presented in pairs, and a deck is formed by selecting one of the game cards and selecting the confirm button, but the system is not limited to this example.

[0119] The Battle Cards 22 and Extra Cards 23 available for loan may be any Battle Cards 22 and Extra Cards 23 that meet certain conditions, such as the release date (series), sales figures, and popularity poll results, or they may be all Battle Cards 22 and Extra Cards 23. Furthermore, the Battle Cards 22 and Extra Cards 23 selected by lottery as loan candidates may be weighted according to the release date (series), sales figures, and popularity poll results, and loan candidates that are prioritized (so that at least one is included) and have a high probability of being presented may be pre-configured. In the following explanation, the leader cards of the loan candidates will be described using a configuration in which Battle Cards 22 and Extra Cards 23 with a release date close to the present have a high probability of being presented.

[0120] Furthermore, the configuration of the loaned Battle Cards 22 and Extra Cards 23 may be controlled so that a larger proportion of them are included in the loaned deck depending on the release date (series). In other words, the loaned deck is controlled to include Battle Cards 22 and Extra Cards 23 from different release dates (series). In the following explanation, we will use a configuration that controls the inclusion of a larger proportion of Battle Cards 22 and Extra Cards 23 whose release dates are closer to the present.

[0121] The player selects the presented Battle Cards 22 or Extra Cards 23 in order, and when the total number of cards in the deck reaches a predetermined number, the Confirm button 433 in the 6th area 407-2 becomes selectable. When the player has finished building their deck and selected the Confirm button 433-2, the deck registration unit 65 registers the deck consisting of the Leader Card 21 located in the 1st area 401 and the Battle Cards 22 and Extra Cards 23 located in the 2nd area 402 as a loaned deck. The registered loaned deck is deleted each time a Select Match ends.

[0122] When a deck is assembled using the loaned deck assembly screen 41, the deck assembly unit 64 displays a loaned deck confirmation screen 42, as shown in Figure 32. The profile card generation unit 65 uses the profile card information D3 to generate a profile card image as shown in Figure 8. The profile card image can be customized, for example, by the player setting it on the profile image editing screen.

[0123] The matching control unit 66 sends a matching request to the game server 2 and matches the player with other players found by the game server 2. In this invention, two types of matching, a first matching method and a second matching method, are described for matching opponents, but this is not limited to these.

[0124] The first matching method is a method of matching a player with another player whose win-loss record is similar to that of the player. In the following explanation, as an example, it is assumed that when a select match is executed, an opponent is searched using the first matching method. That is, the first matching method matches the player with another player whose win-loss record is the same as, or within a predetermined value, at least one of the win-loss records of the player in the select match. If the matching control unit 66 cannot find an opponent within a predetermined time, it searches for another player whose win-loss record is outside the predetermined range, but it is preferable to search for other players in order of proximity to the player's win-loss record.

[0125] The second matching method is a method of matching a player with another player whose win-loss record is similar to at least one of the player's rank and level. In the following explanation, as an example, it is assumed that when a ranked match is performed, an opponent is searched for based on rank. That is, in the second matching method, the player is matched with another player whose rank is the same as the player's rank in the ranked match, or whose win-loss record is within a predetermined value. If the matching control unit 66 cannot find an opponent within a predetermined time, it searches for another player whose rank difference is outside a predetermined range, but it is preferable to search for other players in order of closest Planck difference.

[0126] The matching control unit 66 retrieves the opponent's profile card information D3, which has been searched by the game server 2, and displays it on the matching results screen along with the player's own profile card information D3. Figure 33 is an example of the matching results screen 330.

[0127] The playfield presentation unit 67 presents the playfield. The playfield will now be described. Figure 34 shows an example of a playfield presented by the playfield presentation unit 67. The playfield is divided into multiple areas. These areas indicate where players place their game cards and are arranged with a predetermined width of space between them. In the following description, the playfield includes the player's leader area 501 and the opponent's leader area 502, the battle area 503, the player's hand area 504 and the opponent's hand area 505, the player's energy area 506 and the opponent's energy area 507, the player's drop area 508 and the opponent's drop area 509. However, to enhance the visual presentation, the boundaries of each area are not clearly indicated, except for the battle area. Furthermore, the names of these areas may be anything that is understandable to the player during gameplay.

[0128] The player's leader area 501 and the opposing player's leader area 502 are the areas where the leader card 21 is placed. However, unlike other areas, this area displays the character image of the character embodied on the leader card 21. The player's battle area 503 is the area where the player's and the opposing player's battle cards 22 or extra cards 23 are placed. The character information of the card images of the placed battle cards 22 or extra cards 23 is displayed in battle area 503.

[0129] The player's energy area 506 and the opponent's energy area 507 will have battle cards 22 or extra cards 23 placed on them, but the card images will not be displayed; instead, the number of cards placed will be shown (for example, Life 8). The player's energy area 506 and the opponent's energy area 507 are areas where one Battle Card 22 or Extra Card 23 is placed from the hand each turn. The character information of the placed Battle Card 22 or Extra Card 23 is displayed on the card image.

[0130] The player's hand area 504 and the opponent's hand area 505 are areas where cards selected from the player's or opponent's deck are placed. Character information from the card images of the placed battle cards 22 or extra cards 23 is displayed.

[0131] The player's drop area 508 and the opposing player's drop area 509 are areas where players place their Battle Card 22 if they are knocked out (KO) by an attack from their opponent's Battle Card 22. The card images of the placed Battle Card 22 or Extra Card 23 are not displayed; only the number of cards is shown.

[0132] When displaying the playfield as described above, the playfield display unit 67 hides all boundaries except for those of the battle area 503. This is done to maintain the appearance of the playfield. Other areas may also be provided.

[0133] The game card display unit 68 places and displays game cards from the assembled deck or hand in each area. However, the presentation format of the game cards differs for each area when placing them. Each area is classified into a public area where both the player and the opposing player can view the contents of the game card (character information), and a private area where at least one of the players cannot view the contents of the game card (character information).

[0134] The public areas are Leader Area 501, 502, Battle Area 503, Energy Area 506, 507, and Drop Area 508, 509. On the other hand, the private areas are Energy Area 506, 507, and Hand Area 504, 505. In particular, Energy Area 506, 507 are areas where neither the player nor the opposing player can see the contents of the game cards (character information).

[0135] The game card display unit 68 displays the game card in a way that allows the character information to be seen when the game card is placed in a public area. For example, it displays the front side of the game card (the side displaying the character information), as is the case with game cards placed in the battle area 503 of the playfield. On the other hand, for the hand areas 504 and 505, which are not public areas, the game card is displayed in a way that allows only one of the players, either the player or the opposing player, to see the character information. Furthermore, for game cards placed in the energy areas 506 and 507, which are not public areas, the image of the game card is not displayed, and only the number of cards is displayed. This is because there is no need to display cards in card form that occupy the playfield if the character information cannot be seen by either the player or the opposing player.

[0136] <Game Server 2 Configuration> Figure 35 is a block diagram showing an example of the functional configuration of the game server 2. The game server 2 is a device on the game administrator's side. The game server 2 comprises a processing unit 70, a communication unit 71, and a storage unit 72.

[0137] The processing unit 70 comprehensively controls the operation of the game server 2 based on programs and data stored in the memory unit 72, received information, etc. The functions of the processing unit 70 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. The processing unit 70 includes the functions of a player information management unit 80, a game execution management unit 81, a store management unit 82, and a pack management unit 83.

[0138] The player information management unit 80 manages player information using the user information management database D5. Figure 36 shows an example of the user information management database D5. The player information management database D5 has one record for each player, and these records are the same as those in the player information database D1.

[0139] The player information management unit 80 compares the player ID and the last update date and time of the user information database D1, which are transmitted when the player terminal 1 logs into the game, with the player ID and the last update date and time of the player information management database D5. If they match, it sends a message to that effect; if they do not match, it sends the information registered in the player information management database D5, thereby synchronizing the contents of the player information database D1 between the player terminal 1 and the game server 2.

[0140] The game execution management unit 81 performs and manages player matching, execution of the game, and the assignment of various parameters such as experience points based on the results of the game. The game execution management unit 81 also manages various game elements such as game cards used in the game using the game element management database D6. Figure 37 shows an example of the game element management database D6. The game element management database D6 has similar information to the game element database D2 stored in each player terminal 1. The game execution management unit 81 updates the game element management database D4 when new game elements appear, etc. Then, when logging in with the player terminal 1, etc., it synchronizes the contents of the game element database D2 between the player terminal 1 and the game server 2.

[0141] The store management unit 82 manages stores that provide game elements using the store management database D7. Figure 38 shows an example of the store management database D7. In the example in Figure 38, each record includes a field for the game element ID that identifies the game element to be provided, a field for the game element, a field for the price (in-game currency) of the game element, a field for the provision limit of the game element, and a field for the stock quantity of the game element.

[0142] The Game Element ID field contains not only the ID of the game element itself, such as game cards and in-game currency, but also identification information for game card packs (including decks), which are collections of multiple game cards, and in-game currency packs, which are collections of in-game currency. In the case of game card packs, even if the identification information is the same, the contents of the game cards included may differ. In such cases, a list of game card IDs of game cards linked to the identification information of the game card pack (game cards that may be included in the game card pack) is stored, and when providing it to the player, the store management unit 82 randomly selects the number of game card IDs corresponding to the number of cards in the game card pack from this list and provides the collection of game cards with the selected game card IDs as a game card pack. The Provision Restriction field contains the details of the provision restrictions for that game element. Provision restrictions include, for example, the number of game elements that can be provided (given), the period during which they can be provided, etc. The Stock Quantity field contains "Yes" if there are no restrictions on the number of items provided, etc., and "Stock Quantity" if there are restrictions on the number of items provided to all players.

[0143] The store management unit 82 receives a request from the player terminal 1, reads information on each game element to be provided from the store management database D7, and transmits it as store information. The pack management unit 83 uses the pack information database D8 to randomly select game elements to be included in the purchased pack, and transmits the pack information, including the game ID of the selected game elements, to the player terminal 1.

[0144] Figure 39 shows an example of the pack information database D8. For each game element ID that identifies a pack, there is a field for the game element ID that identifies the game elements that may be included in that pack, an attribute field, and a rarity information field. The attribute field is where the attributes of game cards such as leader cards are listed. The rarity information field is where the rarity information of game cards is listed on a five-point scale. The number of game element IDs for game cards included in the pack information database D8 for a single pack is at least the number of cards that are included in one pack. Also, the number of game cards for game element IDs included in the pack information database D8 for a single pack is less for those with high value information and more for those with low value information. As a result, when selecting game cards randomly, game cards with high value information are less likely to be selected, and game cards with low value information are more likely to be selected.

[0145] The pack management unit 83 randomly selects, by lottery, the number of game element IDs that make up the pack from the pack information database D8 of the pack purchased by the player. In this embodiment, the pack consists of 8 cards, so the pack management unit 83 selects 8 game element IDs from the pack information database D8 by lottery. The pack management unit 83 then generates pack information that includes the game element IDs of the purchased pack and the game element IDs of the game elements selected by lottery, and transmits it to the player terminal 1.

[0146] The deck registration unit 84 receives the contents of the deck information database D4 transmitted from the deck organization unit 64 of the player terminal 1, and updates the deck information database D4 stored in the storage unit 72 with the update date and time. The deck information database D4 is the same as the deck information database D4 of the player terminal 1.

[0147] The profile card information management unit 85 receives the contents of the profile card information D3 transmitted from the player terminal 1's profile card generation unit and updates the profile card information D3 stored in the game server 2's memory unit 72 with the update date and time. Note that the profile card information D3 is the same as the profile card information D3 on the player terminal 1.

[0148] When the matching control unit 86 receives a matching request from the player terminal 1, it starts the matching process. In the first matching method, the matching control unit 86 matches players with similar win / loss records to each other, based on the win / loss records of players who have sent a Select Match matching request to the game server 2.

[0149] In the second matching method, the matching control unit 86 matches players with similar win / loss records based on the rank of the player who has sent a ranked match matching request to the game server 2. The matching control unit 86 searches for and transmits the profile card information D3 of the matched player.

[0150] The communication unit 71 connects to the communication line N to enable communication. The memory unit 72 stores the system program and the game program. The system program is a program that implements the basic functions of the game server 2 as a computer. The game program is a program that causes the processing unit 70 to function as the player information management unit 80, the game execution management unit 81, the store management unit 82, the pack management unit 83, and the deck registration unit 84.

[0151] Furthermore, the memory unit 72 stores the user information management database D5, the game element management database D6, the store management database D7, and the pack information database D8.

[0152] <Operation of each device> This section describes the operation between player terminal 1 and game server 2. Figure 40 is a sequence diagram illustrating the operation between player terminal 1 and game server 2. In the following description, it is assumed that the player has completed the initial game setup and has been assigned a player ID.

[0153] When a player starts the game application on player terminal 1, the game execution control unit 61 sends the player's player ID and the last update date and time of player information database D1 and game element database D2 to the game server 2 (Step 1). The player information management unit 80 of game server 2 compares the last update date and time of the received player ID with the last update date of the player ID in player information management database D3 (Step 2). If the last update dates match, the player information management unit 80 sends a message to that effect. If they do not match, the player information management unit 80 sends the information stored in the player ID record in player information management database D3 (Step 3). This synchronizes the player information between player terminal 1 and game server 2. Similarly, the player information management unit 80 compares the last update date and time of game element database D2 with the last update date and time of game element management database D4, and if they do not match, sends the information from game element management database D4. This synchronizes the game element information between player terminal 1 and game server 2. Note that the information sent from game server 2 may be differential information that differs between player terminal 1 and game server 2.

[0154] The player information management unit 60 and the game execution control unit 61 of the player terminal 1 receive database notifications from the game server 2 and update the player information database D1 and the game element information database D2 if necessary (Step 4). The game execution control unit 61 of player terminal 1 displays the home screen shown in Figure 13 (Step 5).

[0155] Next, we will explain the operation between player terminal 1 and game server 2 during select match execution. Figure 41 is an operation flowchart of the select match execution process. Note that the display screen described below is an example, and the number of game cards displayed, the display position of the game cards, etc. can be changed as appropriate.

[0156] When the player selects a match using the battle mode selection button 23 on the home screen, the deck building unit 64 reads the reader cards from the game element management database D2 and randomly selects one reader card for each attribute (Step 100). The deck building unit 64 displays a second deck building screen 41 in which the extracted reader card 42 is placed in the selection area 406 (Step 101). The loaned deck building screen 41 at this time looks like Figure 28.

[0157] When a reader card is selected, the deck organizing unit 64 displays the information of the front and back surfaces of the selected reader card 21 in the fifth area 407-1, as shown in Figure 29 (Step 102). When the player selects the confirmation button 433-1 in the fifth area 407-1, that is, when the leader card is determined (Step 103), the deck building unit 64 reads the battle cards 22 and extra cards 23 with the same attributes as the selected leader card from the battle cards 22 and extra cards 23 in the game element management database D2, and extracts two game cards by lottery (Step 104). The deck building unit 64 presents the extracted game cards in the selection area 406 (Step 105). The loan deck building screen 41 at this time will look like Figure 30.

[0158] When one game card is selected from the game cards presented in the selection area 406, and the confirm button 433-1 is selected, the selected game card will be displayed in the sixth area 407-2 as a game card included in the deck, as shown in Figure 31 (Step 106).

[0159] The deck building unit 64 checks whether the total number of cards in the deck has reached a predetermined number (Step 107). If it determines that the total number of cards has not been reached (Step 107: No), it returns to Step 104. On the other hand, if it determines that the total number of cards has been reached (Step 107: Yes), it displays the loaned deck confirmation screen 42 (Step 108).

[0160] When the OK button is selected on the loaned deck confirmation screen 42, the matching control unit 66 sends a Select Match matching request to the server 2 (Step 109). When the matching control unit 85 of server 2 receives a select match matching request from terminal 1, it searches for an opponent (Step 110). The matching control unit 85 reads the profile card information D3 of the searched opponent and sends it to terminal 1 (Step 111).

[0161] When the matching control unit 66 receives the opponent's profile card information D3, it displays it on the matching results screen along with the player's profile card information D3 (Step 112). After displaying the matching results screen for a predetermined time, the game execution control unit 61 starts the execution process of the Select Match game (Step 113).

[0162] In the above embodiment, a configuration was described in which the loaned deck assembled before the Select Match is returned, i.e., made unusable, after each Select Match battle ends. However, a configuration that limits the number of uses is also possible. In such a configuration, the deck building unit 64 registers the information in the deck information D4. At this time, the deck building unit 64 may register the deck by adding a name indicating that it is a loaned deck to the deck name, for example, or by creating a new field to register that it is a loaned deck. Similarly, regarding the number of uses, the configuration may include recording the remaining number of uses in the "suitable / unsuitable" field, for example, or by creating a new field to register it.

[0163] Furthermore, although the first and second matching methods described above were explained using a configuration that searches for and matches other players with similar match results, this could also be a configuration where one player with the most similar results is searched for, one player is randomly selected from among similar players, or multiple similar players are presented on the matching results screen 330 for the player to select.

[0164] According to this embodiment, users can experience battles using game cards they do not own, thereby increasing their interest in competitive games.

[0165] <Modification 1 of the embodiment> In the above embodiment, the game element information databases D2 and D4 were configured to manage all game cards in a list. In this modified example 1, a configuration in which game cards are managed by series in the game element databases D2 and D4 will be described. In this modified example 1, the game element information database D2 stores a field for game element ID, a field for character information, a field for game element image, and a field for last updated date and time, all associated with series information and last updated date and time.

[0166] In this modified example 1, the game element information database D4 stores a field for game element ID, a field for character information, a field for game element image, and a field for last updated date and time, all associated with series information and last updated date and time.

[0167] <Modified Example 2 of the Embodiment> In the above embodiment, the Select Match ended after one game, but players may play against other players multiple times in a row, and may play against different other players each time, or the same other player each time. Furthermore, players may assemble a loaned deck for each Select Match, or use the same loaned deck for each match. According to this modified version, the variety of matches in Select Match will increase, and users' interest in competitive games will improve.

[0168] <Second Embodiment> In the second embodiment, a configuration is described in which a player can purchase game cards that they do not already own from among the loaned game cards.

[0169] The deck building unit 64 displays game cards owned by the player and game cards not owned by the player in a visually distinguishable display format on the loaned deck confirmation screen 42. A visually distinguishable display format is, for example, to display cards owned by the player in a first color scheme (e.g., color) (first display format) and cards not owned by the player in a second color scheme (e.g., grayscale or monochrome) (second display format). In the example shown in Figure 42, game cards not owned by the player are shown with dotted lines.

[0170] When a player selects a card they do not own, the store display control unit 62 displays the store screen illustrated in Figure 14 and presents packs that may contain the game card. According to the configuration of this embodiment, users can easily experience playing against other players using game cards they do not own, and then purchase the game cards they desire from among them, thereby increasing user interest in competitive games.

[0171] <Third Embodiment> In the third embodiment, a configuration is described in which a card pack or game card is awarded to the player according to the outcome of the match. The store display control unit 62 grants players pack tickets that allow them to exchange for card packs, depending on the match results. Pack tickets are granted randomly by lottery. In addition, the probability of granting pack tickets may be increased with the number of wins, the probability of high-rarity game cards (game cards that allow for advantageous gameplay) being included in card packs may be increased, or the number of pack tickets granted may be increased. The store display control unit 62 awards game cards according to the match results. Game cards are awarded randomly by lottery. The game cards themselves are also awarded randomly. Furthermore, the probability of awarding game cards may be increased with the number of wins, the probability of receiving a high-rarity game card (a game card that allows for an advantage in the match) may be increased, or the number of game cards awarded may be increased.

[0172] According to the configuration of this embodiment, since a card pack or game card is provided, the user's interest in competitive games is increased.

[0173] In the above embodiment, we have used the example of selling in packs, but it is also possible to have a configuration where individual game cards are purchased. Although the present invention has been described above with reference to preferred embodiments, the present invention is not necessarily limited to the above embodiments and can be modified and implemented in various ways within the scope of its technical concept.

[0174] Furthermore, some or all of the above embodiments may also be described as follows, but are not limited to the following.

[0175] [Note 1] Computers, A game element group lending means that lends a group of game elements including a first type first game element and a first type second game element, provided that a selectable battle mode is chosen by fulfilling predetermined conditions. A deck-building means for forming a deck that includes one first game element of a first type and a predetermined number of second game elements of a first type from the aforementioned group of game elements. A battle execution means that performs a battle in the battle mode using the aforementioned deck, To make it function as, The aforementioned battle execution means controls the battle in the battle mode using the deck to be executable for a predetermined number of times or less. program.

[0176] [Note 2] The aforementioned game element lending means lends a first game element of a first type selected from a plurality of first game elements of a first type presented by lottery, and a plurality of second game elements of a first type selected from a plurality of second game elements of a first type presented by lottery. The program described in Appendix 1.

[0177] [Note 3] The aforementioned game element lending means lends a plurality of first type second game elements selected from a plurality of first type second game elements that are presented by lottery and have the same attribute information attached to the selected first type first game element. The program described in Appendix 1 or Appendix 2.

[0178] [Note 4] The aforementioned predetermined condition is the consumption of a second type of game element used in in-game transactions. The program described in any of the appendices 1 through 3.

[0179] [Note 5] If the first type first game element and the first type second game element included in the assembled deck are not included in the first type first game element and the first type second game element held by the player, a purchase screen presentation means presents a purchase screen where the first type first game element and the first type second game element can be purchased. A program described in any of the appendices 1 to 4 that functions as such.

[0180] [Note 6] The aforementioned battle execution means matches with other players and controls the system to enable the execution of battles in the battle mode using the aforementioned deck. The program described in any of the appendices 1 through 5.

[0181] [Note 7] The aforementioned match execution means prioritizes matching the player with another player whose level is the same as the player's level or whose level difference from the player's level is within a predetermined range. The program described in any of the appendices 1 through 6.

[0182] [Note 8] The aforementioned match execution means, if it is not possible to find another player with the same level as the player or with a level difference of within a predetermined range within a predetermined time from the start of matchmaking, will match the player with another player whose level difference is not within a predetermined range. The program described in any of the appendices 1 through 7.

[0183] [Note 9] The aforementioned battle execution means matches with multiple other players and controls them to enable the execution of battles in the battle mode using the deck. The program described in any of the appendices 1 through 8.

[0184] [Note 10] The aforementioned battle execution means matches with different other players in succession and controls the system to enable the execution of battles in the battle mode using the deck. The program described in any of the appendices 1 through 9.

[0185] [Note 11] The predetermined number of rounds is determined according to the number of wins and losses in matches against other players. The program described in any of the appendices 1 through 10.

[0186] [Note 12] A means for selecting a battle mode that allows the user to select a battle mode when certain conditions are met, A game element group lending means that lends a group of game elements including a first type first game element and a first type second game element, provided that the aforementioned battle mode is selected. A deck-building means for forming a deck that includes one first game element of a first type and a predetermined number of second game elements of a first type from the aforementioned group of game elements, A battle execution means for executing a battle in the battle mode using the aforementioned deck, It has, The aforementioned battle execution means controls the execution of battles in the battle mode using the deck to be limited to a predetermined number of times or less. The program described in any of the appendices 1 through 11. [Explanation of symbols]

[0187] 1 Player terminal 2 Game Servers 21 Reader Card 22 Battle Cards 23 Extra Cards 51 Display section 52 Game element reading unit 53 Operation Input Section 54. Sound output section 55 Communications Department 56 Memory section 57 Processing Unit 60 Player Information Management Department 61 Game Execution Control Unit 62 Store Display Control Unit 63 Performance Presentation Control Unit 64 Deck Building Section 65 Profile Image Generation Unit 66 Matching Control Unit 67 Playfield Display Area 68 Game Card Display Section 70 Processing Unit 71 Communications Department 72 Memory section 80 Player Information Management Department 81 Game Execution Management Department 82 Store Management Department 83 Pack Management Department 84 Deck Registration Section 85 Profile Card Information Management Department 86 Matching Control Unit

Claims

1. Computers, A game element group lending means that lends a group of game elements including a first type first game element and a first type second game element, provided that a selectable battle mode is chosen by fulfilling predetermined conditions. A deck-building means for assembling a rental deck from the aforementioned group of game elements, comprising one first game element of the first type and a predetermined number of second game elements of the first type. A battle execution means that performs a battle against another player in the battle mode using the aforementioned borrowed deck. To make it function as, The aforementioned means for lending game elements is: Multiple first game elements of the first type are selected and presented by lottery, and one first game element of the first type selected by the player from among the presented multiple first game elements of the first type is set as the item to be lent. The process of selecting and presenting multiple second game elements of the first type that have the same attribute information as the selected first game element of the first type, and setting the second game element of the first type selected by the player from the presented multiple second game elements of the first type as the item to be lent, is repeated until the number of second game elements of the first type included in the lent deck reaches the predetermined number. The deck building means assembles the loaned deck, which includes the selected first game element of the first type and a predetermined number of second game elements of the first type selected by the repetition. The aforementioned battle execution means controls the battle in the battle mode using the borrowed deck to be executable for a predetermined number of times or less. program.

2. The first type of first game element is a leader card included in the deck, The first type of second game element is at least one of a battle card and an extra card that are included in the deck based on the same attribute information as the leader card. The program according to claim 1.

3. The aforementioned predetermined condition is the consumption of a second type of game element used in in-game transactions. The program according to claim 1 or claim 2.

4. When the loaned deck is assembled, the deck building means displays the game elements of the first type and the second type of game elements included in the loaned deck that the player does not possess in a display format that is visually distinguishable from the game elements that the player possesses. The program according to claim 1.

5. The computer further comprises: If a player selects a game element from the first type and second type of game elements included in the rental deck that they do not possess, the system will function as a purchase screen display means that presents a purchase screen where a collection of game elements that may include that game element can be purchased. The program according to claim 4.

6. The aforementioned battle execution means matches with other players and controls the match to enable the execution of a battle in the battle mode using the borrowed deck with the matched other player. The program according to claim 1.

7. The aforementioned match execution means prioritizes matching the player with another player who is at the same level as the player, or with another player whose level difference from the player is within a predetermined range. The program according to claim 6.

8. The aforementioned match execution means, if it is not possible to find another player with the same level as the player, or another player whose level difference from the player's level is within a predetermined range, within a predetermined time from the start of matching, will match the player with another player whose level difference from the player's level is not within the predetermined range. The program according to claim 7.

9. The aforementioned battle execution means matches with multiple other players and controls them to enable the execution of battles in the battle mode using the borrowed deck. The program according to claim 8.

10. The aforementioned battle execution means matches with different other players in succession and controls the system to enable the execution of battles in the battle mode using the borrowed deck. The program according to claim 9.

11. A means for selecting a battle mode that allows the user to select a battle mode when certain conditions are met, A game element group lending means that lends a group of game elements including a first type first game element and a first type second game element, provided that the aforementioned battle mode is selected, A deck building means for forming a rental deck that includes one first game element of the first type and a predetermined number of second game elements of the first type from the aforementioned group of game elements, A battle execution means that uses the aforementioned borrowed deck to perform a battle against another player in the aforementioned battle mode, It has, The aforementioned means for lending game elements is: Multiple first game elements of the first type are selected and presented by lottery, and one first game element of the first type selected by the player from among the presented multiple first game elements of the first type is set as the item to be lent. The process of selecting and presenting multiple second game elements of the first type that have the same attribute information as the selected first game element of the first type, and setting the second game element of the first type selected by the player from the presented multiple second game elements of the first type as the item to be lent, is repeated until the number of second game elements of the first type included in the lent deck reaches the predetermined number. The deck building means assembles the loaned deck, which includes the selected first game element of the first type and a predetermined number of second game elements of the first type selected by the repetition. The aforementioned battle execution means controls the battle in the battle mode using the borrowed deck to be executable for a predetermined number of times or less. Game device.

Citation Information

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