Computer program, terminal, and method for executing game

KR103000157B1Active Publication Date: 2026-08-05BANDAI CO LTD
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Patent Information

Application Number
KR1020240060984
Authority / Receiving Office
KR · KR
Patent Type
Patents
Current Assignee / Owner
Priority Date
2023-06-05
Filing Date
2024-05-09
Publication Date
2026-08-05
Estimated Expiration
2044-05-09

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Patent Text Reader

Abstract

The present invention provides a game that enhances interest. The program enables a computer to function as a game element presentation means capable of presenting a first type of game element that includes a plurality of visually identifiable group identification information corresponding to a first type of character and a second type of game element that includes one of the plurality of group identification information and is visually identifiable group identification information corresponding to a second type of character and a deck construction means capable of constructing a deck from a second type of game element that includes one of the group identification information of the plurality of group identification information of the first type of game element.
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Description

Technology Field

[0001] The present invention relates to a program, a terminal, and a game method. Background Technology

[0002] In competitive card games, there is a game in which a special effect is produced by combining multiple types of cards placed on a play sheet (e.g., Patent Document 1). Prior art literature

[0003] Japanese Patent Publication No. 2006-247178 The problem to be solved

[0004] In such games, storytelling is important. And a game that maintains storytelling while being highly versatile can, as a result, enhance the game's appeal.

[0005] Therefore, the present invention provides a program, a terminal, and a game method that enhances the enjoyment of a game. means of solving the problem

[0006] One aspect of the present invention is a program that enables a computer to function as a deck building means capable of building a deck from a first type of game element including a plurality of visually identifiable group identification information corresponding to a first type of character and a second type of game element including one of the plurality of group identification information that is visually identifiable and corresponding to a second type of character and a deck building means including a second type of game element including one of the plurality of group identification information that is visually identifiable and corresponding to a second type of character and a deck building means including a deck building means including a group identification information of the plurality of group identification information of the first type of game element.

[0007] One aspect of the present invention is a terminal comprising: a first type of game element corresponding to a first type of character and including a plurality of visually identifiable group identification information; a second type of game element corresponding to a second type of character and including a visually identifiable group identification information of any one of the plurality of group identification information; and a deck construction means capable of constructing a deck from a second type of game element including a group identification information of any one of the plurality of group identification information of the first type of game element.

[0008] One aspect of the present invention is a game execution method in which a computer can present a first type of game element corresponding to a first type of character and including a plurality of visually identifiable group identification information, present a second type of game element corresponding to a second type of character and including any one of the plurality of group identification information that is visually identifiable group identification information, and build a deck from the second type of game element including any of the plurality of group identification information of the first type of game element. Effects of the invention

[0009] According to the present invention, a game that enhances interest can be provided. Brief explanation of the drawing

[0010] FIG. 1 is a schematic diagram of the play field (2) according to the present embodiment. FIG. 2 is a drawing illustrating an example of the back side of a game card (1). Figure 3 is a drawing illustrating an example of the surface of a cost card (10). FIG. 4 is a drawing illustrating an example of the surface of a character card (20). FIG. 5 is a drawing illustrating an example of the surface of a reader card (30). FIG. 6 is a drawing illustrating an example of the surface of a multi-reader card (40). FIG. 7 is a drawing illustrating an example of the surface of a stage card (50). FIG. 8 is a drawing illustrating an example of the surface of an event card (60). Figure 9 is a drawing illustrating an example of deck construction. FIG. 10 is a drawing illustrating an example of the overall configuration of a game system in the present embodiment. FIG. 11 is a drawing illustrating an example of a device configuration of a smartphone, which is an example of a player terminal (3). FIG. 12 is a block diagram illustrating an example of the functional configuration of a player terminal (3). Figure 13 is an example of a game card database (140). FIG. 14 is a drawing illustrating an example of a deck database (141). FIG. 15 is a block diagram illustrating an example of the functional configuration of a game server (4). Figure 16 is a flowchart of the operation of the deck construction process. FIG. 17 is an example of a deck construction screen displayed by the deck construction unit (124). FIG. 18 is a drawing illustrating an example of a display of a game card having selected group identification information (color information (27)). FIG. 19 is a drawing illustrating an example of a display of a game card having selected group identification information (color information (27)). FIG. 20 is a drawing illustrating an example of a display of a game card compatible with a multi-reader card. Figure 21 is a flowchart of the presentation processing of the play field. FIG. 22 is a drawing illustrating an example of a reader card and deck selection screen. FIG. 23 is a drawing illustrating an example of a play field (2) displayed on a player's terminal (3). FIG. 24 is a drawing illustrating an example of a play field (2) displayed on a player's terminal (3). Figure 25 is a flowchart of the card placement process. Figure 26 is a diagram illustrating the placement operation of cards. Figure 27 is a flowchart of the attack value increase processing. Figure 28 is a diagram illustrating the processing of attack value increase. Specific details for implementing the invention

[0011] An embodiment of the present invention is described.

[0012] First, an overview of the game in this embodiment is described.

[0013] The game in this embodiment is a battle-type game in which a player battles an opponent by placing game elements on a play field. A character corresponds to a game element, and a plurality of areas for placing game elements are provided on the play field. The player places a game element into any of the areas on the play field and executes the game by using the ability of the character corresponding to the game element.

[0014] Game elements include first, second, third, and fourth types of game elements. The first, second, and third types of game elements correspond to specific characters. On the other hand, the fourth type of game element does not correspond to specific characters. Here, "characters" refer to people, animals, events, etc.

[0015] The game elements of the first, second, and third categories contain visually identifiable identification information. This identification information is group identification information that identifies the group to which the character corresponding to each element belongs. Here, the group refers to the team to which the character belongs, the episode in which the character appears, etc. The type of group identification information is irrelevant as long as it is information capable of identifying a group; for example, text information of the group name, color information identifying the group, etc.

[0016] The game elements of the first type and the game elements of the third type correspond to the character of the first type. The character of the first type is the leader of the group and is the central character of that group. The difference between the game elements of the first type and the game elements of the third type is the number of group identification information they contain. The game elements of the first type contain group identification information for all groups existing in the game. On the other hand, the game elements of the third type contain group identification information for one or two groups existing in the game.

[0017] The game elements of the second type correspond to the characters of the second type. The characters of the second type are characters belonging to a group, and are characters that become allies of the group leader or characters that trigger events. The game elements of the second type include group identification information for one of the groups existing in the game.

[0018] In addition, the second type of game element serves as a building element for a collection of multiple second type game elements used in a battle game called a deck. However, the second type of game element that can serve as a building element for the deck is limited to a second type of game element that includes the same group identification information as that included in the first type of game element or the third type of game element used in the game. That is, a second type of game element that includes the same group identification information as that included in the first type of game element or the third type of game element used in the game can serve as a building element for the deck used in the game. By doing so, only the second type of character that appears in episodes similar to the companions of the first type of character who becomes the leader appears in the game, thereby giving the game a story element.

[0019] The fourth type of game element is not associated with a specific character and serves as the cost for bringing the second type of game element into the game space. Additionally, the fourth type of game element does not include group identification information that identifies a group.

[0020] In addition, the first type of game element, the second type of game element, the third type of game element, and the fourth type of game element correspond to virtual items. An example of a virtual item is, for instance, a virtual game card displayed on a computer. In the game of the present embodiment, the first type of game element, the second type of game element, the third type of game element, and the fourth type of game element correspond to a virtual game card to which a character whose actions are controlled based on the operation of a player (including a non-player controlled by the computer) is described as having a design of the corresponding character (an image showing the appearance of the character) attached to the game card. Furthermore, this is not limited thereto, and a game card used to specify game elements of the game being executed is not limited to being configured to specify game elements such as a character, but may, of course, specify other game elements such as items or activated effects (for example, the fourth type of game element). Furthermore, the item is not limited to a game card; it is not limited to a game card as long as it is an item configured to specifically identify the game element corresponding to it. The virtual item may be, for example, a sculpture such as a figure having the appearance of a character.

[0021] FIG. 1 is a schematic diagram for explaining a game according to the present embodiment. As shown in FIG. 1, the game includes a game card (1) and a play field (2).

[0022] The game card (1) corresponds to the game element described above and is a card held by the player. The player can acquire the game card (1) by purchasing it, exchanging it with other players, or distributing it to players who have cleared certain conditions.

[0023] The game card (1) consists of a surface and a reverse side. The reverse side of the game card (1) has any one of the same pattern, character, etc. written on it. That is, from the reverse side of the game card (1), the surface (the side on which the game card (1) can be identified) is in an indistinguishable form. FIG. 2 is an example of the reverse side of the game card (1).

[0024] The game card (1) has a fixed position, and the fixed position is a state in which the content written on the surface of the game card (1) can be judged exactly as it is when viewed by a user. In the following description, the state in which the arrangement state of the game card (1) is in the fixed position is referred to as the active state. The state in which the arrangement state of the game card (1) is rotated 90 degrees from the fixed position and is in a horizontal orientation is referred to as the rest state. Additionally, a predetermined orientation may be set as the active state, and the case in which the orientation of the game card is changed from the predetermined orientation may be set as the rest state.

[0025] The surface of the game card (1) in this embodiment is prepared in multiple types. The surface of the game card (1) varies depending on the type of information written on it. In the following description, the cost card (10) (corresponding to the fourth type of game element) is described as an example of a game card (1) that does not have color information, which is group identification information. Additionally, the character card (20) (corresponding to the second type of game element), the normal reader card (30) (corresponding to the third type of game element), the multi-reader card (40) (corresponding to the first type of game element), the stage card (50) (corresponding to the second type of game element), and the event card (60) (corresponding to the second type of game element) are described as examples of game cards (1) that have color information. However, as long as there are cards that do not have color information and cards that have color information, the types of game cards (1) may be prepared in several ways.

[0026] Color information is color information that identifies the group to which a character corresponding to a character card (20), reader card (30), multi-reader card (40), stage card (50), and event card (60) belongs. Color information is placed at the same location on the character card (20), reader card (30), multi-reader card (40), stage card (50), and event card (60). In this embodiment, the character groups are divided into a total of 6 groups, and color information of any one of red, green, blue, purple, black, or yellow is assigned to each group. An example is described in which one color information is assigned to each triangular area that divides the hexagon, which serves as the color information placement area, into 6 equal parts. Additionally, the number of groups or the color representing each group can be appropriately changed.

[0027] Characters corresponding to character cards (20), leader cards (30), multi-leader cards (40), stage cards (50), and event cards (60) that have the same color information belong to the same group. A group is a team (companion), episode, etc. And as described below, a deck can be constructed from character cards (20), stage cards (50), and event cards (60) that have the same color information as the color information of the leader cards (30) and multi-leader cards (40). By doing so, the game can be given a story element.

[0028] <Cost Card (10)>

[0029] Cost card (10) corresponds to the fourth type of game element.

[0030] FIG. 3 is a drawing illustrating an example of the surface of a cost card. The cost card (10) is a card that performs a first function and a second function. The first function is a function that serves as a cost element for placing a character card (20), a stage card (50), and an event card (60) from the user's hand onto the play field (2). In this card game, the number of game cards (1) that can be placed from the hand onto the play field (2) is limited according to the number of cost cards (10) placed on the play field (2). That is, in order to place a game card (1) from the hand onto the play field (2), a number of cost cards (10) that meet the conditions of the game card (1) are required. Therefore, the cost card (10) serves as a condition element for placing a game card (1) from the hand onto the play field (2), and this is the first function of the cost card (10).

[0031] The second function is to increase the attack value of the character card (20), leader card (30), or multi-leader card (40) combined with the corresponding cost card (10). In this card game, the cost card (10) placed on the play field (2) can be used in combination with the character card (20), leader card (30), or multi-leader card (40). When the user combines the cost card (10) with the character card (20), leader card (30), or multi-leader card (40) during their turn, the attack value of the combined character card (20), leader card (30), or multi-leader card (40) increases.

[0032] As shown in FIG. 3, the cost card (10) has card type information (11), which is information indicating that it is a cost card, and second function information (12), which is information regarding the second function of the cost card (10). In the example shown in FIG. 3, "when it is my turn +1000" is written as the second function information (12). In this example, by combining it with the character card (20), the leader card (30), or the multi-leader card (40), the attack value of the character card (20), the leader card (30), or the multi-leader card (40) increases by "1000".

[0033] <Character Card (20)>

[0034] Character cards (20) correspond to game elements of the second type.

[0035] FIG. 4 is a drawing illustrating an example of the surface of a character card (20). On the character card (20), card type information (11), card identification information (21), power information (22), character name (23), character image (24), cost information (25), color information placement section (26), and color information (27) are written.

[0036] Card type information (11) is information indicating the type of the corresponding card, so that in the case of a character card (20), it is a character card. Card identification information (21) is information that uniquely identifies the game card (1) and is such as a card number. Power information (22) is numerical information indicating the attack value against the opponent's game card (1). Character name (23) is the character name of the character corresponding to the corresponding character card (20). Character image (24) is a picture of the character corresponding to the corresponding game card.

[0037] Cost information (25) is a numerical value of the required cost required for a user to place the corresponding character card (20) from the hand onto the play field (2). In the example of FIG. 4, the cost information (25) is “2,” indicating that two cost cards (10) are required to place the corresponding character card (20) onto the play field (2).

[0038] The color information placement section (26) is a section where color information (27) corresponding to the group to which the character associated with the character card (20) belongs is placed. In this embodiment, since the character groups are made up of a total of 6 groups, the color information placement section (26) has a hexagonal shape, and one color information (27) is assigned to each triangular shape into which the hexagonal shape is divided into 6 equal parts. The color indicated by the color information (27) indicates the group to which the character belongs. There is only one color information (27) of the character card (20). The example of the character card (20) in FIG. 4 shows an example where the color information (27) is "red," indicating that character 1 of the character card (20) belongs to the group "red." Additionally, although the example in FIG. 4 shows the color information (27) as text, the color information (27) may also be indicated by coloring the assigned triangular shape with the color of the group. For example, the triangular shape of the color information (27) in Fig. 4 may be colored "red".

[0039] <Leader Card (30)>

[0040] The leader card (30) corresponds to the third type of game element.

[0041] FIG. 5 is a drawing illustrating an example of the surface of a reader card (30). The reader card (30) has card type information (11), card identification information (21), power information (22), character name (23), character image (24), color information placement section (26), color information (27), and life information (28) written on it.

[0042] Card type information (11) indicates the type of the corresponding card, and in the case of a leader card (30), information such as identifying that it is a leader card. Card identification information (21) is information that uniquely identifies the game card (1) and is such as a card number. Power information (22) is numerical information indicating the attack value against the opponent's game card (1). Character name (23) is the character name of the character corresponding to the corresponding leader card (30). Character image (24) is a picture of the character corresponding to the corresponding leader card (30). Additionally, the character corresponding to the corresponding leader card (30) is a character that becomes the leader of the group specified by the color information (27).

[0043] The color information placement section (26), like the character card (20), is a section where color information (27) corresponding to the group to which the character corresponding to the corresponding reader card (30) belongs is placed. In this embodiment, since the character groups are made up of a total of 6 groups, the color information placement section (26) has a hexagonal shape, and one color information (27) is assigned to each triangular shape into which the hexagonal shape is divided into 6 equal parts. The color indicated by the color information (27) indicates the group to which the character belongs. The color information (27) of the reader card (30) is only one or two. The example of the reader card (30) in FIG. 5 shows an example where the color information (27) is "red," indicating that Reader 1 of the reader card (30) belongs to the group "red." Additionally, although the example in FIG. 5 shows the color information (27) as text, the color information (27) may be displayed by coloring the assigned triangular shape with the color of the group. For example, the triangular shape of the color information (27) in Fig. 5 may be colored "red." Also, the color information (27) of the reader card (30) may be one or two, but may be less than the total number of groups.

[0044] Additionally, the color information (27) of the leader card (30) serves as a guideline when building a deck. When the leader card (30) is used in a game, the deck used in the game can be built from the character card (20), stage card (50), and event card (60) that have the same color information (27) as the color information (27) of the leader card (30). For example, when the leader card (30) that has "red" color information (27) is used in a game, the deck used in the game can be built from the character card (20), stage card (50), and event card (60) that have "red" color information (27).

[0045] Life information (28) is the number of character cards (20) that can be loaded into the life area of ​​the play field (2) described later at the start of the game.

[0046] <Multi Reader Card (40)>

[0047] The multi-reader card (40) corresponds to the game element of the first type.

[0048] FIG. 6 is a drawing illustrating an example of the surface of a multi-reader card (40). On the multi-reader card (40), card type information (11), card identification information (21), power information (22), character name (23), character image (24), color information placement section (26), color information (27), and life information (28) are written.

[0049] Card type information (11) indicates the type of the corresponding card, and in the case of a multi-reader card (40), information such as identifying it as a leader card. Card identification information (21) is information that uniquely identifies the game card (1) and is such as a card number. Power information (22) is numerical information indicating the attack value against the opponent's game card (1). Character name (23) is the character name of the character corresponding to the multi-reader card (40). Character image (24) is a picture of the character corresponding to the multi-reader card (40). Additionally, the character corresponding to the multi-reader card (40) is a character that becomes the leader of the group specified by the color information (27).

[0050] The color information placement section (26) is a section in which color information (27) corresponding to the group to which the character corresponding to the multi-reader card (40) belongs is placed, just like the character card (20).

[0051] The difference between the multi-reader card (40) and the reader card (30) is that while the reader card (30) has color information (27) of some (one or two) of the entire group placed in the color information placement section (26), the multi-reader card (40) has color information (27) (red, green, blue, purple, black, yellow) of the entire group placed in the color information placement section (26). Accordingly, when using the multi-reader card (40), it is possible to build a deck using character cards (20), stage cards (50), and event cards (60) of all groups of color information (27) (red, green, blue, purple, black, yellow). That is, it is possible to build a deck (mixed color deck) using character cards (20), stage cards (50), and event cards (60) of different color information (27).

[0052] One reason for providing a multi-reader card (40) is for users who have a small number of game cards (1). In this game, as described above, a deck can only be built using character cards (20), stage cards (50), and event cards (60) that have the same color information (27) as the color information (27) of the leader card (30) used. However, if the number of game cards (1) owned is small, it is expected that the number of character cards (20), stage cards (50), and event cards (60) that have the same color information (27) as the leader card (30) required to build a deck (e.g., 50 cards) cannot be obtained. Leaving such a case unaddressed is harsh for the user. Therefore, this problem is solved by preparing a multi-reader card (40) that has all color information (27).

[0053] Another reason is that, since the game prioritizes storytelling, characters such as character cards (20) belong to a specific group, but it cannot be said that a specific character such as a character card (20) belongs to only one group. In such cases, it is possible to have multiple color information (27) on the character card (20). However, there may be multiple types of character cards (20) that have different color information (27) even though they are the same character, which weakens the storytelling aspect and makes things complicated. Therefore, this problem is solved by preparing a multi-reader card (40) that has all color information (27) so that it is possible to build a deck from character cards (20), stage cards (50), and event cards (60) corresponding to characters belonging to multiple groups.

[0054] Examples of the above include events where a deck is constructed using only the game cards (1) included in a limited-time package, and a game is played. As described above, the limited-time package is sold with a mix of game cards (1) of different color information (27). Even if the game cards (1) included in this package are not all of the same color information (27), the user can build a deck using only the game cards (1) included in the package by using a multi-reader card (40). Furthermore, to enable the user to acquire the multi-reader card (40), there are methods such as distributing the multi-reader card (40) to users participating in the event, including the multi-reader card (40) in all packages, or specifying the purpose for packages containing the multi-reader card (40).

[0055] In addition, the game card (1) included in the package sold for a limited time can be used under normal rules as a single item even after the event, etc., and the game card (1) included in the package does not become useless to the user.

[0056] Life information (28) is the number of character cards (20) that can be loaded into the life area of ​​the play field (2) described later at the start of the game.

[0057] <Stage Card (50)>

[0058] The stage card (50) corresponds to a second type of game element.

[0059] FIG. 7 is a drawing for explaining an example of the surface of a stage card (50). By placing the stage card (50) on the play field (2), the effect written on the stage card (50) is exerted during the game progression.

[0060] On the stage card (50), card type information (11), card identification information (21), cost information (25), color information placement section (26), color information (27), stage image (51), stage name (52), and stage effect information (53) are written.

[0061] Card type information (11) is information such as the type of the corresponding card being indicated, so that in the case of a stage card (50), it is a stage card. Card identification information (21) is information that uniquely identifies the game card (1), such as a card number.

[0062] Cost information (25) is cost information required for a user to place the corresponding stage card (50) from the hand onto the play field (2), and is a numerical value of the required cost. In the example of FIG. 7, the cost information (25) is “2,” indicating that two cost cards (10) are required to place the corresponding stage card (50) onto the play field (2).

[0063] The color information placement section (26) is a section where color information (27) corresponding to the group to which the character corresponding to the stage card (50) belongs is placed. As described above, since the present embodiment has a total of 6 groups of characters, the color information placement section (26) has a hexagonal shape, and one color information (27) is assigned to each triangular shape into which the hexagonal shape is divided into 6 equal parts. The color indicated by the color information (27) indicates the group to which the character belongs. There is only one color information (27) of the stage card (50). The example of the stage card (50) in FIG. 7 shows an example of "red" color information (27), indicating that the character of the stage card (50) belongs to the group "red".

[0064] The stage name (52) is the name of the stage (character) corresponding to the stage card (50). The stage image (51) is a picture of the stage (character). Additionally, the stage image (51) is most preferably a picture that allows one to intuitively understand at least some of the effects exerted by the corresponding stage card (50). By doing so, even if the player does not remember the effects of each stage card (50), they can intuitively understand some of the effects, so there is no possibility of the game progress stalling while trying to understand the effects exerted by the card, and the excitement of the game is not lost.

[0065] Stage effect information (53) is information regarding the effect when the corresponding stage card (50) is placed on the play field (2).

[0066] <Event Card (60)>

[0067] The event card (60) corresponds to a second type of game element.

[0068] FIG. 8 is a drawing for explaining an example of the surface of an event card (60). By placing the event card (60) on the play field (2), the effect of the event written on the event card (60) is exerted during the game progression.

[0069] On the event card (60), card type information (11), card identification information (21), cost information (25), color information placement section (26), color information (27), event image (61), event name (62), and event effect information (63) are written.

[0070] Card type information (11) is information such as indicating the type of the corresponding card, and in the case of an event card (60), indicating that it is an event card. Card identification information (21) is information that uniquely identifies the game card (1), such as a card number.

[0071] Cost information (25) is cost information required for a user to place the corresponding event card (60) from the hand onto the play field (2), and is a numerical value of the required cost. In the example of FIG. 8, the cost information (25) is “2”, indicating that two cost cards (10) are required to place the corresponding event card (60) onto the play field (2).

[0072] The color information placement section (26) is a section where color information (27) corresponding to the group to which the event (character) corresponding to the event card (60) belongs is placed. As described above, since the present embodiment has a total of 6 groups of characters, the color information placement section (26) has a hexagonal shape, and one color information (27) is assigned to each of the 6 triangular shapes into which the hexagonal shape is divided. The color indicated by the color information (27) indicates the group to which the character belongs. There is only one color information (27) of the event card (60). An example of the event card (60) in FIG. 8 shows an example of "red" color information (27), indicating that the character of the event card (60) belongs to the group "red".

[0073] The event name (62) is the name of the stage (character) corresponding to the event card (60). The event image (61) is a picture of the event (character). Additionally, the event image (61) is most preferably a picture that allows one to intuitively understand at least some of the effects exerted by the corresponding event card (60). By doing so, even if the player does not remember the effects of each event card (60), they can intuitively understand some of the effects, so there is no possibility of the game progress stalling while trying to understand the effects exerted by the card, and the excitement of the game is not lost.

[0074] The event effect information (63) is information regarding the effect when the corresponding event card (60) is placed on the play field (2).

[0075] Each of the above-described game cards (1) is provided with card type information (11) indicating the type of each game card (1), but the type of each game card (1) may be identified by the card's basic color. In particular, it is desirable that the card colors themselves be different for the leader card (30) and multi-leader card (40) corresponding to the game element of the first type, and the character card (20), stage card (50), and event card (60) corresponding to the game element of the second type. The leader card (30) and multi-leader card (40), which correspond to the first type of game element, do not serve as elements for building a deck, while the character card (20), stage card (50), and event card (60) serve as elements for building a deck. Therefore, if the character card (20), stage card (50), and event card (60) have the same color, the colors of the leader card (30) and multi-leader card (40) and the character card (20), stage card (50), and event card (60) may be different. Additionally, the colors of the leader card (30) and multi-leader card (40) may also be different.

[0076] <Play Field (2)>

[0077] Next, the play field (2) will be described using FIG. 1. In the example shown in FIG. 1, the upper part of the play field (2) is shown as the opponent side. As shown in FIG. 1, the play field (2) is formed in the shape of a rectangle, for example, a rectangle.

[0078] In the play field (2), a plurality of areas (regions) are formed. These plurality of areas represent places where the player places game cards (1). In the following description, we will use an example where there are eight areas named Deck Area (31), Character Area (32), Leader Area (33), Stage Area (34), Cost Deck Area (35), Cost Area (36), Life Area (37), and Out-of-Field Area (38). Additionally, these eight areas may each have different roles, and the names of the areas may be anything that the player can understand while playing.

[0079] As shown in FIG. 1, a character area (32) is formed along the end (corresponding to the first end) of the play field (2) that becomes the opponent side. As described later, the character area (32) is an area where the character card (20), which is the center of the battle, is placed, so it is placed near the opponent side so that the opponent can easily see it. The cost area (36) is formed along the user side end (corresponding to the second end) on the opposite side of the opponent side. As described later, the cost area (36) is an area where the cost card (10), which requires user operation, is placed, so it is placed near the user side. The deck area (31), leader area (33), stage area (34), and out-of-field area (38) are formed between the character area (32) and the cost area (36). The life area (37) and the cost deck area (35) are formed along the end (corresponding to the third end) sandwiched between the opponent end and the user end. In the example shown in FIG. 1, the life area (37) and the cost deck area (35) are formed along the left end of the play field (2).

[0080] The deck area (31) is an area where the deck built by the user is stacked with the game cards (1) in an unidentifiable state. That is, in the deck area (31), game cards (1) are stacked with their surfaces facing down.

[0081] The character area (32) is an area where cost cards (10) and character cards (20) can be placed. Character cards (20) can be placed from the user's hand if the value of cost information (25) is less than or equal to the sum of the number of cost cards (10) placed in the cost area (36). Cost cards (10) placed in the character area (32) are placed by moving from the cost area (36), and cost cards (10) placed in the cost area (36) in an active state become movable. Cost cards (10) placed in the character area (32) are placed overlapping the character card (20) so that a part of them is hidden. In the following description, placing cost cards (10) overlapping the character card (20) is described as "giving power to the character card (20)." By giving power, the attack value of the character card (20) increases. In the following explanation, to simplify the explanation, an example is used in which the attack value of the character card (20) increases by "1000" each time a cost card (10) is stacked.

[0082] A character card (20) placed in a character area (32) can attack either a character card (20) placed in the opponent's character area (32) or a leader card (30) or a multi-leader card (40) placed in a leader area (33).

[0083] The leader area (33) is an area where a leader card (30) or a multi-leader card (40) and a cost card (10) are placed. The leader card (30) or the multi-leader card (40) in the leader area (33) is placed from the start of the game. The cost card (10) placed in the leader area (33) is placed by moving from the cost area (36), and the cost card (10) placed in the cost area (36) in an active state becomes movable. The cost card placed in the leader area (33) is placed overlapping the leader card (30) or the multi-leader card (40) so that a part of it is hidden. In the following description, placing the cost card (10) overlapping the leader card (30) or the multi-leader card (40) is described as "giving power to the leader card (30) or the multi-leader card (40)." By granting this power, the attack value of the leader card (30) or multi-leader card (40) increases.

[0084] In the following description, to simplify the explanation, an example is used in which the attack value of the leader card (30) or multi-leader card (40) increases by "1000" each time a cost card (10) is stacked. Additionally, just as with the power granting to the character card (20), an example is used in which the attack value increases by "1000" each time a cost card (10) is stacked when granting power to the leader card (30) or multi-leader card (40), but the increase value may be different in the power granting to the character card (20) and the power granting to the leader card (30) or multi-leader card (40).

[0085] The stage area (34) is an area where a stage card (50) can be placed. A stage card (50) can be placed from the user's hand if the value of the cost information (25) is less than or equal to the sum of the number of cost cards (10) placed in the cost area (36).

[0086] The cost deck area (35) is an area where cost cards (10) can be placed. At the start of the game, a predetermined number of cost cards (10) are stacked in the cost deck area (35). For the sake of simplicity, the following description will be explained as having 10 cost cards (10) stacked in the cost deck area at the start of the game.

[0087] The cost area (36) is an area where a predetermined number of cost cards (10) are placed from the cost deck area (35). In the following description, an example is used to explain how two cost cards (10) are removed from the cost deck area (35) and placed.

[0088] The life area (37) is an area where at least one of the game cards of the character card (20), stage card (50), and event card (60) is placed in the leader area (33) in an amount corresponding to the life information (28) of the leader card (30) or multi-leader card (40) placed in the leader area (33).

[0089] The out-of-area area (38) is an area where the used game card (1) is placed.

[0090] The above is a schematic of the game card (1) and play field (2) used in the game of the present embodiment.

[0091] Game Preparation

[0092] First, the deck used by the user is described. FIG. 9 is a diagram for explaining the deck. As described above, the deck can be constructed from a character card (20), a stage card (50), and an event card (60) that have the same color information (27) as the reader card (30) used. For example, as shown in FIG. 9, if the reader card used is a reader card (30) that has a single color information (27) of "red," the deck can be constructed from a character card (20), a stage card (50), and an event card (60) that have color information (27) of "red."

[0093] However, there are cases where characters other than the group leader fight together with other groups, and it is thought that there may be cases where such situations are to be realized in the game. As a way to solve this problem, it is possible to have multiple color information (27) for character cards (20), stage cards (50), and event cards (60), but in this case, there is a concern that the concept of a group (companions, episodes) will become ambiguous.

[0094] Therefore, in the present embodiment, a multi-reader card (40) is introduced to enable the construction of a deck from a character card (20), a stage card (50), and an event card (60) having different color information (27). That is, a deck (mixed color deck) can be constructed from a character card (20), a stage card (50), and an event card (60) having any of the color information (27) of the entire group, such as "red," "green," "blue," "purple," "black," and "yellow."

[0095] However, if all character cards (20), stage cards (50), and event cards (60) can be elements of the mixed deck, there is a concern that the concept of a group (companion, episode) will become ambiguous. Therefore, in this embodiment, the character cards (20), stage cards (50), and event cards (60) that can be elements of the mixed deck are limited. Thus, the character cards (20), stage cards (50), and event cards (60) that can be elements of the mixed deck are described as multi-reader card compatible character cards (20), stage cards (50), and event cards (60). Furthermore, the acquisition of character cards (20), stage cards (50), and event cards (60) that can be elements of the mixed deck will be described later.

[0096] In addition, in the following description, to facilitate understanding of the present embodiment, the case where the reader card used by the user is a reader card (30) with a single color information (27) is first described.

[0097] The user selects a character card (20), a stage card (50), and an event card (60) that have the same color information (27) assigned to them, and constructs a deck to be placed in the deck area (31). The number of decks to be constructed is predetermined. In the following description, 50 cards are used as an example. The constructed deck is placed in the deck area (31) with its surface facing down.

[0098] The user selects one reader card (30) that has the same color information as the constructed deck and places it in the reader area (33) with its surface visible.

[0099] A predetermined number of cost cards (10) are placed in the cost deck area (35). In the following description, 10 cards are used as an example.

[0100] The user removes a predetermined number of game cards as a hand from the game cards placed in the deck area (31). Here, 5 game cards (1) are removed.

[0101] The user places the game cards (1) placed in the deck area (31) face down in the life area (37) by taking out the number of cards written in the life information (28) of the leader card (30) placed in the leader area (33).

[0102] <Game Flow>

[0103] When the game starts, the first and second players are determined between the opponents, and turns are repeated alternately starting with the first player.

[0104] Each turn consists of multiple phases, such as a Refresh Phase, Draw Phase, Cost Phase, Main Phase, and End Phase. For the sake of simplification, five phases are used as an example in the following description, but the number of phases in each turn does not matter.

[0105] In the refresh phase, the game card (1) placed in the play field (2) (location) is made active. Additionally, the cost card (10) placed in the character area (32) and leader area (33) is returned to the cost area (36) in an active state.

[0106] In the draw phase, one game card (1) is taken from the deck area (31) and added to the hand.

[0107] In the cost phase, two cost cards (10) are taken from the cost deck area (35) and placed in the cost area (36) in an active state.

[0108] In the main phase,

[0109] · Place a character card (20) from the hand into the character area (32).

[0110] Place the stage card (50) from the hand into the stage area (34).

[0111] Place the event card (60) onto the play field (2).

[0112] At least one of the following is performed. At this time, character cards (20), stage cards (50), and event cards (60) whose cost information (25) values ​​are less than or equal to the number of active cost cards (10) placed in the cost area (36) are placed in an active state from the hand in the play field (2).

[0113] Next, during the main phase, it is possible to activate the effects of the stage card (50) and the event card (60). The stage card (50) that has activated its effect is moved from the active state to the rest state. The event card (60) that has activated its effect is moved to the out-of-area area (38).

[0114] Additionally, during the main phase, it is possible to grant power to the character card (20) and the leader card (30).

[0115] Next, an attack is executed against the opponent. The user determines a game card (1) (attack card) to be used for the attack from among the character card (20) placed in the character area (32) of their own area or the leader card (30) placed in the leader area (33). Then, the user determines the character card (20) placed in the character area (32) of the opponent that will be the target of the attack, or the leader card (30) placed in the leader area (33) (target card). The attack card is used to attack the target card. The outcome of the battle is determined by whether the power information (22) of the attack card exceeds the power information of the target card. If it exceeds the character card (20) that is the target card, the user wins.

[0116] If the attacking card is a character card (20) and the value of the attacking card's power information (22) is greater than the value of the attacking card's power information, the user wins the battle during that turn. The opponent who was attacked places the attacked character card (20) in the out-of-area area (38).

[0117] If the attacking card is a leader card (30) and the power information (22) value of the attacking card is greater than the power information (22) value of the leader card (30) of the attacking card, the user wins the battle during that turn. The opponent who was attacked adds one game card placed in the life area (37) to their hand. At this time, if the game card that the opponent adds to their hand is not in the life area (37), the user wins and the game ends.

[0118] In the end phase, the game card (1) placed in the rest state on the play field (2) is changed to an active state to end the game.

[0119] The above is an overview of the game in this embodiment.

[0120] Next, the overall configuration of the game system for realizing the aforementioned game will be explained.

[0121] [Full Composition]

[0122] FIG. 10 is a drawing illustrating an example of the overall configuration of a game system in the present embodiment. As shown in FIG. 10, the game system is configured to include a player terminal (3) prepared for each game player A and B, and a game server (4). The player terminal (3) and the game server (4) can be connected to a communication line N and can communicate with each other.

[0123] Communication line N refers to a communication path capable of data communication. That is, communication line N includes communication networks such as telephone networks, cable networks, and the Internet, in addition to LANs using dedicated lines (dedicated cables) or Ethernet (registered trademark) for direct connection, and the method of communication is not distinguished as wired or wireless.

[0124] A player terminal (3) is a computer capable of running a game program and can perform data communication with a game server (4) by connecting to a communication line N through a wireless communication base station, etc. A player terminal (3) is, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, a business game device, a personal computer, a tablet computer, a controller for a stationary home game device, etc. Basically, there are multiple player terminals (3), and each is operated by a player.

[0125] The game server (4) is a server system configured to include one or more server devices or memory devices. The game server (4) provides various services for operating the game of the present embodiment, and can manage data necessary for operating the game, or provide game programs or data necessary for executing the game on the player terminal (3).

[0126] [Configuration of each device]

[0127] FIG. 11 is a drawing illustrating an example of a device configuration of a smartphone, which is an example of a player terminal (3). As shown in FIG. 11, the player terminal (3) is equipped with a display (101), a touch operation panel (102) integrally formed with the display (101), and a speaker (103) provided inside a housing. In addition, the player terminal (3) is provided with a control board not shown, a built-in battery, a power button, a volume control button, etc.

[0128] 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 wireless communication modules for wireless communication with mobile phone base stations. Additionally, the control board is equipped with so-called I / F circuits (interface circuits), such as the driver circuit of a touch operation panel (102). Each element mounted on the control board is electrically connected through a bus circuit, etc., so that data can be read and written or signals can be transmitted and received.

[0129] FIG. 12 is a block diagram illustrating an example of the functional configuration of a player terminal (3).

[0130] As illustrated in FIG. 12, the player terminal (3) is equipped with a processing unit (110), an operation input unit (111), an image display unit (112), a sound output unit (113), a communication unit (114), and a memory unit (115).

[0131] The processing unit (110) comprehensively controls the operation of the player terminal (3) based on programs or data stored in the memory unit (115), operation input signals from the operation input unit (111), etc. The function of the processing unit (110) can be realized by electronic components such as microprocessors such as CPUs or GPUs, ASICs, or IC memory. As a main functional unit, this processing unit (110) is equipped with a game calculation unit (120), an image generation unit (130), a sound generation unit (131), and a communication control unit (132).

[0132] The game processing unit (120) performs various game processing to realize the game of the present embodiment and outputs the processing results to the image generation unit (130) or the sound generation unit (131). The game processing unit (120) is equipped with a player information management unit (121), a game card acquisition management unit (122), a game card presentation unit (123), a deck construction unit (124), a game field presentation unit (125), and a game execution unit (126).

[0133] The player information management department (121) manages player information. The information managed includes basic user information such as the player's nickname.

[0134] The game card acquisition management department (122) performs processing regarding the acquisition and management of game cards (1). The acquisition and management of game cards (1) is performed using a game card database (140). FIG. 13 is an example of a game card database (140). A record of the game card database (140) has fields for card type information, card identification information, character name, stage name, event name, image data, cost information, life information, group identification information, multi-reader card corresponding flag, and player ownership flag. The field of card type information lists the type of the corresponding card, and lists either a cost card, a reader card, a character card, a stage card, or an event card. The field of card identification information lists the card number. The fields of character name, stage name, and event name list the character name, stage name, and event name corresponding to the corresponding card. The field of image data is the image data of the corresponding card. The field of cost information lists the cost information of the corresponding card. The Life Information field contains the Life Information of the corresponding card. The Group Identification Information field contains the Group Identification Information of the group to which the character, stage, or event corresponding to the card belongs. The Multi-Reader Card Compatible Game Card field contains information on whether it serves as a construction element for a mixed-color deck as described below; "1" is indicated if it is possible, and "0" is indicated if it is not possible. The Possession Flag indicates "1" for game cards (1) held by the player, and "0" is indicated if they are not held.

[0135] The game card database (140) is provided from the game server (4) or other application distribution server, etc., when a player finishes registering an account, and whenever a new game card (1) is provided (sold), the information of the game card (1) is updated.

[0136] A game card (1) is provided to a player upon fulfilling certain conditions. Certain conditions include payment of compensation (money, in-game currency, points obtained by the player by participating in a lottery event held on the internet, etc.), exchange for compensation obtained for the player's actions within or outside the game, and registration of a user account. The game card acquisition management unit (122) transmits a request for game card provision to the game server (4), and when the conditions for providing the game card are met, upon receiving permission for card identification information and possession flag transmitted from the game server (4), sets the possession flag of the record of card identification information of the corresponding game card (1) to "1". By doing so, the player comes to possess the corresponding game card (1).

[0137] As a method of providing a game card (1), in this embodiment, each is a game card (1) with a single color information (27), but a predetermined pack containing multiple game cards (1) is provided. Each pack is not only a game card (1) with the same color information (27), but also includes game cards (1) with different color information (27). Multiple types of such packs are provided. These multiple types of packs include game cards (1) with different color information (27), and the characters corresponding to the game cards (1) do not originally belong to the same group, but are specific characters (hereinafter referred to as specific characters) that have a relationship with each other. And the game cards (1) of specific characters (character card (20), stage card (50), and event card (60)) can form a mixed-color deck by using a multi-reader card (40). Hereinafter, a specific character game card (1) (character card (20), stage card (50) and event card (60)) that can build a mixed-color deck by using a multi-reader card (40) is described as a multi-reader card compatible game card.

[0138] Additionally, the multi-reader card (40) may be included as one card in each pack, or a pack containing the multi-reader card (40) may be set in advance and specified as containing the multi-reader card (40) in that pack.

[0139] When a game card acquisition management unit (122) acquires a multi-reader card compatible game card, it sets the record holding flag of the card identification information of the corresponding game card (1) to "1".

[0140] The game card presentation unit (123) uses a game card database (140) to present cost cards (10), character cards (20), reader cards (30), multi-reader cards (40), stage cards (50), and event cards (60) as illustrated in FIGS. 2 to 8 to the player terminal (3).

[0141] The deck construction unit (124) constructs a deck used in the game from game cards held by the player. As described above, the deck can be constructed from character cards (20), stage cards (50), and event cards (60).

[0142] In the game of the present embodiment, as described above, unless the deck is constructed from a character card (20), a stage card (50), and an event card (60) having the same group identification information (color information (27)) as the group identification information (color information (27) of the leader card (30) and multi-leader card (40) used in the game, the deck cannot be used together with the leader card (30) and multi-leader card (40). For example, in the example of FIG. 9, when the group identification information (color information (27)) of the red leader card (30) is used in the game, the deck cannot be used unless the group identification information (color information (27)) is constructed from a red character card (20), a stage card (50), and an event card (60). On the other hand, when the multi-leader card (40) is used in the game, the deck cannot be used unless it is constructed from a character card (20), a stage card (50), and an event card (60) that are game cards corresponding to the multi-leader card.

[0143] Therefore, the deck building unit (124) displays a deck building screen in which, when selecting the character card (20), stage card (50), and event card (60) to build the deck, only the character card (20), stage card (50), and event card (60) according to the group identification information (color information (27)) of the reader card used are displayed on the player terminal (3) in order to increase the convenience of the player.

[0144] Additionally, the deck building unit (124) manages the deck using the deck database (141). FIG. 14 is a diagram illustrating an example of the deck database (141). The deck database (141) of FIG. 14 stores a field of the deck name, a field of the deck group identification information, and a field of the card identification information of the game card that builds the deck in association. Additionally, in the field of the deck group identification information, if it is a single-color deck, the color information (in the case of multiple groups, the respective color information) is recorded, and if it is a mixed-color deck composed of game cards that are compatible with multi-reader cards, it is recorded as a multi-reader card compatible deck.

[0145] When a new deck is built, the deck building unit (124) updates the deck database (141) by entering the deck name and the card identification information of the game card that builds the deck into the deck database (141).

[0146] The play field presentation unit (125) displays the play field (2) shown in FIG. 1 on the player terminal (3).

[0147] The game execution unit (126) performs the placement or movement of game cards (1) according to the manipulation of game cards by the player. In addition, by referring to the power information, cost information, and life information (hereinafter collectively referred to as character information) of each game card (1), it performs attacks, defenses, effects, or triggers events of each game card (1) to determine the win or loss of the game and manages the overall progress of the game.

[0148] The image generation unit (130) generates one game screen in one frame time (e.g., 1 / 60 second) based on the processing result of the game processing unit (120) and outputs the image signal of the generated game screen to the image display unit (112). The function of the image generation unit (130) can be realized by, for example, a processor such as a GPU or a digital signal processor (DSP), a program such as a video signal IC or a video codec, an IC memory for drawing frames such as a frame buffer, an IC memory used for unfolding texture data, etc.

[0149] The sound generation unit (131) generates sound signals such as sound effects, BGM, voice information of operation assistance information, and various operation sounds related to the game based on the processing results of the game processing unit (120), and outputs them to the sound output unit (113). The function of the sound generation unit (131) can be realized by, for example, a processor such as a digital signal processor (DSP) or a voice synthesis IC, or an audio codec capable of playing voice files.

[0150] The communication control unit (132) performs communication connection and data processing for data communication with the game server (4).

[0151] The operation input unit (111) is for a player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit (110). The function of the operation input unit (111) can be realized not only by elements that are directly operated by Player A with a finger, such as a touch control pad, home button, button switch, joystick, or trackball, but also by elements that detect motion or posture, such as an accelerometer, angular velocity sensor, inclinometer, or geomagnetic sensor. In FIG. 11, the touch control panel (102) corresponds to this.

[0152] The image display unit (112) displays various game screens based on an image signal input from the image generation unit (130). The function of the image display unit (112) can be realized by a display device such as, for example, a flat panel display, a projector, or a head-mounted display. In the player terminal (3) of FIG. 11, the image display unit (112) corresponds to a display (101).

[0153] The sound output unit (113) is intended to output sound effects, etc. related to a game based on a sound signal input from the sound generation unit (131). In the player terminal (3) of FIG. 11, the sound output unit (113) corresponds to a speaker (103).

[0154] The communication unit (114) connects to a communication line N to enable communication. The function of the communication unit (114) can be realized, for example, by a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, or a control circuit.

[0155] In the memory unit (115), a program for operating the player terminal (3) to realize various functions provided by the player terminal (3), or data used during the execution of the program, is stored in advance or temporarily stored each time it is processed. The memory unit (115) can be realized by, for example, IC memory such as RAM, ROM, or flash memory, magnetic disk such as a hard disk, or optical disk such as a CD-ROM or DVD.

[0156] In the memory unit (115), a system program and a game program are stored. The system program is a program for realizing the basic functions of the player terminal (3) as a computer. The game program is a program for making the processing unit (110) function as a game computation unit (120). This program is transmitted from the game server (4) or other application transmission server, etc., when the player finishes registering an account.

[0157] Additionally, the memory unit (115) stores the aforementioned game card database (140) and deck database (141).

[0158] Next, the configuration of the game server (4) is described. FIG. 15 is a block diagram illustrating an example of the functional configuration of the game server (4).

[0159] The game server (4) is equipped with a processing unit (200), a communication unit (201), and a memory unit (202).

[0160] The processing unit (200) is equipped with a player management unit (211), a card provision unit (212), and a game management unit (213).

[0161] The player management unit (211) manages accounts and game progress, etc., for each player on the player terminal (3) using user information data. Additionally, management for each player is managed by a database similar to the game card database (140) prepared for each player. Furthermore, when it is necessary to update the game card database (140), such as by adding a new game card (1), the update process of the game card database (140) of each player's terminal (3) is performed.

[0162] The card providing unit (212) is a unit that provides cards to the player and provides a function called a shop. Specifically, in response to a request to provide a game card (1) from the player's terminal (3), it transmits a providing screen (e.g., the top screen of the shop) to the player's terminal (3).

[0163] The method by which the card providing unit (212) provides cards as a shop includes (1) providing only the desired game card (1), and (2) providing a package of multiple game cards (1) (a collection of multiple game cards (1) in a series). The method of (2) is, for example, a package containing multiple game cards that correspond to the multi-reader card described above. The memory unit (202) stores the acquisition probability of each card, card identification information of the card constituting each package, and the acquisition cost of each card, etc., and the card providing unit (212) uses such information to provide the card identification information of the card to be provided to the player terminal (3). In addition, the card providing unit (212) also performs payment of the cost (cash, in-game currency, ticket) for acquiring the card.

[0164] The game management department (213) manages the entire game, including the matching of players and opponent players.

[0165] The communication unit (201) connects to the communication line N to realize communication.

[0166] In the memory unit (202), a system program and a game program are stored. The system program is a program for realizing the basic functions of the game server (4) as a computer. The game program is a program for making the processing unit (200) function as a player management unit (211), a card provision unit (212), and a game management unit (213). In addition, the memory unit (202) stores the various data described above.

[0167] Next, the operation of the present embodiment will be described.

[0168] First, I will explain the deck construction actions used in the game.

[0169] <Operation of Deck Construction Process>

[0170] The operation of the deck construction process by the deck construction unit (124) is explained. FIG. 16 is a flowchart of the operation of the deck construction process.

[0171] The deck building unit (124) displays the deck building screen when the deck building screen is selected from the menu screen of the game (Step 100). FIG. 17 is an example of the deck building screen displayed by the deck building unit (124). In the deck building screen of FIG. 17, any of the group identification information (color information (27)) of the reader card used—red, green, blue, purple, black, yellow, or multi-reader card (all colors)—can be selected. Additionally, multiple color information may be selected simultaneously.

[0172] The deck building unit (124) determines the selection of group identification information (color information (27)) by the user (Step 101). If the selection of group identification information (color information (27)) by the user is not a multi-reader card (Step 102), the deck building unit (124) reads the information (character information, image) of the character card (20), stage card (50), and event card (60) that the player possesses (possession flag "1"), and the selected group identification information (color information (27)) among the game cards registered in the game card database (140) (Step 103). In the example of the deck building screen of Fig. 17, since red is selected by the user, the information (card identification number, character information, image) of the red character card (20), stage card (50), and event card (60) is read from the game card database (140) with the holding flag "1" and group identification information (color information (27)).

[0173] The deck building unit (124) displays a character card (20), a stage card (50), and an event card (60) having selected group identification information (color information (27)) from the read information (Step 104). FIG. 18 is a diagram illustrating an example of displaying a game card having selected group identification information (color information (27)). In the example of FIG. 18, a character card (20), a stage card (50), and an event card (60) with group identification information (color information (27)) in red are displayed. The player can display other character cards (20), stage cards (50), and event cards (60) by scrolling the screen. Additionally, a selection button is placed below each game card to select a game card to be a deck building element, and by selecting the selection button, the player can select a character card (20), a stage card (50), or an event card (60) displayed above the selection button as a game card to be a deck building element.

[0174] When the player finishes selecting game cards to build the deck, as shown in FIG. 19, scroll the screen to display the game card selection complete button, enter the deck name, and select the game card selection complete button.

[0175] The deck building unit (124) determines whether the game card selection complete button is selected (Step 105). If the game card selection complete button is selected, it determines whether a deck name has been entered (Step 106), and if a deck name has not been entered, it gives a warning to enter a deck name (Step 109) and returns to Step 104.

[0176] The deck building unit (124) obtains the card identification number and group identification information of the selected character card (20), stage card (50), or event card (60) when the game card selection complete button is selected and the deck name is entered (Step 107).

[0177] The deck building unit (124) updates the deck database (141) by registering the deck name, the group identification information of the deck, and the acquired game card identification number in the deck database (141) (Step 108). By doing so, the player can build and register a new deck. The deck built in this way is a single-color deck.

[0178] Meanwhile, when the selection of group identification information (color information (27)) by the user is a multi-reader card (Step 110), the deck building unit (124) reads information (character information, image) of a multi-reader card among the game cards registered in the game card database (140) that is compatible with the multi-reader card (the flag of the multi-reader card compatible game card is "1"), and also has a character card (20), stage card (50), and event card (60) that the player has (the flag of ownership is "1") (Step 111).

[0179] The deck building unit (124) displays a character card (20), a stage card (50), and an event card (60) corresponding to a multi-reader card from the read information (Step 104). FIG. 20 is a diagram illustrating an example of displaying game cards corresponding to a multi-reader card. In the example of FIG. 20, a character card (20), a stage card (50), and an event card (60) that can be used in the game together with the multi-reader card (40) are displayed, although they are game cards of different group identification information (color information (27)). The player can display other character cards (20), stage cards (50), and event cards (60) by scrolling the screen. Additionally, a selection button is placed below each game card to select a game card to be used as a deck building element, and by selecting the selection button, the player can select the character card (20), stage card (50), or event card (60) displayed above the selection button as a game card to be used as a deck building element.

[0180] After displaying the character card (20), stage card (50), or event card (60) that corresponds to the multi-reader card, the deck building unit (124) proceeds to Step 105 and performs the same processing. By doing so, the player can build and register a new deck. The deck constructed in this way is a mixed-color deck. Also, in the case of a deck that corresponds to the multi-reader card, the group identification information registered in the deck database (141) is a multi-reader card corresponding deck.

[0181] <Playfield presentation processing behavior>

[0182] Next, the presentation processing of the play field is explained. Figure 21 is a flowchart of the operation of the presentation processing of the play field.

[0183] Before the match of the game, the player selects a deck and a leader card (30) or multi-leader card (40) to be used in the game.

[0184] The game execution unit (126) displays a reader card and deck selection screen on the player's terminal (3) (Step 200). The game execution unit (126) reads information about the reader card (30) or multi-reader card (40) held by the player from the game card database (140) and reads the name of the deck registered by the player from the deck database (141). Then, it displays the reader card and deck selection screen based on the read information. FIG. 22 is a diagram illustrating an example of a reader card and deck selection screen. In the reader card and deck selection screen of FIG. 22, the reader card (30) or multi-reader card (40) held by the player is displayed, and a selection button is displayed below each card. Additionally, the deck registered by the player can be selected. When the selection of the reader card (30) or multi-reader card (40) and the deck is completed, the completion button is selected, and the selection of the reader card and deck to be used in the game is completed.

[0185] The game execution unit (126) determines the completion of the selection of the leader card and the deck (Step 201). When the button to complete the selection of the leader card and the deck is selected (Step 202), the game execution unit (126) determines the group identification information (color information (27)) of the selected leader card and the group identification information (color information (27)) of the selected deck (Step 203). The game execution unit (126) reads the group identification information (color information (27)) of the selected leader card from the game card database (141) and reads the group identification information (color information (27)) of the selected deck from the deck database (141). Then, the group identification information (color information (27)) of the leader card and the group identification information (color information (27)) of the deck are compared.

[0186] If the group identification information (color information (27)) of the selected leader card and the group identification information (color information (27)) of the selected deck are the same (Step 204), the game execution unit (126) instructs the play field presentation unit (125) to present the play field. Meanwhile, if the group identification information (color information (27)) of the selected leader card and the group identification information (color information (27)) of the selected deck are not the same (Step 204), it is determined whether the selected leader card is a multi-leader card and whether the group identification information (color information (27)) of the selected deck is a multi-leader card corresponding deck (Step 205). If the selected leader card is a multi-leader card and the group identification information (color information (27)) of the selected deck is a multi-leader card corresponding deck, the game execution unit (126) instructs the play field presentation unit (125) to present the play field.

[0187] The play field presentation unit (125) displays the play field on the player's terminal (3) (Step 206). Then, the play field presentation unit (125) places a selected reader card (30) or multi-reader card (40) in the reader area (33) of the play field (Step 207). The play field presentation unit (125) places a deck in the deck area (31) and places a cost deck (deck of cost cards (10)) in the cost deck area (35) (Step 208). The play field presentation unit (125) displays a predetermined number of game cards from the deck as a hand (Step 209). The play field presentation unit (125) places a number of life information cards (30) or multi-reader cards (40) from the deck into the life area (37), and places a predetermined number (e.g., 3 cards) of cost cards (10) from the cost deck into the cost area (36) (Step 210).

[0188] FIGS. 23 and 24 are drawings illustrating an example of a play field (2) displayed on a player's terminal (3). The example shown in FIG. 23 is an example in which a multi-reader card (40) selected by the player is placed in the reader area (33), and a hand, deck, cost card, etc. are placed in each area. As shown in FIG. 24, the player can also check the play field of the opposing player by sliding the play field downward.

[0189] In this way, the play field and the placement of each game card are completed, and the game is ready.

[0190] <Operation of Card Placement Processing>

[0191] The operation of the placement (appearance) processing of the character card (20), stage card (50), and event card (60) in the game field is explained. FIG. 25 is a flowchart of the card placement processing.

[0192] The player selects a character card (20), a stage card (50), and an event card (60) from the hand to be placed (appeared) on the game field (Step 300).

[0193] The game execution unit (126) determines the cost of the selected card (Step 301). The game execution unit (126) counts the number of cost cards (10) placed in the cost area (36) and determines whether the number of cost cards (10) placed in the cost area (36) is greater than or equal to the cost information of the selected card (Step 302). If the number of cost cards (10) placed in the cost area (36) is greater than or equal to the cost information of the selected card, the game execution unit (126) determines whether the number of cost cards (10) in an active state among the cost cards (10) placed in the cost area (36) is greater than or equal to the cost information of the selected card (Step 303).

[0194] If the number of cost cards (10) in the active state is greater than or equal to the cost information of the selected card, the game execution unit (126) places the selected card in the corresponding area (Step 304).

[0195] The game execution unit (126) changes the cost information of the placed card and the number of cost cards (10) equal to the active state to a rest state (Step 305).

[0196] FIG. 26 is a diagram illustrating the card placement operation. In the example of FIG. 26, the explanation is given using an example where a hand is placed on the play field (2) during the main phase, and a cost is also assigned to a character card (20). As shown in FIG. 26, there is a character card (20_1) in the hand, and on the play field (2),

[0197] · One leader card (30) in the leader area (33)

[0198] · Three active cost cards (10_1 to 10_3) in the cost area (36)

[0199] This is explained using an example of the arranged state.

[0200] In the main phase, the player touches the character card (20_1) and drags it to the character area (32) to place the character card (20_1), which has cost information (25) of "2" and attack value information of "3000" in the hand, into the character area (32).

[0201] Here, since the cost information (25) of the character card (20_1) is "2", the game execution unit (126) puts 2 of the 3 cost cards (10) in the active state placed in the cost area (36) into the rest state and places the character card (20_1) in the character area (32).

[0202] In this way, the character card (20), stage card (50), and event card (60) are placed on the game field.

[0203] <Action for processing the increase in card attack value>

[0204] The processing operation for increasing the power information (attack value) of the character card (20), stage card (50), and event card (60) is explained. FIG. 27 is a flowchart of the processing for increasing the attack value.

[0205] The cost card (10) in an active state placed in the cost area is moved to the card (character card (20), stage card (50) and event card (60)) to increase the attack value (Step 400).

[0206] The game execution unit (126) increases the attack value of the card (character card (20), stage card (50) and event card (60)) when the card to be increased in attack value is identified (Step 401) (Step 402).

[0207] FIG. 28 is a diagram illustrating the process of increasing attack value. FIG. 28 describes an example in which multiple powers are granted to a multi-leader card (40). As shown in FIG. 28, there is a character card (20_1) in the hand, and on the play field (2),

[0208] · One multi-reader card (40) in the reader area (33)

[0209] · Three active cost cards (10_1 to 10_3) in the cost area (36)

[0210] This is explained using an example of the arranged state.

[0211] In the main phase, the player assigns two costs to the multi-leader card (40_1). During this play, as illustrated in FIG. 28, the cost cards (10_1 and 10_2) that were in an active state are dragged (moved) to the multi-leader card (40_1). By doing so, the game execution unit (126) can identify the multi-leader card (40_1) that increases the attack value. Since the attack value increases by 1000 per cost card (10), the game execution unit (126) increases the attack value of the multi-leader card (40_1) placed on the cost cards (10_1 and 10_2) from 5000 to 7000.

[0212] In addition, although the power information (22) was described in the above description as an attack value against the opponent, it may be at least one of the attack value and the defense value of the attack against one's own game card (1) from the opponent. By doing so, the variation of the battle content increases, and the excitement of the game is enhanced.

[0213] According to the present embodiment, the cost card (10) is configured to perform a second function of increasing the attack value of the game card combined with the cost card (10), so the game progression varies depending on the game card combined, and the excitement of the game is enhanced.

[0214] This embodiment introduces the concept of group identification information to game cards, allowing for the enjoyment of a story-driven game. Furthermore, by providing a multi-reader card that possesses group identification information for the entire group, it is possible to accommodate players with a small number of game cards or cases where related characters are used simultaneously across the concept of groups.

[0215] Some or all of the above embodiments are described as follows, but are not limited to the following.

[0216] [Appendix 1]

[0217] computer,

[0218] A means for presenting a game element that is capable of presenting a first type of game element corresponding to a first type of character and including a plurality of visually identifiable group identification information, and a second type of game element corresponding to a second type of character and including any one of the plurality of visually identifiable group identification information.

[0219] A deck building means capable of building a deck from a second type of game element comprising any of the group identification information of the plurality of group identification information of the first type of game element.

[0220] A computer program stored on a computer-readable recording medium that functions as.

[0221] [Book 2]

[0222] The game element of the first type above is a computer program stored on a computer-readable recording medium described in Appendix 1, which includes group identification information of all groups to which the character of the second type above belongs.

[0223] [Book 3]

[0224] The above-described means for presenting game elements is capable of presenting a third type of game element corresponding to the first type of character and including one or two visually identifiable group identification informations of the plurality of group identification informations.

[0225] The above deck construction means is a computer program stored on a computer-readable recording medium described in Appendix 1 or Appendix 2, which is capable of constructing a deck from a second type of game element that includes group identification information identical to the group identification information of the third type of game element.

[0226] [Book 4]

[0227] The above-mentioned means for presenting game elements is a computer program stored on a computer-readable recording medium described in any one of Appendix 1 to Appendix 3, which displays the group identification information at the same location as the first type of game element, the second type of game element, and the third type of game element.

[0228] [Book 5]

[0229] The above group identification information is a computer program stored on a computer-readable recording medium described in any of Appendices 1 to 4, which is color information.

[0230] [Book 6]

[0231] The above-described means for presenting game elements is a computer program stored in a computer-readable recording medium described in any one of Appendix 1 to Appendix 5, which displays on the game elements of the first type in an embodiment in which multiple types of color information are arranged adjacently.

[0232] [Book 7]

[0233] The above deck construction means is,

[0234] A means for presenting a second type of game element that presents a second type of game element of group identification information selected by the user among the second type of game elements possessed by the user, and

[0235] A selection means capable of selecting a second type of game element for building a deck from a second type of game element of the presented same group identification information, and

[0236] A computer program stored on a computer-readable recording medium described in any one of Addendums 1 to 6, comprising a means for constructing a deck from selected second-type game elements.

[0237] [Book 8]

[0238] The above deck construction means is,

[0239] A means for presenting a second type of game element that presents a second type of game element usable when using the first type of game element in a game among the second type of game elements possessed by the user, and

[0240] A selection means capable of selecting a second type of game element for building a deck from the presented second type of game element, and

[0241] A computer program stored on a computer-readable recording medium described in any one of Addenda 1 to Addenda 7, comprising a means for constructing a deck from selected second-type game elements.

[0242] [Book 9]

[0243] The above computer program, the above computer,

[0244] A computer program stored on a computer-readable recording medium described in any one of Appendix 1 to Appendix 8, which functions as an acquisition means that can be acquired in the form of a collection including a plurality of game elements of the second type that are usable when using the game elements of the first type above in a game.

[0245] [Book 10]

[0246] The above-mentioned presentation means can present a fourth type of game element that does not include the group identification information, and

[0247] The above computer program is a computer program stored on a computer-readable recording medium described in any one of Appendices 1 to 9, which functions the computer as a means for placing game elements of the second type, in exchange for game elements of the fourth type presented.

[0248] [Book 11]

[0249] The above computer program, the above computer,

[0250] A computer program stored on a computer-readable recording medium described in any one of Appendix 1 to Appendix 10, which functions as a game execution means that increases the attack power of the second type of game element in exchange for the fourth type of game element presented.

[0251] [Book 12]

[0252] Functioning the computer as a means of presenting a play field that presents a play field serving as the location of the game, and

[0253] A computer program stored on a computer-readable recording medium described in any one of Appendix 1 to Appendix 11, wherein the above-mentioned play field comprises a first area in which the above-mentioned first type of game element or the above-mentioned third type of game element is placed, a second area in which the above-mentioned second type of game element is placed, and a third area in which the above-mentioned fourth type of game element is placed.

[0254] [Appendix 13]

[0255] The above-mentioned presentation means is a computer program stored on a computer-readable recording medium described in any one of Appendices 1 to 12, which presents the game element of the first type, the game element of the second type, the game element of the third type, and the game element of the fourth type in the form of a card.

[0256] [Book 14]

[0257] A game element presentation means capable of presenting a first type of game element corresponding to a first type of character and including a plurality of visually identifiable group identification information, and a second type of game element corresponding to a second type of character and including any one of the plurality of visually identifiable group identification information.

[0258] A deck building means capable of building a deck from a second type of game element comprising any of the group identification information of the plurality of group identification information of the first type of game element.

[0259] A terminal equipped with

[0260] [Book 15]

[0261] This is a method of running games using a computer, and

[0262] The above computer is,

[0263] It is possible to present game elements of a first type that correspond to a character of a first type and include multiple visually identifiable group identification information, and

[0264] It is possible to present a game element of the second type that corresponds to a character of the second type and includes a visually identifiable group identification information of any one of the plurality of group identification information, and

[0265] A deck that can be built from a second type of game element including any of the group identification information of the plurality of group identification information of the first type of game element,

[0266] How to run the game.

[0267] 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 implemented with various modifications within the scope of the technical concept. Explanation of the symbols

[0268] 1: Game Card 2: Play Field 3: Terminal 4: Game Server 10: Cost Card 20: Character Card 30: Reader Card 40: Multi-reader Card 50: Stage Card 60: Event Card 121: Player Information Management Department 122: Game Card Acquisition Management Department 123: Game Card Presentation Section 124: Deck Construction Section 125: Game Field Presentation Section 126: Game Execution Section

Claims

Claim 1 A computer is configured to function as a first game element presentation means capable of presenting a first game element corresponding to a first type of character, visually identifiable, and including group identification information of all groups to which a second type of character belongs, a second type of game element corresponding to a second type of character and including visually identifiable group identification information of any one of the group identification information of all groups, and a third type of game element corresponding to a first type of character and including visually identifiable group identification information of any one or two of the group identification information, and as a deck construction means capable of constructing a deck from a second type of game element including group identification information of any one of the plurality of group identification information of the first type of game element, or from a second type of game element including group identification information identical to the group identification information of the third type of game element, wherein the deck construction means comprises a second game element presentation means for presenting a second type of game element of group identification information selected by the user among the second type of game elements held by the user, and the presented identical group identification information A computer program stored on a computer-readable recording medium, comprising a selection means capable of selecting a second type of game element for building a deck from a second type of game element, and a building means for building a deck from the selected second type of game element. Claim 2 In claim 1, the first game element presentation means is a computer program stored on a computer-readable recording medium that displays the group identification information at the same location as the first type of game element, the second type of game element, and the third type of game element. Claim 3 In paragraph 2, the group identification information is color information, a computer program stored on a computer-readable recording medium. Claim 4 In paragraph 3, the first game element presentation means is a computer program stored in a computer-readable recording medium that displays on the first type of game element in an adjacent manner of multiple types of color information. Claim 5 A computer program stored on a computer-readable recording medium, wherein the deck construction means comprises: a third game element presentation means for presenting a second type of game element that is usable when using the first type of game element in a game among the second type of game elements possessed by the user; a selection means for selecting a second type of game element to construct a deck from the presented second type of game element; and a construction means for constructing a deck from the selected second type of game element. Claim 6 In paragraph 5, the computer program is a computer program stored on a computer-readable recording medium that enables the computer to function as an acquisition means capable of acquiring a plurality of second-type game elements that are usable when the first-type game elements are used in a game. Claim 7 In paragraph 5, the first game element presentation means is capable of presenting a fourth type of game element that does not include the group identification information, and the computer program is a computer program stored on a computer-readable recording medium that enables the computer to function as a game element placement means capable of placing the second type of game element in a game location in exchange for the presented fourth type of game element. Claim 8 In claim 7, the computer program is a computer program stored on a computer-readable recording medium that functions as a game execution means for increasing the attack power of the second type of game element in exchange for the fourth type of game element presented. Claim 9 A computer program stored on a computer-readable recording medium, wherein, in paragraph 8, the computer functions as a means for presenting a play field that serves as a place for a game, and the play field comprises a first area in which the first type of game element or the third type of game element is placed, a second area in which the second type of game element is placed, and a third area in which the fourth type of game element is placed. Claim 10 In claim 7, the means for presenting the first, second, and third game elements is a computer program stored on a computer-readable recording medium that presents the first type of game element, the second type of game element, the third type of game element, and the fourth type of game element in the form of a card. Claim 11 A first game element presentation means capable of presenting a first game element corresponding to a first type of character, visually identifiable, and including group identification information of all groups to which a second type of character belongs; a second game element corresponding to a second type of character and including visually identifiable group identification information of any one of the group identification information of all groups; a third game element corresponding to a first type of character and including visually identifiable group identification information of any one or two of the group identification information; and a deck construction means capable of constructing a deck from a second game element including any group identification information of a plurality of group identification information of the first type of game element, or from a second game element including group identification information identical to the group identification information of the third type of game element, wherein the deck construction means comprises a second game element presentation means for presenting a second game element of group identification information selected by the user among the second type of game elements held by the user, and the presented identical group identification information A terminal having a selection means capable of selecting a second type of game element for building a deck from a second type of game element, and a construction means for building a deck from the selected second type of game element. Claim 12 A method for executing a game using a computer, wherein the computer can present a game element of a first type that corresponds to a character of a first type, is visually identifiable, and includes group identification information of all groups to which a character of a second type belongs; can present a game element of a second type that corresponds to a character of a second type and includes visually identifiable group identification information of any one of the group identification information of all groups; can present a game element of a third type that corresponds to a character of the first type and includes visually identifiable group identification information of any one or two of the group identification information; and among the game elements of a second type held by a user, the computer can present a game element of a second type with group identification information selected by the user to be selectable; and by constructing a deck from the game element of a second type with the same group identification information presented, or from the selected game element of a second type, from a game element of a second type that includes group identification information of any of the group identification information of the plurality of group identification information of the game element of the first type, or a second game element that includes group identification information identical to the group identification information of the game element of the third type. A method of playing a game that allows building a deck from game elements of different types. Claim 13 delete Claim 14 delete Claim 15 delete

Citation Information

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