Information processing system, information processing method, and information processing program

The information processing system addresses the lack of strategic depth and convenience in digital card games by awarding points for executing changes to game media and content, thereby enhancing player motivation.

WO2025115719A1PCT designated stage expired Publication Date: 2025-06-05CYGAMES INC
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Patent Information

Application Number
PCT/JP2024/041103
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-12-01
Filing Date
2024-11-20
Publication Date
2025-06-05

AI Technical Summary

Technical Problem

Existing digital card games lack strategic depth and convenience, leading to reduced player motivation.

Method used

An information processing system that awards points to players, allowing them to execute changes to game media and content, enhancing strategic options and convenience.

Benefits of technology

The system improves player motivation by enhancing strategic depth and convenience, allowing players to make strategic decisions and engage more effectively with the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

Provided is an information processing system comprising one or a plurality of computers, the one or plurality of computers executing: a process for imparting, to a player, first points that can be used after a first timing; a process for executing a first change on the basis of a game medium selected by the player, from among game media with which parameters are associated, by consuming the first points; a process for changing some or all of the first points to second points different from the first points after a second timing later than the first timing; and a process for executing a second change on the basis of the game medium selected by the player by consuming the second points.
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Description

Information processing system, information processing method, and information processing program

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

[0002] For example, Patent Document 1 proposes a digital card game that allows players to compete against each other via communication. In such a digital card game, a player creates a deck, which is a group of cards selected from a plurality of cards. The player then plays the game using the deck.

[0003] Japanese Patent Application Laid-Open No. 2018-995

[0004] As described above, although games with a variety of gameplay features have been proposed, there is a problem in that they lack the strategic and / or convenience required of players, which reduces players' motivation to play.

[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can increase a player's motivation to play by improving strategy and / or convenience.

[0006] In order to solve the above problem, the information processing system is an information processing system including one or more computers, wherein the computers perform the following processes: a process of granting a player first points that become usable after a first timing; a process of performing a first change on a game medium selected by the player from among game media to which parameters are linked, by consuming the first points; a process of changing some or all of the first points to second points different from the first points after a second timing that is later than the first timing; and a process of performing a second change on the game medium selected by the player by consuming the second points.

[0007] The first change and the second change may differ in at least one of the manner in which they change the game medium selected by the player, the manner in which they change the parameters associated with the game medium selected by the player, and the manner in which they change the utility associated with the game medium selected by the player.

[0008] The first change and the second change may differ in at least one of a display image associated with the game medium, a parameter associated with the game medium, or a utility associated with the game medium after the game medium selected by the player is changed.

[0009] The computer may perform a process of executing the first change based on the game content selected by a player by consuming the second points.

[0010] The computer may manage first changeability information indicating whether the game medium can perform the first change by linking it to the game medium, and may manage second changeability information indicating whether the game medium can perform the second change by linking it to the game medium.

[0011] The process of executing the first change by consuming the first points may execute the first change by consuming the first points based on a specific operation of the player that instructs the execution of the first change, when the player possesses the first points and the second points.

[0012] The computer may perform a process of displaying a notification when the specific operation is received in a case where the player does not own the first points but owns the second points.

[0013] The computer may perform a process of highlighting the game content that can perform the second change when the player owns the second points.

[0014] The computer may perform a process of displaying a selection screen on which the player can select whether to execute the first change or the second change when the player owns the first points and the second points and the game medium selected by the player is capable of executing the first change and the second change.

[0015] The process of displaying the selection screen may display the selection screen when the game medium displayed in the second operation area is selected based on a continuous operation input by the player from the first operation area to the second operation area, and when the first change and the second change can be performed on the game medium.

[0016] In order to solve the above problem, an information processing method includes: a process of granting a player first points that become usable after a first timing; a process of performing a first change on a game medium selected by the player from among game media to which parameters are linked, by consuming the first points; a process of changing some or all of the first points to second points different from the first points after a second timing that is later than the first timing; and a process of performing a second change on the game medium selected by the player by consuming the second points.

[0017] In order to solve the above problem, the information processing program causes a computer to perform the following processes: a process of granting a player first points that become usable after a first timing; a process of performing a first change based on a game medium selected by the player from among game media to which parameters are linked, by consuming the first points; a process of changing some or all of the first points to second points different from the first points after a second timing that is later than the first timing; and a process of performing a second change based on the game medium selected by the player by consuming the second points.

[0018] According to the present invention, the player's motivation to play can be increased by improving the strategic aspect and / or convenience.

[0019] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. FIG. 2A is a diagram illustrating the hardware configuration of a player terminal. FIG. 2B is a diagram illustrating the hardware configuration of a server. FIG. 3A is a diagram illustrating an example of a home screen. FIG. 3B is a diagram illustrating an example of a card setting screen. FIG. 3C is a diagram illustrating an example of a deck selection screen. FIG. 3D is a diagram illustrating an example of a deck organization screen in an initial state. FIG. 4A is a diagram illustrating an example of a deck organization screen during organization. FIG. 4B is a diagram illustrating an example of a card list screen. FIG. 4C is a diagram illustrating an example of a card creation screen. FIG. 4D is a diagram illustrating an example of a card details screen. FIG. 5 is a diagram illustrating an example of a battle screen. FIG. 6A is a first diagram illustrating an example of a follower card. FIG. 6B is a first diagram illustrating an example of a follower card. FIG. 7A is a diagram illustrating an example of a spell card. FIG. 7B is a diagram illustrating an example of an amulet card. FIG. 8 is a diagram illustrating card management information. FIG. 9 is a diagram illustrating an example of abilities. FIG. 10A is a first diagram illustrating an example of a transition of a battle screen. FIG. 10B is a second diagram illustrating an example of a transition of the battle screen. FIG. 10C is a third diagram illustrating an example of a transition of the battle screen. FIG. 11A is a fourth diagram illustrating an example of a transition of the battle screen. FIG. 11B is a fifth diagram illustrating an example of a transition of the battle screen. FIG. 11C is a sixth diagram illustrating an example of a transition of the battle screen. FIG. 12A is a seventh diagram illustrating an example of a transition of the battle screen. FIG. 12B is an eighth diagram illustrating an example of a transition of the battle screen. FIG. 12C is a ninth diagram illustrating an example of a transition of the battle screen. FIG. 13A is a tenth diagram illustrating an example of a transition of the battle screen. FIG. 13B is an eleventh diagram illustrating an example of a transition of the battle screen. FIG. 14A is a first diagram illustrating an example of a battle screen in an evolution-enabled turn. FIG. 14B is a second diagram illustrating an example of a battle screen in an evolution-enabled turn. FIG. 15A is a first diagram illustrating an example of a battle screen at the time of evolution. FIG. 15B is a second diagram illustrating an example of a battle screen at the time of evolution. FIG. 15C is a third diagram illustrating an example of the battle screen during evolution.FIG. 16A is a first diagram illustrating an example of a battle screen during a super evolution unlocked turn. FIG. 16B is a second diagram illustrating an example of a battle screen during a super evolution unlocked turn. FIG. 17A is a first diagram illustrating an example of a battle screen during super evolution. FIG. 17B is a second diagram illustrating an example of a battle screen during super evolution. FIG. 18A is a third diagram illustrating an example of a battle screen during super evolution. FIG. 18B is a diagram illustrating an example of a selection screen. FIG. 19A is a first diagram illustrating an example of a battle screen when evolution points are depleted. FIG. 19B is a second diagram illustrating an example of a battle screen when evolution points are depleted. FIG. 20A is a third diagram illustrating an example of a battle screen when evolution points are depleted. FIG. 20B is a fourth diagram illustrating an example of a battle screen when evolution points are depleted. FIG. 20C is a diagram illustrating an example of a notification screen. FIG. 21 is a diagram illustrating an example of a battle screen when super evolution points are depleted. FIG. 22 is a diagram for explaining details of changes in the display mode of the evolution information display area and the evolution / super evolution point display area. FIG. 23 is a functional block diagram of a player terminal. FIG. 24 is a functional block diagram of a server. FIG. 25 is a flowchart illustrating an example of terminal-side card battle game execution processing in a player terminal. FIG. 26 is a flowchart illustrating an example of own-turn control processing in a player terminal. FIG. 27 is a flowchart illustrating an example of first evolution / super evolution execution processing in a player terminal. FIG. 28 is a flowchart illustrating an example of second evolution / super evolution execution processing in a player terminal. FIG. 29 is a flowchart illustrating an example of opponent-turn control processing in a player terminal. FIG. 30 is a flowchart illustrating an example of server-side card battle game execution processing in a server. FIG. 31 is a flowchart illustrating an example of ability activation processing in a server. FIG. 32 is a flowchart illustrating an example of evolution / super evolution point management processing in a server.

[0020] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values ​​shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0021] (Overall Configuration of Information Processing System S) Fig. 1 is an explanatory diagram showing a schematic configuration of the information processing system S. The information processing system S is a so-called client-server system that includes player terminals 1, a server 1000, and a communication network N having a communication base station Na.

[0022] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.

[0023] The server 1000 is connected for communication with a plurality of player terminals 1. The server 1000 accumulates various types of information (player information) for each player playing the game. The server 1000 also updates the accumulated information based on operations input from the player terminals 1.

[0024] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is made up of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0025] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.

[0026] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 is configured to include a CPU (Central Processing Unit) 10, a storage unit 12, a bus 14, an input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24.

[0027] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory unit 1012, a bus 1014, an input / output interface 1016, a storage device 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0028] The configurations and functions of the CPU 1010, memory unit 1012, bus 1014, input / output interface 1016, storage device 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory unit 12, bus 14, input / output interface 16, storage device 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.

[0029] The CPU 10 runs a program stored in a memory unit 12 to control the progress of the game. The memory unit 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The memory unit 12 is connected to the CPU 10 via a bus 14.

[0030] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0031] The storage device 18 is configured by a semiconductor memory and stores various programs and data. In the player terminal 1, the programs and data stored in the storage device 18 are loaded into the storage unit 12 by the CPU 10.

[0032] The communication unit 20 is connected to the communication base station Na by radio communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory unit 12 or the storage device 18.

[0033] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which allow the player's intentions to be input in a discernible manner.

[0034] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a touch panel 26 that functions as the input unit 22 and the output unit 24.

[0035] (Game Content) Next, the content of a game provided by the information processing system S (game device G) of this embodiment will be described using an example. The game of this embodiment is a so-called digital card game. Players can acquire and own multiple types of digital cards (game media, hereinafter simply referred to as cards) provided by an operator through lottery or other means, and use the owned cards to play a card battle game against a computer or other players. The game content of this embodiment will be described in detail below.

[0036] FIG. 3A is a diagram illustrating an example of a home screen. FIG. 3B is a diagram illustrating an example of a card setting screen. FIG. 3C is a diagram illustrating an example of a deck selection screen. FIG. 3D is a diagram illustrating an example of a deck organization screen in an initial state. FIG. 4A is a diagram illustrating an example of a deck organization screen during organization. FIG. 4B is a diagram illustrating an example of a card list screen. FIG. 4C is a diagram illustrating an example of a card generation screen. FIG. 4D is a diagram illustrating an example of a card details screen.

[0037] When the application for this game is started on the player terminal 1, communication between the player terminal 1 and the server 1000 is initiated, the player terminal 1 enters a logged-in state, and the game begins. When the game starts, various game screens are displayed on the touch panel 26 of the player terminal 1. In this embodiment, the game screens are broadly divided into normal screens and battle screens.

[0038] The normal screen is a screen on which the player mainly performs various settings and checks information. On the other hand, the battle screen is a screen displayed on the touch panel 26 from the start to the end of the card battle game. Here, all screens other than the battle screen are normal screens. The normal screens include a home screen shown in FIG. 3A, a card setting screen shown in FIG. 3B, a shop screen (not shown), a menu screen, and the like.

[0039] The home screen shown in FIG. 3A is the screen that is first displayed after logging in. As shown in FIG. 3A , on the home screen, a menu bar 30 is displayed at the bottom of the touch panel 26. The menu bar 30 has a plurality of operation units that the player can operate (tap). The menu bar 30 has a home screen selection operation unit 30a labeled "HOME," a solo play selection operation unit 30b labeled "SOLO PLAY," a multiplay selection operation unit 30c labeled "BATTLE," a card setting screen selection operation unit 30d labeled "CARD," a shop screen selection operation unit 30e labeled "SHOP," and a menu screen selection operation unit 30f labeled "OTHER."

[0040] When the home screen selection operation unit 30a is tapped, the home screen shown in FIG. 3A is displayed on the touch panel 26. When the solo play selection operation unit 30b is tapped, various setting screens are displayed. When settings are made on the setting screen, a card battle game in which players compete against a computer is started. When the multiplay selection operation unit 30c is tapped, various setting screens are displayed. When settings are made on the setting screen, a card battle game in which players compete against other players via communication is started.

[0041] When the card setting screen selection operation unit 30d is tapped, the card setting screen shown in FIG. 3B is displayed on the touch panel 26, allowing the player to perform deck organization (described later), card list display, card disassembly, card creation, etc. Furthermore, when the shop screen selection operation unit 30e is tapped, a shop screen is displayed on the touch panel 26, allowing the player to acquire cards by lottery by consuming in-game currency or items. Furthermore, when the menu screen selection operation unit 30f is tapped, a menu screen (not shown) is displayed on the touch panel 26, allowing the player to check game settings and various information.

[0042] A header display area 31 is provided in the upper left of the home screen shown in FIG. 3A. The header display area 31 displays the player name, player icon, and battle points (BP) associated with the player ID. Battle points are earned when a player wins a card battle game played online against another player, and are deducted when a player loses a card battle game played online against another player.

[0043] A home menu 32 is displayed on the right edge of the home screen. The home menu 32 includes a gift screen selection operation section 32a labeled "Gift" and an information screen selection operation section 32b labeled "Information" and a mission screen selection operation section 32c labeled "Mission" and a guild screen selection operation section 32d labeled "Guild."

[0044] When the gift screen selection operation unit 32a is tapped, a gift screen (not shown) displaying items distributed by the administrator, for example, is displayed on the touch panel 26. When the information screen selection operation unit 32b is tapped, an information screen (not shown) displaying update information, maintenance information, etc. is displayed on the touch panel 26. When the mission screen selection operation unit 32c is tapped, a mission screen (not shown) displaying preset missions is displayed on the touch panel 26. When the guild screen selection operation unit 32d is tapped, a guild screen (not shown) related to a guild (group) made up of multiple players is displayed on the touch panel 26.

[0045] The card setting screen shown in FIG. 3B is displayed on the touch panel 26 when the card setting screen selection operation unit 30d is tapped. A deck organization tab 33a and a card list generation tab 33b are displayed on the card setting screen. When the deck organization tab 33a is tapped, the deck selection screen shown in FIG. 3C is displayed. The deck selection screen displays a list of decks organized by the player. When organizing a deck, the player can name the deck. On the deck selection screen, the deck name is displayed on an icon corresponding to each deck.

[0046] Additionally, the deck selection screen displays a deck creation tab 34 labeled "Create New." When the player taps the deck creation tab 34, the deck organization screen shown in FIG. 3D is displayed on the touch panel 26, allowing the player to organize a new deck.

[0047] On the deck organization screen, multiple blank spaces are displayed in the upper row, and cards owned by the player (hereinafter referred to as owned cards) are displayed in the lower row. On the deck organization screen, as shown in FIG. 4A , owned cards displayed in the lower row can be slid to the upper row, whereupon the slid owned cards are placed in the blank spaces in the upper row. In this way, owned cards placed in the upper row on the deck organization screen are provisionally registered.

[0048] Then, when the save tab 35 marked "Save" on the deck organization screen is tapped, the deck information is stored. A deck ID is assigned to this deck information. In addition, card group information that allows all temporarily registered owned cards to be identified is linked to the deck ID and stored. Although not shown in the figure, when the save tab 35 is tapped, a screen for editing the deck name is displayed. Once editing of the deck name is complete, the card group information is linked to the deck ID and stored. In addition, the deck name and an icon displayed on the deck selection screen, etc., are linked to the deck ID and stored.

[0049] Also, when an icon is tapped on the deck selection screen shown in Fig. 3C, the deck organization screen is displayed as shown in Fig. 4A. However, in this case, the cards that make up the deck selected on the deck selection screen are displayed in the upper row, and the owned cards are displayed in the lower row. In this case, the player can change the card displayed in the upper row with the owned card displayed in the lower row by operating the screen.

[0050] Note that a specified number of cards (e.g., 40) are used in a card battle game. Therefore, on the deck organization screen, the player typically temporarily registers the specified number of owned cards and then taps the save tab 35, which stores deck information including card group information for the specified number of cards. However, even if the number of provisionally registered cards is less than the specified number or exceeds the specified number, the deck information can be saved, but the deck information cannot be used in the card battle game.

[0051] When the card list generation tab 33b is tapped on the card setting screen, a card list screen shown in FIG. 4B is displayed on the touch panel 26. On this card list screen, an owned cards tab 36a, a generation mode tab 36b, and an owned coins display field 36c are provided at the bottom of the touch panel 26. The owned cards tab 36a and the generation mode tab 36b are configured to be able to accept tap operations by the player. The owned cards tab 36a and the generation mode tab 36b are also displayed on the card generation screen. When the owned cards tab 36a is tapped, the card list screen shown in FIG. 4B is displayed, and when the generation mode tab 36b is tapped, the card generation screen shown in FIG. 4C is displayed. Meanwhile, the owned coins display field 36c displays the number of coins (number of owned coins), which are the in-game currency owned by the player.

[0052] As shown in FIG. 4B , the card list screen displays the cards owned by the player and the number of cards owned. It should be noted that cards not owned by the player may also be displayed on the card list screen. Furthermore, as shown in FIG. 4C , the card creation screen displays all cards to be provided, regardless of whether the player owns them or not. However, while cards owned by the player are displayed in color, cards not owned by the player are displayed grayed out (indicated by dashed lines in FIG. 4C ). This allows the player to easily distinguish whether or not a card is owned by the player.

[0053] When a card is tapped on the card list screen or the card creation screen, a card details screen is displayed as shown in FIG. 4D . The card details screen displays various information related to the tapped card. The card details screen also has a decomposition tab 37a and a creation tab 37b. The decomposition tab 37a displays the number of coins acquired. When the decomposition tab 37a is tapped, the currently selected card is decomposed, and the player can acquire the number of coins acquired displayed on the decomposition tab 37a. Note that when a card is decomposed, the number of owned cards for that card is reduced.

[0054] Furthermore, the number of coins to be consumed is displayed on the generation tab 37b. When the generation tab 37b is tapped, the player can consume the number of coins to be consumed displayed on the generation tab 37b to generate the selected card. When a card is generated, the number of cards owned by the player increases. In other words, by tapping the generation tab 37b, the player can exchange the coins they own for cards. This card generation function can be executed regardless of whether the player owns a card. In other words, the player can generate cards both for cards they own and cards they do not own.

[0055] The cards provided may include cards that can be generated and cards that cannot be generated, or all cards may be generated.Furthermore, cards may be included that have set periods when they can be generated and periods when they cannot be generated.

[0056] As will be described in more detail below, some cards can evolve during the card battle game. In this embodiment, "evolve" means that the card selected by the player is changed into another card. When a card evolves, its performance is improved.

[0057] The card details screen is provided with a first button 37c and a second button 37d. On the card details screen for an evolvable card, the first button 37c is enabled. Although not shown, when the first button 37c is tapped, details of the evolved card are displayed on the card details screen.

[0058] The card details screen is displayed both during and outside the card battle game. During the card battle game, card details screens can be displayed not only for the player's own cards but also for the opponent's cards. Therefore, during the card battle game, the player can understand what cards their opponent's cards can evolve into.

[0059] Next, the card battle game will be described. Below, an overview of the card battle game will be explained, followed by details of the cards and the card battle game. Note that here, a card battle game in which players compete against other players will be described. In addition, hereinafter, other players who will be opponents will be referred to as opponents.

[0060] 5 is a diagram illustrating an example of a battle screen. When the multiplay selection operation section 30c of the menu bar 30 is tapped, various setting screens are displayed, and settings are made on the setting screen, the card battle game begins. While the card battle game is being played, the battle screen shown in FIG. 5 is displayed on the touch panel 26.

[0061] The battle screen is divided into a player display area 40a, which displays the player's cards, information, etc., and an opponent display area 40b, which displays the opponent's cards, information, etc. The player's leader 41a is displayed in the bottom center of the player display area 40a.

[0062] Also, a stamina display area 42a showing the stamina of the player's leader 41a is displayed near the player's leader 41a. Also, an evolution information display area 43a for displaying whether evolution or super evolution, which will be described in detail later, is available, is displayed near the player's leader 41a. Also, an evolution / super evolution point display area 44a showing the remaining number of evolution points or super evolution points, which will be described in detail later, and which is linked to the player's player ID (hereinafter also referred to as owned by the player) is displayed near the player's leader 41a.

[0063] Similarly, the opponent's leader 41b is displayed in the upper center of the opponent display area 40b. A stamina display area 42b showing the opponent's leader 41b's stamina is displayed near the opponent's leader 41b. An evolution information display area 43b for displaying whether evolution or super evolution, described in detail below, is displayed near the opponent's leader 41b. An evolution / super evolution point display area 44b showing the remaining number of evolution points or super evolution points owned by the opponent, described in detail below, is displayed near the opponent's leader 41b.

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

[0065] In addition, the player display area 40a has a player's deck area 45a at the right end, a player's hand area 46a at the bottom right, and a player's field 47a in the center. In the deck area 45a, the player's unused cards are placed face down, i.e., in an unidentifiable state. In the hand area 46a, cards in the player's hand are placed so that they can be identified by the player. In the field 47a, cards played from the hand area 46a are placed so that they can be identified by the player.

[0066] Similarly, in the opponent display area 40b, an opponent's deck area 45b is provided at the right end, an opponent's hand area 46b is provided at the top left, and an opponent's field 47b is provided in the center. Unused opponent's cards are placed face down in the deck area 45b. Cards that are in the opponent's hand are placed face down in the hand area 46b so that they cannot be identified by the player. Cards played from the hand area 46b are placed in the field 47b so that they can be identified by the player.

[0067] The upper right corner of the player display area 40a is provided with a turn end button 48 that accepts a tap by the player, and a play point display section 49a that displays the player's play points (PP). The play point display section 49a displays the maximum play points for the current turn as the denominator and the available play points as the numerator. The play point display section 49a also displays the maximum play points and available play points in a distinguishable manner using the display style of circles. Furthermore, a play point display section 49b that displays the opponent's play points is provided near the leader 41b in the opponent display area 40b.

[0068] Additionally, a battle log button 50 is provided on the left edge of the battle screen. The battle log button 50 is provided so that it can receive a tap operation from the player. When the battle log button 50 is tapped, a battle log showing various events that have occurred during the execution of the battle game since the battle log button 50 was tapped is displayed superimposed on the battle screen.

[0069] The card battle game in this embodiment is a two-player game, in which cards for the player's hand are randomly dealt from the deck selected by the player. Similarly, the opponent is randomly dealt cards for their hand from the deck selected by the opponent. In the card battle game, the player's turn and the opponent's turn alternate. During each turn, a card randomly selected from the deck is added to the player's hand.

[0070] During their turn, a player selects a follower card or amulet card (described below) from among the cards placed in their hand area 46a and places it on the field 47a, or uses a spell card to activate a predetermined effect, according to predetermined rules. Note that, hereinafter, placing a follower card or amulet card placed in the hand area 46a, 46b on the field 47a, 47b, or using a spell card placed in the hand area 46a, 46b to activate a predetermined effect, i.e., moving a card placed in the hand area 46a, 46b to another area, is referred to as a "play."

[0071] In the card battle game, the player's leader 41a and the opponent's leader 41b each have a set stamina, and the player who first reduces the opponent's stamina to 0 by attacking with cards or the like wins. Next, details of the cards used in the card battle game of this embodiment will be described.

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

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

[0074] The follower cards shown in Figures 6A and 6B are cards that can attack the opponent's leader 41b and follower cards placed on the opponent's field 47b in a card battle game. Follower cards have a name 51, a class 52, a type 53, a cost 54, an ability 55, an attack power 56, a stamina 57, and an illustration. The attack power 56 indicates the amount of damage inflicted on the opponent's leader 41b or a follower card placed on the opponent's field 47b when the follower card attacks. When the stamina 57 receives damage, it decreases by the amount of damage received. When the stamina 57 reaches 0, the follower card is destroyed. Destroyed cards are hidden from the field 47a and sent to the graveyard (not shown). However, unlike destruction, cards can also be hidden from the field 47b in a state where they are not sent to the graveyard, such as disappearance.

[0075] In this embodiment, follower cards can be evolved by consuming evolution points or super evolution points displayed in the evolution / super evolution point display areas 44a and 44b. Follower cards can also be super evolved by consuming super evolution points displayed in the evolution / super evolution point display areas 44a and 44b. An evolved or super evolved follower card's illustration changes, its attack power 56 and stamina 57 increase, or a specific ability 55 is added. In other words, by evolving or super evolving a follower card, its performance and utility (ability 55, attack power 56, stamina 57) are strengthened.

[0076] FIG. 8 is a diagram illustrating card management information. FIG. 8 shows card management information related to follower cards. In this embodiment, various information related to the follower card is linked to each follower card, such as a card ID, card name, evolution possible information, super evolution possible information, pre-evolution illustration ID, post-evolution illustration ID, pre-evolution performance information, post-evolution performance information, and post-super evolution performance information. However, instead of providing evolution possible information and super evolution possible information, post-evolution performance information and post-super evolution performance information may be substituted. In other words, if post-evolution performance information is linked to a follower card, the follower card may be treated as capable of evolving. Similarly, if post-super evolution performance information is linked to a follower card, the follower card may be treated as capable of super evolution.

[0077] Specifically, the evolution possible information indicates whether or not a follower card can be evolved. Furthermore, the super evolution possible information indicates whether or not a follower card can be super evolved. In other words, in this embodiment, it is predetermined for each type of follower card whether or not evolution and super evolution are possible. In this embodiment, there are follower cards that can be evolved and super evolved, follower cards that can be evolved but cannot be super evolved, and follower cards that cannot be evolved or super evolved. However, there may also be follower cards that cannot be evolved but can be super evolved.

[0078] Furthermore, the pre-evolution illustration ID indicates an ID for identifying the illustration before evolution. The post-evolution illustration ID indicates an ID for identifying the illustration after evolution. Note that in this embodiment, for follower cards that can evolve and super evolve, a common illustration is set for both the evolved and super evolved follower cards. However, for follower cards that can evolve and super evolve, at least a portion of the evolved illustration may differ from the super evolved illustration.

[0079] Furthermore, the pre-evolution performance information indicates the performance and utility (ability 55, attack power 56, stamina 57) of the follower card before evolution. The post-evolution performance information indicates the performance and utility (ability 55, attack power 56, stamina 57) of the evolved follower card. The post-super evolution performance information indicates the performance and utility (ability 55, attack power 56, stamina 57) of the super evolved follower card. Note that in this embodiment, for follower cards that can evolve and super evolve, the performance and utility (ability 55, attack power 56, stamina 57) are set to be more enhanced in the super evolved state than in the evolved state. In other words, for follower cards that can evolve and super evolve, the super evolved state is more advantageous to the player than the evolved state. However, for follower cards that can evolve and super evolve, it is sufficient that at least some of the performance and utility (ability 55, attack power 56, stamina 57) differ between the evolved state and the super evolved state. Furthermore, for follower cards that can evolve and super evolve, at least some of the performance and utility (ability 55, attack power 56, stamina 57) may be set to be equal when evolved and when super evolved.

[0080] It should be noted that evolution and super evolution may be performed in any manner that differs from one another in at least one of the manner in which the illustration is changed, the manner in which the attack power 56 or the stamina 57 is changed, and the manner in which the ability 55 is changed.

[0081] The spell card shown in Figure 7A has a name 51, a class 52, a type 53, a cost 54, and an ability 55. When a spell card is played, the ability 55 (effect) is activated and the spell card is destroyed. In other words, spell cards are cards that cannot be placed on the field 47a, 47b.

[0082] The amulet card shown in FIG. 7B has a name 51, a class 52, a type 53, a cost 54, and an ability 55. The amulet card is a card that remains on the field 47a and activates an ability 55 when played. Although not shown, spell cards and amulet cards also have card management information similar to that shown in FIG. 8. In this embodiment, spell cards and amulet cards are not subject to evolution or super evolution. Therefore, the card management information for spell cards and amulet cards does not necessarily include evolution possible information, super evolution possible information, post-evolution performance information, and post-super evolution performance information.

[0083] 9 is a diagram illustrating an example of the abilities 55. Note that the abilities 55 illustrated in FIG. 9 are merely an example, and other abilities 55 may be provided, or some abilities 55 may not be provided. Also, although the description here is based on the assumption that the cards are the player's cards, the same applies to the opponent's cards.

[0084] As shown in FIG. 9 , abilities 55 include fanfare, last word, protection, charge, rush, special attack, drain, direct summon, evolution, and fusion. In this embodiment, abilities 55 such as fanfare, last word, evolution, and super evolution are classified as abilities whose effects are activated at the corresponding timing. Other abilities (protection, charge, rush, special attack, drain, direct summon, and fusion) are classified as abilities whose effects are activated when a predetermined condition is met. These abilities can be linked to cards in any combination within a consistent range. For example, a follower card with the ability "protection at evolution" is set to be granted protection when evolved.

[0085] Specifically, the fanfare is an ability that activates the effect described in the "fanfare" when a card is placed from the hand area 46a onto the field 47a (when the card is played). For example, in the example of the follower card shown in Figure 6A, when the follower card is placed onto the field 47a, the effect of "draw one card" is activated, and one card is selected by lottery from the cards placed in the deck area 45a, and the selected card is placed into the hand area 46a.

[0086] Last Word is an ability that activates the effect described in "Last Word" when a card is destroyed. Guard is an ability that prevents the opponent from attacking cards other than the card with Guard when the card with Guard is placed on the field 47a. Charge is an ability that allows the opponent to attack a follower card on the turn the card is placed on the field 47a.

[0087] Sprint is an ability that allows you to attack the opponent's follower card and leader 41b during the turn you play the card on the field 47a. Special Attack is an ability that allows you to destroy the opponent's follower card regardless of its vitality when you attack and damage it. Drain is an ability that allows you to recover the vitality displayed in the vitality display area 42a of your leader 41a by the amount of damage you inflicted when you inflict damage on the opponent's follower card or leader 41b during your turn.

[0088] Direct summoning is an ability in which a card is placed directly from the deck area 45a onto the field 47a when a preset condition is met.

[0089] Evolution is an ability that activates the effect described in "Evolution" when a follower card evolves. Super Evolution is an ability that activates the effect described in "Super Evolution" when a follower card super evolves.

[0090] Fusion is an ability given to a base card that serves as the source of fusion, and strengthens that card by fusing it with a card placed in the hand area 46a that meets preset conditions as a material card. Note that a single card may have multiple abilities 55 set to it, or may not have any abilities 55 set to it.

[0091] In this embodiment, a deck is formed by combining follower cards, spell cards, and amulet cards, and the formed deck is used to play a card battle game. The card battle game will be described in detail below.

[0092] FIG. 10A is a first diagram illustrating an example of a transition of a battle screen. FIG. 10B is a second diagram illustrating an example of a transition of a battle screen. FIG. 10C is a third diagram illustrating an example of a transition of a battle screen. FIG. 11A is a fourth diagram illustrating an example of a transition of a battle screen. FIG. 11B is a fifth diagram illustrating an example of a transition of a battle screen. FIG. 11C is a sixth diagram illustrating an example of a transition of a battle screen. FIG. 12A is a seventh diagram illustrating an example of a transition of a battle screen. FIG. 12B is an eighth diagram illustrating an example of a transition of a battle screen. FIG. 12C is a ninth diagram illustrating an example of a transition of a battle screen. FIG. 13A is a tenth diagram illustrating an example of a transition of a battle screen. FIG. 13B is an eleventh diagram illustrating an example of a transition of a battle screen.

[0093] When the card battle game starts, deck information to be used is transmitted from the player terminal 1 to the server 1000. Deck information is also transmitted from the opponent player terminal 1 to the server 1000. The server 1000 randomly determines who will play first and who will play second. The server 1000 also randomly assigns indexes (e.g., numbers from 1 to 40) to all cards shown in the deck information. The server 1000 also determines three initial candidate cards and three exchange candidate cards from among the cards shown in the deck information.

[0094] The server 1000 then sets the initial information in the player terminal 1 so that it can be acquired. The initial information includes first-player / second-player information indicating who will play first or second. The initial information also includes index information indicating the index of the player's cards. The initial information also includes exchange information indicating the initial cards and exchange candidate cards. The initial information also includes evolution / super-evolution turn information indicating the evolution release turn when the player can use evolution and the super-evolution release turn when the player can use super-evolution. The initial information also includes evolution / super-evolution point information indicating the number of evolution points and the number of super-evolution points to be granted to the player and opponent.

[0095] When an operation to consume evolution points or an operation to consume super evolution points is performed on the player terminal 1, the server 1000 updates the player's evolution / super evolution point information by subtracting the number of evolution points or the number of super evolution points owned by the player. The server 1000 then sets the updated player's evolution / super evolution point information so that it can be acquired by the player terminal 1 and the opponent's player terminal 1. Similarly, when an operation to consume evolution points or an operation to consume super evolution points is performed on the opponent's player terminal 1, the server 1000 updates the opponent's evolution / super evolution point information by subtracting the number of evolution points or the number of super evolution points owned by the opponent. The server 1000 then sets the updated opponent's evolution / super evolution point information so that it can be acquired by the player terminal 1 and the opponent's player terminal 1. This makes it possible for both player terminals 1 to recognize that the number of evolution points or the number of super evolution points owned by the player or the opponent has changed.

[0096] When the card battle game is started at the player terminal 1, whether the player is going to play first or second is displayed on the touch panel 26 based on the first / second player information, as shown in Fig. 10A. After that, the player terminal 1 arranges three initial candidate cards in the initial card display area 60 based on the exchange information, and also displays an exchange display area 61 for arranging cards to be exchanged on the touch panel 26, as shown in Fig. 10B.

[0097] If the player wishes to exchange any of the initial candidate cards, the player moves the card to be exchanged to the exchange display area 61 by sliding the card, as shown in FIG. 10C . Then, when the player taps the confirm button 62, the player terminal 1 returns the card moved to the exchange display area 61 to the deck area 45a, and determines, as initial cards, the initial candidate cards that have not been exchanged and the number of exchange candidate cards equal to the number of exchanged initial candidate cards. The player terminal 1 then transmits initial card information indicating the determined initial cards to the server 1000.

[0098] The server 1000 also receives initial card information from the opponent's player terminal 1. When the server 1000 receives initial card information from both the player and the opponent, it sets, for the player's player terminal 1, number information indicating only the number of cards included in the opponent's initial card information so that the player can acquire it. Similarly, when the server 1000 receives initial card information from both the player and the opponent, it sets, for the opponent's player terminal 1, number information indicating only the number of cards included in the player's initial card information so that the player can acquire it.

[0099] 11A, the player terminal 1 displays a battle screen on the touch panel 26. At this time, the determined initial cards are placed identifiably in the hand area 46a, and three cards are placed indistinguishably in the hand area 46b based on the received number information of the opponent.

[0100] Thereafter, when the player is the first to play, the player terminal 1 displays an image on the touch panel 26 that reads "YOUR TURN," indicating that it is the player's turn, as shown in Fig. 11B. At this time, the player terminal 1 also displays the number of turns remaining until the evolution-opening turn, when the player is able to use evolution. In the case shown in Fig. 11B, an image that reads "4 turns remaining until evolution is possible" is displayed on the touch panel 26.

[0101] Furthermore, based on the evolution / super evolution point information, the evolution / super evolution point display area 44a displays three icon images indicating three evolution points that are linked to the player ID of the leading player (hereinafter also referred to as being assigned to the player). At this time, because the player's evolution release turn (the fifth turn in this embodiment) has not yet been reached, the evolution / super evolution point display area 44a displays the three icons in a manner indicating that they are unavailable (white in the figure). Furthermore, the evolution information display area 43a displays in a manner indicating that evolution and super evolution are unavailable (white in the figure).

[0102] Furthermore, the evolution / super evolution point display area 44b displays four icon images representing the four evolution points awarded to the opponent, who is the second player. At this time, because the opponent's evolution release turn (the fourth turn in this embodiment) has not yet arrived, the evolution / super evolution point display area 44a displays four icons in a manner indicating that they are unavailable (white in the figure). Furthermore, the evolution information display area 43b displays in a manner indicating that evolution and super evolution are unavailable (white in the figure).

[0103] Then, the server 1000 randomly selects one of the cards in the deck area 45a from the indexes of the cards in the deck area 45a. That is, one of the cards in the deck area 45a is randomly selected. Then, the player terminal 1 places the card selected by lottery in the hand area 46a, as shown in FIG. 11C .

[0104] Furthermore, at the start of a turn, the server 1000 adds 1 to the player's play points. The player terminal 1 updates and displays the play point display section 49a (here, the play points are set to 1).

[0105] 12A , for example, if a follower card with a cost of 1 is placed on the field 47a by sliding it from the cards in the hand area 46a based on the player's operation, the play points are decremented by 1 and the play point display section 49a is updated and displayed. Here, if the follower card placed on the field 47a has an ability 55 and the activation condition is met, the ability 55 whose activation condition is met is activated.

[0106] Furthermore, the player terminal 1 transmits play information including card information indicating the card placed on the field 47a to the server 1000. Upon receiving the play information, the server 1000 sets the received play information so that it can be acquired by the opponent's player terminal 1. As a result, the opponent's player terminal 1 places the card indicated in the play information on the opponent's field 47b, and updates and displays the opponent's play point display section 49b.

[0107] Thereafter, when the player taps the turn end button 48, the player terminal 1 transmits turn end information indicating that the turn has ended to the server 1000. Note that, if a card that activates an ability 55 on the condition that the turn end occurs is on the field 47a, 47b, the player terminal 1 activates the ability 55 of that card. Upon receiving the turn end information, the server 1000 ends the player's turn, sets turn start information for starting the opponent's turn, and causes the opponent's player terminal 1 to start a turn.

[0108] Then, as shown in Fig. 12B, the player's player terminal 1 displays an image saying "ENEMY TURN" on the touch panel 26, indicating that it is the opponent's turn. Then, the server 1000 determines two cards by lottery from the indexes of the cards in the deck area 45b. That is, here, two cards are determined by lottery from the cards in the deck area 45b. When the player terminal 1 receives the number information from the server 1000, the player terminal 1 places the cards indistinguishably in the hand area 46b based on the number information, as shown in Fig. 12C.

[0109] At the start of a turn, one card is usually selected by lottery, but for the first turn of the player who plays second, two cards are selected by lottery. The server 1000 also adds one to the opponent's play points. The player terminal 1 updates and displays the play point display section 49b, and adds one to the opponent's play points.

[0110] Thereafter, when the opponent ends the turn without playing a card from the hand area 46b and receives turn start information from the server 1000, the player terminal 1 displays an image on the touch panel 26 that reads "YOUR TURN," indicating that it is the player's turn, as shown in Fig. 13A . At this time, the player terminal 1 also displays the number of turns remaining until the turn in which evolution is permitted for the player. In the case shown in Fig. 13A , an image that reads "3 turns remaining until evolution is possible" is displayed on the touch panel 26.

[0111] When the server 1000 selects one of the card indexes in the deck area 45a by lottery, the player terminal 1 places the selected card in the hand area 46a. When the server 1000 adds 1 to the player's play points, the player terminal 1 updates and displays the play point display section 49a (here, the play points are set to 2).

[0112] 13B , assume that the player slides a follower card placed on the field 47a to the opponent's leader 41b. Based on this slide, the player terminal 1 transmits attack information to the server 1000 indicating the attacking follower card and the attacked follower card or leader 41b. Upon receiving the attack information, the server 1000 sets attack result information, including information indicating the result of subtracting the vitality of the attacked opponent's follower card or leader 41b and information indicating the result of subtracting the vitality of the attacking follower card, to the player terminal 1 and the opponent's player terminal 1 so that they can acquire it. Then, based on the received attack result information, the player terminal 1 reduces the vitality displayed in the vitality display area 42b of the opponent's leader 41b by the attack power 56 of that follower card.

[0113] As described above, the card battle game progresses as the player's turn and the opponent's turn alternate, and each time the player and opponent play a card or make an attack, that information is sent to the server 1000. When the vitality displayed in the vitality display area 42a of the player's leader 41a or the vitality displayed in the vitality display area 42b of the opponent's leader 41b reaches zero, the winner is decided and the card battle game ends.

[0114] Next, the evolution of follower cards will be described. In the card battle game of this embodiment, from the evolution release turn onwards, follower cards can be evolved by consuming evolution points displayed in the evolution / super evolution point display areas 44a, 44b. In this embodiment, the evolution release turn is set to the fifth turn of the first player and the fourth turn of the second player. However, the evolution release turn is not limited to these. For example, the evolution release turn may be the start of the card battle game, i.e., the first turn.

[0115] Furthermore, after the super evolution unlock turn, the player can super evolve the follower card by consuming the super evolution points displayed in the evolution / super evolution point display areas 44a, 44b. In this embodiment, the super evolution unlock turn is set to the seventh turn of the first player and the sixth turn of the second player. However, the super evolution unlock turn is not limited to these. In any case, the super evolution unlock turn may be any turn that occurs after the evolution unlock turn.

[0116] In this embodiment, three evolution points are awarded to the first player, and four evolution points are awarded to the second player.

[0117] In this embodiment, in the case of the first player, at the seventh turn, up to two evolution points are converted into two super evolution points, and the converted super evolution points are awarded. Specifically, in the case of the first player, if the remaining evolution points are two or more at the seventh turn, two evolution points are converted into two super evolution points, and the converted super evolution points are awarded. In the case of the first player, if the remaining evolution points are one at the seventh turn, one evolution point is converted into one super evolution point, and the converted super evolution point is awarded. In the case of the first player, if the remaining evolution points are zero at the seventh turn, no change in evolution points is made, and no super evolution points are awarded. For example, if the player is first to play and has three evolution points at the seventh turn, two evolution points are converted into super evolution points. As a result of this conversion, the player will have one evolution point and two super evolution points.

[0118] In addition, in this embodiment, in the case of the second player, in the sixth turn, up to two evolution points are changed into two super evolution points, and the changed super evolution points are awarded. Specifically, in the case of the second player, if the remaining evolution points in the sixth turn are two or more, two evolution points are changed into two super evolution points, and the changed super evolution points are awarded. In the case of the second player, if the remaining evolution points are one in the sixth turn, one evolution point is changed into one super evolution point, and the changed super evolution point is awarded. In the case of the second player, if the remaining evolution points are zero in the sixth turn, no change in evolution points is made, and no super evolution points are awarded. For example, if the player is the second player and has four evolution points in the sixth turn, two evolution points are changed into super evolution points. As a result of this change, the player will have two evolution points and two super evolution points.

[0119] However, the number of points that can be converted from evolution points to super evolution points when the super evolution unlock turn number is reached is not limited to the above example. In other words, it is sufficient if at least some or all of the evolution points can be converted to super evolution points.

[0120] 14A is a first diagram illustrating an example of a battle screen in an evolution-release turn. FIG. 14B is a second diagram illustrating an example of a battle screen in an evolution-release turn. When a player's evolution-release turn (here, the fifth turn of the player going first) begins, first, as shown in FIG. 14A , an image indicating that it is the player's turn and the words "0 turns remaining until evolution is possible" are displayed on the touch panel 26. Then, as shown in FIG. 14B , an image indicating "Evolution possible" is displayed in the center of the touch panel 26, notifying the player that the evolution-release turn has arrived.

[0121] 14B, the display mode of the icon image displayed in the evolution / super evolution point display area 44a changes to a mode indicating that it is available for evolution (blacked out in the figure), and the display mode of the evolution information display area 43a changes to a mode indicating that evolution is possible (blacked out in the figure).

[0122] FIG. 15A is a first diagram illustrating an example of a battle screen at the time of evolution. FIG. 15B is a second diagram illustrating an example of a battle screen at the time of evolution. FIG. 15C is a third diagram illustrating an example of a battle screen at the time of evolution. For example, as shown in FIG. 15A, assume that on the fifth turn of the first player, an unevolved follower card is placed on the field 47a. At this time, when the follower card placed on the field 47a is tapped, a card details tab 63 is displayed on the touch panel 26, as shown in FIG. 15A.

[0123] The card details tab 63 displays the abilities of the tapped card. If the follower card tapped by the player can be evolved, the card details tab 63 displays the abilities before and after evolution. The card details tab 63 also displays an evolution button 63a.

[0124] In this embodiment, only follower cards are set as cards that can evolve. Therefore, the evolve button 63a is displayed only in the card details tab 63 of follower cards, and the evolve button 63a is not displayed in the card details tab 63 of spell cards or amulet cards.

[0125] Furthermore, the evolution button 63a functions as an operation unit that accepts a tap by the player when evolution is possible. When the evolution button 63a in the card details tab 63 is tapped, the follower card is evolved. On the other hand, when evolution is not possible, the evolution button 63a is displayed in a manner that does not accept a tap by the player. Note that when evolution is not possible, the evolution button 63a may be hidden. Specific examples of when evolution is not possible include when the evolution release turn has not yet been reached, when evolution points and super evolution points are not possessed, or when the follower card is not capable of evolution.

[0126] Furthermore, when the display mode of the evolution information display area 43a changes to a mode indicating that evolution is possible (blackened), the evolution information display area 43a functions as an operation unit that accepts continuous operation inputs, i.e., slide operations, from the evolution information display area 43a toward evolvable follower cards placed in the field 47a. Note that even when the display mode of the evolution information display area 43a is a mode indicating that evolution is possible (blackened), slide operations toward follower cards other than those placed in the field 47a are treated as invalid. Furthermore, when the display mode of the evolution information display area 43a is a mode indicating that evolution and super evolution are not available (whitened), the evolution information display area 43a treats the player's slide operations as invalid.

[0127] 15B , when a continuous operation input, i.e., a sliding operation, is performed from the evolution information display area 43a, which indicates that evolution is possible (filled in black), toward an evolvable follower card placed in the field 47a, the follower card will evolve. In this way, since it is possible to evolve a follower card by a sliding operation, it is possible to improve convenience for the player.

[0128] When a follower card is evolved, an evolution animation is displayed. In the evolution animation, the pre-evolved card is displayed, followed by an animated image (not shown) of the card changing. Then, when the evolution animation display ends, the evolved card is displayed on the field 47a, as shown in FIG. 15C. Also, the icon displayed in the evolution / super evolution point display area 44a is reduced by one. Then, the attack power 56 and stamina 57 of the evolved card increase. Also, for follower cards that have "When evolved" as an ability 55, that ability is activated.

[0129] Furthermore, the player terminal 1 transmits evolution information (evolution) indicating the evolved follower card to the server 1000. Upon receiving the evolution information (evolution), the server 1000 sets the evolution information (evolution) so that it can be acquired by the opponent's player terminal 1. The opponent's player terminal 1 can understand, from the received evolution information (evolution), that the card has evolved and what the evolved card will look like.

[0130] Furthermore, the player terminal 1 transmits evolution point consuming operation information to the server 1000, indicating that an operation to consume evolution points has been executed. The server 1000 updates the player's evolution / super evolution point information so as to subtract evolution points owned by the player based on the received evolution point consuming operation information. The server 1000 sets the updated player's evolution / super evolution point information so that it can be acquired by the player terminal 1 and the opponent's player terminal 1. This allows the player terminal 1 and the opponent's player terminal 1 to know that the player's evolution points have decreased.

[0131] FIG. 16A is a first diagram illustrating an example of a battle screen during a super evolution release turn. FIG. 16B is a second diagram illustrating an example of a battle screen during a super evolution release turn. When a player's super evolution release turn (here, the seventh turn of the first player) begins, as shown in FIG. 16A , an image indicating that it is the player's turn and an image indicating "0 turns remaining until super evolution is possible" are displayed on the touch panel 26. Note that, when a player's turn begins after the evolution release turn, the number of turns remaining until the super evolution release turn is displayed. In the case shown in FIG. 16A , an image indicating "0 turns remaining until super evolution is possible" is displayed on the touch panel 26. Then, as shown in FIG. 16B , an image indicating "super evolution possible" is displayed in the center of the touch panel 26, notifying the player that the super evolution release turn has been reached. At the start of a player's turn after the super evolution unlock turn, an image with the words "YOUR TURN" will be displayed to indicate that it is the player's turn, and the number of turns remaining until the evolution unlock turn or super evolution unlock turn will not be displayed.

[0132] Furthermore, when the super evolution unlock turn is reached, evolution points are changed. FIG. 16B illustrates a case in which the player possesses three evolution points. In this case, two evolution points are converted into super evolution points. As a result of this change, the player possesses one evolution point and two super evolution points. Then, in response to the result of the evolution point change, a portion (here, two points) of the display mode of the icon image displayed in the evolution / super evolution point display area 44a changes to a mode indicating that evolution and super evolution are possible (cross-hatching in the figure). Furthermore, the display mode of the evolution information display area 43a changes to a mode indicating that evolution and super evolution are possible (cross-hatching in the figure). Furthermore, when the display mode of the evolution information display area 43a indicates that evolution and super evolution are possible (cross-hatching), the evolution information display area 43a functions as an operation unit that accepts a slide operation by the player.

[0133] FIG. 17A is a first diagram illustrating an example of a battle screen at the time of super evolution. FIG. 17B is a second diagram illustrating an example of a battle screen at the time of super evolution. For example, as shown in FIG. 17A, assume that an unevolved follower card is placed on the field 47a on the seventh turn of the first player. If the follower card placed on the field 47a can be super evolved, an effect image highlighting that the follower card can be super evolved is displayed on the follower card, as shown in FIG. 17A. Then, when the follower card placed on the field 47a is tapped, a card details tab 63 is displayed on the touch panel 26, as shown in FIG. 17A.

[0134] If the follower card tapped by the player can be super evolved, the pre-evolution abilities, the post-evolution abilities, and the post-super evolution abilities are displayed in the card details tab 63. The card details tab 63 also displays an evolution button 63a and a super evolution button 63b.

[0135] The super evolution button 63b is displayed only when the follower card tapped by the player is capable of super evolution. In other words, if super evolution is not possible, the super evolution button 63b is not displayed. However, if super evolution is not possible, the super evolution button 63b may be displayed in a manner that does not accept taps by the player. Specific cases in which super evolution is not possible include, for example, when the super evolution release turn has not yet been reached, when the player does not have super evolution points, or when the follower card is not capable of super evolution. When the super evolution button 63b in the card details tab 63 is tapped, the follower card is super evolved.

[0136] When a follower card is super evolved, a super evolution animation is displayed. In the super evolution animation, the pre-super evolution card is displayed, followed by an animated image (not shown) of the card changing. Note that at least some of the animated images in the super evolution animation and the evolution animation may be different. Furthermore, the display time for the animated images in the super evolution animation and the evolution animation may be different or the same. For example, the display time for the super evolution animation may be longer than that of the evolution animation, and the displayed animated image may be more flashy.

[0137] Then, when the super evolution animation display ends, the super evolved card is displayed on the field 47a, as shown in FIG. 17B. Also, the icon corresponding to the super evolution point displayed in the evolution / super evolution point display area 44a is reduced by one. The attack power 56 and stamina 57 of the super evolved card are increased. Also, for follower cards that have "super evolution" as an ability 55, that ability is activated.

[0138] Furthermore, the player terminal 1 transmits evolution information (super evolution) indicating the super evolved follower card to the server 1000. Upon receiving the evolution information (super evolution), the server 1000 sets the evolution information (super evolution) so that it can be acquired by the opponent's player terminal 1. The opponent's player terminal 1 can determine from the received evolution information (super evolution) that the card has been super evolved and what the card will look like after super evolution.

[0139] Furthermore, the player terminal 1 transmits super evolution point consuming operation information to the server 1000, indicating that an operation to consume super evolution points has been executed. The server 1000 updates the player's evolution / super evolution point information so as to subtract the super evolution points owned by the player based on the received super evolution point consuming operation information. The server 1000 sets the updated player's evolution / super evolution point information so that it can be acquired by the player terminal 1 and the opponent's player terminal 1. This makes it possible for the player terminal 1 and the opponent's player terminal 1 to know that the player's super evolution points have been reduced.

[0140] 18A is a third diagram illustrating an example of a battle screen at the time of super evolution. FIG. 18B is a diagram illustrating an example of a selection screen. FIG. 18A illustrates a case where a follower card placed on the field 47a can be super evolved and the player has evolution points and super evolution points.

[0141] In this case, when a slide operation is performed from the evolution information display area 43a toward a follower card capable of super evolution that is placed on the field 47a, the selection screen shown in FIG. 18B is displayed on the touch panel 26. That is, if the player has evolution points and super evolution points after the super evolution release turn, the selection screen is displayed when a slide operation is performed from the evolution information display area 43a toward a follower card capable of super evolution that is placed on the field 47a. Furthermore, even if a slide operation is performed in a turn prior to the super evolution release turn, the selection screen is not displayed even if a slide operation is performed. Even if the player does not have super evolution points after the super evolution release turn, the selection screen is not displayed even if a slide operation is performed. Furthermore, since it is possible to prevent the selection screen from being displayed unintentionally too frequently, it is possible to reduce the risk of the fun of the game being lost.

[0142] As shown in FIG. 18B , the follower card that has been selected by a slide operation from the evolution information display area 43a is displayed in the center of the selection screen. An evolution button 70a is displayed on the right side of the follower card, allowing evolution to be performed by consuming evolution points. When the evolution button 70a is tapped, the follower card undergoes evolution. A super evolution button 70b is displayed on the left side of the follower card, allowing super evolution to be performed by consuming super evolution points. When the super evolution button 70b is tapped, the follower card undergoes super evolution.

[0143] In this embodiment, evolution and super evolution are limited to one per turn, and evolution and super evolution can only be performed a limited number of times from the start to the end of the card battle game. In other words, evolution and super evolution can be considered elements that have a significant impact on the strategic nature of the card battle game. By displaying a selection screen that allows the player to select whether to perform evolution or super evolution, which are elements that have a significant impact on the strategic nature of the card battle game, it is possible to improve player convenience.

[0144] 19A is a first diagram illustrating an example of a battle screen when evolution points are depleted. Fig. 19B is a second diagram illustrating an example of a battle screen when evolution points are depleted. Fig. 19A shows a case where a follower card placed on the field 47a is capable of super evolution, and the player does not possess evolution points, but does possess super evolution points.

[0145] In this case, when a slide operation is performed from the evolution information display area 43a toward a follower card that can be super evolved and is placed in the field 47a, the selection screen (FIG. 18B) is not displayed, and the follower card is super evolved. In this way, it is possible to super evolve a follower card by a slide operation, which improves convenience for the player.

[0146] When a follower card is super evolved, the super evolution animation is displayed as described above, and then the super evolved card is displayed on the field 47a as shown in Fig. 19B. Also, the icon corresponding to the super evolution point displayed in the evolution / super evolution point display area 44a is reduced by one and displayed.

[0147] FIG. 20A is a third diagram illustrating an example of a battle screen when evolution points are depleted. FIG. 20B is a fourth diagram illustrating an example of a battle screen when evolution points are depleted. FIG. 20C is a diagram illustrating an example of a notification screen. FIGS. 20A and 20B show a case where the follower card placed on the field 47a is a follower card that cannot be super evolved and is only capable of evolution. Also, FIGS. 20A and 20B show a case where the player does not have evolution points but has super evolution points.

[0148] At this time, when a follower card placed on the field 47a is tapped, the card details tab 63 is displayed on the touch panel 26 as shown in FIG. 20A . At this time, the card details tab 63 displays the evolution button 63a, but does not display the super evolution button 63b. In this case, when the evolution button 63a is tapped, a notification screen shown in FIG. 20C is displayed on the touch panel 26 to notify the player that evolution will be performed using super evolution points. Note that even when a follower card placed on the field 47a can be super evolved and the player does not possess evolution points but does possess super evolution points, the notification screen is also displayed on the touch panel 26 when the evolution button 63a is tapped. In other words, when the super evolution release turn or later is reached and the player does not possess evolution points but possesses super evolution points, the notification screen is displayed when the evolution button 63a is tapped.

[0149] 20B, when a slide operation is performed from the evolution information display area 43a toward a follower card that cannot be super evolved and is placed on the field 47a but can only be evolved, the notification screen shown in Fig. 20C is displayed on the touch panel 26. In other words, if it is the super evolution release turn or later and the player does not have evolution points but does have super evolution points, when a slide operation is performed from the evolution information display area 43a toward an evolvable follower card that is placed on the field 47a, the notification screen is displayed.

[0150] As shown in FIG. 20C, an image stating "Do you want to use your 'Super Evolution Points' to 'Evolve'?" is displayed in the center of the notification screen. The notification screen also displays an evolution button 72a for consuming super evolution points to perform evolution. When the evolution button 72a is tapped, the follower card is evolved by consuming super evolution points. In this way, by displaying the notification screen, it is possible to reduce the risk of accidentally using super evolution points for evolution.

[0151] In addition, a cancel button 72b is displayed on the notification screen. When the cancel button 72b is tapped, the consumption of the super evolution points and the evolution are not executed, and the notification screen is hidden.

[0152] FIG. 21 is a diagram illustrating an example of a battle screen when super evolution points are depleted. FIG. 21 illustrates a case where a player has consumed all of their super evolution points after the super evolution unlock turn. In this case, if the player has evolution points, as shown in FIG. 21 , the display mode of the evolution information display area 43 a changes from a mode indicating that super evolution is available (cross-hatching) to a mode indicating that evolution is available (solid black). On the other hand, if the player does not have evolution points, the display mode of the evolution information display area 43 a changes from a mode indicating that super evolution is available (cross-hatching) to a mode indicating that evolution and super evolution are unavailable (solid white).

[0153] FIG. 22 is a diagram illustrating the details of changes in the display mode of the evolution information display area 43a and the evolution / super evolution point display area 44a. FIG. 22A illustrates a case where a player has four evolution points and reaches the super evolution unlock turn. In this case, as described above, two evolution points are converted into two super evolution points. Accordingly, as shown in FIG. 22A , the display mode of the icon images displayed in the "1" and "2" boxes in the evolution / super evolution point display area 44a changes from a mode indicating that they can be used for evolution (solid black) to a mode indicating that they can be used for evolution and super evolution (cross-hatched). That is, when the super evolution unlock turn is reached and the evolution points are converted into super evolution points, the icon images corresponding to the two evolution points displayed in the left box among the icon images corresponding to the evolution points change to icon images corresponding to super evolution points.

[0154] 22B illustrates a case where a player has two evolution points and two super evolution points and the evolution points are consumed. In this case, as shown in FIG. 22B , the icon image displayed in the box marked "4" in the evolution / super evolution point display area 44a is hidden, thereby informing the player that the evolution points have been consumed. In other words, when evolution points are consumed, the icon image corresponding to the evolution point displayed in the rightmost box among the icon images corresponding to the evolution points is hidden.

[0155] FIG. 22C illustrates a case where a player has two evolution points and two super evolution points, and the super evolution points are consumed. In this case, as shown in FIG. 22C , first, the icon image corresponding to the super evolution point displayed in the box marked "2" in the evolution / super evolution point display area 44a is hidden. Then, the icon images corresponding to the evolution points displayed in the boxes marked "3" and "4" are moved to the boxes marked "2" and "3." In other words, when super evolution points are consumed, the icon image corresponding to the super evolution point displayed in the rightmost box among the icon images corresponding to the super evolution point is hidden. Then, the icon image corresponding to the evolution point is moved left-justified and displayed in the box where the icon image corresponding to the hidden super evolution point was displayed.

[0156] FIG. 22D shows a case where evolution points are recovered (increased) by the abilities 55 of various cards. Note that FIG. 22D shows a case where the player has one evolution point and one super evolution point. In this case, as shown in FIG. 22D , an icon image corresponding to the evolution points is newly displayed in the "3" box in the evolution / super evolution point display area 44a. That is, when evolution points are recovered by the abilities 55 of various cards, an icon image corresponding to the evolution points is newly displayed in the leftmost box (here, the "3" box) of the blank boxes (here, the "3" and "4" boxes).

[0157] 22E illustrates a case where evolution points are changed to super evolution points by the abilities 55 of various cards. Note that FIG. 22E illustrates a case where a player has two evolution points and one super evolution point. In this case, as shown in FIG. 22E, the icon image corresponding to the evolution point displayed in the box marked "2" in the evolution / super evolution point display area 44a changes to an icon image corresponding to the super evolution point. In other words, when evolution points are changed to super evolution points by the abilities 55 of various cards, the icon image corresponding to the evolution point displayed in the leftmost box among the icon images corresponding to the evolution points changes to an icon image corresponding to the super evolution point.

[0158] In this embodiment, it can be said that super evolution points, which allow both evolution and super evolution, are more advantageous to the player than evolution points, which allow only evolution. A rule is established in which such super evolution points, which are advantageous to the player, are always placed in the slots to the left of the evolution points, and are consumed starting from the slots to the right. This makes it possible to instantly grasp the remaining number of super evolution points and the remaining number of evolution points, improving convenience for the player. Note that super evolution points may also be always placed in the slots to the right of the evolution points, and are consumed starting from the slots to the left.

[0159] Furthermore, in this embodiment, after evolution points are granted to a player, some or all of the evolution points are converted into super evolution points, which are more advantageous to the player than evolution points, thereby improving the strategic nature of the game and increasing the player's motivation to play. For example, if a player adopts a strategy of using up all of their evolution points by the turn before the super evolution release turn, it becomes possible to advance the battle situation to their advantage through evolution in the turn before the super evolution release turn. Furthermore, if a player adopts a strategy of not using evolution points in the turn before the super evolution release turn, it becomes possible to acquire the maximum number of super evolution points in the super evolution release turn, and it becomes possible to advance the battle situation to their advantage through evolution in the turns after the super evolution release turn.

[0160] The following describes the processing of the player terminal 1 and the server 1000 for implementing the card battle game described above, as well as the functional units that perform each of these processes. Note that the following describes processing related to evolution and super evolution in particular, and omits explanations of other processing.

[0161] (Functional Units of Player Terminal 1) Fig. 23 is a functional block diagram of the player terminal 1. The storage unit 12 of the player terminal 1 is provided with a program storage area 12a and a data storage area 12b. At the start of a game, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0162] The terminal-side game control program includes a game execution control program 300, a card battle game execution control program 301, and a display control program 302. Note that the programs listed in Fig. 23 are just examples, and the terminal-side game control program includes many other programs.

[0163] The CPU 10 runs the programs stored in the program storage area 12a and updates the data in the storage units in the data storage area 12b. By running the programs stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as a terminal control unit 1A. The terminal control unit 1A includes a game execution control unit 300a, a card battle game execution control unit 301a, and a display control unit 302a.

[0164] Specifically, the CPU 10 runs a game execution control program 300, causing the computer to function as a game execution control unit 300a. Similarly, the CPU 10 runs a card battle game execution control program 301 and a display control program 302, causing them to function as a card battle game execution control unit 301a and a display control unit 302a, respectively.

[0165] The data storage area 12b is provided with the following storage units for storing data: a game information storage unit 400, a player information storage unit 401, and a card management information storage unit 402. Note that the above storage units are merely examples, and the data storage area 12b is provided with many other storage units.

[0166] The game execution control unit 300a controls the overall progress of the game. For example, the game execution control unit 300a logs in to the game in response to a player's operation, and determines whether or not the overall game information has been updated.

[0167] The card battle game execution control unit 301a is responsible for control for executing the card battle game. For example, the card battle game execution control unit 301a controls the progress of the card battle game based on operations input to the player terminals 1.

[0168] The display control unit 302a controls the display of images displayed on the touch panel 26 in accordance with the player's operations and the progress of the game.

[0169] (Functional Units of Server 1000) Fig. 24 is a functional block diagram of the server 1000. The memory unit 1012 of the server 1000 is provided with a program memory area 1012a and a data memory area 1012b. The program memory area 1012a stores a game execution control program 1300 and a card battle game execution control program 1301 as server-side game control programs. Note that the programs listed in Fig. 24 are just examples, and many other programs are provided as server-side game control programs.

[0170] The CPU 1010 runs the programs stored in the program memory area 1012a and updates the data in the storage units in the data memory area 1012b. The CPU 1010 runs the programs stored in the program memory area 1012a, causing the server 1000 (computer) to function as a server control unit 1000A. The server control unit 1000A includes a game execution control unit 1300a and a card battle game execution control unit 1301a.

[0171] Specifically, the CPU 1010 runs a game execution control program 1300, causing the computer to function as a game execution control unit 1300a. Similarly, the CPU 1010 runs a card battle game execution control program 1301, causing the computer to function as a card battle game execution control unit 1301a.

[0172] The data storage area 1012b is provided with the following storage units for storing data: a game information storage unit 1400, a player information storage unit 1401, and a card management information storage unit 1402. Note that the above storage units are examples, and the data storage area 1012b is provided with many other storage units.

[0173] The game execution control unit 1300a controls the overall progress of the game. For example, when the game execution control unit 1300a receives login information from the player terminal 1, it sets the player information (deck information, BP, etc.) stored in the player information storage unit 1401 so that it can be acquired by the player terminal 1. Furthermore, when the overall game information (including number information, card information, attack information, attack result information, play point information, play information, ability activation information, turn start information, turn end information, evolution / super evolution point information, evolution information (evolution), evolution information (super evolution), win / loss information, etc.) for the game is updated, the game execution control unit 1300a reads the updated game information from the game information storage unit 1400 and sets it so that it can be acquired by the player terminal 1.

[0174] The card battle game execution control unit 1301a is responsible for control for executing the card battle game.

[0175] (Communication Processing Between Player Terminal 1 and Server 1000) The following describes basic processing of the player terminal 1 and the server 1000. In the following description, processing performed in the player terminal 1 will be referred to as Pn (n is any integer). Furthermore, processing performed in the server 1000 will be referred to as Sn (n is any integer).

[0176] 25 is a flowchart illustrating an example of terminal-side card battle game execution processing in the player terminal 1. When the solo play selection operation unit 30b or the multiplay selection operation unit 30c on the menu bar 30 is tapped, various setting screens are displayed, and when settings are made on the setting screens, the terminal-side card battle game execution processing is started.

[0177] When the card battle game execution process is started, the card battle game execution control unit 301a transmits to the server 1000 initial information including deck information to be used in the card battle game and leader information indicating the player's leader (P1-1).

[0178] When the card battle game execution process is started, the card battle game execution control unit 301a transmits deck information to be used in the card battle game to the server 1000 (P1-1).

[0179] The card battle game execution control unit 301a receives initial information (first player / second player information, index information, exchange information) from the server 1000 (P1-2).

[0180] The card battle game execution control unit 301a also receives and stores the evolution and super evolution point information included in the initial information from the server 1000 (P1-3). At this time, if the player is going first, three evolution points will be stored. If the player is going second, four evolution points will be stored.

[0181] The card battle game execution control unit 301a receives and stores the evolution / super evolution turn information included in the initial information from the server 1000 (P1-4). At this time, if the player is playing first, the fifth turn will be stored as the number of turns at which evolution is released. Also, if the player is playing first, the seventh turn will be stored as the number of turns at which super evolution is released. Also, if the player is playing second, the fourth turn will be stored as the number of turns at which evolution is released. Also, if the player is playing second, the sixth turn will be stored as the number of turns at which evolution is released. Note that the evolution / super evolution turn information does not have to be stored in the player terminal 1.

[0182] The display control unit 302a displays whether the player is playing first or second on the touch panel 26, as shown in Figure 10A, based on the first-player / second-player information included in the initial information received from the server 1000 (P1-5). The card battle game execution control unit 301a then executes an initial card determination process to determine initial cards based on the exchange information included in the initial information (P1-6). Here, the display control unit 302a places three initial candidate cards in the initial card display area 60, as shown in Figure 10B, based on the initial information (first-player / second-player information), and displays an exchange display area 61 on the touch panel 26 for placing cards to be exchanged.

[0183] 10C , when the player taps the enter button 62, the card battle game execution control unit 301a returns the cards moved to the exchange display area 61 to the deck area 45a, and determines the initial candidate cards that have not been exchanged and the exchange candidate cards equal to the number of exchanged initial candidate cards as initial cards. The card battle game execution control unit 301a then transmits initial card information indicating the initial cards to the server 1000, and receives information on the number of cards from the opponent (P1-7).

[0184] 11A, the display control unit 302a displays a battle screen on the touch panel 26 and arranges the determined initial cards in a identifiable manner in the hand area 46a. Furthermore, the display control unit 302a arranges three cards in an indistinguishable manner in the hand area 46b based on the received number information of the opponent's cards (P1-8).

[0185] The card battle game execution control unit 301a then determines whether it is the player's turn based on the first / second player information or the turn start information received from the server 1000 (P1-9). If it is the player's turn (YES in P1-9), the card battle game execution control unit 301a executes a player's turn control process (P2). On the other hand, if it is not the player's turn, i.e., if it is the opponent's turn (NO in P1-9), the card battle game execution control unit 301a executes an opponent's turn control process (P3).

[0186] If the card battle game execution control unit 301a has not received win / loss information from the server 1000, i.e., if the win / loss has not been determined (NO in P1-10), the card battle game execution control unit 301a returns to P1-10. On the other hand, if the card battle game execution control unit 301a has received win / loss information from the server 1000, i.e., if the win / loss has been determined (YES in P1-10), the card battle game execution control unit 301a executes card battle game termination processing to end the card battle game (P1-11), and ends the card battle game execution processing.

[0187] 26 is a flowchart illustrating an example of the player's turn control process (P2) in the player terminal 1. When the player's turn begins, the display control unit 302a displays an image on the touch panel 26 that reads "YOUR TURN," indicating that it is the player's turn, as shown in FIG. 11B (P2-1). The display control unit 302a also displays the number of turns remaining until the evolution-enabling turn at which the player can evolve (FIG. 11B), or the number of turns remaining until the super evolution-enabling turn at which the player can super evolve (FIG. 16A) (P2-2).

[0188] The card battle game execution control unit 301a receives card information determined by lottery from cards in the deck area 45a in the server 1000 (P2-3). The display control unit 302a also arranges (displays) the determined card based on the received card information in the hand area 46a so that it can be identified (P2-3).

[0189] Furthermore, when the play point information is updated in the server 1000, the card battle game execution control unit 301a receives the updated play point information (P2-5). Furthermore, the display control unit 302a updates and displays the play point display unit 49a based on the received play point information (P2-5). As a result, one play point is added at the start of a turn.

[0190] Furthermore, when the evolution / super evolution point information is updated in the server 1000, the card battle game execution control unit 301a receives the updated evolution / super evolution point information (P2-5). Furthermore, the display control unit 302a updates and displays the evolution / super evolution point display area 44a based on the received evolution / super evolution point information (P2-6).

[0191] Furthermore, when ability activation information indicating that the abilities of various cards have been activated is newly set in the server 1000, the card battle game execution control unit 301a receives the ability activation information (P2-6). Based on the received ability activation information, the card battle game execution control unit 301a executes ability activation processing to activate various abilities (P2-7).

[0192] The card battle game execution control unit 301a determines whether the player has input an operation to play a card (P2-8). If a play operation is not detected (NO in P2-8), the card battle game execution control unit 301a proceeds to step P2-11. If a play operation is detected (YES in P2-8), the card battle game execution control unit 301a transmits play information to the server 1000 indicating that the card placed in the hand area 46a has been placed on the field 47a. Based on the play operation, the display control unit 302a executes a play card display process to display the card placed in the hand area 46a on the field 47a (P2-10). Here, if the turn is after the super evolution release turn number, the player possesses super evolution points, and the follower card placed on the field 47a is eligible for super evolution, the display control unit 302a displays an effect image ( FIG. 17A ) for the follower card.

[0193] The card battle game execution control unit 301a determines whether the player has input an operation to attack the opponent's follower card or leader 41b with a card placed on the field 47a (P2-11). If an attack operation is not detected (NO in P2-11), the process proceeds to step P2-14. If an attack operation is detected (YES in P2-11), the card battle game execution control unit 301a transmits attack information to the server 1000, including information identifying the attacking card and information identifying the opponent's follower card or leader 41b that was attacked, based on the detected attack operation.

[0194] The card battle game execution control unit 301a receives the attack result information set in the server (P2-13). The attack result information includes information indicating the result of subtracting the stamina of the attacked opponent's follower card or leader 41b, and information indicating the result of subtracting the stamina of the attacking follower card. In addition, the display control unit 302a executes various effects when an attack is made based on the received attack result information.

[0195] The card battle game execution control unit 301a refers to the card management information and determines whether predetermined evolution conditions and predetermined super evolution conditions are met for all follower cards displayed on the field 47a (P2-14). In this embodiment, the evolution conditions are determined to be met if the turn after the evolution ban is lifted, the player has evolution points or super evolution points, and the card being determined is an evolvable follower card. Furthermore, the evolution conditions are determined to be met if the turn after the super evolution ban is lifted, the player has super evolution points, and the card being determined is a super evolutionable follower card. Note that, in this embodiment, the determination of whether the evolution conditions and super evolution conditions are met for all follower cards displayed on the field 47a in P2-14 is performed on the player terminal 1, but may also be performed on the server 1000.

[0196] The card battle game execution control unit 301a determines whether a card displayed on the field 47a has been tapped (P2-15). If a card has been tapped (YES in P2-15), the display control unit 302a displays the card details tab 63 based on the determination result in step P2-14 (P2-16). Specifically, if the display control unit 302a determines that the evolution conditions for the tapped card are met, it enables (makes operable) and displays the evolution button 63a in the card details tab 63. Furthermore, if the display control unit 302a determines that the super evolution conditions for the tapped card are met, it enables (makes operable) and displays the super evolution button 63b in the card details tab 63.

[0197] The card battle game execution control unit 301a also executes a first evolution / super evolution execution process (P4), which will be described in detail later.

[0198] The card battle game execution control unit 301a executes a second evolution / super evolution execution process (P5), which will be described in detail later.

[0199] If the card battle game execution control unit 301a receives win / loss information from the server 1000, i.e., if the outcome of the game has been determined (YES in P2-17), it ends the current turn control process. If the card battle game execution control unit 301a does not receive win / loss information from the server 1000, i.e., if the outcome of the game has not been determined (NO in P2-17), it proceeds to P2-18.

[0200] The card battle game execution control unit 301a determines whether the player's turn has ended in response to the player's operation of the turn end button 48 (P2-18). If the player's turn has not ended (NO in P2-18), the card battle game execution control unit 301a proceeds to P2-4. If the player's turn has ended (YES in P2-18), the card battle game execution control unit 301a executes turn end processing (P2-19). Note that if there is a card with an ability 55 that will be activated at the end of the player's turn, the turn end processing receives information from the server 1000 and executes processing to activate that ability 55.

[0201] 27 is a flowchart illustrating an example of the first evolution / super evolution execution process in the player terminal 1. The card battle game execution control unit 301a determines whether a slide operation has been detected from the evolution information display area 43a toward a follower card that can be evolved or super evolved and is placed on the field 47a (P4-1). As a result, if a slide operation has not been detected (NO in P4-1), the card battle game execution control unit 301a ends the first evolution / super evolution execution process.

[0202] If a slide operation is detected (YES in P4-1), the card battle game execution control unit 301a refers to the card management information and determines whether the follower card to which the slide operation was input is a card that can be super evolved (P4-2). If the result shows that the card is not a card that can be super evolved (NO in P4-2), the card battle game execution control unit 301a proceeds to step P4-11.

[0203] If the card is capable of super evolution (YES in P4-2), the card battle game execution control unit 301a determines whether the player has 1 or more evolution points (P4-3). If the player has 1 or more evolution points (YES in P4-3), the card battle game execution control unit 301a proceeds to step P4-5.

[0204] If the player does not possess 1 or more evolution points, i.e., if the player does not possess any evolution points (NO in P4-3), the card battle game execution control unit 301a determines whether the player possesses 1 or more super evolution points (P4-4). As a result, if the player possesses 1 or more super evolution points (YES in P4-4), the card battle game execution control unit 301a proceeds to step P4-9.

[0205] Also, if the player does not have 1 or more super evolution points, that is, if the player does not have any super evolution points (NO in P4-4), the card battle game execution control unit 301a terminates the first evolution / super evolution execution process.

[0206] The card battle game execution control unit 301a determines whether the player has 1 or more super evolution points (P4-5). As a result, if the player does not have 1 or more super evolution points, that is, if the player does not have any super evolution points (NO in P4-5), the card battle game execution control unit 301a proceeds to step P4-13.

[0207] Furthermore, if the player has one or more super evolution points (YES in P4-5), the display control unit 302a displays the selection screen (FIG. 18B) on the touch panel 26 (P4-6).

[0208] The card battle game execution control unit 301a determines whether the evolution button 70a on the selection screen (FIG. 18B) has been tapped (P4-7). As a result, if the evolution button 70a has been tapped (YES in P4-7), the card battle game execution control unit 301a proceeds to step P4-13.

[0209] If the evolution button 70a has not been tapped (NO in P4-7), the card battle game execution control unit 301a determines whether the super evolution button 70b on the selection screen (FIG. 18B) has been tapped (P4-8). As a result, if the super evolution button 70b has not been tapped (NO in P4-8), the card battle game execution control unit 301a ends the first evolution / super evolution execution process. On the other hand, if the super evolution button 70b has been tapped (YES in P4-8), the card battle game execution control unit 301a proceeds to step P4-9.

[0210] The card battle game execution control unit 301a transmits evolution information (super evolution) indicating the card to be super evolved to the server 1000 (P4-9). The card battle game execution control unit 301a also transmits super evolution point consumption operation information indicating that super evolution points will be consumed to the server 1000 (P4-10), and proceeds to step P4-20.

[0211] If it is determined in step P4-2 that the card is not eligible for super evolution (NO in P4-2), the card battle game execution control unit 301a determines whether the follower card to which the slide operation was input is eligible for evolution (P4-11). If the result shows that the card is not eligible for evolution (NO in P4-11), the card battle game execution control unit 301a ends the first evolution / super evolution execution process.

[0212] If the card is evolvable (YES in P4-11), the card battle game execution control unit 301a determines whether the player has 1 or more evolution points (P4-12). If the player does not have 1 or more evolution points (NO in P4-12), the card battle game execution control unit 301a proceeds to step P4-15.

[0213] If the player owns one or more evolution points (YES in P4-12), the card battle game execution control unit 301a transmits evolution information (super evolution) indicating the card to be evolved to the server 1000 (P4-13). The card battle game execution control unit 301a also transmits evolution point consumption operation information indicating that evolution points will be consumed to the server 1000 (P4-14), and proceeds to step P4-20.

[0214] The card battle game execution control unit 301a determines whether the player has 1 or more super evolution points (P4-15). As a result, if the player does not have 1 or more super evolution points, that is, if the player does not have any super evolution points (NO in P4-15), the card battle game execution control unit 301a ends the first evolution / super evolution execution process.

[0215] Furthermore, if the player has one or more super evolution points (YES in P4-15), the card battle game execution control unit 301a displays a notification screen (FIG. 20C) on the touch panel 26 (P4-16).

[0216] The card battle game execution control unit 301a determines whether the evolution button 72a on the notification screen (FIG. 20C) has been tapped (P4-17). If the evolution button 72a has not been tapped (NO in P4-17), the card battle game execution control unit 301a ends the first evolution / super evolution execution process.

[0217] Furthermore, when the evolution button 72a is tapped (YES in P4-17), the card battle game execution control unit 301a transmits evolution information (evolution) indicating the card to be evolved to the server 1000 (P4-18). Furthermore, the card battle game execution control unit 301a transmits super evolution point consumption operation information indicating that super evolution points will be consumed to the server 1000 (P4-19). That is, in this embodiment, when super evolution points are consumed to perform super evolution, and when super evolution points are consumed to perform evolution, the super evolution point consumption operation information is transmitted to the server 1000. Furthermore, when a player only possesses super evolution points and attempts to consume those super evolution points to perform evolution, a notification screen is displayed.

[0218] The card battle game execution control unit 301a receives the evolution / super evolution point information updated by the server 1000 (P4-20). Furthermore, the display control unit 302a executes a display update process that changes the display mode of the icon image in the evolution / super evolution point display area 44a according to the number of evolution points and super evolution points owned by the player, based on the received evolution / super evolution point information (P4-21).

[0219] The card battle game execution control unit 301a also references the card management information to increase and update the performance (e.g., attack power and stamina) of the card to be evolved or super-evolved based on the player's operation (P4-22). At this time, the display control unit 302a displays an evolution animation when evolution is executed, and a super-evolution animation when super-evolution is executed.

[0220] By the above process, if the player has evolution points and super evolution points, a selection screen will be displayed when a slide operation is performed from the evolution information display area 43a toward a super evolvable follower card placed on the field 47a. Also, if the player has only super evolution points, a notification screen will be displayed when a slide operation is performed toward an evolvable follower card placed on the field 47a.

[0221] Also, if the player only possesses evolution points, even if a slide operation is performed towards a follower card that can be super evolved and is placed on the field 47a, the selection screen will not be displayed and the evolution will be performed. Also, if the player only possesses super evolution points, even if a slide operation is performed towards a follower card that can be super evolved and is placed on the field 47a, the selection screen will not be displayed and the super evolution will be performed.

[0222] 28 is a flowchart illustrating an example of the second evolution / super evolution execution process in the player terminal 1. The card battle game execution control unit 301a determines whether or not the Evolution button 63a in the card details tab 63 has been tapped (P5-1). As a result, if the Evolution button 63a has been tapped (YES in P5-1), the card battle game execution control unit 301a proceeds to step P5-5.

[0223] Furthermore, if the Evolution button 63a has not been tapped (NO in P5-2), the card battle game execution control unit 301a determines whether or not the Super Evolution button 63b in the card details tab 63 has been tapped (P5-2). As a result, if the Super Evolution button 63b has not been tapped (NO in P5-2), the card battle game execution control unit 301a ends the second evolution / super evolution execution process.

[0224] Furthermore, when the super evolution button 63b is tapped (YES in P5-2), the card battle game execution control unit 301a transmits evolution information (super evolution) indicating the card to be super evolved to the server 1000 (P5-3). Furthermore, the card battle game execution control unit 301a transmits super evolution point consumption operation information indicating that super evolution points will be consumed to the server 1000 (P5-4), and proceeds to step P5-12.

[0225] If it is determined in step P5-1 that the evolution button 63a has been tapped (YES in P5-1), the card battle game execution control unit 301a determines whether the player has 1 or more evolution points (P5-5). As a result, if the player has 1 or more evolution points (YES in P5-5), the card battle game execution control unit 301a transmits evolution information (super evolution) indicating the card to be evolved to the server 1000 (P5-6). In addition, the card battle game execution control unit 301a transmits evolution point consumption operation information indicating that evolution points will be consumed to the server 1000 (P5-7), and proceeds to step P5-12.

[0226] If the player does not possess one or more evolution points, that is, if the player possesses no evolution points and only super evolution points (NO in P5-5), the card battle game execution control unit 301a displays a notification screen (Figure 20C) on the touch panel 26 (P5-8).

[0227] The card battle game execution control unit 301a determines whether the evolution button 72a on the notification screen (FIG. 20C) has been tapped (P5-9). If the evolution button 72a has not been tapped (NO in P5-9), the card battle game execution control unit 301a ends the second evolution / super evolution execution process.

[0228] Furthermore, when the evolution button 72a is tapped (YES in P5-9), the card battle game execution control unit 301a transmits evolution information (evolution) indicating the card to be evolved to the server 1000 (P5-10). Furthermore, the card battle game execution control unit 301a transmits super evolution point consumption operation information indicating that super evolution points will be consumed to the server 1000 (P5-19). That is, in this embodiment, when super evolution points are consumed to perform super evolution, and when super evolution points are consumed to perform evolution, the super evolution point consumption operation information is transmitted to the server 1000. Furthermore, when a player only possesses super evolution points and attempts to consume those super evolution points to perform evolution, a notification screen is displayed.

[0229] The card battle game execution control unit 301a receives the evolution / super evolution point information updated by the server 1000 (P5-12). Furthermore, the display control unit 302a executes a display update process that changes the display mode of the icon image in the evolution / super evolution point display area 44a in accordance with the number of evolution points and super evolution points owned by the player, based on the received evolution / super evolution point information (P5-13).

[0230] The card battle game execution control unit 301a also references the card management information to increase and update the performance (e.g., attack power and stamina) of the card to be evolved or super-evolved based on the player's operation (P5-14). At this time, the display control unit 302a displays an evolution animation if evolution is executed, and a super-evolution animation if super-evolution is executed.

[0231] By the above processing, if the player possesses only super evolution points, tapping the evolution button 63a on the card details tab 63 will display a notification screen. Also, if the player possesses both super evolution points and evolution points, tapping the evolution button 63a on the card details tab 63 will execute the evolution without displaying a notification screen. Also, if the player possesses only super evolution points, but also super evolution points and evolution points, tapping the super evolution button 63b on the card details tab 63 will execute the super evolution without displaying a notification screen.

[0232] 29 is a flowchart illustrating an example of the opponent's turn control process (P3) in the player terminal 1. When the opponent's turn starts, the display control unit 302a displays an image with the words "EMMEY TURN" on the touch panel 26, indicating that it is the opponent's turn, as shown in FIG. 12B (P3-1).

[0233] Upon receiving the number information, the display control unit 302a places the cards indistinguishably in the opponent's hand area 46b based on the received number information (P3-2).

[0234] Furthermore, when the display control unit 302a receives the play information, it displays the cards on the opponent's field 47b in an identifiable manner based on the received play information (P3-3).

[0235] Furthermore, when the card battle game execution control unit 301a receives the opponent's play point information, it updates and displays the play point display unit 49b based on the received play point information (P3-4).

[0236] Furthermore, when the display control unit 302a receives the evolution / super evolution point information, it updates the display in the evolution / super evolution point display area 44b based on the received evolution / super evolution point information (P3-5).

[0237] The card battle game execution control unit 301a determines whether or not ability activation information has been received (P3-6). If ability activation information has been received (YES in P3-6), the display control unit 302a executes ability activation processing to activate various abilities based on the received ability activation information (P3-7).

[0238] The card battle game execution control unit 301a determines whether or not attack result information has been received (P3-8). If attack result information has been received (YES in P3-8), the display control unit 302a executes various effects when an attack is executed based on the received attack result information (P3-9).

[0239] The card battle game execution control unit 301a determines whether evolution information (evolution) has been received (P3-10). If evolution information (evolution) has been received (YES in P3-10), the card battle game execution control unit 301a refers to the received evolution information (evolution) and card management information, and increases or updates the performance (e.g., attack power and stamina) of the follower card to be evolved (P3-11).

[0240] The card battle game execution control unit 301a determines whether evolution information (super evolution) has been received (P3-12). If evolution information (super evolution) has been received (YES in P3-12), the card battle game execution control unit 301a refers to the received evolution information (super evolution) and card management information, and increases and updates the performance (for example, attack power and stamina) of the follower card to be super evolved (P3-13).

[0241] The card battle game execution control unit 301a determines whether a card displayed on the field 47a has been tapped (P3-15). If a card has been tapped (YES in P3-15), the display control unit 302a displays the card details tab 63 (P3-16). In this case, since it is the opponent's turn, the display control unit 302a disables (disables) the evolution button 63a and super evolution button 63b in the card details tab 63.

[0242] If the card battle game execution control unit 301a receives win / loss information from the server 1000, i.e., if the outcome of the game has been determined (YES in P3-17), it ends the opponent turn control process. If the card battle game execution control unit 301a does not receive win / loss information from the server 1000, i.e., if the outcome of the game has not been determined (NO in P3-17), it proceeds to P3-18.

[0243] The card battle game execution control unit 301a determines whether turn end information has been received (P3-18). If turn end information has not been received (NO in P3-18), the card battle game execution control unit 301a proceeds to step P3-2. If turn end information has been received (YES in P3-18), the card battle game execution control unit 301a executes turn end processing (P3-19). If there is a card with an ability 55 that will be activated at the end of the opponent's turn, the turn end processing receives ability activation information from the server 1000 and executes processing to activate that ability 55.

[0244] 30 is a flowchart illustrating an example of the server-side card battle game execution process (S1) in the server 1000. When the server-side card battle game execution process starts, the card battle game execution control unit 1301a receives deck information from the player and opponent player terminals 1 (S1-1). Then, the card battle game execution control unit 1301a determines who will play first and who will play second (S1-2), assigns indexes to cards included in the deck information (S1-3), and sets initial information so that it can be acquired by the player and opponent player terminals 1 (S1-4).

[0245] If the player is playing first, the card battle game execution control unit 1301a will award 3 evolution points to the player and 4 evolution points to the opponent, and set the evolution / super evolution points based on the awarded results in the initial information.If the player is playing second, the card battle game execution control unit 1301a will award 4 evolution points to the player and 3 evolution points to the opponent, and set the evolution / super evolution points based on the awarded results in the initial information.

[0246] Furthermore, when the player is playing first, the card battle game execution control unit 1301a sets to the initial information the evolution / super evolution turn information indicating that the player's evolution release turn is turn 5, the opponent's evolution release turn is turn 4, the player's super evolution release turn is turn 7, and the opponent's super evolution release turn is turn 6. Furthermore, when the player is playing second, the card battle game execution control unit 1301a sets to the initial information the evolution / super evolution turn information indicating that the player's evolution release turn is turn 4, the opponent's evolution release turn is turn 5, the player's super evolution release turn is turn 6, and the opponent's super evolution release turn is turn 7.

[0247] The card battle game execution control unit 1301a determines whether the player's or opponent's super evolution release turn has started (S1-5). If the player's or opponent's super evolution release turn has started (YES in S1-5), the card battle game execution control unit 1301a proceeds to step S1-5. The card battle game execution control unit 1301a executes a change content determination process (S1-6).

[0248] When the player's super evolution release turn count is reached, the card battle game execution control unit 1301a determines in the change content determination process (S1-6) to change up to two of the player's evolution points into super evolution points. Specifically, if the player has two or more evolution points, the card battle game execution control unit 1301a determines to change two evolution points into two super evolution points and award them to the player. Furthermore, if the player has one evolution point, the card battle game execution control unit 1301a determines to change one evolution point into one super evolution point and award it to the player. Furthermore, if the player has zero evolution points, the card battle game execution control unit 1301a determines not to change them into super evolution points.

[0249] Furthermore, when the number of turns until the opponent's super evolution ban is reached, the card battle game execution control unit 1301a determines in the change content determination process (S1-6) to change up to two of the opponent's evolution points into super evolution points. Specifically, in this case, if the opponent has two or more evolution points, the card battle game execution control unit 1301a determines to change two evolution points into two super evolution points and grant them to the opponent. Furthermore, if the opponent has one evolution point, the card battle game execution control unit 1301a determines to change one evolution point into one super evolution point and grant it to the opponent. Note that if the opponent has zero evolution points, the card battle game execution control unit 1301a determines not to change them into super evolution points.

[0250] When super evolution points are awarded to the player in the above change content determination process (S1-6), the card battle game execution control unit 1301a updates the evolution / super evolution point information indicating the number of evolution points and super evolution points owned by the player (S1-7). Furthermore, when super evolution points are awarded to the opponent in the above change content determination process (S1-6), the card battle game execution control unit 1301a updates the evolution / super evolution point information indicating the number of evolution points and super evolution points owned by the opponent (S1-7). The card battle game execution control unit 1301a then sets the updated evolution / super evolution point information so that it can be acquired by the player terminal 1 and the opponent's player terminal 1.

[0251] The card battle game execution control unit 1301a determines whether it is the start of the player's turn or the start of the opponent's turn (S1-8). If it is not the start of the player's or opponent's turn (NO in S1-8), the card battle game execution control unit 1301a proceeds to step S1-8.

[0252] When a player's turn begins (YES in S1-8), the card battle game execution control unit 1301a selects one card by lottery from the cards placed in the player's deck area 45a, and sets card information indicating the selected card so that it can be acquired by the player terminal 1. It also sets card count information so that it can be acquired by the opponent's player terminal 1 (S1-10).

[0253] When the opponent's turn begins (YES in S1-8), the card battle game execution control unit 1301a randomly selects one card from the cards placed in the opponent's deck area 45b, and sets card information indicating the selected card to the opponent's player terminal 1 so that it can be acquired. Furthermore, it sets information about the number of cards to the player terminal 1 so that it can be acquired (S1-10). The card battle game execution control unit 1301a also executes an ability activation process (S2). This ability activation process (S2) will be described in detail below.

[0254] The card battle game execution control unit 1301a determines whether play information has been received (S1-11). If play information has not been received (NO in S1-11), the card battle game execution control unit 1301a proceeds to step S1-13. If play information has been received (YES in S1-11), the card battle game execution control unit 1301a sets the play information to be obtainable for the opponent's player terminal 1, which is different from the player terminal 1 that received the play information (S1-12). In addition, the card battle game execution control unit 1301a executes an ability activation process (S2), which will be described later.

[0255] The card battle game execution control unit 1301a determines whether attack information has been received (S1-13). If attack information has not been received (NO in S1-13), the card battle game execution control unit 1301a proceeds to step S1-15. If attack information has been received (YES in S1-13), the card battle game execution control unit 1301a sets attack result information, including information indicating the result of subtracting the stamina of the attacked follower card or leader 41a, 41b, and information indicating the result of subtracting the stamina of the attacking follower card, so that it can be acquired by the opponent player terminal 1, which is different from the player terminal 1 that received the attack information (S1-14). The card battle game execution control unit 1301a also executes an ability activation process (S2), which will be described later.

[0256] The card battle game execution control unit 1301a determines whether evolution information (evolution) has been received (S1-15). If evolution information (evolution) has not been received (NO in S1-15), the card battle game execution control unit 1301a proceeds to step S1-17. If evolution information (evolution) has been received (YES in S1-15), the card battle game execution control unit 1301a sets the evolution information (evolution) to be available for the opponent player terminal 1, which is different from the player terminal 1 that received the evolution information (evolution) (S1-16). The card battle game execution control unit 1301a also executes an ability activation process (S2), which will be described later.

[0257] The card battle game execution control unit 1301a determines whether evolution information (super evolution) has been received (S1-17). If evolution information (super evolution) has not been received (NO in S1-17), the card battle game execution control unit 1301a proceeds to step S3. If evolution information (super evolution) has been received (YES in S1-17), the card battle game execution control unit 1301a sets the evolution information (super evolution) to be available for acquisition by an opponent player terminal 1 different from the player terminal 1 that received the evolution information (super evolution) (S1-18). The card battle game execution control unit 1301a also executes an ability activation process (S2) described below.

[0258] The card battle game execution control unit 1301a executes an evolution point update process (S3), which will be described in detail later.

[0259] The card battle game execution control unit 1301a determines whether turn end information has been received (S1-19). If turn end information has not been received (NO in S1-19), the card battle game execution control unit 1301a proceeds to step S1-22. If turn end information has been received (YES in S1-19), the card battle game execution control unit 1301a executes an ability activation process (S2) described below. In addition, the card battle game execution control unit 1301a sets turn end information and turn start information to be obtainable for the opponent player terminal 1, which is different from the player terminal 1 that received the turn end information (S1-20).

[0260] The card battle game execution control unit 1301a also updates the play point information so that the play points of the player who starts the turn or the opponent are increased by 1 (S1-21). The card battle game execution control unit 1301a sets the updated play point information so that it can be acquired by the player terminal 1 and the opponent player terminal 1.

[0261] The card battle game execution control unit 1301a determines whether the outcome has been determined, i.e., whether the stamina of the player's leader 41a or the opponent's leader 41b has reached 0 (S1-22). As a result, if the outcome has not been determined (NO in S1-22), the card battle game execution control unit 1301a proceeds to step S1-11. On the other hand, if the outcome has been determined (YES in S1-22), win / loss information indicating the determination of the outcome and the winner is set so that it can be acquired by the player terminal 1 and the opponent player terminal 1.

[0262] The card battle game execution control unit 1301a also calculates the battle points of the player and the opponent (S1-24), sets the battle points for the player terminal 1 and the opponent player terminal 1 so that they can be acquired, and ends the server-side card battle game execution process.

[0263] 31 is a flowchart illustrating an example of the ability activation process (S2) in the server 1000. The card battle game execution control unit 1301a determines whether the conditions for activating the abilities set in the card management information are met for each of the cards displayed on the playing fields 47a and 47b, the attacking card, and the evolved or super-evolved card (S2-1). If the conditions for activating the abilities are not met (NO in S2-1), the card battle game execution control unit 1301a terminates the ability activation process.

[0264] If the ability activation condition is met (YES in S2-1), the card battle game execution control unit 1301a determines whether the ability for which the activation condition is met includes an ability to restore evolution points (S2-2). If the ability for restoring evolution points is not included (NO in S2-2), the card battle game execution control unit 1301a proceeds to step S2-5. If the ability for restoring evolution points is included (YES in S2-2), the card battle game execution control unit 1301a awards evolution points to the player or opponent based on the ability set in the card management information (S2-3). The card battle game execution control unit 1301a then sets the player's or opponent's evolution / super evolution points based on the awarded points to the player terminal 1 and the opponent's player terminal 1 so that they can be acquired (S2-4).

[0265] The card battle game execution control unit 1301a determines whether the abilities for which the activation condition is met include an ability to restore super evolution points (S2-5). If the ability to restore super evolution points is not included (NO in S2-5), the card battle game execution control unit 1301a proceeds to step S2-7. If the ability to restore super evolution points is included (YES in S2-5), the card battle game execution control unit 1301a awards super evolution points to the player or opponent based on the abilities set in the card management information (S2-6). The card battle game execution control unit 1301a then sets the player's or opponent's evolution / super evolution points based on the award results to be available to the player terminal 1 and the opponent's player terminal 1 (S2-7).

[0266] The card battle game execution control unit 1301a determines whether the abilities for which the activation condition is met include an ability to change evolution points into super evolution points (S2-8). If the ability to change evolution points into super evolution points is not included (NO in S2-8), the card battle game execution control unit 1301a proceeds to step S2-11. If the ability to change evolution points into super evolution points is included (YES in S2-8), the card battle game execution control unit 1301a executes a change process (S2-9). In this change process (S2-9), the card battle game execution control unit 1301a changes a predetermined number of evolution points of the player or opponent to a predetermined number of super evolution points based on the abilities set in the card management information. The card battle game execution control unit 1301a then sets the player's or opponent's evolution / super evolution points based on the change results to be available to the player terminal 1 and the opponent's player terminal 1 (S2-10).

[0267] The card battle game execution control unit 1301a sets ability activation information indicating that the abilities of various cards have been activated so that it can be acquired by the player terminal 1 and the opponent's player terminal 1 (S2-11), and then terminates the ability activation process.

[0268] 32 is a flowchart illustrating an example of the evolution / super evolution point management process (S3) in the server 1000. The card battle game execution control unit 1301a of the server determines (S3-1) whether or not evolution point consuming operation information has been received from the player terminal 1 or the opponent's player terminal 1. As a result, if evolution point consuming operation information has not been received (NO in S3-1), the card battle game execution control unit 1301a proceeds to step S3-4.

[0269] Furthermore, when evolution point consumption operation information is received from the player terminal 1 (YES in S3-1), the card battle game execution control unit 1301a subtracts the evolution points owned by the player (S3-2), and sets the player's evolution / super evolution points based on the subtraction result so that they can be acquired by the player terminal 1 and the opponent's player terminal 1 (S3-3).

[0270] Furthermore, when evolution point consumption operation information is received from the opponent's player terminal 1 (YES in S3-1), the card battle game execution control unit 1301a subtracts the evolution points possessed by the opponent (S3-2), and sets the opponent's evolution / super evolution points based on the subtraction result so that they can be acquired by the player terminal 1 and the opponent's player terminal 1 (S3-3).

[0271] The card battle game execution control unit 1301a determines (S3-4) whether or not super evolution point consuming operation information has been received from the player terminal 1 or the opponent's player terminal 1. As a result, if super evolution point consuming operation information has not been received (NO in S3-4), the card battle game execution control unit 1301a ends the evolution / super evolution point management process.

[0272] Furthermore, when super evolution point consumption operation information is received from the player terminal 1 (YES in S3-4), the card battle game execution control unit 1301a subtracts the super evolution points owned by the player (S3-5), and sets the player's evolution / super evolution points based on the subtraction result so that they can be acquired by the player terminal 1 and the opponent's player terminal 1 (S3-6).

[0273] Furthermore, when super evolution point consumption operation information is received from the opponent's player terminal 1 (YES in S3-4), the card battle game execution control unit 1301a subtracts the super evolution points owned by the opponent (S3-4), and sets the opponent's evolution / super evolution points based on the subtraction result so that they can be acquired by the player terminal 1 and the opponent's player terminal 1 (S3-6).

[0274] As described above, the player terminal 1 is provided with a game execution control program 300, a card battle game execution control program 301, and a display control program 302. The player terminal 1 also includes a game execution control unit 300a, a card battle game execution control unit 301a, and a display control unit 302a. However, some or all of these programs and functional units may be provided in the server 1000. In other words, these programs and functional units may be provided in either or both of the player terminal 1 and the server 1000.

[0275] The server 1000 is also provided with a game execution control program 1300 and a card battle game execution control program 1301. The server 1000 also includes a game execution control unit 1300a and a card battle game execution control unit 1301a. However, some or all of these programs and functional units may be provided in the player terminal 1. In other words, these programs and functional units may be provided in either or both of the player terminal 1 and the server 1000.

[0276] While one embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these modifications also fall within the technical scope of the present invention.

[0277] In the above embodiment, a digital card game has been described as an example, but the genre and content of the game are not particularly limited, and may be, for example, a simulation game. In any case, it is sufficient that the game is a competitive game using game media, and the opponent is not limited to a human, but may be a computer. Therefore, the game media is not limited to digital cards, and may be, for example, characters, units, pieces, or other game media provided in the game.

[0278] In the above embodiment, the information processing system S, which is a client-server system, performs the above-mentioned information processing. However, the functions of the server 1000 in the above embodiment may be provided in the player terminal 1. Furthermore, the functions of the player terminal 1 in the above embodiment may be provided in the server 1000. Furthermore, a communication function is not essential, and, for example, the game device G may be capable of executing a computer battle or a battle between multiple players. In any case, the information processing program may cause a computer to perform the following processes.

[0279] (Processing to be performed by a computer) A process of granting a player first points (evolution points, in the above embodiment, as an example) that can be used after a first timing (the number of turns when evolution is unlocked, in the above embodiment, as an example) (step P1-4, in the above embodiment, as an example). Note that in the above embodiment, a case where evolution points are granted to a player at the start of execution of a card battle game has been described, but evolution points may also be granted to a player at the number of turns when evolution is unlocked. A process of performing a first transformation (evolution, in the above embodiment, as an example) based on a game medium (follower card, in the above embodiment, as an example) selected by the player from among game mediums (follower card, in the above embodiment, as an example) linked to parameters (attack power 56, stamina 57, in the above embodiment, as an example) by consuming the first points (evolution points, in the above embodiment, as an example) (steps P4, P5, S1-15, S1-16, S2, and S3, in the above embodiment). A process (steps S1-5 to S1-7 in the above embodiment) for changing part or all of the first points (evolution points in the above embodiment, for example) into second points (super evolution points in the above embodiment, for example) different from the first points (evolution points in the above embodiment, for example) at a second timing (evolution turn number in the above embodiment, for example) that is later than the first timing (evolution turn number in the above embodiment, for example). A process (steps P4, P5, S1-17, S1-18, S2, S3 in the above embodiment) for executing a second change (super evolution in the above embodiment, for example) based on a game medium (follower card in the above embodiment, for example) selected by the player by consuming the second points (super evolution points in the above embodiment, for example).

[0280] The first change (in the above embodiment, evolution is taken as an example) and the second change (in the above embodiment, super evolution is taken as an example) may differ in at least one of the manner in which they change the game medium selected by the player (in the above embodiment, an illustration is taken as an example), the manner in which they change the parameters linked to the game medium selected by the player (in the above embodiment, a follower card is taken as an example) (in the above embodiment, attack power 56 and stamina 57 are taken as examples), and the manner in which they change the utility linked to the game medium selected by the player (in the above embodiment, a follower card is taken as an example) (in the above embodiment, ability 55 is taken as an example).

[0281] The first change (in the above embodiment, evolution is an example) and the second change (in the above embodiment, super evolution is an example) may differ in at least one of the display image (in the above embodiment, an illustration is an example) linked to the game medium (in the above embodiment, a follower card is an example) selected by the player after the change, the parameters (in the above embodiment, attack power 56 and stamina 57 are examples) linked to the game medium, and the utility (in the above embodiment, ability 55 is an example) linked to the game medium.

[0282] By consuming second points (in the above embodiment, as an example, super evolution points), the computer may be caused to perform a process (in the above embodiment, as an example, steps P4, P5, S1-15, S1-16, S2, S3) of executing a first change (in the above embodiment, as an example, evolution) based on the game medium (in the above embodiment, as an example, a follower card) selected by the player.

[0283] First changeable information (evolutionable information, in the above embodiment, as an example) indicating whether or not a game medium (follower card, in the above embodiment, as an example) can undergo a first change (evolution, in the above embodiment, as an example) may be linked to the game medium (follower card, in the above embodiment, as an example) and managed. Second changeable information (super evolutionable information, in the above embodiment, as an example) indicating whether or not a game medium (follower card, in the above embodiment, as an example) can undergo a second change (super evolution, in the above embodiment, as an example) may be linked to the game medium (follower card, in the above embodiment, as an example) and managed.

[0284] The process of performing the first change (evolution, in the above embodiment, as an example) by consuming the first point (evolution point, in the above embodiment, as an example) may be performed based on a specific operation by the player (tapping the evolution button 63a, 70a, in the above embodiment, as an example) that instructs the execution of the first change (evolution, in the above embodiment, as an example) when the player possesses the first point (evolution point, in the above embodiment, as an example) and the second point (super evolution point, in the above embodiment, as an example).

[0285] In the case where the player does not possess the first points (in the above embodiments, one example is evolution points) but possesses the second points (in the above embodiments, one example is super evolution points), and when a specific operation (in the above embodiments, one example is tapping the evolution buttons 63a, 70a) is received, the computer may be caused to perform a process (in the above embodiments, one example is displaying the notification screen of Figure 20C) (in the above embodiments, one example is steps P4-16 and P5-8).

[0286] When a player possesses second points (in the above embodiment, an example is super evolution points), the computer may be caused to perform a process (in the above embodiment, an example is step P2-10) of highlighting game media (in the above embodiment, an example is follower cards) that can perform a second transformation (in the above embodiment, an example is super evolution).

[0287] If a player possesses first points (in the above embodiment, an example is evolution points) and second points (in the above embodiment, an example is super evolution points), and the game medium selected by the player (in the above embodiment, an example is a follower card) is capable of performing a first change (in the above embodiment, an example is evolution) and a second change (in the above embodiment, an example is super evolution), the computer may be caused to perform a process (in the above embodiment, an example is step P4-6) of displaying a selection screen (in the above embodiment, an example is the selection screen shown in Figure 18B) on which the player can select whether to perform the first change (in the above embodiment, an example is evolution) or the second change (in the above embodiment, an example is super evolution).

[0288] The process of displaying a selection screen (in the above embodiment, the selection screen shown in Figure 18B as an example) may be performed when a game medium (in the above embodiment, the field 47a as an example) displayed in the second operation area (in the above embodiment, the field 47a as an example) is selected based on a continuous operation input by the player from the first operation area (in the above embodiment, the evolution information display area 43a as an example) to the second operation area (in the above embodiment, the field 47a as an example) (in the above embodiment, the field 47a as an example), a slide operation from the evolution information display area 43a toward an evolvable follower card placed in the field 47a as an example), and when a first change (in the above embodiment, the follower card as an example) and a second change (in the above embodiment, the follower card as an example) can be performed on the game medium (in the above embodiment, the field 47a as an example).

[0289] Furthermore, the control processing shown in the above embodiment is merely an example. In the above embodiment, the case where the control processing for executing the game is executed by the player terminal 1 has been described. That is, in the above embodiment, the control processing for executing the game is executed only by the player terminal 1. In this case, only the player terminal 1 functions as the game device G. However, part of the control processing described above may be executed by the server 1000. That is, the information processing system S, which is a client-server system including the player terminal 1 and the server 1000, may function as the game device G.

[0290] In addition, in the above-described embodiment, the information processing program for realizing the game may be stored in a computer-readable non-transitory storage medium. Furthermore, the above-described embodiment may be an information processing method for realizing each function and step shown in the flowchart.

[0291] 1 Player terminal 43a Evolution information display area (first operation area) 47a Field (second operation area) 55 Ability (utility) 56 Attack power (parameter) 57 Stamina (parameter) 1000 Server S Information processing system

Claims

1. An information processing system having one or more computers, wherein the computers perform the following processes: a process of granting a player first points that become usable after a first timing; a process of executing a first change on a game medium selected by the player from among game media to which parameters are linked by consuming the first points; a process of changing some or all of the first points to second points different from the first points after a second timing that is after the first timing; and a process of executing a second change on the game medium selected by the player by consuming the second points.

2. The information processing system of claim 1, wherein the first change and the second change differ in at least one of the manner in which they change the game medium selected by the player, the manner in which they change the parameters linked to the game medium selected by the player, and the manner in which they change the utility linked to the game medium selected by the player.

3. The information processing system of claim 1 or 2, wherein the first change and the second change differ in at least one of the display image associated with the game medium, the parameters associated with the game medium, and the utility associated with the game medium after the game medium selected by the player is changed.

4. An information processing system according to claim 1 or 2, wherein the computer performs a process of executing the first change based on the game medium selected by a player by consuming the second points.

5. An information processing system as described in claim 1 or 2, wherein the computer manages first changeability information indicating whether the game medium is capable of performing the first change by linking it to the game medium, and manages second changeability information indicating whether the game medium is capable of performing the second change by linking it to the game medium.

6. An information processing system as described in claim 1 or 2, wherein the process of executing the first change by consuming the first points executes the first change by consuming the first points based on a specific operation of the player that instructs the execution of the first change when the player possesses the first points and the second points.

7. The information processing system according to claim 6, wherein the computer performs a process of displaying a notification when the player does not possess the first points but possesses the second points and the specific operation is accepted.

8. An information processing system according to claim 1 or 2, wherein the computer performs a process of highlighting the game medium in which the second change can be performed when the player possesses the second points.

9. An information processing system as described in claim 1 or 2, wherein the computer performs a process of: displaying a selection screen on which the player can select whether to execute the first change or the second change when the player possesses the first points and the second points and the game medium selected by the player is capable of executing the first change and the second change.

10. The information processing system of claim 9, wherein the process of displaying the selection screen comprises displaying the selection screen when the game medium displayed in the second operation area is selected based on a continuing operation input by the player from the first operation area to the second operation area, and when the first change and the second change can be performed for the game medium.

11. An information processing method executed by one or more computers, comprising: a process of granting to a player first points that become usable after a first timing; a process of performing a first change on a game medium selected by the player from among game media to which parameters are linked by consuming the first points; a process of changing some or all of the first points to second points different from the first points after a second timing that is after the first timing; and a process of performing a second change on the game medium selected by the player by consuming the second points.

12. An information processing program that causes a computer to perform the following processes: a process of granting to a player first points that become usable after a first timing; a process of performing a first change based on a game medium selected by the player from among game media to which parameters are linked, by consuming the first points; a process of changing a part or all of the first points to second points different from the first points after a second timing that is after the first timing; and a process of performing a second change based on the game medium selected by the player by consuming the second points.

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