Game program, game system, game method, information processing device, server, and method for generating game performance information

The game system addresses the lack of accomplishment in collecting digital cards by associating cards with users, executing recognition effects, and storing unique cards, enhancing user engagement and reducing boredom.

WO2025164562A1PCT designated stage Publication Date: 2025-08-07THE POKEMON CO +1
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
PCT/JP2025/002381
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-09-18
Filing Date
2025-01-27
Publication Date
2025-08-07

AI Technical Summary

Technical Problem

Conventional game systems fail to provide users with a sense of accomplishment when collecting digital objects, such as digital cards, leading to potential boredom due to the lack of engaging presentation of card collections.

Method used

The game system associates digital cards with users, determines if cumulative acquisition meets predetermined conditions, executes effects to recognize achievements, and stores unique cards in designated areas, enhancing the user's sense of accomplishment through visual and auditory feedback.

Benefits of technology

Users feel a greater sense of accomplishment and engagement in collecting digital cards, reducing the likelihood of boredom by recognizing milestones and storing unique cards, thus fostering continued interest in the collection process.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure JP2025002381_07082025_PF_FP_ABST
    Figure JP2025002381_07082025_PF_FP_ABST
Patent Text Reader

Abstract

A game program according to the present invention causes a processor to execute a step for associating a digital card with a user, a step for performing control to execute a first performance when a cumulative acquired number of cards updated by adding the number of digital cards associated with the user to a cumulative acquired number of digital cards of the user, satisfies a predetermined condition, and not to execute the first performance when the predetermined condition is not satisfied, and a step for performing control to execute a second performance when the user has not yet acquired a digital card of the same type as the digital card associated with the user, and not to execute the second performance when the user has acquired the digital card of the same type.
Need to check novelty before this filing date? Find Prior Art

Description

Game program, game system, game method, information processing device, server, and method for generating game effect information

[0001] The present invention relates to a game program, a game system, a game method, an information processing device, a server, and a method for generating game effect information, and more particularly to a game program, a game system, a game method, an information processing device, a server, and a method for generating game effect information that are capable of granting digital objects to users.

[0002] A conventional game system for drawing lots for game objects includes a control unit that, when a game object drawn from among lottery candidates is awarded to a user, excludes the awarded game object from subsequent lottery candidates and conducts subsequent lottery draws, and an input unit that accepts instructions to automatically draw a specific number of consecutive lotteries, in which some or all of the initial lottery candidates or their types are predetermined, and if the control unit determines that a reset condition for the remaining lottery candidates or their types is met before the specific number of draws is reached, the lottery candidates are reset to their initial state and subsequent draws are conducted, thereby automatically drawing lots until the specific number of draws is reached (see, for example, Patent Document 1). In the game system described in Patent Document 1, a user can display a list of cards on a screen (see, for example, Figure 40 of Patent Document 1).

[0003] Japanese Patent Application Laid-Open No. 2020-054885

[0004] However, in the conventional game system that handles digital objects, such as digital cards, as described in Patent Document 1, the cards owned by the user are simply displayed in a list. Therefore, in the conventional game system, even if the number of cards acquired by the user increases as the game progresses, it is difficult for the user to feel a sense of accomplishment from the increase in the number of cards acquired.

[0005] Therefore, the object of the present invention is to provide a game program, a game system, a game method, an information processing device, a server, and a method for generating game presentation information in a game in which a user can collect digital objects, which allows the user to feel a sense of accomplishment in collecting the objects and makes it less likely that the user will become bored with the collection.

[0006] In order to achieve the above-mentioned object, the present invention provides a game program to be executed by a computer having a processor and a memory, the game program causing the processor to execute the following steps: associating a digital card with a user; determining whether the updated cumulative acquired number, obtained by adding the number of digital cards associated with the user in the associating step to the cumulative number of digital cards acquired by the user, satisfies a predetermined condition; executing a first effect using the digital card associated with the user if the cumulative acquired number satisfies the predetermined condition, and controlling not to execute the first effect if the cumulative acquired number does not satisfy the predetermined condition; determining whether the user has not yet acquired a digital card of the same type as the digital card associated with the user in the associating step; and, if the user has not yet acquired a digital card of the same type as the digital card, executing a second effect in which the digital card associated with the user in the associating step is stored in a predetermined storage area, and controlling not to execute the second effect if the user has already acquired a digital card of the same type.

[0007] According to the game program, game system, game method, information processing device, server, and method for generating game presentation information of the present invention, it is possible to provide a game program, game system, game method, information processing device, server, and method for generating game presentation information that allows a user to collect digital objects in a game in which the user can feel a sense of accomplishment from collecting the objects and makes it less likely that the user will become bored with the collection.

[0008] 1 is a schematic diagram of a game system according to a first embodiment. FIG. 1 is a functional configuration block diagram of a game system according to the first embodiment. FIG. 2 is a diagram of the data configuration of a storage unit included in the game system according to the first embodiment. FIG. 3 is a processing flow diagram of the game system according to the first embodiment. FIG. 4 is a diagram of an output screen in the game system according to the first embodiment. FIG. 5 is a diagram of an output screen in the game system according to the first embodiment. FIG. 6 is a schematic diagram of a game system according to a second embodiment. FIG. 7 is a functional configuration block diagram of a game system according to the second embodiment. FIG. 8 is a diagram of the data configuration of a storage unit included in the game system according to the second embodiment. FIG. 9 is a diagram of the output screen in the game system according to the second embodiment. FIG. 10 is a diagram of the output screen in the game system according to the second embodiment. FIG. 11 is a diagram of the output screen in the game system according to the second embodiment. FIG. 12 is a diagram of the output screen in the game system according to the second embodiment. FIG. 13 is a diagram of the output screen in the game system according to the second embodiment. FIG. 14 is a diagram of the output screen in the game system according to the second embodiment. FIG. 15 is a diagram of the output screen in the game system according to the second embodiment. 31 is a diagram of an output screen in a game system according to a third embodiment. FIG. 32 is a diagram of an output screen in a game system according to a third embodiment. FIG. 33 is a diagram of a processing flow diagram in a game system according to a third embodiment. FIG. 34 is a diagram of an output screen in a game system according to a third embodiment. FIG. 35 is a diagram of an output screen in a game system according to a third embodiment. FIG. 36 is a diagram of an output screen in a game system according to a third embodiment. FIG. 37 is a diagram of a situation in which a TCG match according to a fourth embodiment is being prepared. FIG. 38 is a diagram of a situation in which a TCG match according to a fourth embodiment is about to be started. FIG. 39 is a diagram of a situation in which each user is progressing in a TCG match. A block diagram showing an example of the overall configuration of the system 1. A block diagram showing an example of the configuration of the terminal device 10 shown in FIG. 31. A diagram showing an example of the functional configuration of the server 20.1 is a diagram showing the data structure of card information 182. FIG. 2 is a diagram showing the data structure of deck information 183. FIG. 3 is a diagram showing the data structure of card log information 184. FIG. 4 is a diagram showing the data structure of battle information 185. FIG. 5 is a diagram showing an example of the data structure of a user information table 2021. FIG. 6 is a diagram showing an example of the data structure of a card master table 2022. FIG. 7 is a diagram showing an example of the data structure of a deck information table 2023. FIG. 8 is a diagram for explaining the operation of the terminal device 10 and the server 20 when a user obtains a digital trading card. FIG. 9 is a schematic diagram showing an example of a lottery process and a presentation for displaying the lottery results. FIG. 10 is a diagram for explaining the operation of the terminal device 10 and the server 20 when a rental deck is provided to a user. FIG. 11 is a schematic diagram showing an example of a display of a provided rental deck. FIG. 12 is a schematic diagram showing an example of a display when a rental deck is used in a card battle. FIG. 13 is a schematic diagram showing an example of a display of a first screen for starting deck editing. FIG. 14 is a schematic diagram showing an example of a deck editing screen. FIG. 15 is a schematic diagram showing an example of a display of an energy setting screen. FIG. 16 is a schematic diagram showing an example of a display screen indicating that the deck to be edited does not satisfy the requirements. FIG. 17 is a schematic diagram showing an example of a display during a card battle. FIG. 18 is a block diagram showing the basic hardware configuration of a computer 90.

[0009] [Embodiments] [First embodiment] A first embodiment will be described. <Outline of game system 1> Fig. 1 shows an outline of a game system according to this embodiment.

[0010] The game system 1 according to the present embodiment is a system capable of executing various games, such as games in which digital objects are granted to users as the game progresses and games in which digital objects are used to progress the game. In this embodiment, as an example, a trading card game (TCG) in which a user plays against an opposing user (opponent) using digital cards under predetermined rules will be described. The game system 1 can also execute a TCG between a user and a predetermined server constituting the game system 1 (in this case, the opponent's information terminal in the following description is replaced with a server, and a control unit of the server executes the TCG with the user). In other words, the game system 1 executes a digital TCG on the information terminals of the user and the opponent, which are connected for bidirectional communication. A digital TCG is a game in which the user and the opponent each possess a plurality of digital cards, each associated with a predetermined battle ability. The user and the opponent repeatedly engage in offense and defense using the digital cards, and victory or defeat is determined by achieving predetermined conditions. The game system 1 according to this embodiment executes a TCG in a virtual space (that is, in a digital space).

[0011] In a TCG, a user collects digital cards and organizes the digital cards they will use in battles from among the collected digital cards. This organization is referred to as "organizing a deck." Digital cards are given to a user by, for example, purchasing a "pack" containing multiple digital cards and opening the pack, receiving a predetermined bonus in the game, conducting a predetermined lottery in the game, and / or opening a pack that the user acquires by completing a predetermined game (e.g., a mini-game in the game or a predetermined mission in the game). The user organizes a deck using one or more digital cards that they have acquired and possess.

[0012] Specifically, the game system 1 is a game system that can grant digital cards to users as the game progresses. As shown in FIG. 1( a), the game system 1 includes a user's information terminal 3 and a server 7 that executes various game processes. The information terminal 3 and the server 7 are connected to each other via a communication network 5 so as to enable two-way communication. The game system 1 may be a server-client type game system. While FIG. 1( a) illustrates an example in which one information terminal 3 is connected to the server 7 via the communication network 5, multiple information terminals 3 used by different users (including opponents) may each be connected to the server 7 via the communication network 5. In the following description, for simplicity's sake, an example in which one information terminal 3 (user's information terminal 3) is connected to the server 7 via the communication network 5 will be described.

[0013] [Overview of When the Number of Acquired Cards Satisfies a Predetermined Condition] First, when a user acquires one or more new digital cards in the game as the game progresses, the game system 1 associates the one or more digital cards with the user. As a result, the user comes into possession of the newly acquired one or more digital cards. Here, the game system 1 updates the cumulative number of acquired cards by adding the number of digital cards newly acquired by the user to the number of digital cards the user has acquired up to that point (hereinafter referred to as the "cumulative number of acquired cards"). The game system 1 determines whether the updated cumulative number of acquired cards satisfies a predetermined condition, and if the predetermined condition is satisfied, executes an effect that makes the user recognize that the user's cumulative number of acquired cards has satisfied the predetermined condition.

[0014] Here, the cumulative number of acquired cards refers to the total number of digital cards that the user has acquired since starting to use the game system 1. The cumulative number of acquired cards also includes the number of digital cards that the user no longer owns after acquiring them, as long as they are digital cards that the user has acquired once. For example, if a user acquires and keeps 10 digital cards for the first time, the number of digital cards the user owns (number of cards owned) and the cumulative number of acquired cards are both 10. If the user no longer owns one of the acquired digital cards in this state, the number of cards owned becomes 9, but the cumulative number of acquired cards remains 10. If the user further acquires one digital card in this state, the number of cards owned becomes 10, but the cumulative number of acquired cards becomes 11. Examples of cases in which a user no longer owns a digital card include when the user sells or transfers a digital card to another user, when the user exchanges a digital card for another user's item (including a digital card), or when the user discards a digital card.

[0015] The game system 1 may execute various processes using the number of owned cards, i.e., the number of digital cards currently owned by the user, instead of the cumulative number of acquired cards. In this case, the game system 1 updates the number of owned cards by adding the number of newly acquired digital cards to the number of digital cards owned by the user, determines whether the updated number of owned cards satisfies a predetermined condition, and if the predetermined condition is satisfied, executes an effect that makes the user recognize that the number of owned cards by the user has satisfied the predetermined condition.

[0016] In the following description, an example will be described in which the game system 1 executes various processes using the cumulative number of coins acquired.

[0017] For example, if a user newly acquires x digital cards (where x is a positive integer) in a given game, the game system 1 adds x to the user's cumulative total of acquired digital cards, y (where y is a positive integer), and updates the user's cumulative total of acquired digital cards to x + y. Then, if x + y satisfies a predetermined condition (for example, the condition that the cumulative total of acquired cards reaches a predetermined number (for example, 100 cards)), the game system 1 causes the user's information terminal 3 to output an effect that makes the user perceive that the user's cumulative total of acquired digital cards has reached the predetermined number.

[0018] As an example, as shown in FIG. 1( b), the game system 1 causes the output unit 100 of the user's information terminal 3 to output a card list 200 of digital cards that the user has acquired to date (including one or more digital cards newly acquired by the user) together with an explanatory display 300, and causes the output unit 100 to output the total number of digital cards that the user has acquired to date as an acquired number 302. Furthermore, the game system 1 causes the output unit 100 to output a message 310 praising the user. In the example of FIG. 1( b), a list of digital cards that the user has acquired to date (card list 200) is output to the output unit 100, and an explanatory display 300 of the output content (displayed as "Cards Acquired So Far" in the example of FIG. 1( b)) and an acquired number 302 (displayed as "100" in the example of FIG. 1( b)), which is the total number of digital cards that the user has acquired to date (the cumulative acquired number), are displayed at the top of the output unit 100 in a size that is easily visible to the user. A message 310 praising the user ("Congratulations!!" is displayed near the center of the output unit 100 in the example of FIG. 1(b)) is then displayed. Here, the predetermined number (i.e., the specified number) can be set to a number that increases in stages, such as 25 cards, 50 cards, 100 cards, 500 cards, 1000 cards, etc. Furthermore, the message 310 praising the user's efforts in building a card collection may have different content for each of the set standards. Furthermore, the game system 1 may cause the information terminal 3 to output a predetermined image, video, and / or audio, etc., along with the message 310.

[0019] Furthermore, each digital card is associated with a card ID that identifies the digital card. Here, the card ID may be a number. When the total number of digital cards acquired by the user reaches a predetermined number, the game system 1 may cause the information terminal 3 to output, together with or instead of the message 310, information about the digital card associated with the card ID whose numerical value is the same as the predetermined number (e.g., an image of the digital card and a description of the digital card). For example, when the total number of digital cards acquired by the user reaches 100, the game system 1 causes the information terminal 3 to output an image and description of the digital card whose card ID is "No. 100."

[0020] Furthermore, the game system 1 stores digital cards that the user has acquired in a predetermined storage area. There may be multiple storage areas, and each storage area may be associated with a specific number. When the total number of digital cards acquired by the user reaches a predetermined number, the game system 1 may output, to the information terminal 3, information about the digital card stored in the storage area associated with the number that is the same as the predetermined number, together with the message 310 or instead of the message 310.

[0021] [Overview of Acquiring an Unearned Digital Card] Furthermore, when a user acquires one or more new digital cards in the game as the game progresses and associates the one or more digital cards with the user, the game system 1 determines whether the user has previously acquired a digital card of the same type as the digital card associated with the user. If the game system 1 determines that the digital cards the user has previously acquired do not include a digital card of the same type as the newly acquired digital card, it causes the user's information terminal 3 to output an effect that makes the user perceive that the user has acquired a digital card that they have not previously acquired.

[0022] As an example, when a user newly acquires one or more digital cards, the game system 1 compares the digital cards previously acquired by the user with the newly acquired one or more digital cards and determines whether the digital cards previously acquired by the user include the same type of digital card as the newly acquired one or more digital cards. If the game system 1 determines that the digital cards previously acquired by the user do not include the same type of digital card as the newly acquired one or more digital cards, it causes the output unit 100 of the information terminal 3 to output an image of the digital card 210 newly acquired by the user and a predetermined explanatory display 304 (in the example of FIG. 1( c) , "First Acquisition!") at the top of the output unit 100, as shown in FIG. 1( c). When the game system 1 has multiple digital cards that the user has never acquired before and that are being acquired for the first time, it causes the output unit 100 to output images of the multiple newly acquired digital cards sequentially or simultaneously. The game system 1 may also cause the information terminal 3 to output predetermined images, videos, and / or sounds, etc., along with the image of the digital card 210 and the explanatory display 304.

[0023] [Overview of Digital Card Storage] When a user acquires a digital card, the game system 1 causes the information terminal 3 to output an effect in which the digital card is stored in a predetermined storage area. This effect may be executed regardless of whether the digital cards acquired by the user include a digital card that the user has not acquired before. From the perspective of ensuring smooth game development, this effect may be executed when the user acquires a digital card that the user has not acquired before for the first time. A plurality of predetermined storage areas are set, and a predetermined card ID is associated with each storage area. The plurality of storage areas may be arranged in ascending or descending order of the card IDs.

[0024] Specifically, the game system 1 causes the output unit 100 of the information terminal 3 to output a list of digital cards that the user has acquired. In this case, if the user has acquired multiple digital cards of the same type, the game system 1 outputs only one of those digital cards. As an example, as shown in FIG. 1( d ), the game system 1 causes the output unit 100 of the information terminal 3 to output an acquired number display 306 that displays the number of digital cards the user has acquired and the total number of types of digital cards contained in one type of pack provided in the game (in the example of FIG. 1( d ), the number of digital cards acquired by the user to date (the cumulative number acquired) is displayed as "60 cards," and the total number of digital cards (151 types) provided in packs provided in the game that the user has acquired is displayed as "60 / 151"). This also displays multiple storage areas (e.g., storage area 400, etc., which are areas indicated by dotted rectangles in FIG. 1( d )) that show how the digital cards are arranged and stored. Note that one storage area is associated with one stored digital card, and when the user acquires that one digital card, an image of that one digital card is output to that one storage area. When the user acquires digital card 220, game system 1 executes an effect such as fitting the image of digital card 220 into the storage area in which digital card 220 is stored, and outputs the image of digital card 220 to that storage area.

[0025] Here, an expansion is a collection of digital cards including one or more digital cards determined based on an expansion type such as a game concept, game scenario, game series, the range of cards that can be used to assemble a TCG deck, and / or an expansion of that range of cards. One or more packs belong to one expansion type. At least one or more expansions determined based on that expansion type are associated with one expansion type, and one or more digital cards are associated with each pack. One pack that a user can acquire is composed of at least one digital card selected from the collection of digital cards associated with the expansion type to which that pack belongs. For example, a type of digital cards (where a is an integer greater than or equal to 1) is associated with one expansion type, and one pack is made up of b digital cards (where b is an integer greater than or equal to 1, satisfying the relationship b≦a) randomly selected from the a type of digital cards (in the example of Figure 1(d) it is shown that 151 types of digital cards are associated with the packs acquired by the user, and that the user has acquired 60 of those types of digital cards to date).

[0026] The game system 1 may prepare, for each expansion type, a storage area for each of all types of digital cards associated with that expansion type. For example, the game system 1 may prepare, for each expansion type, an "encyclopedia" in which images of digital cards acquired by the user are output to the storage area. That is, one encyclopedia is prepared for each expansion type (for example, if packs are prepared for each game series, a separate encyclopedia is prepared for each game series). In this case, when a user selects one expansion type from multiple expansion types and acquires one pack from one or more packs belonging to the selected expansion type, the game system 1 outputs a storage area for that expansion type to the output unit 100 of the information terminal 3 and outputs an image of the digital card included in that pack to the storage area associated with that digital card (for example, as shown in FIG. 1(d)). Note that the game system 1 may prepare one encyclopedia and provide storage areas for all types of digital cards associated with all expansion types in that one encyclopedia.

[0027] As described above, when the cumulative number of digital cards that the user has acquired so far meets a predetermined condition, the game system 1 outputs to the information terminal 3 a message praising the user along with a list of the digital cards the user has acquired and the number of cards acquired. This allows the game system 1 to give the user a sense of accomplishment for having a digital card collection. Furthermore, the game system 1 can set a predetermined number as the predetermined condition, and can set multiple criteria for this number, and can output a predetermined message or the like to the information terminal 3 each time the number of digital cards acquired by the user reaches each of the multiple criteria. This allows the game system 1 to attract the user's interest in collecting digital cards.

[0028] Furthermore, when the one or more digital cards acquired by the user include a digital card that the user has not yet acquired, the game system 1 can make the user realize that they have acquired the unacquired digital card for the first time. This allows the game system 1 to foster a sense of accomplishment in the user's digital card collection. Furthermore, when the user acquires one or more digital cards, the game system 1 can output to the information terminal 3 an image of the one or more digital cards being stored in a predetermined storage area. This allows the game system 1 to satisfy the user's desire to carefully store their digital cards.

[0029] The information terminal 3 may be a mobile phone, smartphone, laptop computer, tablet PC, PC, portable game console, and / or home game console. If multiple information terminals are present, the types of the information terminals may be different. The game system 1 according to this embodiment will be described in detail below, but it should be noted that the names and numerical values ​​in the above and following descriptions are merely examples, that the present invention is not limited to these proper names and numerical values, and that these proper names and numerical values ​​do not necessarily relate to real proper names or numerical values.

[0030] <Details of Game System 1> Fig. 2 shows an example of the functional configuration of a game system according to this embodiment. Fig. 3 shows an example of the data configuration of each storage section of a storage unit included in the game system according to this embodiment. Note that in this embodiment, digital cards (digital trading cards used in TCGs) will be used as an example of digital objects. Digital cards may also be simply referred to as "cards."

[0031] [Overview of the Configuration of Game System 1] Game system 1 according to this embodiment includes an output unit 100 that outputs images of digital cards and the like, an output control unit 102 that controls the output of output unit 100, an input unit 104 that receives instructions from a user, a card granting unit 110 that grants a digital card to a user, an update unit 112 that updates the cumulative number of acquired digital cards, a determination unit 114 that determines whether the card granted to the user is the first digital card the user has acquired, a presentation unit 116 that controls predetermined presentations in the output of the digital card, a control unit 118 that controls various functions, operations, etc. of the game, and a storage unit 120 that stores various information used in the game. Furthermore, storage unit 120 includes a user information storage unit 122 that stores information about the user, and a game information storage unit 124 that stores information about the game.

[0032] The game system 1 may not only include the above-described multiple components in the same physical device or location, but also may have some of the multiple components located in physically separate locations. In this case, the components may be connected via a communication network such as the Internet. For example, the game system 1 may have some of the functions of the components performed by an external server. The game system 1 may also be configured as one or more servers. In this case, the game system 1 is configured by combining an information terminal, components of one server, and components of another server. In addition, in this embodiment, a collection of predetermined components can be considered as a single "information processing device," and the game system 1 may be formed as a collection of multiple information processing devices. The allocation of multiple functions required to realize the game system 1 according to this embodiment to one or more hardware devices can be determined appropriately in consideration of the processing capabilities of each hardware device and / or the specifications required for the game system 1. Furthermore, the various information stored in the storage unit 120 may be updated based on user instructions or information received via the input unit 104, or may be updated as needed by obtaining predetermined information from a predetermined server external to the game system 1.

[0033] [Details of the Configuration of Game System 1] The following description will be given mainly on the example of a case where a user plays a game provided by the game system 1 using an information terminal 3 (e.g., a smartphone, a tablet terminal, etc.). The information terminal 3 is configured to have at least an output unit 100 as a display unit and an input unit 104.

[0034] (Control unit 118) The control unit 118 controls the progress of the game based on predetermined game data. For example, the control unit 118 starts the game in accordance with an operation from the user. The control unit 118 also progresses the game in accordance with an operation from the user. The progress of the game may include, for example, the following processes: - Selection of a game stage - Matching process with an opponent - Selection of game elements (for example, selection of a digital play mat for TCG, selection of digital cards, selection of at least one type of pack from multiple types of packs, selection of a mini-game, selection of a battle with an opponent, etc.) - Playing the game (for example, playing a mini-game, playing a battle with an opponent, etc.) - Receiving a reward at the end of the game

[0035] The control unit 118 also communicates between the information terminal 3 and the server 7, and controls the progress of the user's game play based on various information received from the information terminal 3. The control unit 118 can also control the operation of each component included in the game system 1. For example, the control unit 118 controls a predetermined lottery process and / or the granting of a predetermined pack, a predetermined digital card, a play mat, a predetermined character, an item, etc. to the user based on various instructions from the user acquired as the game play progresses.

[0036] Furthermore, the control unit 118 executes various types of game processing in response to user operation input received via the input unit 104. For example, the control unit 118 executes game processing such as processing for storing information about the user himself / herself in the storage unit 120, processing for storing information about packs and digital cards acquired by the user in the storage unit 120, processing for the user to acquire items, packs, and digital cards for a fee or free of charge, and processing for acquiring in-game virtual currency, processing for consuming items held by the user, and instructing the output control unit 102 to output predetermined information to the output unit 100.

[0037] (Storage unit 120) The storage unit 120 stores various information supplied from other components of the game system 1 and various information related to the game system 1. Each storage section of the storage unit 120 supplies predetermined information to a predetermined component in response to a request from the other component of the game system 1.

[0038] (Storage unit 120: User information storage section 122) The user information storage section 122 stores user information, information about digital cards acquired by the user (acquired card information), and / or play information about game play, etc., in association with a user ID that identifies the user.

[0039] User information may include, for example, a username set by the user, a login ID, a password, the user's gender and date of birth, and / or information regarding the in-game virtual currency held by the user (information regarding the amount of virtual currency held and consumed, including, for example, information regarding the amount of virtual currency held that has been granted to the user free of charge and information regarding the amount of virtual currency held that has been granted to the user for a fee).

[0040] The acquired card information is information about one or more digital cards, expansion types, and / or one or more digital cards included in packs that the user has acquired. Examples of this information include a card ID that identifies the acquired digital card, the date and time the digital card was acquired, the name of the digital card, the rarity of the digital card, an image (face) of the digital card, a description of the digital card, and, if an object is displayed on the digital card, various information about the object (e.g., the object name, the image of the object, the attributes of the object, a description of the object, etc.), the number of the digital card (i.e., if the user has acquired multiple digital cards, the number of the digital cards), and / or the number of digital cards the user owns (i.e., the total number of cards owned). An example of information about expansion types includes an expansion ID that identifies the expansion type. Further, information about expansion types includes information about storage areas provided for each expansion type (e.g., information about the "encyclopedia" defined for each expansion type). For example, the information about storage areas is information about multiple storage areas in which all types of digital cards associated with one expansion type are stored (as an example, one storage area is associated with the card ID of the digital card stored in that storage area, and information about this association and / or information specifying the arrangement of the storage areas, etc.).

[0041] Play information is information related to game play, such as various information about the game currently being played, various information about games played, information about events and missions completed, results of TCG matches, details of deck composition used by the user in the TCG, play time, owned items, in-game currency, etc.

[0042] (Storage unit 120: game information storage unit 124) The game information storage unit 124 stores various types of game information. Examples of game information include information about objects that appear in the game (e.g., play mats, digital cards, packs, characters, and / or items), an object ID that identifies an object, the name of the object, the rarity of the object, an image of the object, and a description of the object. Details of the information about digital cards and packs are the same as those described in the user information storage unit 122. Note that if a rarity is associated with an object, the form of the object (e.g., if the object is a digital card, the design of the card face, the design of the character displayed on the card, the background design of the character displayed on the card, etc.) may be changed depending on the rarity.

[0043] (Output Unit 100, Output Control Unit 102) The output unit 100 is controlled by the output control unit 102 and outputs various information related to the game, including packs and digital cards given to the user, digital cards owned by the user, digital cards the user has acquired, and / or other information. The output unit 100 outputs various processing results and information stored in the storage unit 120 in a manner that is perceptible to the user. Specifically, the output control unit 102 causes the output unit 100 to output various processing results in each component and information stored in the storage unit 120 as data in a predetermined format, still images, moving images, and / or text, audio, etc. The output unit 100 may output information received from an external server. The output unit 100 may be a display unit or the like included in the information terminal 3. The output unit 100 may also be configured to include elements such as a display unit, an audio output unit that outputs audio, a vibration unit that emits vibrations, and / or a light-emitting unit that emits light.

[0044] (Input unit 104, input surface 106, input control unit 108) The input unit 104 accepts input of predetermined instructions, operations, etc. from the user. The input unit 104 supplies the instructions to predetermined components of the game system 1. Each component that accepts the instructions performs its predetermined function. For example, the input unit 104 is a touch panel, a tablet, a mouse, a motion sensor, etc. In this embodiment, an example will be described in which the input unit 104 is a touch panel provided in the information terminal 3. Note that the touch panel may be capable of detecting multi-touch. Specifically, the touch panel serving as the input unit 104 has an input surface 106 onto which operations, etc. from the user are input, and an input control unit 108 that acquires information related to the operations input to the input surface 106. The touch panel is disposed overlaid on a display unit, which is the output unit 100, and the surface of the touch panel corresponds to the input surface 106.

[0045] For example, the output unit 100 is provided with an area for receiving a predetermined instruction, and the input surface 106 detects the predetermined instruction at a position designated by a user's operation (e.g., touch operation, tap operation, swipe operation, drag operation, flick operation, etc.) on the area of ​​the input surface 106. The input surface 106 supplies the detected information, i.e., information indicating the predetermined instruction at the detected position, to the input control unit 108. The input control unit 108 acquires the information indicating the predetermined instruction from the input surface 106 and supplies the information to a predetermined component of the game system 1.

[0046] (Card Granting Unit 110) The card granting unit 110 associates one or more digital cards with a user and grants the one or more digital cards to the user. In other words, the card granting unit 110 associates one or more digital cards acquired by the user as the game progresses with the user, and grants the one or more digital cards to the user for possession.

[0047] Specifically, the control unit 118 instructs the output control unit 102 to output information about digital cards stored in the game information storage unit 124 and / or information about packs containing multiple digital cards (hereinafter, information about digital cards and / or information about packs may be referred to as "card information") to the output unit 100. In response to an instruction specifying the user's card information received via the input unit 104, the card providing unit 110 associates the user with a digital card corresponding to the card information.

[0048] For example, the control unit 118 causes the output unit 100 to output card information in an in-game store, an out-of-game store (for example, a store provided by a predetermined server), a completion bonus for a predetermined mission in the game, a predetermined lottery stage in the game, etc. As an example, the control unit 118 causes the output unit 100 to output card information as follows, making it possible to give a digital card to a user.

[0049] (1) Granting a Digital Card and / or Pack at the Store In response to a user's selection instruction received via the input unit 104 from one or more pieces of card information presented at the store, the card granting unit 110 associates the user with a digital card and / or pack corresponding to the card information selected by the user. The card granting unit 110 can grant the digital card and / or pack to the user for a fee or free of charge. When granting a digital card and / or pack to the user for a fee, the card granting unit 110 grants the digital card and / or pack to the user in response to a user's payment instruction received via the input unit 104.

[0050] (2) Granting of Digital Cards through Exchange In response to a user's digital card exchange instruction received via the input unit 104, the control unit 118 can exchange a digital card held by the user for a digital card held by another user. That is, with the user's information terminal and the information terminal of the other user (which may be an opponent) connected for two-way communication, the control unit 118 receives a digital card exchange instruction from the user via the input unit 104. The control unit 118 supplies the exchange instruction to the other user's information terminal and receives an instruction from the other user regarding approval or disapproval of the exchange instruction. When the control unit 118 receives an instruction regarding approval of the exchange instruction from the other user's information terminal, it supplies information indicating that the digital card exchange is possible to the card granting unit 110. Note that when the control unit 118 receives information regarding disapproval of the exchange from the other user's information terminal, it cancels the digital card exchange process. Based on information indicating that digital card exchange is possible, the card granting unit 110 may exchange a digital card owned by the user for a digital card owned by another user, and grant the exchanged digital card to the user. Note that after the user exchanges digital cards, the number of digital cards actually owned by the user (possession count) decreases by the number of digital cards used in the exchange. On the other hand, the number of digital cards that the user has acquired in the game system 1 increases as a result of the digital card exchange, and therefore the cumulative acquired count increases. Note that the updating unit 112, described below, may control the cumulative acquired count not to be updated by the digital card exchange, so that the cumulative acquired count does not increase.

[0051] (3) Granting a Digital Card and / or a Pack upon Completion of a Mission The control unit 118 assigns a predetermined mission in the game (including logging in to the game) to the user, and when the user completes the mission, supplies information about the completion to the card granting unit 110. Based on the information about the completion, the card granting unit 110 grants the user a digital card and / or a pack, which is a reward that is pre-associated with the information about the completion or a reward determined by lottery. Note that the control unit 118 does not have to assign a mission to the user who plays the game. In this case, the card granting unit 110 may grant the predetermined digital card and / or a pack to the user by distributing it.

[0052] (4) Granting of Digital Cards and / or Packs in Lottery Stages The control unit 118 can execute a predetermined lottery stage in the game. The control unit 118 executes a lottery in response to a lottery execution instruction from the user received via the input unit 104. The card granting unit 110 then grants to the user digital cards and / or packs that are pre-associated with one or more lottery results.

[0053] (5) Reward Points Obtained by Acquiring Analog Cards and / or Packs Containing Analog Cards A user can acquire analog cards and / or analog packs (i.e., tangible cards and / or tangible packs) by purchasing analog cards and / or analog packs containing multiple analog cards from a real-world store, mail order, or the like. Here, the analog cards and / or analog packs may have a predetermined bonus code (e.g., a code represented by a two-dimensional barcode or predetermined text information) attached to them. The bonus code may include information that grants the user a digital version of the analog card and / or analog pack to which the bonus code was attached, i.e., a digital card version of the analog card and / or a digital pack version of the analog pack. Note that the digital version of the card and / or digital pack may be the same type as or different from the card and / or pack actually purchased by the user. The user then reads the bonus code using the imaging unit of the information terminal 3 or inputs the bonus code via the input unit 104, and provides the information contained in the bonus code to the server of the game system 1. The card providing unit 110 provides the user with a digital version of the analog card and / or analog pack that the user purchased based on the information contained in the bonus code.

[0054] The card providing unit 110 supplies information about the digital card and / or pack provided to the user to the updating unit 112, the determining unit 114, and the storage unit 120. The user information storage unit 122 of the storage unit 120 stores information about the digital card provided to the user by the card providing unit 110 and / or the digital card included in the pack as acquired card information.

[0055] (Update Unit 112) The update unit 112 updates the cumulative acquired number by adding the number of digital cards granted to the user by the card granting unit 110 to the cumulative acquired number of digital cards associated with the user. The update unit 112 updates the cumulative acquired number by adding the number of digital cards associated with the user by the card granting unit 110 to the cumulative acquired number of digital cards included in the acquired card information stored in the user information storage unit 122 (i.e., the cumulative number of digital cards the user had acquired before the card granting unit 110 granted the digital card to the user), and stores the updated cumulative acquired number in the user information storage unit 122. The update unit 112 supplies information related to the updated cumulative acquired number to the performance unit 116. Note that the update unit 112 can also update the owned number of digital cards by adding the number of digital cards granted to the user by the card granting unit 110 to the owned number of digital cards associated with the user.

[0056] (Determination Unit 114) The determination unit 114 determines whether the user has not yet acquired the same type of digital card as the digital card associated with the user by the card granting unit 110. In other words, the determination unit 114 determines whether the user has never acquired the digital card associated with the user by the card granting unit 110. The determination unit 114 determines whether the digital cards assigned to the user by the card granting unit 110 include a digital card with the same card ID as the card ID included in the acquired card information stored in the user information storage unit 122. In this case, the determination unit 114 determines that the user has not yet acquired the digital card if the card ID of the digital card associated with the user by the card granting unit 110 is not included in the card IDs included in the acquired card information stored in the user information storage unit 122, and determines that the user has already acquired the digital card if the card ID of the digital card is included in the acquired card information stored in the user information storage unit 122. The determination unit 114 may also make the determination based on other information associated with the digital card that is included in the acquired card information stored in the user information storage unit 122 (e.g., the face of the digital card, or, if an object is displayed on the digital card, the name of the object, etc.). In this case, the determination unit 114 determines that the user has not yet acquired the card if the “other information” of the digital card associated with the user by the card granting unit 110 is not included in the “other information” included in the acquired card information stored in the user information storage unit 122, and determines that the user has already acquired the card if the “other information” of the digital card is included in the “other information” of the acquired card information stored in the user information storage unit 122. The determination unit 114 supplies the determination result to the performance unit 116.

[0057] Here, a card ID that identifies the digital card is associated with the digital card. Furthermore, the digital card includes a face, and if an object is displayed on the face, the digital card is associated with the object name (for example, if the object is a character, the character name) and / or the object's characteristics (for example, if the object is a character, the character's attributes or "moves" used in the TCG). In this embodiment, digital cards are considered to be of the same type in any of the following cases:

[0058] i) When the card IDs are the same Even if the object names, characteristics, etc. associated with the digital cards are the same, digital cards with different display on the card (for example, if the object is a character, the character's display mode, character background, digital card design, etc.) are different digital cards, while digital cards with the same display on the card are the same type. In this case, the same card ID may be associated with digital cards of the same type. For example, if a user acquires multiple packs, one pack may contain digital cards with the same card ID associated with it. Therefore, by using the card ID, the determination unit 114 can determine whether the user has not yet acquired a digital card of the same type as the digital card associated with the user by the card granting unit 110.

[0059] ii) When the faces, etc., of the digital cards are of the same type: An ID that uniquely identifies the digital card can be used as the card ID. For example, if a digital card is converted into a Non-Fungible Token (NFT) and a token ID is assigned to the digital card, the token ID becomes the card ID that uniquely identifies the digital card. In this case, the card ID (i.e., the token ID) of one digital card will not match the card ID of another digital card. Therefore, in this case, if the display on the face of the digital card is the same type, the digital cards are considered to be of the same type. For example, if a pack contains a first digital card and a second digital card that have different token IDs but the exact same face, the first digital card and the second digital card are considered to be of the same type.

[0060] (Rendering unit 116) When a digital card is given to a user, the rendering unit 116 controls predetermined rendering and causes the output unit 100 to output the rendering content. That is, when a digital card is given to a user, the rendering unit 116 generates rendering information that causes the output unit 100 to output predetermined rendering, and the output control unit 102 causes the output unit 100 to output various information corresponding to the rendering information based on the rendering information. Note that the first rendering, second rendering, and third rendering described below are each different rendering. Furthermore, there is no particular limitation on the order in which the first rendering, second rendering, and third rendering are executed.

[0061] (Effect Unit 116: First Effect) Specifically, the effect unit 116 determines whether the cumulative number of digital cards acquired by the user, updated by the update unit 112, satisfies a predetermined condition. If the predetermined condition is satisfied, the effect unit 116 generates first effect information related to a first effect using at least some or all of the digital cards associated with the user. The effect unit 116 causes the output unit 100, via the output control unit 102, to output the first effect based on the first effect information. The first effect includes an effect that outputs a list of digital cards associated with the user, and an effect that is determined based on the satisfaction of a predetermined condition. Furthermore, if the cumulative number of acquired cards does not satisfy the predetermined condition, the effect unit 116 performs control so that the first effect is not executed. In this case, the effect unit 116 can control so that the first effect is not executed by not generating first effect information.

[0062] The output of the list of digital cards may be, for example, an output in which thumbnail images of the digital cards that the user has acquired to date are arranged and output on the output unit 100. There are no particular limitations on the arrangement method, and methods such as a two-dimensional arrangement and a three-dimensional arrangement can be employed. Note that the output may be such that all of the digital cards that the user has acquired to date are displayed on the output unit 100, or the output may be such that some of the digital cards that the user has acquired to date are displayed and the positions of the digital cards are moved in accordance with a predetermined user operation (such as a swipe operation) received via the input unit 104, so that all of the digital cards that the user has acquired to date can be referenced.

[0063] Furthermore, in the presentation of outputting a list of digital cards, the presentation unit 116 may switch the target digital cards to be output within the following ranges, for example, and may also execute a presentation in which the output unit 100 sequentially or randomly displays the following ranges a) to c): a) All digital cards b) Digital cards that were given to the user on the same date c) Digital cards with the same predetermined element (for example, rarity, attribute, or number of cards)

[0064] Furthermore, the effect determined based on the satisfaction of a predetermined condition may be, for example, an effect that causes the output unit 100 to output text, audio, video, or the like praising the user's card collection. Furthermore, multiple predetermined conditions may be set in stages. For example, multiple predetermined conditions can be set, such as a first predetermined condition, a second predetermined condition, and an nth predetermined condition (where n is a positive integer). For example, the predetermined condition may be a condition in which the cumulative number of acquired coins reaches a predetermined number. In this case, multiple predetermined numbers are set in stages (for example, a first predetermined number, a second predetermined number, and an nth predetermined number). Here, when the cumulative number of acquired coins reaches the predetermined number, the effect unit 116 can execute one of the following effects: i) When the predetermined number is reached, an effect is executed indicating that the predetermined number has been reached; ii) When the predetermined number is reached and exceeded, an effect is executed indicating that the predetermined number has been exceeded. iii) When the specified number of coins is reached and exceeds the specified number, an effect is executed to indicate that the specified number of coins has been reached.

[0065] The control unit 118 may output a plurality of predetermined conditions or a plurality of specified numbers that have been set in advance to a predetermined area of ​​the output unit 100, so that the user can recognize each predetermined condition or each specified number.

[0066] (Rendering Unit 116: Second Rendering) When the determination unit 114 determines that the user has not yet acquired a digital card of the same type as the digital card associated with the user by the card granting unit 110, the rendering unit 116 generates second rendering information related to a second rendering using the digital card associated with the user by the card granting unit 110. The rendering unit 116 causes the output unit 100, via the output control unit 102, to output the second rendering based on the second rendering information. The second rendering includes a rendering in which the digital card associated with the user by the card granting unit 110 is output alone to the output unit 100. The second rendering also includes a rendering in which the digital card associated with the user by the card granting unit 110 is stored in a predetermined storage area. The rendering unit 116 also controls so that the second rendering is not executed if the user has already acquired a digital card of the same type. In this case, the rendering unit 116 can control so that the second rendering is not executed by not generating second rendering information. The second effect may include different effects depending on the rarity of the digital card.

[0067] The effect of outputting a digital card alone may be, for example, an effect in which the output unit 100 outputs only the digital card given to the user, and does not output other digital cards owned by the user. Furthermore, the second effect may be an effect in which, when a digital card is output alone, information other than the digital card, such as information indicating that it is the first digital card the user has acquired (e.g., text information), is also output. Furthermore, the second effect may execute, depending on the rarity of the digital card, an effect in which the digital card is emphasized when output, an effect in which the digital card is output together with a predetermined sound, an effect in which the digital card is output by rotating and / or shaking, an effect in which the periphery of the digital card is illuminated when output, or the like.

[0068] (Effect Unit 116: Third Effect) The effect unit 116 generates third effect information related to a third effect in which the digital card associated with the user by the card providing unit 110 is stored in a predetermined operator (icon). The effect unit 116 causes the output unit 100, via the output control unit 102, to output the third effect based on the third effect information. Here, the third effect may include an effect in which the digital card associated with the user by the card providing unit 110 is presented to the user, and an effect in which the digital card moves to a predetermined operator output to the output unit 100 and is stored while disappearing (for example, an effect in which the digital card moves toward the operator and is sucked into the operator, where it is stored and disappears). The digital card that is displayed as being stored in the operator is stored in the acquired card information in the user information storage unit 122. When the control unit 118 receives an instruction from the user on the operator via the input unit 104, it references the user information storage unit 122 and acquires information about the digital card stored as acquired card information. Then, using the acquired information, the control unit 118 can cause the output unit 100 to output some or all of the digital cards associated with the user. When the card granting unit 110 associates a digital card with the user, the effect unit 116 always executes the third effect. The effect unit 116 may also execute the third effect only when neither the first effect nor the second effect is executed (i.e., when the cumulative number of digital cards acquired by the user, updated by the updating unit 112, does not satisfy the predetermined condition and the determination unit 114 determines that the user has previously acquired the digital card granted to the user by the card granting unit 110).

[0069] [Processing Flow of Game System 1] Fig. 4 shows an example of the processing flow in the game system according to this embodiment. Figs. 5 to 7 show an example of an outline of an output screen in the game system according to this embodiment.

[0070] First, the card providing unit 110 provides a digital card to the user (step 10; hereinafter, step is abbreviated as "S"). There are no limitations on the method of providing a digital card to the user. Here, an example will be described in which a pack containing multiple digital cards is provided to the user. In this case, the card providing unit 110 provides the pack to the user by associating the pack with the user. Then, the pack is opened in response to an instruction to open the pack from the user received via the input unit 104. Next, the card providing unit 110 provides one or more digital cards included in the pack to the user by associating the one or more digital cards with the user.

[0071] In response to the opening of a pack, the presentation unit 116 presents to the user images (e.g., card faces) of one or more digital cards contained in the pack in a manner that is perceptible to the user (S12). For example, the presentation unit 116 displays the images of the one or more digital cards on the output unit 100. As an example, as shown in FIG. 5( a), the presentation unit 116 displays images of the digital cards 202 contained in the pack in a predetermined arrangement on the output unit 100. Then, in response to a predetermined instruction from the user received via the input unit 104 (e.g., an instruction to store the digital card), the presentation unit 116 executes a presentation (i.e., a third presentation) in which a moving image 230 is displayed in which the digital card displayed on the output unit 100 is sucked into and stored in a predetermined icon 320, as shown in FIG. 5( b) (S12). In the example of FIG. 5( b), a presentation is executed in which the digital card appears to float from the surface of the output unit 100 and be sucked toward the icon 320 in the direction of the arrow shown in the figure.

[0072] The updating unit 112 then adds the number of digital cards associated with the user by the card providing unit 110 to the cumulative number of acquired cards included in the acquired card information stored in the user information storage unit 122, thereby updating the cumulative number of acquired cards (S14). Here, the presentation unit 116 may cause the output unit 100 to output a predetermined message 330 after executing a presentation in which all of the presented digital cards are absorbed into the icons 320, as shown in FIG. 5(c). For example, the presentation unit 116 causes the output unit 100 to output, as the predetermined message 330, a message including the cumulative number of acquired digital cards of the user after the update by the updating unit 112 (in the example of FIG. 5(c), the output unit 100 displays text information indicating the updated cumulative number of acquired cards, "100," along with text information indicating "cards acquired so far").

[0073] Next, if the cumulative number of acquired cards updated by the update unit 112 satisfies a predetermined condition (Yes in S16), the presentation unit 116 executes a first presentation using one or more digital cards owned by the user (S18). For example, as shown in FIG. 6( a), the presentation unit 116 displays an explanatory display 300 at the top of the output unit 100, displays the number of acquired cards 302 near the explanatory display 300, and displays an image of a card list 200 of digital cards that the user has acquired to date on the output unit 100. For example, the presentation unit 116 can arrange the images of digital cards in the card list 200 in the order in which the user acquired them. As an example, the presentation unit 116 references the acquired card information in the user information storage unit 122 and arranges and displays the digital cards from top to bottom of the output unit 100 in the order in which the user acquired them. This allows the user to grasp the digital cards they have acquired so far in chronological order, as if they were tracking their collection, and the game system 1 can foster enjoyment in collecting digital cards. Furthermore, the production unit 116 displays a message 310 praising the user near the center of the output unit 100. The production unit 116 may cause the output unit 100 to output predetermined audio, video, etc. together with the message 310.

[0074] Furthermore, if the updated cumulative number of acquired cards does not satisfy a predetermined condition (No in S16), or after the presentation unit 116 executes the first presentation effect, the determination unit 114 determines whether the digital cards granted to the user by the card granting unit 110 include an unacquired digital card, i.e., whether the user has previously acquired a digital card of the same type as the digital card granted to the user (S20). For example, the determination unit 114 determines whether at least one digital card among the multiple digital cards included in the pack granted to the user has not previously been acquired by the user. If the determination unit 114 determines that an unacquired digital card is included (Yes in S20), i.e., when it determines that the digital card granted to the user by the card granting unit 110 is not included among the digital cards that the user has previously acquired, the presentation unit 116 executes a second presentation effect using the unacquired digital card (S22). 6(b), the production unit 116 displays an explanatory display 304 at the top of the output unit 100, and displays an image of a digital card 210 newly acquired by the user on the output unit 100. Furthermore, the production unit 116 may output predetermined audio, video, etc. from the output unit 100 along with the display of the digital card 210, and may execute a predetermined production effect (for example, an effect of rotating or shaking the digital card 210) when displaying the digital card 210.

[0075] Next, the presentation unit 116 performs a presentation in which the digital card granted to the user is stored in a predetermined storage area. For example, as shown in FIG. 7( a), the presentation unit 116 displays an acquired number display 306 in the upper part of the output unit 100, and sets multiple storage areas (e.g., storage area 400, storage area 402, etc., indicated by dotted rectangles in FIG. 7( a)) set as areas in which digital cards are stored. The presentation unit 116 then displays on the output unit 100 an action of storing the digital card granted to the user in a storage area. For example, the presentation unit 116 displays a scene in which the digital card 210 granted to the user is moving toward storage area 400, which is set in advance as an area in which the digital card 210 is stored. In this case, the presentation unit 116 displays the digital card 210 at a size larger than the size of storage area 400. This gives the user the sensation that the digital card 210 is moving from the user toward storage area 400. Next, as shown in Fig. 7(b), the production unit 116 causes the output unit 100 to display an action of fitting the digital card 210 into the storage area 400 to store it. In this case, the production unit 116 displays the digital card 210 at approximately the same size as the storage area 400. This allows the user to recognize that the acquired digital card has been stored in the specified storage area.

[0076] On the other hand, if the determination unit 114 determines that no unacquired digital cards are included (No in S20), i.e., if it determines that the digital cards the card granting unit 110 has granted to the user are included in the digital cards the user has acquired to date, or after the performance unit 116 executes the second performance, the performance unit 116 terminates the performance. The execution order of S14 to S22 between S12 and the end of the steps may be reversed as long as the operations are consistent. For example, after S12, S20 to S22 may be executed, and then S14 to S18 may be executed. Furthermore, S14 and S20 may be executed simultaneously (for example, updating the cumulative number of acquired cards and determining whether the cards granted to the user by the card granting unit 110 include a newly acquired card may be executed simultaneously). Furthermore, S12 may be executed at any timing after S14.

[0077] Furthermore, if the updated cumulative acquired number does not satisfy the predetermined condition in S16 and the determination unit 114 determines in S20 that no unacquired digital cards are included, only the third effect in S12 is executed. In this case, the game system 1 can grant digital cards to the user in the game at a good tempo by executing only the simple third effect.

[0078] [Game Program] Each of the components of the game system 1 according to this embodiment shown in FIGS. 1 to 7 can be realized by having a central processing unit (CPU) or other arithmetic processing device (processor) execute a program (i.e., a game program), that is, by software processing. Alternatively, the components can be realized by writing the program in advance to hardware such as an integrated circuit (IC). The processor is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, registers, peripheral circuits, etc. Alternatively, software and hardware can be used together.

[0079] That is, the game program according to this embodiment is a game program executed by a computer having a processor and memory. The game program according to this embodiment can be pre-installed, for example, in an IC, ROM, or the like. The game program can also be provided as a computer program by recording it in an installable or executable file format on a computer-readable recording medium, such as a magnetic recording medium, optical recording medium, or semiconductor recording medium. The recording medium storing the program may be a non-transitory recording medium, such as a CD-ROM or DVD. Furthermore, the game program can be pre-stored on a computer connected to a communications network, such as the Internet, and provided by downloading it via the communications network.

[0080] The game program of this embodiment acts on the CPU and the like to cause the game program to function as the output unit 100, output control unit 102, input unit 104, input surface 106, input control unit 108, card granting unit 110, update unit 112, judgment unit 114, presentation unit 116, control unit 118, and storage unit 120 described in Figures 1 to 7.

[0081] Effect of the Embodiment The game system 1 according to the present embodiment awards digital cards to a user as the game progresses, and when the total number of digital cards acquired by the user meets a predetermined condition, can cause the output unit 100 to output a predetermined effect, such as a message praising the user or a list of digital cards that the user had acquired up until the digital card was awarded to the user. That is, the game system 1 can output an effect to the output unit 100 according to the cumulative number of digital cards acquired by the user. This allows the user to feel a sense of accomplishment in collecting digital cards. Furthermore, even a user who has acquired most of the types of digital cards offered in a single game can feel satisfied with the progress of their digital card collection. Furthermore, the game system 1 can set multiple predetermined conditions. This allows the user to maintain their motivation for collecting digital cards by sequentially achieving multiple predetermined conditions, so the game system 1 can prevent the user from becoming bored with collecting digital cards.

[0082] Furthermore, in the game system 1, if the digital cards given to the user include a digital card that the user has not previously owned, the output unit 100 can be caused to output an effect that highlights that digital card. This allows the user to feel a sense of accomplishment for having acquired a digital card that the user has not previously owned.

[0083] Although the present embodiment has been described above, the above-described embodiment does not limit the scope of the invention claimed in the claims. It should be noted that not all of the combinations of features described in the embodiments are necessarily essential to the means for solving the problems of the invention. Furthermore, the technical elements of the above-described embodiments may be applied independently, or may be divided into multiple parts, such as program components and hardware components, and then applied.

[0084] Additionally, the functions performed by the components described herein may be implemented in circuitry or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, Application Specific Integrated Circuits (ASICs), a Central Processing Unit (CPU), conventional circuits, and / or combinations thereof, programmed to perform the described functions. A processor includes transistors and other circuits and is considered to be circuitry or processing circuitry. A processor may also be a programmed processor that executes a program stored in memory. In this specification, circuitry, units, and means refer to hardware that is programmed to perform the described functions or that executes the described functions. The hardware may be any hardware disclosed herein or any hardware known to be programmed or capable of performing the described functions. If the hardware is a processor, the circuitry, means, or unit is a combination of hardware and software used to configure the hardware and / or processor.

[0085] The game system according to this embodiment can also be referred to in the following appendix, which should not be confused with the claims.

[0086] (Supplementary Item 1) A game program to be executed by a computer having a processor and a memory, the game program causing the processor to execute the following steps: associating digital cards with a user; updating the number of owned digital cards by adding the number of digital cards associated with the user in the associating step to the number of digital cards owned by the user; determining whether the user owns digital cards of the same type as the digital cards associated with the user in the associating step; and, if the updated number of owned digital cards is equal to or greater than a specified number, controlling the output of a first effect using the digital cards associated with the user; and, when it is determined in the determining step that the digital cards owned by the user do not include the digital cards associated with the user in the associating step, controlling the output of a second effect using the digital cards (or only the digital cards) that are not included; and controlling a third effect in which the digital cards associated with the user are stored in a predetermined storage area.

[0087] <Additional Notes> The matters described in this embodiment are added below.

[0088] (Supplementary Note 1-1) A game program to be executed by a computer having a processor and a memory, the game program causing the processor to execute the following steps: associating digital cards with users; determining whether the updated cumulative acquired number, obtained by adding the number of digital cards associated with the user in the associating step to the user's cumulative acquired number of digital cards, satisfies a predetermined condition; executing a first effect using the digital card associated with the user if the cumulative acquired number satisfies the predetermined condition, and controlling not to execute the first effect if the cumulative acquired number does not satisfy the predetermined condition; determining whether the user has not yet acquired a digital card of the same type as the digital card associated with the user in the associating step; and, if the user has not acquired a digital card of the same type as the digital card, executing a second effect in which the digital card associated with the user in the associating step is stored in a predetermined storage area; and controlling not to execute the second effect if the user has already acquired a digital card of the same type. (Supplementary Note 1-2) The game program according to Supplementary Note 1-1, further comprising the step of updating the cumulative acquired number by adding the number of digital cards associated with the user in the associating step to the cumulative acquired number. (Supplementary Note 1-3) The game program according to Supplementary Note 1-1 or Supplementary Note 1-2, further comprising the step of controlling a third effect in which the digital card associated with the user in the associating step is stored in a predetermined icon. (Supplementary Note 1-4) The game program according to any one of Supplementary Notes 1-1 to 1-3, wherein the first effect includes an effect of outputting a list of digital cards associated with the user, and an effect determined based on predetermined conditions. (Supplementary Note 1-5) The game program according to any one of Supplementary Notes 1-1 to 1-4, wherein the second effect includes an effect of solely outputting the digital card associated with the user in the associating step. (Appendix 1-6) A game program according to any one of Appendices 1-3 to 1-5, wherein the third effect includes an effect of presenting a digital card associated with the user in the association step, and an effect of the digital card being moved to a predetermined icon and stored therein.(Supplementary Note 1-7) A gaming system comprising means for executing all of the steps executed in the invention according to any one of Supplementary Note 1-1 to Supplementary Note 1-6. (Supplementary Note 1-8) A gaming method executed by a computer comprising a processor and a memory, wherein the processor executes all of the steps executed in the invention according to any one of Supplementary Note 1-1 to Supplementary Note 1-6. (Supplementary Note 1-9) An information processing device comprising a control unit and a storage unit, wherein the control unit executes all of the steps executed in the invention according to any one of Supplementary Note 1-1 to Supplementary Note 1-6. (Supplementary Note 1-10) A server comprising a control unit and a storage unit, wherein the control unit executes all of the steps executed in the invention according to any one of Supplementary Note 1-1 to Supplementary Note 1-6. (Appendix 1-11) A method of generating game effect information executed by a computer having a processor and a memory, wherein the processor executes the following steps: associating digital cards with users; determining whether an updated cumulative acquired number obtained by adding the number of digital cards associated with the user in the associating step to the cumulative number of digital cards acquired by the user satisfies a predetermined condition; generating first effect information using the digital card associated with the user if the cumulative acquired number satisfies the predetermined condition, and controlling not to generate the first effect information if the cumulative acquired number does not satisfy the predetermined condition; determining whether the user has not yet acquired a digital card of the same type as the digital card associated with the user in the associating step; and, if the user has not acquired a digital card of the same type as the digital card, generating second effect information indicating an effect in which the digital card associated with the user in the associating step is stored in a predetermined storage area; and controlling not to generate the second effect information if the user has already acquired a digital card of the same type.

[0089] Second Embodiment A second embodiment will be described.

[0090] The present embodiment relates to a game program, a game system, a game method, an information processing device, and a server, and in particular to a game program, a game system, a game method, an information processing device, and a server that can execute a digital trading card game.

[0091] Trading card games (TCGs) in which users play against each other using real cards (analog cards) are known. For example, a card game toy is known in which a player uses multiple cards with predetermined battle abilities to repeatedly engage in offense and defense with an opponent's cards, and the winner is determined by ultimately reducing the cards' preset stamina to zero. In this card game toy, a user can play the TCG in the real world using real trading cards, a battle board, etc.

[0092] Incidentally, when TCG gameplay is performed in a virtual space, i.e., when a digital TCG is played, various items used in the TCG, such as trading cards and play mats (hereinafter, sometimes referred to as "TCG items"), are digitized and used. Digital TCGs are often played on smartphones, tablet devices, personal computers, or the like, and therefore, compared to TCGs in the real world, the TCG items must be displayed in a limited area, such as a display screen. Therefore, in digital TCGs, unlike the real world, if TCG items, such as a digital play mat, are covered by digital trading cards, it may be difficult for a user to recognize the image of the play mat.

[0093] Therefore, an object of this embodiment is to provide a game program, a game system, a game method, an information processing device, and a server that can make it easier for users to recognize specific digital TCG items in a digital trading card game (TCG).

[0094] In order to achieve the above-mentioned object, this embodiment provides a game program for causing a computer having a processor and a memory to execute a digital trading card game (TCG), the game program causing the processor to execute the steps of: selecting a first play mat from a plurality of play mats for the TCG in response to a user's operation; outputting the first play mat across the user's play field area and the user's opponent's play field area during the user's turn in game play of the TCG; and not outputting the first play mat during the opponent's turn in game play.

[0095] According to the game program, game system, game method, information processing device, and server of this embodiment, it is possible to provide a game program, game system, game method, information processing device, and server that make it easier for users to recognize specific digital TCG items in a digital trading card game (TCG).

[0096] <Outline of Game System 1> FIG. 8 shows an outline of the game system according to this embodiment.

[0097] The game system 1 according to the present embodiment is a system capable of executing a game in which a user and an opponent of the user compete against each other using digital cards and the like. As an example, the present embodiment will be described using a digital trading card game (TCG) in which a user competes against an opposing user (opponent) using various digital items, including digital cards, under predetermined rules. The game system 1 can also execute a TCG between a user and a predetermined server constituting the game system 1, rather than a human-to-human game (in this case, the opponent's information terminal in the following description is replaced with a server, and a control unit of the server executes the TCG with the user). In the following description, a TCG between a user and an opponent will be described as an example. That is, the game system 1 executes a digital TCG on the information terminals of the user and the opponent, which are connected for two-way communication. A digital TCG is a game in which a user and an opponent each possess a plurality of digital trading cards (hereinafter sometimes referred to as "digital cards"), each of which is associated with a predetermined competitive ability. The user and the opponent repeatedly engage in offense and defense using the digital cards in a predetermined digital playing field, and victory or defeat is determined by achieving predetermined conditions. In a TCG, the user's moves and the opponent's moves are repeated. The game system 1 executes the TCG in a virtual space (i.e., in a digital space).

[0098] In a TCG, a user collects digital cards and organizes the digital cards they will use in battles from among the collected digital cards. This organization is referred to as "organizing a deck." Digital cards are granted to a user by, for example, purchasing a "pack" containing multiple digital cards and opening the pack, receiving a predetermined bonus in the game, executing a predetermined lottery in the game, and / or opening a pack that the user acquires by completing a predetermined game (e.g., a mini-game or a predetermined mission in the game). Users can also acquire digital cards by directly purchasing them from a predetermined store (a store provided by a predetermined server), receiving digital cards directly by completing a mini-game or a predetermined mission in the game, and / or exchanging their digital cards for digital cards owned by other users. A user organizes a deck using one or more digital cards that they acquire and possess.

[0099] In addition, users can collect digital play mats (hereinafter sometimes simply referred to as "play mats") and select a desired play mat from the collected play mats to use in a TCG. The play mat is displayed overlaid on a play field in a virtual space. Here, the play field includes a first play field area where the user's game play using digital cards is primarily performed and a second play field area where the opponent's game play using digital cards is primarily performed, and the first play field area and the second play field area are continuously connected. There are no particular limitations on the shape of the play field, and various shapes such as a circle, a rectangle, a triangle, a polygon, or a star can be used depending on the game. The shapes of the first play field area and the second play field area are also no particular limitations as long as they fit within the play field, and various shapes such as a circle, a rectangle, or the like can be used depending on the game.

[0100] Play mats are also provided to users for free or with a fee in the same manner as digital cards. That is, users can acquire play mats by purchasing them from a predetermined store, completing predetermined games or missions, and / or exchanging them with other users. The play mat is configured to span both the first and second play field areas. The play mat displays images of objects (e.g., characters, items, etc.) as patterns, backgrounds, and / or descriptions, and different images and backgrounds may be displayed depending on the rarity, attributes, etc. of the objects. Gameplay involving digital cards includes, for example, dealing, placing, moving, revealing, and discarding digital cards. In digital TCGs, gameplay is performed by displaying the play mat and digital cards in this order on a digital field (corresponding to a table or other surface in the real world). That is, the play mat is displayed on the field, and the game progresses by displaying the digital cards being dealt, placed, moved, revealed, etc. in predetermined positions on the play mat.

[0101] Specifically, the game system 1 according to this embodiment is a game system capable of outputting play mats owned by a user and / or an opponent in a TCG match between the user and the opponent. As shown in FIG. 8( a), the game system 1 includes a user's information terminal 3, an information terminal 4 of the user's opponent, and a server 7 that executes various game processes. The information terminal 3, the information terminal 4, and the server 7 are each connected to each other via a communication network 5 for two-way communication. In the game system 1, the user plays a TCG with the opponent in real time via the information terminal 3, and the opponent plays a TCG with the user in real time via the information terminal 4. Note that the game system 1 may be a server-client type game system. While FIG. 8( a) illustrates an example in which one information terminal 3 and one information terminal 4 are connected to the server 7 via the communication network 5, multiple information terminals used by different users may each be connected to the server 7 via the communication network 5. In the following explanation, for the sake of simplicity, an example will be described in which one information terminal 3 (user's information terminal 3) and one information terminal 4 (opponent's information terminal 4) are connected to the server 7 via a communication network 5.

[0102] First, the game system 1 accepts a selection of a play mat to be used in the game (a play mat owned by the user) in response to a selection instruction from the user. Then, as shown in FIG. 8( b), during game play, the game system 1 causes the output unit 100a (i.e., display unit) of the information terminal 3 to output (i.e., display the entirety of) the digital TCG play mat 510 selected by the user in accordance with the user's procedure using the information terminal 3. In this case, the game system 1 superimposes the play mat 510 on the play field 500. Here, the play mat 510 is displayed straddling the user's play field area 502 and the opponent's play field area 504. In the example of FIG. 8( b), the substantially circular play mat 510 is superimposed across the substantially semicircular play field areas 502 and 504 within the substantially circular play field 500, and an image of a predetermined character is displayed on the play mat 510.

[0103] Furthermore, for a user using information terminal 3, the front side (the lower side in FIG. 8(b)) is the user's playfield area 502, and the back side (the upper side in FIG. 8(b)) is the opponent's playfield area 504. A boundary 506 exists between playfield area 502 and playfield area 504. The user places a digital card (e.g., digital card 700) in their own playfield area 502, and the opponent also places a digital card (e.g., digital card 702) in their own playfield area 504 to play the TCG.

[0104] Here, the play mat 510 may have a set orientation. For example, the play mat 510 may have a predetermined normal position and a reverse position that is upside down from the normal position. When the game system 1 causes the output unit 100a of the user's information terminal 3 to output the play mat 510 in a user's sequence, the game system 1 causes the play mat 510 to be output in the normal position and superimposed on the play field 500, as shown in FIG. 8(b). Then, the game system 1 also causes the output unit 100b of the opponent's information terminal 4 to output the play mat 510 in the normal position and superimposed on the play field 500, as shown in FIG. 8(c). Note that for the opponent using the information terminal 4, the near side (the lower side in FIG. 8(c)) is the opponent's play field area 504, and the far side (the upper side in FIG. 8(c)) is the user's play field area 502.

[0105] Although FIGS. 8(b) and 8(c) show examples in which the information terminal is oriented vertically ("vertical holding" example), the game system 1 can also output the play field, play mat, digital cards, etc. to the information terminal when the information terminal is oriented horizontally ("horizontal holding" example). For example, as shown in FIG. 8(d), when the user's information terminal 3 is oriented horizontally, the game system 1 causes the play mat 510 to be positioned upright and superimposed on the play field 500, and outputs the data from the horizontally oriented output unit 100a. In this case, the play field and play mat are output wider in the horizontal direction (width direction) than when the information terminal 3 is oriented vertically. Similarly, when the information terminal 4 is oriented horizontally as shown in FIG. 8(d), the game system 1 also causes the output unit 100b of the opponent's information terminal 4 to be positioned upright and superimposed on the play field 500, and outputs the data from the horizontally oriented output unit 100b.

[0106] In this way, in the game system 1, the play mat selected by the user is output in the same orientation on both the output unit 100a of the user's information terminal 3 and the output unit 100b of the opponent's information terminal 4, and its entirety is output across the play field area 502 and the play field area 504. Furthermore, the game system 1 can output the play mat selected by the user in the same orientation on the output unit of each information terminal, whether the information terminal 3 and / or the information terminal 4 is oriented vertically or horizontally. As a result, in the game system 1, both the user and the opponent perceive the entire user's play mat in the same orientation. Note that the boundary 506 shown by the dashed dotted line in Figures 8(b) and 8(c) is shown for illustrative purposes only, and it is not necessary to have the output unit 100a and the output unit 100b output the boundary 506.

[0107] Similarly, the game system 1 accepts the selection of a play mat (a play mat owned by the opponent) to be used in the game in response to the opponent's selection instruction, as described above. Then, during the opponent's turn of the game, the game system 1 causes the output unit 100b of the information terminal 4 to output the entire play mat selected by the opponent, superimposed on the play field 500. The play mat is displayed across the user's play field area 502 and the opponent's play field area 504. In this case, as with the user's play mat 510, the opponent's play mat may also have a set orientation. When the game system 1 causes the output unit 100b of the opponent's information terminal 4 to output the play mat during the opponent's turn, the game system 1 outputs the play mat in the upright position, superimposed on the play field 500. Furthermore, during the opponent's turn, the game system 1 also causes the output unit 100a of the user's information terminal 3 to output the play mat in the upright position, superimposed on the play field 500. In other words, when it is the user's turn, the game system 1 causes the output unit 100a of the information terminal 3 and the output unit 100b of the information terminal 4 to output the play mat selected by the user in the correct position, and when it is the opponent's turn, the output unit 100a of the information terminal 3 and the output unit 100b of the information terminal 4 switch from outputting the play mat selected by the user to outputting the play mat selected by the opponent in the correct position.

[0108] As described above, the game system 1 according to the present embodiment can superimpose the entire play mat selected by the user on the TCG playfield during a TCG match, displaying it not only in the user's playfield area but also in the opponent's playfield area. Furthermore, the game system 1 can display the user's play mat in the correct position on the opponent's information terminal 4. Therefore, even with an output unit with a limited output area, such as an information terminal (e.g., a smartphone), the game system 1 allows both the user and the opponent to fully recognize the entire user's play mat. Furthermore, the opponent can recognize the user's play mat in the correct position, allowing them to view the user's play mat without having to rotate the information terminal. The same applies when the opponent's turn comes during a TCG match, and the entire play mat selected by the opponent is superimposed on the TCG playfield. As described above, the game system 1 allows the user and the opponent to recognize the play mat selected by the other player. For example, the user and / or the opponent can learn about the types of play mats available that the user does not own and can develop an interest in the opponent's play mat. That is, since the game system 1 allows a user to see the opponent's play mat, if the user does not own that play mat, it can stimulate the user's desire to own that play mat. This can increase the user's desire to purchase a new play mat, or, if a play mat is a reward for an in-game event, mission, or the like, can increase the user's motivation to complete the event, mission, or the like. Furthermore, the game system 1 allows a user who has set up play mat output to present that play mat to their opponent, thereby satisfying the user's desire to show off their play mat to a third party.

[0109] The information terminals (i.e., information terminal 3 and information terminal 4) may be information terminals such as mobile phones, smartphones, laptops, tablet PCs, PCs, portable game consoles, and / or home game consoles. When multiple information terminals are present, the types of the information terminals may be different. Details of the game system 1 according to this embodiment will be described below, but it should be noted that the names and numerical values ​​in the above and following descriptions are merely examples, that the present invention is not limited to these proper names and numerical values, and that these proper names and numerical values ​​do not necessarily relate to real proper names or numerical values.

[0110] <Details of Game System 1> Fig. 9 shows an example of the functional configuration of the game system according to this embodiment. Fig. 10 shows an example of the data configuration of each storage section of a storage unit included in the game system according to this embodiment. Note that the following explanation will mainly focus on an example in which the information terminal is oriented vertically.

[0111] [Overview of the Configuration of Game System 1] The game system 1 according to this embodiment includes an output unit 100 that outputs images of digital cards, digital play mats, etc., an output control unit 102 that controls the output of the output unit 100, an input unit 104 that receives instructions from the user, a setting unit 126 that sets the play mat to be used in the game, a play mat control unit 128 that controls the output of the play mat, a presentation unit 130 that controls predetermined presentations in the output of the play mat, a control unit 132 that controls various functions and operations of the game, and a storage unit 134 that stores various information used in the game. The storage unit 134 also includes a user information storage unit 136 that stores information about the user, and a game information storage unit 138 that stores information about the game.

[0112] The game system 1 may include the above-described multiple components in the same physical device or location, or some of the multiple components may be located in physically separate locations. In this case, the components may be connected via a communication network such as the Internet. For example, the game system 1 may have some of the functions of the components performed by an external server. The game system 1 may also be configured as one or more servers. In this case, the game system 1 is configured by combining an information terminal, components of one server, and components of another server. In this embodiment, a collection of predetermined components can be considered as a single "information processing device," and the game system 1 may be formed as a collection of multiple information processing devices. The allocation of multiple functions required to realize the game system 1 according to this embodiment to one or more pieces of hardware can be determined appropriately in consideration of the processing capabilities of each piece of hardware and / or the specifications required for the game system 1. Furthermore, the various pieces of information stored in the storage unit 134 may be updated based on user instructions or information received via the input unit 104, or may be updated as needed by obtaining predetermined information from a predetermined server external to the game system 1.

[0113] [Details of the Configuration of Game System 1] The following description will be given taking as an example a case where a user mainly uses an information terminal 3 and an opponent mainly uses an information terminal 4 to play a game provided by the game system 1. Furthermore, the information terminal 3 and the information terminal 4 are each configured to have at least an output unit 100 as a display unit and an input unit 104. The user's information terminal 3 and the opponent's information terminal 4 have substantially the same configuration and / or function, and the same applies whether the "user" is replaced with the "opponent" or whether the "opponent" is replaced with the "user" (i.e., the same applies whether the information terminal 3 is replaced with the information terminal 4 in the following description). Therefore, the following description will mainly focus on the functions, output, etc. of the information terminal 3 used by the user, and will omit a detailed description of the functions, output, etc. of the information terminal 4.

[0114] (Control unit 132) The control unit 132 controls the progress of the game based on predetermined game data. For example, the control unit 132 starts the game in accordance with an operation from the user. The control unit 132 also progresses the game in accordance with an operation from the user. The progress of the game may include, for example, the following processes: Selection of a game stage; Matching process with an opponent; Selection of game elements (for example, selection of a digital play mat for TCG, selection of digital cards, selection of a mini-game, selection of a battle with an opponent, etc.); Playing the game (for example, playing a mini-game, playing a battle with an opponent, etc.); Receiving rewards at the end of the game

[0115] The control unit 132 also communicates between the information terminal 3 and the server 7, and controls the progress of the user's game play based on various information received from the information terminal 3. The control unit 132 can also control the operation of each component included in the game system 1. For example, the control unit 132 controls a predetermined lottery process and / or the granting of a predetermined digital card, play mat, predetermined character, item, etc. to the user based on various instructions from the user acquired as the game play progresses.

[0116] Furthermore, the control unit 132 executes various game processes in response to user operation input received via the input unit 104. For example, the control unit 132 executes game processes such as storing information about the user himself / herself in the storage unit 134, storing information about play mats and digital cards acquired by the user in the storage unit 134, acquiring items, play mats, and / or digital cards by the user for a fee or free of charge, acquiring in-game virtual currency, consuming items owned by the user, and instructing the output control unit 102 to output predetermined information to the output unit 100.

[0117] 10 stores various information supplied from other components of the game system 1 and various information related to the game system 1. Each storage section of the storage unit 134 supplies predetermined information to a predetermined component in response to a request from the other component of the game system 1.

[0118] (Storage unit 134: user information storage section 136) The user information storage section 136 stores, in association with a user ID that identifies a user, user information, information about a digital play mat owned by the user (owned play mat information), and / or play information related to game play. The user information storage section 136 may also store information about digital cards owned by the user (for example, a card ID that identifies a digital card and various information related to the digital card that is associated with the card ID).

[0119] User information may include, for example, a username set by the user, a login ID, a password, the user's gender and date of birth, and / or information regarding the in-game virtual currency held by the user (information regarding the amount of virtual currency held and consumed, including, for example, information regarding the amount of virtual currency held that has been granted to the user free of charge and information regarding the amount of virtual currency held that has been granted to the user for a fee).

[0120] The owned playmat information is information about one or more digital playmats owned by the user, such as a playmat ID that identifies the playmat, the name of the playmat, how the playmat was obtained (e.g., information indicating that the playmat was obtained from a specific store in or outside the game, by completing a specific mini-game or mission in the game, by winning a lottery in the game, or from another user), the rarity of the playmat, an image of the playmat, a description of the playmat, and / or the number of the playmat (i.e., if the user owns multiple playmats, the number of the playmats).

[0121] Play information is information related to game play, such as various information about the game currently being played, various information about games played, information about completed events and missions, results of TCG matches, details of the deck composition used by the user in the TCG, information about the opponent's play mat in the TCG, play time, owned items, in-game currency, etc.

[0122] (Storage unit 134: Game information storage section 138) The game information storage section 138 stores various types of game information related to the game, play mat information related to the play mat, etc. The game information includes, for example, information related to objects that appear in the game (e.g., digital cards, packs containing multiple digital cards, characters, and / or items), object IDs that identify objects, names of the objects, rarity of the objects, images of the objects, descriptions of the objects, etc.

[0123] Examples of playmat information include information about a digital playmat that can be used in the game, a playmat ID that identifies the playmat, the name of the playmat, the rarity of the playmat, an image of the playmat, a description of the playmat, etc. If a rarity is associated with an object and / or a playmat, the form of the object and / or playmat (for example, if the object is a playmat, the design of the playmat, the design of the character displayed on the playmat, the background design of the character displayed on the playmat, etc.) may be changed depending on the rarity.

[0124] (Output Unit 100, Output Control Unit 102) The output unit 100 is controlled by the output control unit 102 and outputs various information related to the game, including a play mat provided to the user, a play mat owned by the user, digital cards used in the TCG, and / or other information. The output unit 100 outputs various processing results and information stored in the storage unit 134 in a manner that is perceptible to the user. Specifically, the output control unit 102 causes the output unit 100 to output various processing results in each component and information stored in the storage unit 134 as data in a predetermined format, still images, moving images, and / or text, audio, etc. The output unit 100 may output information received from an external server. The output unit 100 may be a display unit or the like included in the information terminal 3. The output unit 100 may also be configured to include elements such as a display unit, an audio output unit that outputs audio, a vibration unit that emits vibrations, and / or a light-emitting unit that emits light.

[0125] (Input unit 104, input surface 106, input control unit 108) The input unit 104 accepts input of predetermined instructions, operations, etc. from the user. The input unit 104 supplies the instructions to predetermined components of the game system 1. Each component that accepts the instructions performs its predetermined function. For example, the input unit 104 is a touch panel, a tablet, a mouse, a motion sensor, etc. In this embodiment, an example will be described in which the input unit 104 is a touch panel provided in the information terminal 3. Note that the touch panel may be capable of detecting multi-touch. Specifically, the touch panel serving as the input unit 104 has an input surface 106 onto which operations, etc. from the user are input, and an input control unit 108 that acquires information related to the operations input to the input surface 106. The touch panel is disposed overlaid on a display unit, which is the output unit 100, and the surface of the touch panel corresponds to the input surface 106.

[0126] For example, the output unit 100 is provided with an area for receiving a predetermined instruction, and the input surface 106 detects the predetermined instruction at a position designated by a user's operation (e.g., touch operation, tap operation, swipe operation, drag operation, flick operation, etc.) on the area of ​​the input surface 106. The input surface 106 supplies the detected information, i.e., information indicating the predetermined instruction at the detected position, to the input control unit 108. The input control unit 108 acquires the information indicating the predetermined instruction from the input surface 106 and supplies the information to a predetermined component of the game system 1.

[0127] (Setting Unit 126) The setting unit 126 sets a TCG play mat owned by the user as the play mat to be used in the TCG. For example, the control unit 132 references the owned play mat information stored in the user information storage unit 136 and causes the output unit 100 of the information terminal 3 to output images of one or more play mats owned by the user. Then, the setting unit 126 accepts a user's instruction to select one play mat via the input unit 104 and sets the play mat selected by the user as the play mat to be used in the TCG. The setting unit 126 can accept play mat settings before the start of the TCG, immediately after the start of the TCG, and / or during the TCG. Note that, from the perspective of allowing the user to easily concentrate on playing the TCG, it is preferable that the setting unit 126 accepts play mat settings before the start of the TCG. The setting unit 126 also sets TCG play mats owned by opponents in the same way as for the user.

[0128] Furthermore, if the user does not own a play mat, i.e., if the owned play mat information in the user information storage unit 136 is "Null," the setting unit 126 may set a predetermined default play mat or set a play mat not to be used. The setting unit 126 may set a play mat for an opponent who does not own one, in the same way as for the user. The default play mat may have the same design as the playing field, for example. The setting unit 126 supplies information about the set play mat to the play mat control unit 128.

[0129] (Play Mat Control Unit 128) The play mat control unit 128 superimposes the play mat set by the setting unit 126 on the playfield and outputs it from the output unit 100. Specifically, the play mat control unit 128 outputs to the output unit 100 a state in which a play mat (first play mat) is superimposed across the user's playfield area and the opponent's playfield area on the playfield during the user's turn (turn) in game play of the TCG. For example, the control unit 132 progresses the TCG by repeating the user's turn and the opponent's turn. When the control unit 132 starts a user turn, the play mat control unit 128 superimposes the user's play mat set by the setting unit 126 on the playfield and outputs it to the output unit 100. Note that, in the case of the opponent's turn, the play mat control unit 128 outputs to the output unit 100 the opponent's play mat (second play mat) set by the setting unit 126.

[0130] The play mat control unit 128 then executes control to prevent the user's play mat set by the setting unit 126 from being output onto the playfield during the opponent's turn in TCG gameplay. Specifically, when the control unit 132 ends the user's turn or starts the opponent's turn, the play mat control unit 128 terminates output of the user's play mat set by the setting unit 126 from the output unit 100. For example, the play mat control unit 128 terminates output of the user's play mat by switching the user's play mat that was output to the output unit 100 during the user's turn to the opponent's play mat held by the opponent set by the setting unit 126 or a predetermined default play mat (third play mat). Furthermore, if the setting unit 126 sets that the opponent's play mat will not be used, the play mat control unit 128 can terminate output of the user's play mat that was output to the output unit 100 during the user's turn and switch to output that only displays the playfield on the output unit 100. When the opponent's sequence ends or the user's sequence starts, the play mat control unit 128 terminates the output from the output unit 100 of the opponent's play mat set by the setting unit 126, as in the case of the user, and switches to the output of the user's play mat.

[0131] Furthermore, during TCG game play, the control unit 132 enables the user to play the TCG on the user's information terminal 3, and the opponent to play the TCG on the opponent's information terminal 4. The play mat according to this embodiment may have a set orientation relative to the play field. In this case, the play mat control unit 128 outputs the play mat in the same orientation on both the user's information terminal 3 and the opponent's information terminal 4 while the control unit 132 is executing the user's moves. For example, the play mat may be assigned a predetermined normal position and a reverse position that is upside down from the normal position, and the play mat control unit 128 outputs the play mat in the normal position on the output units of both the information terminal 3 and the information terminal 4. Similarly, while the control unit 132 is executing the opponent's moves, the play mat control unit 128 outputs the opponent's play mat in the same orientation on the output units of the information terminal 3 and the information terminal 4.

[0132] The setting unit 126 may set multiple play mats selected by the user as play mats to be used in the TCG. In this case, the play mat control unit 128 may sequentially or randomly change the play mat to be output and superimposed on the playfield each time the user takes a turn in game play. The play mat control unit 128 may accept a setting for the order of play mat changes in response to a user instruction received via the input unit 104, and may change the play mat each time the user takes a turn in game play according to the accepted setting. The setting unit 126 may set multiple play mats for the opponent, as in the case of the user. In this case, the play mat control unit 128 may superimpose each of the opponent's multiple play mats on the playfield and output it to the output unit 100, as in the case of the user.

[0133] (Effect Unit 130) The effect unit 130 executes a predetermined effect when outputting a play mat to the output unit 100 at the start of TCG gameplay, the start of a user's move, and / or the start of an opponent's move. Specifically, the effect unit 130 executes a predetermined effect when outputting the user's or opponent's play mat to the output unit 100 at the start of TCG gameplay. Then, when the play mat control unit 128 switches the user's play mat that has been output to the output unit 100 during the user's move to the opponent's play mat held by the opponent set by the setting unit 126 or a predetermined default play mat, the effect unit 130 executes a predetermined effect when the output of the user's play mat stops, the output of the opponent's play mat starts, and / or the output of the default play mat starts. The predetermined effect is an effect that emphasizes or changes the way the play mat is output at the timing of the start and stop of play mat output. The predetermined effect may be, for example, rotation, shaking, enlargement / reduction, sliding in / out of the play mat, dissolving from one play mat to another, etc. Similarly, when the play mat control unit 128 switches the opponent's play mat that has been output to the output unit 100 during the opponent's step to the output of the user's play mat held by the user set by the setting unit 126, the effect unit 130 executes the predetermined effect when the output of the opponent's play mat stops and the output of the user's play mat starts.

[0134] [Processing Flow of Game System 1] Fig. 11 shows an example of the processing flow in the game system according to this embodiment. Figs. 12 to 18 show examples of outlines of output screens in the game system according to this embodiment.

[0135] First, the setting unit 126 sets the user's play mat to be used in the TCG in response to a selection instruction from the user received via the input unit 104 (step 30; hereinafter, step will be abbreviated as "S"). That is, the setting unit 126 selects a play mat from a plurality of play mats for the TCG in response to a user's operation, and sets the selected play mat as the user's play mat. For example, the setting unit 126 sets a play mat before game play of the TCG begins. The setting unit 126 similarly sets the opponent's play mat in response to the opponent's selection instruction received via the information terminal 4. Then, the setting unit 126 supplies information about the set play mat to the play mat control unit 128.

[0136] The control unit 132 controls the progress of the TCG gameplay of each of the user and the opponent. When the control unit 132 starts the user's procedure (Yes in S32), the play mat control unit 128 outputs the user's play mat set by the setting unit 126, superimposed on the play field (S34). At this time, the presentation unit 130 can execute a presentation in which the entire play mat 510 is displayed on the output unit 100 and then zoomed in on the play mat 510. For example, when the play mat control unit 128 controls the output unit 100 to output the user's play mat 510, the presentation unit 130 controls the output unit 100 to output the entire play mat 510 at the start of output of the play mat 510, as shown in FIG. 12( a). Next, the production unit 130 causes the output unit 100 to output a state in which the play mat 510 is enlarged on the play field 500 (a state in which the play mat 510 is zoomed in), as shown in FIG. 12(b) (the area in which the play mat 510 is output to the output unit 100 in FIG. 12(b) is wider than that in FIG. 12(a), and part of the play mat 510 is not displayed). Then, the production unit 130 further enlarges the play mat 510, as shown in FIG. 12(c), and causes the output unit 100 to output a state in which the play mat 510 is displayed over almost the entire play field 500 (the area in which the play mat 510 is output to the output unit 100 in FIG. 12(c) is wider than that in FIG. 12(b), and part of the play mat 510 is not displayed). This allows the user to understand that the play mat 510 is displayed over almost the entire play field 500.

[0137] 13 , the playfield 500 is generally circular and includes a generally semicircular playfield area 502 on which the user's digital card (such as digital card 700) is deployed, and a generally semicircular playfield area 504 on which the opponent's digital card (such as digital card 702) is deployed. The playfield area 502 and the playfield area 504 are separated by a boundary 506. Furthermore, one or more placement areas (e.g., a generally rectangular placement area 600) are set in the playfield area 502 for placing the user's digital card, and one or more placement areas (e.g., a generally rectangular placement area 602) are also set in the playfield area 504 for placing the opponent's digital card. The playmat control unit 128 then outputs the playmat 510 set by the setting unit 126, superimposed on the playfield 500.

[0138] Note that the roughly rectangular dotted line in Figure 13 indicates the area of ​​the output unit of the information terminal. In other words, the area within the dotted line frame (i.e., the display range) is actually displayed on the information terminal. In the game system 1, the playfield 500, the entire playfield 500, and various objects on the playfield 500 (such as the play mat and digital cards) are first generated as an area to be output by the output unit. The game system 1 then sets the portion to be output by the output unit (i.e., the display range within the dotted line frame in Figure 13) and executes processing to cause the output unit to actually output the content within the display range. Similarly, roughly rectangular dotted lines in Figures 14 to 18 indicate the actual display range of the output unit of the information terminal, and the same internal processing as described above is executed.

[0139] For example, the play mat control unit 128 causes the output unit 100 of the user's information terminal 3 to output the user's play mat 510 superimposed on the play field 500 as shown in FIG. 14 (in FIG. 14, the lower side of the figure is the user's play field area 502, and the upper side is the opponent's play field area 504). Here, a predetermined arrangement direction is set for the play mat 510. For example, in the example of FIG. 14, a character's face is displayed on the play mat 510, and as an example, an arrangement in which the character's eyes are up and the mouth is down is set as the first arrangement of the play mat 510, and an arrangement in which the character's eyes are down and the mouth is up is set as the second arrangement of the play mat 510. Then, the play mat control unit 128 causes the output unit 100 of the information terminal 3 to output the play mat 510 in the first arrangement.

[0140] Furthermore, the play mat control unit 128 causes the output unit 100 of the opponent's information terminal 4 to output the play mat 510 superimposed on the play field 500 as shown in FIG. 15 (in FIG. 15, the lower side of the figure is the opponent's play field area 504, and the upper side is the user's play field area 502). In this case, the play mat control unit 128 causes the output unit 100 of the information terminal 4 to output the play mat 510 in the first arrangement. In this way, if a TCG were played in the real world, the opponent would view the play mat 510 in the second arrangement, but in the game system 1, the opponent can view the play mat 510 in the first arrangement, just like the user. The play mat control unit 128 continues outputting the user's play mat 510 superimposed on the play field 500 until the user's procedure is completed (No in S36).

[0141] Then, after the control unit 132 has finished the user's sequence (Yes in S36) or has started the opponent's sequence (No in S32), the play mat control unit 128 outputs the opponent's play mat set by the setting unit 126, superimposed on the play field (S38). For example, the play mat control unit 128 causes the output unit 100 of the opponent's information terminal 4 to output the opponent's play mat 512 superimposed on the play field 500 as shown in FIG. 16 (in FIG. 16, the lower side of the figure is the opponent's play field area 504, and the upper side is the user's play field area 502). Here, a predetermined orientation is also set for the play mat 512. For example, in the example of FIG. 16, a lightning bolt pattern is displayed on the play mat 512, and as an example, an orientation in which the thick side of the lightning bolt is on top and the tip is down is defined as the first orientation of the play mat 512, and an orientation in which the thick side of the lightning bolt is on bottom and the tip is up is defined as the second orientation of the play mat 512. Then, the play mat control unit 128 causes the output unit 100 of the information terminal 4 to output the play mat 512 in the first arrangement.

[0142] Furthermore, the play mat control unit 128 causes the output unit 100 of the user's information terminal 3 to output a play mat 512 superimposed on the play field 500 as shown in FIG. 17 (in FIG. 17, the lower side of the figure is the user's play field area 502, and the upper side is the opponent's play field area 504). In this case, the play mat control unit 128 causes the output unit 100 of the information terminal 3 to output the play mat 512 in the first arrangement. In this way, in the game system 1, the user can view the play mat 512 in the first arrangement, just like the opponent. The play mat control unit 128 continues to output the opponent's play mat 512 superimposed on the play field 500 until the opponent's step is completed (No in S40).

[0143] If the setting unit 126 has not set an opponent's play mat, the play mat control unit 128 may output a default play mat 514 superimposed on the play field, as shown in FIG. 18 . The design of the default play mat 514 is not particularly limited as long as it allows the play field area 502 and the play field area 504 to be distinguished from each other. For example, the pattern and color of the play field area 502 may be different from the pattern and color of the play field area 504. Furthermore, if the setting unit 126 has not set an opponent's play mat, it may be set not to output a play mat. In this case, the play field 500 is output to the output units 100 of the information terminal 3 and the information terminal 4 during the opponent's turn in the game play. Furthermore, the above may be the same when the setting unit 126 has not set a user's play mat.

[0144] Furthermore, even if the setting unit 126 has set the opponent's play mat, the play mat control unit 128 can also not output the opponent's play mat onto the playfield in response to a user instruction (hide instruction) received via the input unit 104. The play mat control unit 128 may receive a hide instruction from the user via the input unit 104 before the start of game play of the TCG or at any timing during game play. When receiving a hide instruction, the play mat control unit 128 may, for example, output a default play mat 514 superimposed on the playfield. In this way, for example, if the user does not want to see the opponent's play mat, the game system 1 can hide the opponent's play mat to prevent the user from feeling uncomfortable.

[0145] When the opponent's steps have ended (Yes in S40), the control unit 132 determines whether a predetermined condition has been met, and determines whether the game has ended, that is, whether the user or the opponent has won (S42). When the control unit 132 determines that the game has not ended (No in S42), steps S34 and thereafter are repeated. On the other hand, when the control unit 132 determines that the game has ended (Yes in S42), the control unit 132 causes the output unit 100 of each of the information terminals 3 and 4 to output the TCG battle results (S44).

[0146] [Game Program] Each of the components of the game system 1 according to this embodiment shown in FIGS. 8 to 18 can be implemented by having a central processing unit (CPU) or other arithmetic processing device (processor) execute a program (i.e., a game program), that is, by software processing. Alternatively, the components can be implemented by writing the program in advance to hardware such as an integrated circuit (IC). The processor is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, registers, peripheral circuits, etc. Alternatively, software and hardware can be used together.

[0147] That is, the game program according to this embodiment is a game program for causing a computer having a processor and memory to execute a digital TCG. The game program according to this embodiment can be pre-installed, for example, in an IC, ROM, or the like. The game program can also be provided as a computer program by recording it in an installable or executable file format on a computer-readable recording medium, such as a magnetic recording medium, optical recording medium, or semiconductor recording medium. The recording medium storing the program may be a non-transitory recording medium, such as a CD-ROM or DVD. Furthermore, the game program can be pre-stored on a computer connected to a communications network, such as the Internet, and provided by downloading it via the communications network.

[0148] The game program according to this embodiment acts on the CPU and the like to cause the game program to function as the output unit 100, output control unit 102, input unit 104, input surface 106, input control unit 108, setting unit 126, play mat control unit 128, presentation unit 130, control unit 132, and storage unit 134 described in Figures 8 to 18.

[0149] [Effects of the embodiment] The game system 1 according to the present embodiment allows the user and / or opponent in a TCG to select a play mat they own and display the selected play mat on the play field during the TCG. In this case, the game system 1 can display the entire play mat across the user's play field area and the opponent's play field area. As a result, the game system 1 allows the user and opponent to view the entire play mat owned by the other player even within the limited output area of ​​the output unit of the information terminal, thereby stimulating the user and / or opponent's interest in the play mat.

[0150] Furthermore, the game system 1 can set a predetermined orientation for the play mat and output the play mat in the same orientation to the output unit 100 of the user's information terminal 3 and the output unit 100 of the opponent's information terminal 4. As a result, the game system 1 allows the user and / or opponent to view the play mats they own in the same orientation even during a game match. This is a way of viewing a play mat that is impossible in the real world.

[0151] Although the present embodiment has been described above, the above-described embodiment does not limit the scope of the invention claimed in the claims. It should be noted that not all of the combinations of features described in the embodiments are necessarily essential to the means for solving the problems of the invention. Furthermore, the technical elements of the above-described embodiments may be applied independently, or may be divided into multiple parts, such as program components and hardware components, and then applied.

[0152] Additionally, the functions performed by the components described herein may be implemented in circuitry or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, Application Specific Integrated Circuits (ASICs), a Central Processing Unit (CPU), conventional circuits, and / or combinations thereof, programmed to perform the described functions. A processor includes transistors and other circuits and is considered to be circuitry or processing circuitry. A processor may also be a programmed processor that executes a program stored in memory. In this specification, circuitry, units, and means refer to hardware that is programmed to perform the described functions or that executes the described functions. The hardware may be any hardware disclosed herein or any hardware known to be programmed or capable of performing the described functions. If the hardware is a processor, the circuitry, means, or unit is a combination of hardware and software used to configure the hardware and / or processor.

[0153] <Additional Notes> The matters explained in this embodiment are added below.

[0154] (Supplementary Note 2-1) A game program for causing a computer having a processor and a memory to execute a digital trading card game (TCG), the game program causing the processor to execute the steps of: selecting a first play mat from a plurality of play mats for the TCG in response to a user's operation; outputting the first play mat across the user's playfield area and the user's opponent's playfield area during the user's turn in game play of the TCG; and not outputting the first play mat during the opponent's turn in game play. (Supplementary Note 2-2) The game program according to Supplementary Note 2-1, wherein game play of the TCG progresses by repeating the user's turn and the opponent's turn, and the outputting step starts outputting the first play mat when the user's turn starts. (Supplementary Note 2-3) A game program according to Supplementary Note 2-1 or Supplementary Note 2-2, in which a user plays a TCG on the user's information terminal, an opponent plays the TCG on the opponent's information terminal, an orientation is set for the first play mat, and the outputting step outputs the first play mat in the same orientation on both the user's information terminal and the opponent's information terminal during the user's turn. (Supplementary Note 2-4) A game program according to any one of Supplementary Note 2-1 to Supplementary Note 2-3, in which the not-outputting step switches the first play mat that has been output during the user's turn to a second play mat selected in response to an operation by the opponent or a predetermined third play mat, thereby not outputting the first play mat. (Supplementary Note 2-5) A game program according to Supplementary Note 2-4, in which the not-outputting step executes a predetermined effect when switching the first play mat to the second play mat or the third play mat. (Supplementary Note 2-6) A game system comprising means for executing all steps executed in the invention according to any one of Supplementary Note 2-1 to Supplementary Note 2-5. (Supplementary Note 2-7) A gaming method executed by a computer having a processor and a memory, in which the processor executes all of the steps executed in the invention according to any one of Supplementary Note 2-1 to Supplementary Note 2-5.(Supplementary Note 2-8) An information processing device comprising a control unit and a storage unit, wherein the control unit executes all of the steps executed in the invention according to any one of Supplementary Note 2-1 to Supplementary Note 2-5. (Supplementary Note 2-9) A server comprising a control unit and a storage unit, wherein the control unit executes all of the steps executed in the invention according to any one of Supplementary Note 2-1 to Supplementary Note 2-5.

[0155] Third Embodiment A third embodiment will be described.

[0156] The present embodiment relates to a game program, a game system, an information processing device, a server, and a game method, and in particular to a game program, a game system, an information processing device, a server, and a game method that are capable of handling trading cards used in digital trading card games (TCGs) in each language.

[0157] A conventional digital trading card distribution system for distributing trading cards over a network includes a server system that allows connection over the network from card display terminals identified by a predetermined ID, an image database that stores image data of the trading cards, card distribution means that selects and distributes predetermined trading cards from the trading cards registered in the image database by predetermined ID or by group, and card storage means that allows desired cards from the trading cards distributed by the card distribution means to be stored in an album database provided for each predetermined ID. This digital trading card distribution system allows images to be distributed over the network and stored as albums on the network server.

[0158] However, conventional systems do not assume that trading cards will be handled for each language.

[0159] Therefore, an object of this embodiment is to provide a game program, a game system, an information processing device, a server, and a game method that are capable of managing digital trading cards for each language.

[0160] In order to achieve the above-mentioned object, this embodiment provides a game program for causing a computer having a processor and memory to output cards for a trading card game, the game program causing the processor to execute a step of outputting, as separate cards, cards of the same type associated with a user, a first language card associated with a first language, and a second language card associated with a language different from the first language.

[0161] According to the game program, game system, information processing device, server, and game method of this embodiment, it is possible to provide a game program, game system, information processing device, server, and game method that are capable of managing digital trading cards by language.

[0162] <Overview of Game System 1> Fig. 19 shows an overview of the game system according to this embodiment. Specifically, Fig. 19(a) shows an overview of the configuration of the game system 1, and Fig. 19(b) shows an example of an overview of trading cards in the game system 1.

[0163] The game system 1 according to this embodiment is capable of executing a trading card game (TCG) in which a user plays against an opposing user (opponent) using digital cards (trading cards) under predetermined rules, and is a system for managing the digital TCG trading cards (hereinafter, digital trading cards may be simply referred to as "trading cards" or "cards"). The game system 1 handles trading cards in one or more languages. In other words, in this embodiment, even for the same type of trading card, there may be one or more trading cards with different languages ​​on their faces, allowing users to collect trading cards in various languages ​​and use them in the TCG.

[0164] Note that "same type" refers to, for example, that even if the text portion of the face of a trading card differs depending on the language, the remaining portions of the trading card (e.g., objects such as characters displayed on the face, designs such as the frame and background of the face, and / or symbols and marks that appear the same regardless of language) are the same. However, the text portion may exclude, for example, trademarks of companies that provide trading cards that remain the same regardless of language. As an example, trading cards 1000, 1000a, 1000b, and 1000c shown in FIG. 19(b) all have different text portions on their faces depending on the language, but are all the same type of trading card (if the card IDs, described below, are the same, they are the same type of trading cards even if the language IDs associated with the card IDs are different).

[0165] In the game system 1 according to the present embodiment, trading cards of the same type are managed as different trading cards for each of one or more languages. Specifically, a first language card associated with a first language and a second language card associated with a language different from the first language are treated as separate cards, even though they are cards of the same type associated with a user. That is, a card ID that identifies the trading card regardless of the language of the text data on its face is associated with each trading card, and one or more language IDs (i.e., language tags indicating the language) that identify the language of the text data on the face of the trading card are associated with each card ID. Even if the card ID is the same, if at least a portion of the text data on the face of the trading card is in a different language, the language ID indicates that the trading card is a different trading card for each language. Therefore, trading cards associated with the same card ID include trading cards that are different for each of one or more languages.

[0166] For example, trading cards 1000, 1000a, 1000b, and 1000c shown in Figure 19(b) are all of the same type of trading card, but have different languages ​​printed on their faces (assuming that these trading cards are owned by the user). In this case, game system 1 associates language IDs corresponding to each of the multiple languages ​​with card IDs indicating that these trading cards are of the same type, and manages them as trading cards owned by the user. 19(b), for example, the game system 1 manages, for one card ID, a first language ID for the language on the face of trading card 1000 (Japanese in the example of FIG. 19(b)), a second language ID for the language on the face of trading card 1000a (English in the example of FIG. 19(b)), a third language ID for the language on the face of trading card 1000b (French in the example of FIG. 19(b)), and a fourth language ID for the language on the face of trading card 1000c (Chinese in the example of FIG. 19(b)). Furthermore, when there are multiple trading cards of the same type in the same language, the game system 1 also manages the language IDs by associating them with data indicating the number of cards (e.g., a numerical value). When a user comes into possession of a trading card, the game system 1 updates the number of cards associated with the language ID of the language on the face of the trading card by associating it with the card ID of the trading card (the game system 1 updates the number of cards associated with the language ID by adding the number of trading cards that the user comes into possession of to the number of language IDs associated with the card ID of the trading card before the user came into possession of the trading card).

[0167] As described above, in the game system 1 according to the present embodiment, trading cards of the same type but with different languages ​​on their faces can be treated as different trading cards. Therefore, even if there are multiple trading cards of the same type but with different languages ​​on their faces, the game system 1 can manage the number of trading cards owned by language using a single card ID. This allows digital trading cards to be managed by language without placing an excessive load on a server or the like. Therefore, the game system 1 can output trading cards associated with a user and in languages ​​corresponding to one or more language IDs associated with the trading card's card ID as different trading cards to the output unit 100 of the information terminal 3. In other words, multiple trading cards associated with different language IDs, even if they have the same card ID, can be output as different trading cards. Therefore, the game system 1 can provide users with a new way of playing, such as collecting trading cards in different languages ​​or trading cards in a specific language.

[0168] The game system 1 can also execute a TCG between a user and a predetermined server constituting the game system 1, rather than a player-to-player game (in this case, the opponent's information terminal in the following description is replaced with a server, and a control unit of the server executes the TCG with the user). The following description will use an example of a TCG between a user and an opponent. That is, the game system 1 executes a digital TCG on the information terminals of the user and opponent, which are connected for two-way communication. A digital TCG is a game in which the user and opponent each possess a plurality of trading cards, each associated with a predetermined competitive ability. The user and opponent repeatedly engage in offensive and defensive battles using the trading cards, and victory or defeat is determined by achieving a predetermined condition. The game system 1 according to this embodiment executes a TCG in a virtual space (i.e., a digital space).

[0169] In addition, in TCGs, users can collect (own or possess) trading cards, register them in a picture book, and browse the picture book. Then, users organize trading cards to use in battles from the collected trading cards. This organization is referred to as "organizing a deck." Trading cards are acquired by users purchasing and opening "packs" containing multiple digital trading cards, winning a predetermined bonus in the game, participating in a predetermined lottery in the game, opening packs acquired by users by completing a predetermined game (e.g., a mini-game in the game or a predetermined mission in the game), and / or acquiring analog cards (physical cards) or packs containing analog cards and scanning a predetermined bonus code on the acquired analog card to acquire a digital card. Users organize decks using one or more trading cards they acquire and possess.

[0170] Furthermore, the game system 1 is a game system for outputting digital TCG trading cards. As shown in FIG. 19( a), the game system 1 includes a user's information terminal 3, an opponent's information terminal 4, and a server 7 that executes various game processes. The information terminals 3 and 4 are connected to the server 7 via a communication network 5 for two-way communication. The game system 1 may be a server-client type game system. FIG. 19( a) shows an example in which the user's information terminal 3 and the user's opponent's information terminal 4 are connected to the server 7 via the communication network 5. However, multiple information terminals used by different users (including the opponent) may each be connected to the server 7 via the communication network 5. In the following description, for simplicity's sake, an example in which one information terminal 3 (the user's information terminal 3) is connected to the server 7 via the communication network 5 will be mainly described.

[0171] The information terminal may be a mobile phone, smartphone, laptop computer, tablet PC, PC, portable game console, and / or home game console. If multiple information terminals are present, the types of the information terminals may be different. Details of the game system 1 according to this embodiment will be described below, but it should be noted that the names and numerical values ​​in the above and following descriptions are merely examples, that the present invention is not limited to these proper names and numerical values, and that these proper names and numerical values ​​do not necessarily relate to real proper names or numerical values.

[0172] <Details of Game System 1> Fig. 20 shows an example of the functional configuration of the game system according to this embodiment. Fig. 21 shows an example of the data configuration of each storage section of a storage unit included in the game system according to this embodiment. Specifically, Fig. 21(a) shows an example of the data configuration of the game information storage section 154 and the user information storage section 156, and Fig. 21(b) shows an example of the data configuration of owned card information 158 stored in the user information storage section 156.

[0173] [Overview of the Configuration of Game System 1] Game system 1 according to this embodiment includes an output unit 100 that outputs images of trading cards and the like, an output control unit 102 that controls the output of output unit 100, an input unit 104 that receives instructions from a user, a language setting unit 140 that sets the language used by the user in game system 1, a card providing unit 142 that provides trading cards to the user, an organization unit 114 that organizes decks, a card exchange unit 146 that exchanges trading cards between the user and other users, a control unit 148 that controls various functions and operations of the game, and a storage unit 152 that stores various information used in the game. Furthermore, storage unit 152 includes a game information storage unit 154 that stores information related to the game, and a user information storage unit 156 that stores information related to the user.

[0174] In this specification, the term "set language" (in the following description, the terms "set language" or "set language" refer to the "set language") refers to the language used by the user in the game system 1. The game system 1 associates a set language with each of multiple users.

[0175] The game system 1 may include the above-described multiple components in the same physical device or location, or some of the multiple components may be located in physically separate locations. In this case, the components may be connected via a communication network such as the Internet. For example, the game system 1 may have some of the functions of the components performed by an external server. The game system 1 may also be configured as one or more servers. In this case, the game system 1 is configured by combining an information terminal, components of one server, and components of another server. In this embodiment, a collection of predetermined components can be considered as a single "information processing device," and the game system 1 may be formed as a collection of multiple information processing devices. The allocation of multiple functions required to realize the game system 1 according to this embodiment to one or more pieces of hardware can be determined appropriately in consideration of the processing capabilities of each piece of hardware and / or the specifications required for the game system 1. Furthermore, the various pieces of information stored in the storage unit 152 may be updated based on user instructions or information received via the input unit 104, or may be updated as needed by obtaining predetermined information from a predetermined server external to the game system 1.

[0176] [Details of the Configuration of Game System 1] The following description will be given mainly on the example of a case where a user plays a game provided by the game system 1 using an information terminal 3 (e.g., a smartphone, a tablet terminal, etc.). The information terminal 3 is configured to have at least an output unit 100 as a display unit and an input unit 104.

[0177] (Control Unit 148) The control unit 148 controls the progress of the TCG and the output of trading cards based on the trading cards owned by the user and predetermined game data. For example, the control unit 148 outputs a list of trading cards in response to instructions from the user (for example, displaying images of trading cards in the form of an illustrated book), and executes the game in response to operations from the user. The control unit 148 also progresses the game in accordance with operations from the user. Progression of the game may include, for example, the following processes: - Selection of the language used in the game - Selection of a game stage - Matching processing for an opponent - Selection of game elements (for example, selection of a digital play mat for the TCG, selection of trading cards, selection of at least one type of pack from multiple types of packs, selection of a mini-game, selection of a battle with an opponent, etc.) - Playing the game (for example, playing a mini-game, controlling a TCG match between the user and the user's opponent, etc.) - Receipt of rewards at the end of the game

[0178] The control unit 148 also communicates between the information terminal 3 and the server 7, and controls the progress of the user's game play based on various information received from the information terminal 3. The control unit 148 can also control the operation of each component included in the game system 1. For example, the control unit 148 controls a predetermined lottery process and / or the granting of a predetermined pack, a predetermined trading card, a play mat, a predetermined character, an item, or the like to the user based on various instructions from the user acquired as the game play progresses.

[0179] Furthermore, the control unit 148 executes trading card output processing and various game processing in response to user operation input received via the input unit 104. For example, the control unit 148 executes game processing such as storing information about the user himself / herself in the storage unit 152, storing information about packs and trading cards acquired by the user in the storage unit 152, acquiring items, packs, and trading cards by the user for a fee or free of charge, acquiring in-game virtual currency, consuming items owned by the user, and instructing the output control unit 102 to output predetermined information to the output unit 100.

[0180] (Storage unit 152) The storage unit 152 stores various types of information supplied from other components of the game system 1 and various types of information related to the game system 1. Each storage section of the storage unit 152 supplies predetermined information to a predetermined component in response to a request from the other component of the game system 1. Note that in the various IDs described below, if one ID is associated with another ID and another ID is associated with another ID, the predetermined information can be made available by tracing the IDs.

[0181] (Storage Unit 152: Game Information Storage Section 154) The game information storage section 154 stores various types of game information and various types of card information related to trading cards used in the game.

[0182] Game information includes, for example, information about objects that appear in the game (e.g., play mats, packs, characters, and / or items, etc.), an object ID that identifies the object, the name of the object, the rarity of the object, an image of the object, a description of the object, etc.

[0183] The card information includes various types of information related to the trading cards and packs used in the game system 1. The card information includes the following information associated with a card ID that uniquely identifies the type of trading card: the name of the trading card, the rarity of the trading card, an image of the trading card (image of the face of the card), a description of the trading card, and, if an object (such as a character) is displayed on the trading card, various information related to the object (such as the name of the object, an image of the object, an attribute of the object, a description of the technique of the object, etc.).

[0184] Furthermore, in the game system 1, one or more languages ​​are each associated with a language ID that identifies that language. Regarding the text data on the face of a card, which is card information, a language ID for each language may be associated with a card ID, and the text data in each language may be associated with each language ID as card information. If a trading card is associated with a rarity, the form of the trading card (e.g., the design of the face, the design of the character displayed on the card, the design of the background of the character displayed on the card, etc.) may be changed depending on the rarity. In this case, the game system 1 treats trading cards with the same character name but different rarities as different trading cards. That is, in the game system 1, a rarity is associated with each of one or more trading cards, and if the rarity of one trading card differs from the rarity of another trading card, the trading cards are treated as different trading cards. Therefore, the card ID of one trading card is different from the card ID of the other trading cards (i.e., a different card ID is associated with each trading card for each rarity).

[0185] (Storage unit 152: User information storage section 156) The user information storage section 156 stores, in association with a user ID that uniquely identifies a user, set language information related to the set language, user information, possessed card information 158 which is information related to trading cards possessed by the user, acquired card information which is information related to trading cards that the user has acquired, and / or play information related to game play.

[0186] The set language information is information relating to the set language set by the user in the game system 1. The set language information may be, for example, the name of the set language set by the user or a language ID that uniquely identifies the set language. The game system 1 displays text such as various explanations and instructions relating to the progress of the game in the game using the set language. The relationship between the language on the face of the trading card in the game and the set language will be described in detail later.

[0187] User information may include, for example, the user's name, a username set by the user, a login ID, a password, the user's gender and date of birth, and / or information regarding the in-game virtual currency held by the user (information regarding the amount of virtual currency held and consumed, including, for example, information regarding the amount of virtual currency held that has been granted to the user free of charge and information regarding the amount of virtual currency held that has been granted to the user for a fee).

[0188] The owned card information 158 is information about trading cards owned by the user and / or one or more trading cards included in a pack that the user has acquired. Specifically, the user information storage unit 156 stores, as the owned card information 158, at least information identifying the language of the trading cards owned by the user and / or information about the number of trading cards owned, in association with a card ID that uniquely identifies the type of trading card. That is, as shown in FIG. 21( b), the user information storage unit 156 stores, in association with the card ID, a language ID that uniquely identifies a language (in the example of FIG. 21( b), a first language ID, a second language ID, a third language ID, ..., an nth language ID (where n is an integer greater than or equal to 4) are associated with the card ID as the language ID identifying each language), and information about the number of trading cards with faces in the language corresponding to the language ID (e.g., a numerical value representing the number of trading cards owned by the user; hereinafter, this may be referred to as "number information").

[0189] For example, suppose a user owns one type of trading card, including one trading card in Japanese (e.g., identified by a first language ID) and two trading cards in English (e.g., identified by a second language ID). In this case, the user information storage unit 156 associates "1" (i.e., a numerical value indicating the number of trading cards identified by the first language ID) with the first language ID associated with the card ID identifying the type of trading card, and "2" (i.e., a numerical value indicating the number of trading cards identified by the second language ID) with the second language ID, as the owned card information 158. The user information storage unit 156 also stores similar information when the user owns trading cards in other languages. Furthermore, the user information storage unit 156 may store "0" (i.e., a null value) with the language ID for trading cards in languages ​​that the user does not own.

[0190] Note that when multiple pieces of count information are associated with one language ID, multiple trading cards of the same type and language exist. In this case, these multiple trading cards cannot be distinguished from one another. For example, assume that the user information storage unit 156 stores owned card information 158 in which a first language ID (number of cards: 1) and a second language ID (number of cards: 2) are associated with one card ID of one type of trading card. In this case, the user owns one Japanese version and two English version trading cards of the same type. Here, regardless of the language (set language) used in the game system 1, the Japanese version trading card can be managed as a Japanese trading card, and the English version trading card can be managed as an English trading card. However, two English trading cards cannot be distinguished from one another. Furthermore, the owned card information 158 may include some or all of the card information stored in the game information storage unit 154. In this way, trading cards of one type written in different languages ​​can be distinguished from one another, but multiple trading cards of the same language cannot be distinguished from one another. That is, within the same type of trading card, trading cards written in one language can be distinguished from trading cards written in another language, but multiple trading cards of the same type written in the same language cannot be distinguished from one another. For example, within the same type of trading card, first language cards and second language cards can be distinguished from one another, multiple first language cards cannot be distinguished from one another, and multiple second language cards cannot be distinguished from one another.

[0191] The acquired card information is information about one or more trading cards that the user has acquired and / or one or more trading cards included in packs. The user information storage unit 156 may store the card IDs of trading cards that the user has acquired as "acquired card IDs," and may store information identifying the language of the trading cards that the user has acquired (language IDs) associated with the acquired card IDs, and / or information about the cumulative number of trading cards that the user has acquired. The acquired card information may have a data structure similar to that of the owned card information 158, except that the card IDs are acquired card IDs and the number associated with the language IDs is the number of trading cards that the user has acquired.

[0192] Play information is information related to game play, such as various information about the game currently being played, various information about games played, information about events and missions completed, results of TCG matches, details of deck composition used by the user in the TCG, play time, items acquired, in-game currency, etc.

[0193] (Output Unit 100, Output Control Unit 102) The output unit 100 is controlled by the output control unit 102, which is controlled by the control unit 148, and outputs various information related to the game, including packs and trading cards given to the user, trading cards owned by the user, trading cards the user has acquired, and / or other information. The output unit 100 outputs various processing results and information stored in the storage unit 152 in a manner that is perceptible to the user. Specifically, the output control unit 102 causes the output unit 100 to output various processing results in each component and information stored in the storage unit 152 as data in a predetermined format, still images, moving images, and / or text, audio, etc. The output unit 100 may output information received from an external server. The output unit 100 may be a display unit or the like included in the information terminal 3. The output unit 100 may also be configured to include elements such as a display unit, an audio output unit that outputs audio, a vibration unit that emits vibrations, and / or a light-emitting unit that emits light.

[0194] (Input unit 104, input surface 106, input control unit 108) The input unit 104 accepts input of predetermined instructions, operations, etc. from the user. The input unit 104 supplies the instructions to predetermined components of the game system 1. Each component that accepts the instructions performs its predetermined function. For example, the input unit 104 is a touch panel, a tablet, a mouse, a motion sensor, etc. In this embodiment, an example will be described in which the input unit 104 is a touch panel provided in the information terminal 3. Note that the touch panel may be capable of detecting multi-touch. Specifically, the touch panel serving as the input unit 104 has an input surface 106 onto which operations, etc. from the user are input, and an input control unit 108 that acquires information related to the operations input to the input surface 106. The touch panel is disposed overlaid on a display unit, which is the output unit 100, and the surface of the touch panel corresponds to the input surface 106.

[0195] For example, the output unit 100 is provided with an area for receiving a predetermined instruction, and the input surface 106 detects the predetermined instruction at a position designated by a user's operation (e.g., touch operation, tap operation, swipe operation, drag operation, flick operation, etc.) on the area of ​​the input surface 106. The input surface 106 supplies the detected information, i.e., information indicating the predetermined instruction at the detected position, to the input control unit 108. The input control unit 108 acquires the information indicating the predetermined instruction from the input surface 106 and supplies the information to a predetermined component of the game system 1.

[0196] (Language Setting Unit 140) The language setting unit 140 sets the language to be used in the game system 1 (i.e., the set language). The language setting unit 140 may use the language set by the operating system of the information terminal used by the user as the set language. The language setting unit 140 may also receive a language setting instruction from the user via the input unit 104 and set the specified language as the set language. The language setting unit 140 sets a set language for one or more users and stores the language ID of the set set language in the user information storage unit 156 in association with each user. The language setting unit 140 may receive a language setting instruction from the user at various times, such as when the user starts using the game system 1 on the information terminal 3, during use of the game system 1, and / or after use of the game system 1. After the language setting unit 140 sets the language in accordance with the user's instruction, the control unit 148 causes the output unit 100 to output various processing results using the set language. The language setting unit 140 supplies information about the set language to the card providing unit 142 , the organizing unit 144 , and the control unit 148 .

[0197] (Card Granting Unit 142, Card Exchange Unit 146) The card granting unit 142 associates one or more trading cards in the set language with the user and grants the one or more trading cards to the user. That is, the card granting unit 142 associates one or more trading cards acquired by the user as the game using the set language progresses with the user, and grants the one or more trading cards to the user for possession. Here, the trading cards granted to the user are associated with the set language at the time of granting. That is, the card granting unit 142 associates the set language set when the user possesses the trading card in the game with the trading card and grants the trading card to the user. Therefore, after the language setting unit 140 changes the set language to another set language based on a user's instruction, the card granting unit 142 grants the user a trading card in the other set language.

[0198] Specifically, the control unit 148 instructs the output control unit 102 to output information about trading cards and / or information about packs containing multiple trading cards (hereinafter, information about trading cards and / or information about packs may be referred to as "card information") stored in the game information storage unit 154 to the output unit 100. In this case, the control unit 148 causes the output unit 100 to output the card information using the set language. In response to an instruction specifying the user's card information received via the input unit 104, the card providing unit 142 associates the user with a trading card corresponding to the card information (a trading card in the set language).

[0199] For example, the control unit 148 causes the output unit 100 to output card information in an in-game store, an out-of-game store (e.g., a store provided by a predetermined server), a clear bonus for a predetermined mission in the game, a predetermined lottery stage in the game, etc. As an example, the control unit 148 causes the output unit 100 to output card information as follows, making it possible to grant a trading card in the set language to the user. Note that, in the following description of granting a trading card to the user, all trading cards are, in principle, trading cards in the set language unless otherwise specified.

[0200] (1) Granting of trading cards and / or packs at the store The card granting unit 142 associates a trading card and / or pack corresponding to one or more pieces of card information selected by the user with the user in response to a selection instruction from the user received via the input unit 104 for one or more pieces of card information presented at the store. The card granting unit 142 can grant trading cards and / or packs to the user for a fee or free of charge. When granting trading cards and / or packs to the user for a fee, the card granting unit 142 grants the trading cards and / or packs to the user in response to a payment instruction from the user received via the input unit 104.

[0201] (2) Granting Trading Cards by Exchange (2-1) Granting Trading Cards in a Set Language by Exchange The card exchange unit 146 enables the exchange of trading cards between a user and another user. The card exchange unit 146 references owned card information stored in the user information storage unit 156 and enables the exchange of trading cards owned by the user with trading cards owned by another user. That is, the card exchange unit 146 can exchange a trading card owned by the user for a trading card owned by another user in response to a trading card exchange instruction from the user received via the input unit 104. For example, when the user's information terminal and the information terminal of the other user (which may be an opponent) are connected to each other so as to enable two-way communication, the card exchange unit 146 receives a trading card exchange instruction from the user via the input unit 104. The card exchange unit 146 provides the exchange instruction to the information terminal of the other user and receives an instruction from the other user regarding approval or disapproval of the exchange instruction. If the card exchange unit 146 receives an instruction from the other user's information terminal indicating approval of the exchange instruction, it executes the trading card exchange. If the card exchange unit 146 receives information from the other user's information terminal indicating disapproval of the exchange, it cancels the trading card exchange process. As a result, the card exchange unit 146 exchanges the trading card owned by the user for a trading card owned by the other user and gives the exchanged trading card to the user.

[0202] (2-2) Granting Trading Cards in a Language Different from the Set Language Through Exchange The card exchange unit 146 may also enable the exchange of trading cards with a language different from the set language. For example, the card exchange unit 146 accepts, from the user via the input unit 104, a specification of the language of the card desired for exchange, and a specification of the trading card desired for exchange and written in the specified language. The card exchange unit 146 can then exchange the trading card owned by the user for the trading card owned by another user. For example, when the user's information terminal and the information terminal of the other user are connected to each other for two-way communication, the card exchange unit 146 accepts, from the user via the input unit 104, a specification instruction for specifying a language and a trading card, and an exchange instruction. The card exchange unit 146 provides the specification instruction and the exchange instruction to the information terminal of the other user, and accepts an instruction from the other user regarding approval or disapproval of the specification instruction and the exchange instruction. When card exchange unit 146 receives an instruction from another user's information terminal regarding approval of the designation instruction and the exchange instruction, it executes the exchange of trading cards in the language designated by the user. Note that when card exchange unit 146 receives information from another user's information terminal regarding disapproval of the designation instruction and the exchange instruction, it cancels the trading card exchange process.

[0203] Furthermore, the card exchange unit 146 may enable a user to exchange a trading card possessed by the user that has a face on it in a language designated by the user with another user's trading card (a trading card arbitrarily selected by the other user). For example, the card exchange unit 146 accepts, via the input unit 104, a designation of the language on which the user wishes to exchange (i.e., provide to the other user) a trading card desired to be exchanged and that has the designated language. The card exchange unit 146 then exchanges the trading card possessed by the user with a trading card possessed by the other user (since this card is arbitrarily selected by the other user, it may or may not be in a language different from the language designated by the user, and may or may not be the same type of card as the card provided by the user). The process of the card exchange unit 146 exchanging trading cards when the user's information terminal and the other user's information terminal are connected for two-way communication is similar to that described above.

[0204] In this way, the card exchange unit 146 exchanges trading cards in a language owned by a user for trading cards owned by another user in a language desired by the user or a language selected / specified by the other user, and grants the exchanged trading cards to the user (for example, a user can exchange a Japanese trading card for an English or other trading card owned by another user). Therefore, according to the game system 1, a user can exchange their own trading cards for trading cards in a language different from the language selected by the user, and add them to their collection. When a user exchanges their own trading cards for another user's trading cards, the game system 1 updates information about the number of trading cards associated with the user (i.e., the owned number data). Specifically, the game system 1 updates the number of trading cards (i.e., the owned number data) in the language corresponding to the language ID associated with the user's card ID by increasing or decreasing the number of trading cards in the language corresponding to the language ID associated with the user's card ID based on the exchange. Specifically, when a user exchanges a card with a certain card ID (assuming that the card is associated with a certain language ID) for a card with the same card ID (assuming that the card is associated with a different language ID) of another user, the game system 1 subtracts the number of cards given up in the exchange (here, "1") from the possession count data associated with the language ID of the user's card ID, and adds the number of cards obtained in the exchange (here, "1") to the possession count data associated with the other language ID of the same card ID, thereby updating the possession count data (the same applies to other users). For example, when a user exchanges a certain type of Japanese trading card for a certain type of English trading card owned by another user, the game system 1 subtracts "1" from the number of the user's Japanese trading cards and adds "1" to the number of the user's English trading cards.If the language IDs associated with the card IDs are the same, the trading cards associated with the same language IDs are not distinguished from one another.

[0205] (3) Granting a Trading Card and / or a Pack upon Completing a Mission The control unit 148 assigns a predetermined mission in the game (including logging in to the game) to the user, and when the user completes the mission, supplies information about the completion to the card granting unit 142. Based on the information about the completion, the card granting unit 142 grants the user a trading card and / or a pack, which is a reward that is pre-associated with the information about the completion or a reward determined by lottery. Note that the control unit 148 does not have to assign a mission to the user playing the game. In this case, the card granting unit 142 may grant the predetermined trading card and / or a pack to the user by distributing it.

[0206] (4) Granting of trading cards and / or packs in lottery stages The control unit 148 can execute a predetermined lottery stage in the game. The control unit 148 executes a lottery in response to a lottery execution instruction from the user received via the input unit 104. The card granting unit 142 then grants to the user trading cards and / or packs in a set language that is pre-associated with one or more lottery results.

[0207] (5) Awarded by Acquiring Analog Cards and / or Packs Including Analog Cards A user can acquire analog cards and / or analog packs (i.e., tangible cards and / or tangible packs) by purchasing analog cards and / or analog packs containing multiple analog cards from real-world stores, mail order, etc. Note that analog cards and / or packs containing analog cards may be cards in a set language and / or packs in a set language, or cards in a language different from the set language and / or packs in a language different from the set language.

[0208] Here, a predetermined bonus code (e.g., a code represented by a two-dimensional barcode or predetermined text information) may be attached to the analog card and / or analog pack. The bonus code may include information that grants the user a digital version of the analog card and / or analog pack to which the bonus code is attached, i.e., a trading card version of the analog card and / or a digital pack version of the analog pack. Note that the digital version of the card and / or digital pack may be the same type as or different from the card and / or pack actually purchased by the user. The user then reads the bonus code using the imaging unit of the information terminal 3 or inputs the bonus code via the input unit 104, and provides the information included in the bonus code to the server of the game system 1. The card granting unit 142 grants the user a digital version of the analog card and / or analog pack purchased by the user based on the information included in the bonus code.

[0209] (6) Granting Cards by Acquiring a Pack with a Set Language Furthermore, a pack containing multiple trading cards may be associated with a language. That is, one pack may be assigned to one language, and another pack may be assigned to another language. In this case, the multiple trading cards included in one pack are trading cards in one language, and the multiple trading cards included in the other packs are trading cards in another language. The card granting unit 142 then grants trading cards in a specific language to the user by associating the multiple trading cards (trading cards in a specific language) included in a pack selected from packs in one or more languages ​​presented in the store based on a user's instructions received via the input unit 104. Therefore, in this case, regardless of the set language, the user can acquire a pack in the language selected by the user and possess one or more trading cards in that language included in the pack. This allows the user to possess trading cards in a language different from the set language.

[0210] The card providing unit 142 supplies information about the trading cards and / or packs provided to the user to the storage unit 152. The user information storage unit 156 of the storage unit 152 stores information about the trading cards and / or trading cards included in the packs provided to the user by the card providing unit 142 as owned card information 158. The owned card information 158 stores the number of trading cards (owned number data) associated with the user by the card providing unit 142 in association with the language ID associated with the card ID of the trading card. In other words, the card providing unit 142 updates the owned number data by adding the number of cards associated with the user to the owned number data associated with the language ID of the card ID of the trading card. As a result, in game system 1, the number of trading cards in a given language on the face of a given trading card can be determined by referring to owned card information 158 (for example, control unit 148 can refer to owned card information 158 in response to a predetermined instruction from the user received via input unit 104, and output to output unit 100, as information on trading cards owned by the user, the number of trading cards in each language (first owned number data), the number of trading cards in each language for each of multiple trading cards (second owned number data), and / or the total number of trading cards owned by the user (third owned number data)).

[0211] (Compilation Unit 144) The compilation unit 144 composes a deck for the user to use in the TCG in response to a user's instructions (deck compilation instructions). That is, the compilation unit 144 composes a deck for the TCG using one or more trading cards associated with the user in response to the user's deck compilation instructions received via the input unit 104. For example, the control unit 148 causes the output unit 100 to output some or all of the owned card information 158 stored in the user information storage unit 156. Then, in response to the user's trading card selection instructions received via the input unit 104, the compilation unit 144 composes a deck using trading cards selected by the user.

[0212] Furthermore, after receiving a deck composition instruction, the composition unit 144 may compose a deck based on the set language. Specifically, if all of the trading cards selected by the user are in the set language, the composition unit 144 composes a deck using the trading cards selected by the user as they are. On the other hand, if the trading cards selected by the user include trading cards in a language different from the set language, the composition unit 144 composes a deck using trading cards (translated cards) in which the faces of the trading cards in the different language have been replaced with the set language. The composition unit 144 may make the translated cards available to the user only during the user's TCG match, and may terminate the replacement with the set language (i.e., terminate the translated cards) after the match ends. The composition unit 144 supplies information regarding the compiled deck to the control unit 148. The control unit 148 uses this information to control the progress of the TCG.

[0213] [Processing Flow 1 of Game System 1] FIG. 22 shows an example of a processing flow in the game system according to this embodiment.

[0214] First, the language setting unit 140 accepts the user's language specification via the input unit 104 and sets the language to be used in the game (step 50; hereinafter, step is abbreviated as "S"). The language setting unit 140 provides information related to the set language to the card giving unit 142. The language setting unit 140 also stores the information related to the set language in the user information storage unit 156. Then, based on the card information output by the control unit 148 from the output unit 100, the card giving unit 142 makes it possible to give a trading card in the set language to the user (S52). If the card giving unit 142 gives a trading card to the user based on the user's instruction (Yes in S52), the card giving unit 142 gives the trading card in the set language to the user (S54). The card giving unit 142 stores information related to the trading card given to the user in the user information storage unit 156 as owned card information 158.

[0215] Next, if the card providing unit 142 does not provide a trading card to the user (No in S52), or after the card providing unit 142 has provided a trading card to the user, the control unit 148 enables reception of an instruction to output a trading card from the user via the input unit 104 (S56). If an instruction to output a trading card from the user via the input unit 104 is not received (No in S56), the control unit 148 ends the process.

[0216] On the other hand, if an instruction to output a trading card is received from the user via the input unit 104 (Yes in S56), the control unit 148 determines whether the user owns a trading card in the language set in the language setting unit 140 (S58). Specifically, the control unit 148 references the user information storage unit 156 and determines whether a trading card with a card ID associated with the language ID of the set language is stored. If the control unit 148 determines that a trading card with a card ID associated with the language ID of the set language is stored in the user information storage unit 156 (Yes in S58), it causes the output unit 100 to output the trading card in the set language preferentially.

[0217] In this case, the control unit 148 controls a first mode that allows the user to view trading cards owned by the user on the user's information terminal. That is, during execution of the first mode, the control unit 148 prioritizes outputting cards associated with the set language over cards associated with other languages. During execution of the first mode, the control unit 148 receives an instruction from the user via the input unit 104 specifying a language from among the languages ​​corresponding to the language IDs of trading cards owned by the user as the language of the face of the trading card to be output. The control unit 148 outputs the trading card in the language specified by the instruction. Specifically, when the information on trading cards owned by the user stored in the user information storage unit 156 (i.e., owned card information 158) includes not only trading cards in the set language but also trading cards in languages ​​other than the set language, the control unit 148 prioritizes outputting trading cards associated with the language ID of the set language over trading cards associated with other language IDs. For example, suppose that user information storage unit 156 stores one type of trading card, including trading cards written in Japanese, trading cards written in English, and trading cards written in French. In this case, control unit 148 preferentially outputs trading cards written in a language that matches the set language to output unit 100. Therefore, in this case, if the set language is Japanese, Japanese trading cards are preferentially output to output unit 100, and if the set language is English, English trading cards are preferentially output to output unit 100 (S60).

[0218] On the other hand, if a card associated with the set language is not associated with the user, the control unit 148 outputs the face of the card in a language determined based on a predetermined language priority order from among one or more languages ​​associated with the card associated with the user. That is, if the control unit 148 determines that a trading card with a card ID associated with the language ID of the set language is not stored in the user information storage unit 156 (No in S58), the control unit 148 causes the output unit 100 to output a trading card in a language selected based on a predetermined language priority order (S62). That is, the control unit 148 references the owned card information 158 stored in the user information storage unit 156, and if a trading card associated with the language ID of the set language is not stored (i.e., not associated with the user), the control unit 148 causes the output unit 100 to output a trading card associated with a language ID determined based on a predetermined language priority order from among one or more language IDs associated with the card ID of the trading card associated with the user.

[0219] For example, suppose the user information storage unit 156 stores one type of trading card, each of which has one trading card in English, one trading card in French, and one trading card in Chinese. The set language is Japanese. In this case, since the user does not own a trading card in a language that matches the set language (a Japanese trading card), the control unit 148 controls the output unit 100 to output a trading card in a specific language based on a predetermined language priority. The language priority may be set, for example, in descending order of priority, such as English, Chinese, German, French, etc. In this case, since the user information storage unit 156 stores trading cards in English, French, and Chinese, the control unit 148 controls the output unit 100 to output the English trading card, which has the highest priority. If the user information storage unit 156 does not store any English trading cards, the control unit 148 controls the output unit 100 to output the Chinese trading card, which has the second highest priority.

[0220] Furthermore, when the user information storage unit 156 stores trading cards of one type in one or more languages ​​but does not store trading cards in a language that matches the set language, the control unit 148 may enable trading cards in a predetermined language to be output to the output unit 100. For example, suppose the user information storage unit 156 stores trading cards of one type in Japanese, French, and Chinese. The set language is German. In this case, since the user does not own any trading cards in a language that matches the set language (German trading cards), the control unit 148 enables trading cards in a predetermined language to be output to the output unit 100. Here, the predetermined language is preferably a language that is widely used worldwide, and may be, for example, English.

[0221] Furthermore, the control unit 148 may set the priority of languages ​​in accordance with the order of the languages ​​of trading cards acquired by the user (i.e., assigned by the card assigning unit 142). That is, when the card assigning unit 142 assigns cards to a user in a predetermined set language, if the language of the first card assigned to the user is a first language that is not the set language, the language of the second card assigned to the user is a second language that is not the set language, and the language of the nth card assigned to the user is an nth language that is not the set language (where n is an integer greater than or equal to 3), the control unit 148 enables cards in the first language to be preferentially output to the output unit 100 until the card assigning unit 142 assigns a card in the set language to the user. For example, suppose the set language is Japanese and the card assigning unit 142 first assigns a Chinese trading card to the user, and then an English trading card. In this case, the control unit 148 prioritizes output in Chinese, which is the language of the trading card initially assigned to the user, until the card assignment unit 142 assigns an English trading card to the user and then assigns a Japanese trading card to the user. Note that the control unit 148 may also assign the opposite language priority to the above, i.e., prioritize output in the nth language.

[0222] [Example 1 of Trading Card Output in Processing Flow of Game System 1] Figure 23 shows an example of an outline of an output screen in the game system according to this embodiment. Specifically, Figure 23(a) shows an example of an output of trading cards owned by a user in the form of an illustrated book, and Figure 23(b) shows an example of an enlarged output of one trading card in the illustrated book. Furthermore, Figure 23(c) shows an example of an output of trading cards in multiple languages ​​in the illustrated book.

[0223] In step S60 or S62 in the description of FIG. 22 , trading cards owned by the user are output to the output unit 100 of the information terminal 3. Here, the trading cards may be output in various formats; as an example, trading cards may be output in the form of an illustrated book. For example, the control unit 148 receives a predetermined instruction from the user (an instruction to output a trading card illustrated book, which corresponds to step S56 in the description of FIG. 22 ) via the input unit 104. Based on the predetermined instruction, the control unit 148 executes steps S58 to S62 in the description of FIG. 22 and causes the output unit 100 to output a list of trading cards owned by the user. For example, as shown in FIG. 23( a), trading cards owned by the user (e.g., trading card 1000, trading card 1010, etc.) are arranged in a predetermined array and output to the output unit 100 as card list 900.

[0224] For example, the control unit 148 references the set language of the user information storage unit 156 and causes the output unit 100 to output a card list 900 of trading cards stored in the user information storage unit 156 and associated with the language ID of the set language (see the description of S58 to S60). On the other hand, if the user information storage unit 156 does not store a trading card associated with the language ID of the set language, but stores a trading card associated with the language ID of another language (i.e., if a trading card is stored that is associated with a card ID and associated with a language ID of a language other than the set language), the control unit 148 causes the output unit 100 to output a trading card associated with the language ID of a language with a higher priority based on a predetermined language priority order (see the description of S62). The control unit 148 performs the same process for each of one or more trading cards owned by the user.

[0225] In this way, in the game system 1, the system language environment is set, and if a user possesses trading cards in a language different from the set language, the trading cards can be displayed in the different language in the illustrated encyclopedia list (note that the different languages ​​are determined based on a predetermined priority order). However, if the user possesses trading cards in the set language, the trading cards in the set language are displayed preferentially. Furthermore, trading cards in multiple languages ​​may be displayed simultaneously on the same screen in the illustrated encyclopedia list. That is, the control unit 148 can output trading cards in different languages ​​side by side simultaneously on the screen of the user's information terminal. For example, as shown in FIG. 23( c), the control unit 148 can display trading cards in Japanese (e.g., trading card 1003 labeled "Lizard" and trading card 1004 labeled "Charizard") together with trading card 1000c in Chinese. This allows the user to easily understand, by simply referring to the illustrated encyclopedia, that they do not possess trading cards in the set language but do possess trading cards in different languages.

[0226] Furthermore, when the control unit 148 receives a selection instruction for one of the trading cards in the card list 900 from the user via the input unit 104, the control unit 148 may refer to the game information storage unit 154 and / or the user information storage unit 156 and cause the output unit 100 to output detailed information about the selected trading card.

[0227] In this case, the control unit 148 may cause the output unit 100 to display an enlarged version of the selected trading card. For example, when the control unit 148 receives a user instruction to select trading card 1000 in the card list 900 shown in Fig. 23(a), the control unit 148 causes the output unit 100 to output an enlarged image of the trading card 1000 as shown in Fig. 23(b). The example of Fig. 23(b) shows a state in which the face of the trading card is written in the set language (here, Japanese) (for example, the character name "Charmander" and the technique name "Bring").

[0228] [Example 2 of trading card output in the processing flow of game system 1] Figure 24 shows an example of an outline of an output screen in the game system according to this embodiment. Specifically, Figures 24(a) to 24(c) show an outline of an illustrated book-style output in a predetermined language.

[0229] The control unit 148 can also switch the language of trading cards owned by the user and output the card list 900 to the output unit 100. That is, the control unit 148 receives an instruction from the user to specify the language of the face of the trading card, and outputs the trading card associated with the language ID of the language specified in the received instruction to the output unit 100. For example, the control unit 148 outputs an icon 410 that receives a language switch instruction (an instruction to specify the language of the face of the trading card) from the user at a predetermined location on the output unit 100. Then, when the control unit 148 receives an instruction from the user via the icon 410, it outputs a selection list of one or more languages ​​to the output unit 100. The control unit 148 receives a language selection by the user from the selection list via the input unit 104, and switches the trading card with the face of the currently outputted language to a trading card with the face of the selected language and outputs the trading card with the face of the selected language to the output unit 100.

[0230] That is, the control unit 148 causes the output unit 100 to display a list of trading cards in the language selected by the user and stored in the user information storage unit 156 in association with the language ID of the selected language. In this case, the control unit 148 may not cause the output unit 100 to output trading cards that are not associated with the language ID of the selected language, even if the user possesses trading cards in the previous language. That is, the trading cards output to the picture book on the output unit 100 may only be trading cards owned by the user (trading cards included in the owned card information 158 stored in the user information storage unit 156). However, for trading cards that are not associated with the language ID of the selected language, the control unit 148 may cause the output unit 100 to output trading cards in a language that is determined based on a predetermined priority from among the languages ​​corresponding to the language IDs associated with the trading cards, instead of trading cards in the new language.

[0231] For example, suppose one type of trading card is stored in the user information storage unit 156, and the card ID of this trading card is associated with a first language ID (e.g., a language ID associated with Japanese), a second language ID (e.g., a language ID associated with English), and a fourth language ID (e.g., a language ID associated with Chinese), but is not associated with a third language ID (e.g., a language ID associated with French). In other words, the user owns the Japanese, English, and Chinese versions of one type of trading card, but does not own the French version. Furthermore, suppose the set language is Japanese.

[0232] In this case, the control unit 148, in response to a user's instruction to output the illustrated book received via the input unit 104, first causes the output unit 100 to output a card list 900 of trading cards associated with the set language (Japanese in this case), as shown in Fig. 24(a). Then, if the control unit 148 has caused the output unit 100 to output trading cards in Japanese and then switches the language to English based on a user's instruction on the icon 410, the control unit 148 switches the display of the trading cards to English, as shown in Fig. 24(b) (Fig. 24(b) shows how Japanese trading cards 1000 have been switched to English trading cards 1000a, and how the Japanese card list 900 has been switched to the English card list 900a).

[0233] Furthermore, when the control unit 148 has caused the output unit 100 to output trading cards in Japanese as shown in FIG. 24( a) or when the control unit 148 has caused the output unit 100 to output trading cards in English as shown in FIG. 24( b), if the language is switched to Chinese based on a user's instruction to the icon 410, the control unit 148 will switch the display of the trading cards to Chinese as shown in FIG. 24( c) (FIG. 24( c) shows that the Japanese trading card 1000 or the English trading card 1000a has been switched to the Chinese trading card 1000c, and the Japanese card list 900 or the English card list 900a has been switched to the Chinese card list 900c).

[0234] On the other hand, when the control unit 148 has caused the output unit 100 to output trading cards in Japanese as shown in Figure 24(a), when the control unit 148 has caused the output unit 100 to output trading cards in English as shown in Figure 24(b), or when the control unit 148 has caused the output unit 100 to output trading cards in Chinese as shown in Figure 24(c), if the language is switched to French (or another language other than Japanese, English, and Chinese) based on the user's instruction to icon 410, the third language ID is not included in the owned card information in the user information storage unit 156, so the control unit 148 does not switch the display of the trading cards and maintains the current state. Alternatively, the control unit 148 may cause the output unit 100 to output trading cards in a language selected from Japanese, English, or Chinese based on a predetermined language priority (i.e., a language with a language ID selected from the language IDs associated with the card IDs of trading cards owned by the user). (As an example, if the language with the highest priority is English, the trading cards may be output in English, as shown in FIG. 24(b). If the user does not own any English trading cards, a trading card in a language with a priority lower than English may be output in that language.)

[0235] Note that the control unit 148 may cause the output unit 100 to output trading cards that the user has previously owned. For example, when the control unit 148 receives an instruction to output a trading card from the user via the input unit 104, it determines whether or not the user has previously owned a trading card in the language set in the language setting unit 140. For example, the control unit 148 references the acquired card information in the user information storage unit 156 and determines whether or not the user has previously owned a trading card with a card ID associated with the language ID of the set language. When the control unit 148 determines that the user has previously owned a trading card with a card ID associated with the language ID of the set language, it may cause the output unit 100 to output the trading card that the user previously owned.

[0236] [Processing Flow 2 of Game System 1] Figure 25 shows another example of the processing flow in the game system according to this embodiment. Specifically, Figure 25 shows an example of the processing flow in which a user and an opponent play a TCG match using their own information terminals. Figures 26 and 27 also show an example of an outline of an output screen in the game system according to this embodiment.

[0237] In a TCG between a user and an opponent in game system 1, both the user and the opponent play the match using the language they have set. Therefore, if the user's language setting differs from the opponent's language setting during a TCG match, this may hinder the smooth progress of the game. Therefore, when the user's language setting differs from the opponent's language setting, game system 1 displays the face of the opponent's trading card in the user's language setting on the user's information terminal 3, and displays the face of the user's trading card in the opponent's language setting on the opponent's information terminal 4.

[0238] First, the language setting unit 140 receives a user's language specification via the input unit 104 and sets the language to be used in the game (S10). In S10, the same processing as S10 in the description of FIG. 22 is executed. The language setting unit 140 also sets a language for the opponent in the same manner. Note that the same processing is executed for the opponent as for the user, so the following description will mainly focus on the processing on the user's side.

[0239] The compilation unit 144 then compiles a deck to be used in the TCG in response to the user's deck compilation instructions received via the input unit 104. That is, the control unit 148 executes a second mode in which a deck in the TCG is compiled using one or more cards associated with the user. Specifically, the control unit 148 references the owned card information 158 stored in the user information storage unit 156 and causes the output unit 100 to output some or all of the trading cards owned by the user and in the language set by the user. The compilation unit 144 then compiles a deck using one or more trading cards based on the user's trading card selection instructions received via the input unit 104 (Yes in S70). If the user has not provided a deck compilation instruction (No in S70), the compilation unit 144 does not execute the deck compilation process.

[0240] Specifically, when organizing a deck while the second mode is being executed, the organizing unit 144 determines whether the trading cards selected by the user include trading cards in a language other than the set language (S72). If the organizing unit 144 determines that the selected trading cards do not include trading cards in a language other than the set language, that is, if the organizing unit 144 determines that all trading cards are trading cards in the set language (third language cards) (No in S72), the organizing unit 144 organizes a deck using the trading cards selected by the user (i.e., trading cards in the set language) (S74).

[0241] On the other hand, if a third-language card associated with the set language is not associated with the user and a fourth-language card whose card ID is associated with a language different from the set language is included in the deck, the compilation unit 144 outputs the faces of the third-language card and the fourth-language card in the set language during execution of the second mode. In other words, if a third-language card associated with the language ID of the set language that is a selected trading card is not associated with the user and a fourth-language card whose card ID is associated with a language ID different from the language ID of the third-language card and is associated with the user is included in the deck, the compilation unit 144 outputs the face of the fourth-language card in the set language. In other words, if the compilation unit 144 determines that the selected trading cards include trading cards in a language different from the set language (Yes in S72), the compilation unit 144 compiles a deck using trading cards (translated cards) in which the language of the trading cards selected by the user and whose language is different from the set language is set to the set language (S76). In this way, trading cards included in the organized deck whose face language is not the set language are output in the set language, so that the faces of the third language cards and fourth language cards in the deck are all output in the set language. The control unit 148 enables the user to play a TCG using the deck organized by the organization unit 144.

[0242] The control unit 148 then controls a TCG match between the user and the user's opponent. That is, the control unit 148 controls a third mode in which a TCG match is played using a first deck organized by the user and a second deck organized by the user's opponent. Here, the control unit 148 determines whether the user's set language and the opponent's set language are different (S78). If the user's set language and the opponent's set language are not different (No in S78), the control unit 148 continues the match (S82).

[0243] On the other hand, if the user's set language and the opponent's set language are different (Yes in S78), the control unit 148 outputs the faces of the opponent's trading cards in the user's set language (S80). That is, during execution of the third mode, the control unit 148 outputs the faces of the cards using the set language, regardless of the languages ​​associated with the cards constituting the user's first deck and the opponent's second deck. Specifically, at least during execution of the TCG match, the control unit 148 outputs the faces of the opponent's trading cards to the user's information terminal 3 using the user's set language set by the language setting unit 140, and outputs the faces of the user's trading cards to the opponent's information terminal 4 using the opponent's set language set by the language setting unit 140. More specifically, the control unit 148 converts trading cards displayed in the opponent's set language into trading cards in the user's set language so that they can be output to the output unit 100 of the user's information terminal 3, and converts trading cards displayed in the user's set language into trading cards in the opponent's set language so that they can be output to the output unit 100 of the opponent's information terminal 4. Then, the control unit 148 executes the TCG match (S82).

[0244] For example, an example will be described in which the user's set language is Japanese and the opponent's set language is Chinese. The example will be described in which the user uses one type of trading card 1000 in Japanese (for example, the character name "Charmander" and the technique name "Bring It" are written in Japanese), and the opponent uses one type of trading card 1002 in Chinese (for example, the character name "Little Fire Dragon" and the technique name "Call It" are written in Chinese). While FIGS. 26 and 27 show an enlarged view 1000E that makes trading card 1000 easier to see and an enlarged view 1002E that makes trading card 1002 easier to see, these enlarged views are not output to output unit 100 in an actual TCG.

[0245] First, as shown in FIG. 26 , the TCG playfield 800 output on the output unit 100 of the user's information terminal 3 has a substantially circular shape and includes a substantially semicircular playfield area 802 on which the user's trading cards (e.g., trading card 1000) are displayed, and a substantially semicircular playfield area 804 on which the opponent's trading cards (e.g., trading card 1002) are displayed. The playfield area 802 and the playfield area 804 are separated by a boundary 806. Meanwhile, the output unit 100 of the opponent's information terminal 4 also displays the playfield 800, playfield area 802, playfield area 804, boundary 806, and the user's and opponent's trading cards, as shown in FIG. 27 . However, as can be seen from FIGS. 26 and 27 , the output positions of the playfield area 802 and the playfield area 804 are upside down on the user's information terminal 3 and the opponent's information terminal 4. Furthermore, the boundary 806 does not need to be output.

[0246] As shown in FIG. 26 , the control unit 148 causes the output unit 100 to output the opponent's trading card 1002 on the user's information terminal 3 in Japanese, which is the user's set language. The control unit 148 also causes the output unit 100 to output, in Japanese, predetermined explanations and the like required for the progress of the TCG game, in addition to the opponent's trading card. That is, the opponent's trading card 1002 is originally written in Chinese. However, since the user's set language is Japanese and the languages ​​differ, the control unit 148 changes the writing of the opponent's trading card 1002 to Japanese and outputs it on the output unit 100. Similarly, as shown in FIG. 27 , the control unit 148 causes the output unit 100 to output the user's trading card 1000 on the opponent's information terminal 4 in Chinese, which is the opponent's set language. The control unit 148 also causes the output unit 100 to output, in Chinese, predetermined explanations and the like required for the progress of the TCG game, in addition to the user's trading card. In other words, the user's trading card 1000 is originally written in Japanese. However, since the opponent's set language is Chinese, the control unit 148 changes the writing on the user's trading card 1000 to Chinese and causes the output unit 100 to output it.

[0247] In this way, at least during the TCG match, the control unit 148 outputs the face of the opponent's trading card to the user's information terminal 3 using the user's set language, and outputs the face of the user's trading card to the opponent's information terminal 4 using the opponent's set language. In other words, the control unit 148 converts trading cards displayed in the opponent's set language into trading cards in the language set by the user, so that these can be output to the output unit 100 of the user's information terminal 3, and converts trading cards displayed in the user's set language into trading cards in the language set by the opponent, so that these can be output to the output unit 100 of the opponent's information terminal 4. The control unit 148 then executes the TCG match (S82), and when the TCG match ends, ends the processing related to the output of trading cards.

[0248] [Variation of the Embodiment] In a game system according to a variation of the present embodiment, a method of managing cards may be used in which cards of the same type but with different languages ​​on their faces are managed as separate and independent cards. That is, this method uniquely identifies all cards, including the difference in the languages ​​on their faces. In this method, for example, a card (first card) that displays a predetermined character and the name of the predetermined character in Japanese and a card (second card) that displays the name in English but is otherwise identical are managed as separate cards.

[0249] For example, an ID that uniquely identifies a card can be used as the card ID. For example, if a card is converted into a Non-Fungible Token (NFT) and a token ID is assigned to the card, the token ID becomes the card ID that uniquely identifies the card. In this case, the card ID (i.e., the token ID) of one card will never match the card ID of another card. Therefore, for example, even if the cards are the same type, a first card and a second card that have different languages ​​on their faces will be treated as different cards (with different token IDs).

[0250] In this case, all cards are uniquely identified, even if they are in different languages, so as the number of cards increases, the amount of card data increases, and the load on the server that executes various processes and the amount of memory consumed for data management also increase. However, even if there are multiple cards of the same type and in the same language, each of the multiple cards in the same language can be treated as a separate, independent card. This makes it easy to meet the user's desire to collect cards displayed in various languages ​​one by one, or to collect multiple cards of the same type and in the same language individually while distinguishing between them.

[0251] [Game Program] Each of the components of the game system 1 according to this embodiment shown in FIGS. 19 to 27 can be implemented by having a central processing unit (CPU) or other arithmetic processing device (processor) execute a program (i.e., a game program), that is, by software processing. Alternatively, the components can be implemented by writing the program in advance to hardware such as an integrated circuit (IC). The processor is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, registers, peripheral circuits, etc. Alternatively, software and hardware can be used together.

[0252] That is, the game program according to this embodiment is a game program for causing a computer having a processor and memory to output digital TCG trading cards. The game program according to this embodiment can be pre-installed, for example, in an IC, ROM, or the like. The game program can also be provided as a computer program by recording it in an installable or executable file format on a computer-readable recording medium, such as a magnetic recording medium, optical recording medium, or semiconductor recording medium. The recording medium storing the program may be a non-transitory recording medium, such as a CD-ROM or DVD. Furthermore, the game program can be pre-stored on a computer connected to a communications network, such as the Internet, and provided by downloading it via the communications network.

[0253] The game program according to this embodiment works on the CPU and the like to cause the game program to function as the output unit 100, output control unit 102, input unit 104, input screen 106, input control unit 108, language setting unit 140, card providing unit 142, organization unit 144, card exchange unit 146, control unit 148, and storage unit 152 described in Figures 19 to 27.

[0254] [Effects of the Embodiment] The game system 1 according to the present embodiment associates one or more language IDs with the card ID of a single type of trading card and manages them, thereby reducing the load on the server compared to managing all trading cards in different languages ​​individually. Furthermore, since the game system 1 can associate one or more language IDs with one card ID and manage them, when the system's set language is changed to another language in response to a user's instruction, the face of the trading card can automatically be changed to the language associated with the language ID of the other language. This allows the game system 1 to allow a user to collect one or more versions of a single trading card in different languages. Therefore, since a user can collect trading cards in different languages ​​for a single trading card, it is possible to collect all language versions of a single trading card.

[0255] Furthermore, if a user owns trading cards in various languages, the game system 1 can simply specify a language to cause the output unit 100 to output trading cards in the specified language. In this case, if a user owns trading cards in one language but does not own trading cards of the same type as the trading cards in a language other than the one language, the game system 1 can also cause the output unit 100 to output trading cards in a different language using a language other than the set language determined based on a predetermined language priority order. This allows the user to easily know which languages ​​the trading cards they do not own.

[0256] Furthermore, even if the user and opponent have different set languages ​​set during a TCG match, the game system 1 can output trading cards in a unified language on the information terminals of the user and the opponent. In other words, when the set languages ​​are different, the game system 1 can output the user's and opponent's trading cards in the language set by the user on the user's information terminal 3, and output the opponent's and user's trading cards in the language set by the opponent on the opponent's information terminal 4. As a result, the game system 1 can ensure smooth game progress even when the language used by the user and the language used by the opponent are different.

[0257] Although the present embodiment has been described above, the above-described embodiment does not limit the scope of the invention claimed in the claims. It should be noted that not all of the combinations of features described in the embodiments are necessarily essential to the means for solving the problems of the invention. Furthermore, the technical elements of the above-described embodiments may be applied independently, or may be divided into multiple parts, such as program components and hardware components, and then applied.

[0258] Additionally, the functions performed by the components described herein may be implemented in circuitry or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, Application Specific Integrated Circuits (ASICs), a Central Processing Unit (CPU), conventional circuits, and / or combinations thereof, programmed to perform the described functions. A processor includes transistors and other circuits and is considered to be circuitry or processing circuitry. A processor may also be a programmed processor that executes a program stored in memory. In this specification, circuitry, units, and means refer to hardware that is programmed to perform the described functions or that executes the described functions. The hardware may be any hardware disclosed herein or any hardware known to be programmed or capable of performing the described functions. If the hardware is a processor, the circuitry, means, or unit is a combination of the hardware and software used to configure the hardware and / or processor.

[0259] <Additional Notes> The matters explained in this embodiment are added below.

[0260] (Supplementary Note 3-1) A game program for causing a computer having a processor and a memory to output cards for a trading card game (TCG), the game program causing the processor to execute the steps of outputting, as separate cards, first language cards associated with a first language and second language cards associated with a language different from the first language, which are cards of the same type associated with a user. (Supplementary Note 3-2) The game program according to Supplementary Note 3-1, further causing the processor to execute the steps of accepting an instruction from a user and setting a language setting for the game associated with the user, and associating the card with the language setting that was set when the user owned the card in the game. (Supplementary Note 3-3) The game program according to Supplementary Note 3-2, further comprising a step of controlling a first mode in which cards owned by a user are viewed, wherein the output step outputs cards associated with a set language in priority to cards associated with other languages ​​during execution of the first mode, and if no cards associated with the set language are associated with the user, outputs the faces of the cards in a language that is determined based on a predetermined language priority from among one or more languages ​​associated with cards associated with the user. (Supplementary Note 3-4) The game program according to Supplementary Note 3-2 or Supplementary Note 3-3, further comprising a step of executing a second mode in which one or more cards associated with the user are compiled into a deck in a TCG, wherein if no third language cards associated with the set language are associated with the user and the deck includes fourth language cards associated with a language different from the set language, the output step outputs the faces of the third language cards and the fourth language cards in the set language during execution of the second mode. (Appendix 3-5) A game program as described in Appendix 3-4, further executing a step of controlling a third mode in which a TCG battle is played using a first deck organized by the user and a second deck organized by the user's opponent, and an output step that outputs the card faces using a set language during execution of the third mode, regardless of the language associated with the cards that make up the first and second decks.(Supplementary Note 3-6) A game program as set forth in any one of Supplementary Notes 3-3 to 3-5, further comprising the step of receiving, during execution of the first mode, an instruction from the user to specify the language on the face of a card that is to be output and that the user owns, wherein the output step outputs a card in the language specified by the instruction. (Supplementary Note 3-7) A game program as set forth in any one of Supplementary Notes 3-1 to 3-6, further comprising the step of receiving, from the user, the specification of a language on the face of a card that is in the specified language and that is owned by another user, and exchanging the user's card. (Supplementary Note 3-8) A game program as set forth in any one of Supplementary Notes 3-1 to 3-7, further comprising the step of receiving, from the user, the specification of a language on the face of a card that is in the specified language and that the user owns, and exchanging the other user's card. (Supplementary Note 3-9) A game program according to any one of Supplements 3-1 to 3-8, in which a card is associated with a card ID that identifies the card regardless of differences in the language of the text data on the card's face, and the card ID is associated with one or more language IDs that identify the language of the text data on the card's face. (Supplementary Note 3-10) A game program according to any one of Supplements 3-2 to 3-9, in which the associating step increases the number of cards owned associated with the user by adding the number of cards owned associated with the user to the language ID of the card ID of the card. (Supplementary Note 3-11) A game program according to any one of Supplements 3-1 to 3-10, in which, among cards of the same type, first language cards and second language cards are distinguishable, and multiple first language cards are indistinguishable from one another, and multiple second language cards are indistinguishable from one another. (Supplementary Note 3-12) A game system comprising means for executing all steps performed in the invention according to any one of Supplements 3-1 to 3-11. (Supplementary Note 3-13) An information processing device comprising a control unit and a storage unit, wherein the control unit executes all of the steps executed in the invention according to any one of Supplementary Note 3-1 to Supplementary Note 3-11.(Supplementary Note 3-14) A server comprising a control unit and a storage unit, wherein the control unit executes all of the steps executed in the invention according to any one of Supplementary Note 3-1 to Supplementary Note 3-11. (Supplementary Note 3-15) A gaming method executed by a computer comprising a processor and a memory, wherein the processor executes all of the steps executed in the invention according to any one of Supplementary Note 3-1 to Supplementary Note 3-11. (Supplementary Note 3-16) A gaming program for causing a computer comprising a processor and a memory to manage trading cards for a digital trading card game (TCG), the game program causing the processor to execute the steps of associating, with the trading cards, card IDs that identify the trading cards regardless of differences in the language of the text data on the faces of the trading cards, and associating, with the card IDs, one or more language IDs that identify the language of the text data on the faces of the trading cards. (Appendix 3-17) A game program for causing a computer having a processor and a memory to output cards for a trading card game (TCG), the game program causing the processor to execute the steps of outputting cards of the same type associated with a user in such a way that cards in one language and cards in other languages ​​are distinguishable from each other, and outputting multiple cards of the same type in the same language in such a way that they are indistinguishable from each other.

[0261] Fourth Embodiment A fourth embodiment will be described.

[0262] The present embodiment relates to a program, a method, an information processing device, and a system.

[0263] When playing a trading card game, players need to assemble a deck of cards to use in the game. For example, in a competitive card game in a virtual space, there is technology that reduces the effort required for players to assemble a deck.

[0264] In a trading card game, a player obtains cards by, for example, opening a card pack containing multiple cards whose contents are unknown. While there is of course enjoyment in obtaining a card, such as if the card you obtain looks good, another enjoyment of opening a card pack is the pursuit of finding a card that can be used in a deck. However, immediately after starting the game, the player does not know the existence of a deck, making it difficult to enjoy the fun of collecting cards, which is the pursuit of finding a card that can be used in a deck.

[0265] The purpose of this embodiment is to improve the enjoyment of collecting cards.

[0266] A program to be executed by a computer having a processor and a memory, the program causes the processor to execute the following steps in a digital trading card game (TCG): accepting an instruction from a player to acquire a card pack containing trading cards, acquiring a card in response to the instruction, storing multiple card decks each composed of a plurality of cards in advance and determining whether the acquired card satisfies predetermined requirements for the card deck, presenting the acquired card to the player, and, if the acquired card satisfies the predetermined requirements for the card deck, providing the card deck containing the card to the player as a rental deck.

[0267] According to this embodiment, the enjoyment of collecting cards can be improved.

[0268] Hereinafter, this embodiment will be described with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. The names and functions of these components are also the same. Therefore, detailed description thereof will not be repeated.

[0269] <Overview> Trading cards according to this embodiment are virtual cards (digital cards) used in a trading card game (TCG) in a virtual space. Users collect trading cards in the virtual space and, for example, play card battles with other users. When a user obtains a predetermined card, the user is provided with a rental deck corresponding to the obtained card. Furthermore, when the user's status reaches a predetermined state, the user is provided with a rental deck corresponding to the state the user has reached. The user can use the rental deck in card battles.

[0270] First, an outline of the TCG according to this embodiment will be described, followed by a description of the program according to this embodiment.

[0271] <0 Overview of TCG> Fig. 28 is a diagram showing a situation in which a TCG match according to this embodiment is being prepared. Fig. 29 is a diagram showing a situation in which a TCG match according to this embodiment is about to start. Fig. 30 is a diagram showing a situation in which each user is progressing in a TCG match.

[0272] In the example shown in FIGS. 28-30, a user plays a digital TCG using terminal devices 10A and 10B. Images related to a digital TCG match (card battle) are displayed on terminal devices 10A and 10B. The match is played, for example, on a play mat 30, using decks constructed by combining digital trading cards. In this embodiment, for example, one deck contains 20 cards.

[0273] <0.1 Card Placement During a Match> With reference to Figure 28, card placement during a match in a TCG will be described. As shown in Figure 28, when a user 5A (first user) and a user 5B (second user) start a TCG match, a play mat 30 is placed between the user 5A and the user 5B. The play mat 30 is used to place cards included in a deck. Each user places cards on the play mat 30 as a deck or the like and adds cards from the deck to their hand as they progress through the TCG match.

[0274] The play mat 30 indicates, for example, the positions where cards are placed. The play mat 30 includes, for example, a deck placement area 31A and a deck placement area 31B (hereinafter sometimes collectively referred to as the "deck placement area 31"), a preparation card placement area 32A and a preparation card placement area 32B (hereinafter sometimes collectively referred to as the "preparation card placement area 32"), a battle card placement area 34A and a battle card placement area 34B (hereinafter sometimes collectively referred to as the "battle card placement area 34"), and a consumption card placement area 35A and a consumption card placement area 35B (hereinafter sometimes collectively referred to as the "consumption card placement area 35"). A play mat 30 may be placed for each user. In this case, for example, the play mat 30 includes an area related to one user. Specifically, for example, the play mat 30 includes a deck placement area 31A, a preparation card placement area 32A, a battle card placement area 34A, and a consumption card placement area 35A.

[0275] As shown in Fig. 30 , in a TCG match, each user replenishes their hand with cards dealt from the deck while progressing through a card battle. In the example of Fig. 30 , user 5A has a hand 93A (two cards in the hand in the example of Fig. 30 ). User 5B has a hand 93B (three cards in the hand in the example of Fig. 30 ).

[0276] The deck placement section 31 is an area for placing any of the cards that make up the deck owned by each user as a deck. The deck placement section 31A is an area for user 5A to place cards as a deck. The deck placement section 31B is an area for user 5B to place cards as a deck.

[0277] As shown in Figure 29, when a TCG match begins, the cards that make up each user's deck are shuffled and placed face down in the deck placement section 31. The cards that make up user 5A's deck are placed as deck 91A in deck placement section 31A. The cards that make up user 5B's deck are placed as deck 91B in deck placement section 31B. When a TCG match begins, each user draws a predetermined number of cards from the deck placement section 31 as their hand.

[0278] The preparation card placement section 32 is an area for preparing cards that can be used to battle against the opponent's cards. Each user switches the cards placed in the preparation card placement section 32 with the cards placed in the battle card placement section 34, and causes the cards placed in the battle card placement section 34 to battle each other.

[0279] As shown in FIG. 29 , before the start of a TCG match, no cards are placed in the preparation card placement unit 32 or the battle card placement unit 34. At the start of a TCG match, each user places cards from their hand in the preparation card placement unit 32 and the battle card placement unit 34. At this time, cards do not necessarily have to be placed in the preparation card placement unit 32. If there are no cards in the hand that satisfy the requirements for placement in the battle card placement unit 34, the user may return the hand to the deck placement unit 31 and draw a predetermined number of cards from the deck placement unit 31 as their hand. When each user places cards in at least the battle card placement unit 34, preparations for the match are complete, and the match begins.

[0280] As the TCG battle progresses, as shown in Fig. 30 , each user places cards in the preparation card placement unit 32 and the battle card placement unit 34, and the cards battle each other in the battle card placement unit 34. As each user's hand is replenished from the deck, they place cards to be used in the battle from their hand in the preparation card placement unit 32 and the battle card placement unit 34. User 5A places cards in the preparation card placement unit 32A. User 5B places cards in the preparation card placement unit 32B.

[0281] The battle card placement section 34 is an area for placing cards to fight against opponent cards. User 5A places cards in the battle card placement section 34A. User 5B places cards in the battle card placement section 34B. In this embodiment, the cards placed in the battle card placement section 34A and the cards placed in the battle card placement section 34B basically fight based on the health (HP), attack power, characteristics, character attributes, weakness attributes, and other parameters set for each card. Cards placed in the battle card placement section 34 are dealt damage according to their attack power, card attributes, weaknesses, etc., and the damage dealt is deducted from their health. Cards placed in the battle card placement section 34 or the preparation card placement section 32 activate their characteristics at predetermined times, affecting the battle situation. When the health set for a card is lost due to an attack or other reason, the card is removed from the battle card placement section 34 and placed in the consumption card placement section 35.

[0282] The consumed card placement section 35 is an area for placing cards consumed in a TCG match. For example, cards that have lost stamina in a battle, cards that have activated effects, etc. are placed in the consumed card placement section 35. As shown in FIG. 30 , user 5A places cards consumed in a match as cards 92A in the consumed card placement section 35A. User 5B places cards consumed in a match as cards 92B in the consumed card placement section 35B.

[0283] Cards placed in the consumed card placement area 35 can be placed in the deck placement area 31, the preparation card placement area 32, the hand, etc. by activating a predetermined card effect. In addition to the consumed card placement area 35, the play mat 30 may further have an area for placing cards consumed in a match. This area is referred to as, for example, a second consumed card placement area. Cards placed in the second consumed card placement area will not be returned to the field even if a predetermined card effect is activated. Note that a predetermined effect may be activated depending on the number of cards placed in the second consumed card placement area.

[0284] <0.2 Types of Cards Used in the TCG> In the TCG of this embodiment, the types of cards include (i) character cards that can be used in battles, and (ii) effect cards (support cards, merchandise cards, stadium cards, etc.) that exert specific effects during battles.

[0285] (i) Character cards include cards that can be placed in the preparation card placement area 32 or the battle card placement area 34 when the user draws a card from the deck and adds it to their hand (also referred to as “unconditional cards”), and cards that can be placed in the preparation card placement area 32 or the battle card placement area 34 by satisfying certain conditions (also referred to as “conditional cards”).

[0286] (iA) For example, a conditional card can be placed on the condition that an unconditional card related to the conditional card is placed. For example, analogous to character evolution, an unconditional card can be first presented to an opponent user by placing it on the play mat 30, and then a conditional card related to the unconditional card can be placed on the play mat 30. Such a conditional card is sometimes referred to as an "evolved character" because it has evolved from an unconditional card. Furthermore, an unconditional card can also be referred to as a "seed character" because it can be said to be the original character used to place an "evolved character."

[0287] (iB) For example, a conditional card can be placed in the preparation card placement section 32 or the battle card placement section 34 by consuming a specific card and moving it to the consumption card placement section 35. Specifically, it may be possible to consume an unconditional card placed on the play mat 30 as a specific card (by moving it to the consumption card placement section 35) and place the conditional card in the preparation card placement section 32 or the battle card placement section 34.

[0288] For example, a conditional card can be placed in the preparation card placement section 32 or the battle card placement section 34 in exchange for one or more character cards that the user has placed on the play mat 30. For example, if each character card has a parameter (e.g., evolution level) that indicates the character's overall performance in addition to individual parameters such as the character's attack power shown on the card, a conditional card having an evolution level corresponding to the evolution level value of the character card placed by the user may be placed. For example, with a character at evolution level 1 and a character at evolution level 2 placed on the play mat 30, a conditional card at evolution level 3 can be placed on top of these character cards (or in exchange for these character cards).

[0289] Alternatively, a conditional card may be allowed to participate in a battle in exchange for a plurality of character cards defined by the conditional card. In this case, a support card (described later) different from the character card may be consumed to allow the conditional card to participate in the battle. For example, the effect indicated by the support card may be such that a specific conditional card can be allowed to participate in the battle in exchange for a specific unconditional card in the battle card placement area 34, the consumed card placement area 35, or the like of the play mat 30.

[0290] (iC) These cards may also serve as multiple cards, including the character cards, action cards, and support cards described below. For example, special cards may be included that can be used as both character cards and support cards. When a user places such special cards in a position where a character card should be placed (e.g., the preparation card placement area 32 or the battle card placement area 34), the user can use the special cards as character cards.

[0291] (ii) Support cards that assist in a match include card types that a user can use any number of times during a turn as long as they are in the user's hand, and card types that a user can use only one of during a turn. These support cards also include cards that activate their effects when the user declares that they will use the effect of the support card.

[0292] In addition, the auxiliary cards also include cards that are placed face down in advance in a predetermined position on the play mat 30 (in this embodiment, the predetermined position is not shown), and the effect of the auxiliary card is activated when the user declares the use of the auxiliary card.

[0293] <0.3 Overview of TCG Battle Rules> Having explained the card placement and card types during a battle, the battle rules of the digital TCG will now be described in detail.

[0294] In the TCG shown in this embodiment, as described above, each user attacks or defends (battles) based on cards placed in the battle card placement unit 34A and the battle card placement unit 34B, and the TCG battle progresses. The TCG battle progresses as users take turns acting. For example, when a first user acts and ends their turn, it becomes the second user's turn. The second user acts on their turn, and when they finish their action, it becomes the first user's turn.

[0295] Each time a turn arrives, a predetermined number of cards are dealt from the deck to the user whose turn it is. The user adds the dealt cards to their hand. Furthermore, each time a turn arrives, a predetermined amount of energy is supplied to the user whose turn it is. Energy, when associated with a character card, enables the user to perform a predetermined action indicated on the character card. Once energy is associated with a character card, it is treated as having been consumed. There are multiple types of energy. The type of energy supplied during a match is preset for the deck used by the user. Energy is supplied from any of the types of energy set for the deck, for example, randomly. The type of energy to be supplied may be declared in the turn before the energy is supplied.

[0296] Energy supplied to the user is not cumulative. In other words, any energy not used during a turn is lost. Therefore, the user can only use one energy during a turn. Note that energy that is supplied but not used during a turn does not have to be lost. However, there is a limit of one energy that can be used during a turn.

[0297] During their turn, the user places candidate cards (character cards) from their hand that can be used to attack or defend against the opponent user's cards in the preparation card placement area 32. During their turn, the user can swap the cards placed in the preparation card placement area 32 with the cards placed in the battle card placement area 34.

[0298] During the user's turn, the user performs an operation to associate energy with a character card. Energy can be associated with either a character card placed in the preparation card placement section 32 or a character card placed in the battle card placement section 34. The number of times a user can associate supplied energy with a character card is limited. For example, the user can associate supplied energy with one of the character cards once during the user's turn. For example, suppose a character card is set with a first attack action that requires one energy to activate and a second attack action that requires two energy to activate. The user associates energy with the character card to activate the attack action of the character card.

[0299] During the user's turn, the user causes the character card placed in the battle card placement unit 34 to act. The character card's action, for example, attacks the character card placed in the opponent's battle card placement unit 34 or the preparation card placement unit 32. As a result, the vitality value set for the opponent's character card is subtracted based on the attack power set for the user's character card. When the exit condition set for the character card is met, such as when the vitality of the opponent's character card becomes zero, the character on that character card is considered to have fainted, and that character card is moved to the consumed card placement unit 35.

[0300] When a character card is forced to leave the battle card placement unit 34 or the preparation card placement unit 32 due to, for example, the exhaustion of its stamina value in a battle, the energy associated with that character card is lost. Note that the energy associated with that character card may be made reusable.

[0301] When the user moves the opponent's character card to the consumed card placement unit 35, points are awarded to the user. Some character cards have a "rule" indicating the number of points to be awarded when the character card is dismissed. If a rule is written on the dismissed card, the user is awarded points according to the rule, for example.

[0302] When a user acts on a character card placed in the battle card placement unit 34, the user's turn ends and the opponent's turn begins. Furthermore, even if a character card placed in the battle card placement unit 34 is not acted on, if the user selects to end the turn, the user's turn ends and the opponent's turn begins. For example, if a user acts on a character card placed in the battle card placement unit 34 or selects to end the turn without consuming the supplied energy, the user is warned that the energy has not been consumed. Furthermore, for example, if a user selects to end the turn without acting on a character card placed in the battle card placement unit 34, the user is warned that the character card has not been acted on.

[0303] These operations are repeated, and the user who first acquires a predetermined number of points wins the TCG match.

[0304] The conditions for winning a battle are not limited to the above. Another condition for winning a battle may be that a player loses if there are no character cards in either the battle card placement unit 34 or the preparation card placement unit 32. Another condition for winning a battle may be that a player loses if each user fails to draw a card from the deck placement unit 31 during their turn.

[0305] <1. Overall System Configuration Diagram> Fig. 31 is a block diagram showing an example of the overall configuration of a game system 1. The game system 1 shown in Fig. 31 includes, for example, a terminal device 10 and a server 20. The terminal device 10 and the server 20 are connected for communication via, for example, a network 80.

[0306] 31 shows an example in which the game system 1 includes three terminal devices 10, but the number of terminal devices 10 included in the game system 1 is not limited to three. The number of terminal devices 10 included in the game system 1 may be two or less, or may be four or more.

[0307] 31 shows an example in which the game system 1 includes one server 20, but the number of servers 20 included in the game system 1 is not limited to one. The server 20 may be composed of multiple servers depending on the functions it has. Furthermore, the server 20 may be, for example, a collection of multiple devices. The way in which the multiple functions required to realize the server 20 according to this embodiment are allocated to one or multiple pieces of hardware can be determined appropriately in consideration of the processing capacity of each piece of hardware and / or the specifications required for the server 20.

[0308] 31 is, for example, an information processing device operated by a user who plays a digital TCG. The terminal device 10 is realized by, for example, a mobile terminal such as a smartphone or a tablet. The terminal device 10 may also be realized by a stationary personal computer (PC), a laptop PC, or a wearable terminal such as an HMD (Head Mount Display).

[0309] The terminal device 10 includes, for example, a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, a storage 16, and a processor 19. The input device 13 is a device (e.g., a touch panel, a touch pad, etc.) for receiving input operations from a user. The output device 14 is a device (e.g., a display, a speaker, etc.) for presenting information to the user.

[0310] The server 20 is, for example, an information processing device that provides services related to the digital TCG to the terminal device 10. The server 20 manages, for example, information related to cards, information related to decks, and the like.

[0311] The server 20 is realized by, for example, a computer connected to a network 80. As shown in Fig. 31 , the server 20 includes, for example, a communication IF 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29. The input / output IF 23 functions as an input device for receiving input operations from a user and as an interface for an output device for presenting information to the user.

[0312] Each information processing device is configured by a computer equipped with an arithmetic unit and a storage device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. For each of the terminal device 10 and the server 20, descriptions that overlap with the basic hardware configuration and basic functional configuration of the computer will be omitted.

[0313] <1.1 Configuration of Terminal Device> Fig. 32 is a block diagram showing an example configuration of the terminal device 10 shown in Fig. 31. As shown in Fig. 32, the terminal device 10 includes a communication unit 121, an input device 13, an output device 14, an audio processing unit 17, a microphone 171, a speaker 172, a camera 160, a position information sensor 150, a storage unit 180, and a control unit 190. The blocks included in the terminal device 10 are electrically connected by, for example, a bus or the like.

[0314] The communication unit 121 performs processing such as modulation and demodulation for the terminal device 10 to communicate with other devices. The communication unit 121 performs transmission processing on signals generated by the control unit 190 and transmits the signals to an external device (for example, the server 20). The communication unit 121 performs reception processing on signals received from an external device and outputs the signals to the control unit 190.

[0315] The input device 13 is a device for inputting instructions or information by a user operating the terminal device 10. The input device 13 is realized, for example, by a touch-sensitive device 131 or the like, which inputs instructions by touching the operation surface. If the terminal device 10 is a PC or the like, the input device 13 may be realized by a reader, keyboard, mouse, or the like. The input device 13 converts instructions input by the user into electrical signals and outputs the electrical signals to the control unit 190. Note that the input device 13 may include, for example, a receiving port that receives electrical signals input from an external input device.

[0316] The output device 14 is a device for presenting information to a user operating the terminal device 10. The output device 14 is realized, for example, by a display 141. The display 141 displays data according to the control of the control unit 190. The display 141 is realized, for example, by an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display. The output device 14 may also be realized by a vibrator that generates vibrations.

[0317] The audio processing unit 17 performs, for example, digital-to-analog conversion processing of an audio signal. The audio processing unit 17 converts a signal provided from the microphone 171 into a digital signal and provides the converted signal to the control unit 190. The audio processing unit 17 also provides the audio signal to the speaker 172. The audio processing unit 17 is realized, for example, by a processor for audio processing. The microphone 171 receives audio input and provides an audio signal corresponding to the audio input to the audio processing unit 17. The speaker 172 converts the audio signal provided from the audio processing unit 17 into audio and outputs the audio to the outside of the terminal device 10.

[0318] The camera 160 is a device that receives light with a light receiving element and outputs the light as a photographing signal.

[0319] The position information sensor 150 is a sensor that detects the position of the terminal device 10, and is, for example, a GPS (Global Positioning System) module. The GPS module is a receiving device used in a satellite positioning system. The satellite positioning system receives signals from at least three or four satellites and detects the current position of the terminal device 10 equipped with the GPS module based on the received signals. The position information sensor 150 may detect the current position of the terminal device 10 from the position of the wireless base station to which the terminal device 10 is connected.

[0320] The storage unit 180 is realized by, for example, the memory 15, the storage 16, etc., and stores data and programs used by the terminal device 10. The storage unit 180 stores, for example, user information 181, card information 182, deck information 183, card log information 184, and battle information 185.

[0321] The user information 181 includes, for example, information about a user who plays a digital TCG. The information about the user includes, for example, a user ID, the user's name, age, address, date of birth, date of registration, favorite card, etc. The favorite card stores, for example, the card ID of the favorite card. Multiple favorite cards may be registered, or only one card may be registered.

[0322] The card information 182 includes, for example, information about cards. The card information 182 may include information about cards owned by the user. Details will be described later.

[0323] The deck information 183 includes, for example, information about decks. The information about decks includes, for example, information about decks built by users and information about rental decks. Details will be described later.

[0324] A rental deck is a deck with pre-set cards that is provided when a user meets certain conditions. A rental deck may include, for example, a total of 20 cards, including cards owned by the user and cards not owned by the user. A rental deck may also include, for example, 20 cards not owned by the user. A rental deck may include, for example, one or more representative cards that represent the deck. A representative card can be referred to as a card that forms the core of the deck, or a main card. A representative card may be a character card or an effect card. A rental deck is provided when a user acquires a main card for the first time, for example.

[0325] For example, a rental deck is preset with a predetermined type of energy. The type of energy is set based on, for example, the main card. Specifically, for example, if the main card is a character, the type of energy required to activate the action set on the main card is set as the type of energy of the rental deck.

[0326] Rental decks have limitations on their use. For example, rental decks can only be used in battles against the computer. In other words, rental decks cannot be used in human-versus-human battles. Furthermore, rental decks can only be used a preset number of times, even in battles against the computer. Once the preset number of times is reached, the deck can no longer be selected for battle.

[0327] The card log information 184 includes, for example, information about the results of using cards owned by the user in card battles, etc. Details will be described later.

[0328] The match information 185 includes, for example, information about matches that the user has previously played. A match that the user has previously played is, for example, a match that the user played against another user. Details will be described later.

[0329] The control unit 190 is realized by the processor 19 reading a program stored in the storage unit 180 and executing instructions included in the program. The control unit 190 controls the operation of the terminal device 10. By operating in accordance with the program, the control unit 190 fulfills the functions of an operation reception unit 191, a transmission / reception unit 192, a management unit 193, a game processing unit 194, and a display control unit 195.

[0330] The operation reception unit 191 performs processing for receiving, for example, instructions or information input from the input device 13. Specifically, for example, the operation reception unit 191 receives instructions or information input from the touch-sensitive device 131 or the like.

[0331] Furthermore, the operation accepting unit 191 accepts, for example, an image input from the camera 160. Specifically, for example, the operation accepting unit 191 receives image data captured by the camera 160.

[0332] Furthermore, the operation reception unit 191 receives, for example, audio information input from the microphone 171. Specifically, for example, the operation reception unit 191 receives audio data that is input from the microphone 171 and converted into digital data by the audio processing unit 17.

[0333] The transmitting / receiving unit 192 performs processing for, for example, the terminal device 10 to transmit and receive data to and from an external device such as the server 20 in accordance with a communication protocol. Specifically, for example, the transmitting / receiving unit 192 transmits instructions input by the user or various pieces of acquired information to the server 20. The transmitting / receiving unit 192 also receives information provided from the server 20. The information provided from the server 20 includes, for example, information about a new card acquired by the user or information about the deck.

[0334] The management unit 193 manages, for example, user information 181, card information 182, deck information 183, card log information 184, and battle information 185 stored in the storage unit 180. For example, when information about a user is edited, the management unit 193 stores the edited information in the user information 181. Furthermore, when information about a card is updated, the management unit 193 updates the card information 182. Furthermore, when information about a deck is edited, the management unit 193 updates the deck information 183. Furthermore, when a card owned by the user is used in a card battle, the management unit 193 updates the card log information 184. Furthermore, the management unit 193 updates the battle information 185 in accordance with the result of the battle.

[0335] The game processing unit 194 controls, for example, processing related to a digital TCG. For example, the game processing unit 194 performs processing for acquiring a digital trading card. Specifically, for example, when the game processing unit 194 receives a request to acquire a digital trading card from a user, the game processing unit 194 transmits an instruction to acquire the card to the server 20 via the transceiver unit 192. Also, for example, the game processing unit 194 controls deck editing. In other words, the game processing unit 194 controls processing that supports deck editing. Also, for example, the game processing unit 194 controls card battles between the user and a computer or other players.

[0336] The display control unit 195 controls the output device 14 to display a predetermined image to the user, for example. For example, the display control unit 195 controls the display 141 to display an image when a card is obtained. The display control unit 195 also controls the display 141 to display an image when a deck is edited, for example. The display control unit 195 also controls the display 141 to display an image when a card battle is held, for example.

[0337] 33 is a diagram showing an example of the functional configuration of the server 20. As shown in FIG. 33, the server 20 functions as a communication unit 201, a storage unit 204, and a control unit 203.

[0338] The communication unit 201 performs processing for the server 20 to communicate with external devices.

[0339] The storage unit 204 includes, for example, a user information table 2021, a card master table 2022, and a deck information table 2023.

[0340] The user information table 2021 is a table that stores information about users who have registered for services related to digital TCG, for example. Details will be described later.

[0341] The card master table 2022 is a table that stores, for example, information about cards available to users. Details will be described later.

[0342] The deck information table 2023 is a table that stores, for example, information about decks registered by users. Details will be described later.

[0343] The control unit 203 is realized by the processor 29 reading a program stored in the storage unit 204 and executing instructions included in the program. The control unit 203 operates in accordance with the program to fulfill the functions of a reception control module 2031, a transmission control module 2032, a management module 2033, a game processing module 2034, and a presentation module 2035.

[0344] The reception control module 2031 controls, for example, the processing by which the server 20 receives a signal from an external device in accordance with a communication protocol. Specifically, for example, the reception control module 2031 receives a signal transmitted from the terminal device 10.

[0345] The transmission control module 2032 controls, for example, the process in which the server 20 transmits a signal to an external device in accordance with a communication protocol. Specifically, for example, the transmission control module 2032 transmits a predetermined signal to the terminal device 10.

[0346] The management module 2033 manages, for example, tables stored in the storage unit 204. Specifically, for example, when the management module 2033 acquires information about a user, it updates the user information table 2021. Furthermore, when the management module 2033 acquires the latest information about a card, it updates the card master table 2022. Furthermore, when the management module 2033 acquires the latest information about a deck, it updates the deck information table 2023.

[0347] The game processing module 2034 controls, for example, processing related to the digital TCG. For example, the game processing module 2034 performs a lottery for cards. Specifically, for example, when the game processing module 2034 receives an instruction to acquire a card from the terminal device 10, the game processing module 2034 selects a card to be provided to the user by lottery based on the card master table 2022. The probability that a predetermined card will be selected is set, for example, according to the rarity set for the card.

[0348] Furthermore, for example, the game processing module 2034 provides a rental deck to the user based on whether a predetermined condition is met. Specifically, for example, the game processing module 2034 determines whether a card selected in response to a user's instruction or the user's state meets a predetermined condition. The game processing module 2034 determines a rental deck that corresponds to the met condition based on the deck information table 2023. Furthermore, for example, the game processing module 2034 controls card battles between the user and other players.

[0349] The presentation module 2035 presents, for example, images related to the digital TCG to the user. For example, the presentation module 2035 presents to the user images of when the user obtains a card. The presentation module 2035 also presents to the user images of when a rental deck is provided.

[0350] 34 to 37 are diagrams showing the data structure of information stored in the terminal device 10. Note that Fig. 34 to 37 are merely examples and do not exclude data not shown.

[0351] Fig. 34 is a diagram showing the data structure of card information 182. The card information 182 shown in Fig. 34 is a table having columns such as name, type, attribute, card information, image data, and number of cards, with a card ID as a key. In addition to these, card information 182 may also have columns for regulation and rarity.

[0352] The card ID is an item that stores an identifier for uniquely identifying the type of card. In this embodiment, the same card ID is assigned to identical cards. Even if cards have the same name, different card IDs are assigned to cards with different effects, different rarities, or different regulations. The name is an item that stores the name of the card. The type is an item that stores the type of card. In this embodiment, card types include, for example, character, support, goods, stadium, etc.

[0353] The attribute is an item that stores the nature to which a character belongs. For example, the "attribute" item stores Fire, Water, Lightning, Grass, Super, Steel, Dark, Fighting, etc. Attributes include attributes that are advantageous when facing other characters, and attributes that are disadvantageous when facing other characters. Card information is an item that stores information that explains the contents of the card. If the card type is a character, the card information includes, for example, the character's attack power, stamina, the amount of energy required to perform a technique, the amount of energy required to escape, weaknesses, resistances, special characteristics and rules possessed by the character, etc. If the card type is support, goods, or stadium, the card information includes, for example, the requirements for using the card, the effects that occur when the card is used, etc.

[0354] Image data is an item that stores an image. Image data may also store reference information (path) for an image data file located elsewhere. Number is an item that stores the number of cards that the user owns and that are assigned the same card ID. In this embodiment, cards with the same name but different effects are assigned different card IDs. Furthermore, cards with the same name but different rarities are assigned different card IDs. Furthermore, cards with the same name but different regulations are assigned different card IDs.

[0355] A record for a card is added when a new card is acquired in the terminal device 10.

[0356] FIG. 35 is a diagram showing the data structure of deck information 183. The deck information 183 shown in FIG. 35 is a table with columns such as name, organized card, main card, energy, usable / unusable, update date, rental, and number of uses, using a deck ID as a key. In addition to these, the deck information 183 may also include information regarding the deck's nickname, deck usage history, and representative image. The deck's nickname is, for example, a name given based on a distinctive card used in the deck, succinctly expressing the deck's characteristics and commonly recognized among multiple users. The representative image is, for example, an image of a card (main card) designated by a user among the cards organized in the deck, or an image of a card selected according to a predetermined rule. The representative image is, for example, an image of an illustration, excluding text, from the description on the card. The representative image is, for example, an image reduced to a predetermined number of pixels, such as a thumbnail image.

[0357] The deck ID is an item that stores an identifier for uniquely identifying a deck. The name is an item that stores the name of the deck. The name is given, for example, by the user. The organization card is an item that stores the cards that make up the deck. In the organization card, for example, the card IDs of the cards that make up the deck are stored.

[0358] The main card is an item that stores the representative card included in the deck. The main card may be specified by the user or may be set based on the deck's configuration. When set based on the deck's configuration, for example, a character card is set as the main card. Also, for example, of the character cards included in the deck, a seed character may be set as the main card, or an evolved character may be set as the main card. There may be one main card, or there may be multiple main cards.

[0359] The "Energy" field stores the type of energy set for the deck. For example, the "Energy" field stores Fire, Water, Lightning, Grass, Ultra, Steel, Dark, Fighting, etc. Energy is not limited to one type, and multiple types can be set. For example, multiple types of energy, such as Fire and Grass, may be set.

[0360] "Usable" is an item that stores whether or not a deck can be used in battle. Whether or not a deck can be used in battle is determined, for example, by whether or not the following requirements are met: - The deck contains 20 cards - It contains at least one seed character - There are no more than two characters with the same name - Energy is set so that there is at least one card of a character that can use a technique - It is organized only with cards that the player owns In the "Usable" item, a circle is stored if the deck can be used in battle, and a cross is stored if the deck cannot be used in battle.

[0361] The update date is an item that stores the date on which the deck configuration was changed. When calculating the update date, using a card used in one deck in another deck may also be treated as a change. The rental is an item that stores whether or not the deck is a rental deck. In the "rental" item, a circle is stored for rental decks. The number of uses is an item that stores the number of times the deck has been used. For example, the number of times a rental deck can be used is preset. For example, if the deck is a rental deck, the "number of uses" item stores the number of times the deck has been used. On the other hand, for example, if the deck is not a rental deck, the "number of uses" item does not need to store the number of times the deck has been used.

[0362] A record about a deck is added when a new deck is created on the terminal device 10 in response to an instruction from the user.

[0363] FIG. 36 is a diagram showing the data structure of card log information 184. The card log information 184 shown in FIG. 36 is a table having columns such as match date and match record, with card ID as a key. Information stored in the card log information 184 is not limited to this, and may also include opponents, card exchange history, etc. The card exchange history includes, for example, the exchange date, the exchange partner, the value of the exchange object (e.g., a specified item, a specified card, etc.). In the card log information 184, for example, information about all cards owned by the user is stored as records.

[0364] The battle date is an item that stores the date on which a card battle using a favorite card was held. The battle record is an item that stores the battle record of a favorite card in a card battle that was held. The "battle record" item stores, for example, how many points the card acquired in the battle. Also, for example, the "battle record" item stores how much damage the card inflicted on the opponent's character. Also, for example, the "battle record" item stores whether or not the card was selected as a card that performed well in the battle.

[0365] For example, one card is selected for each match as the "effective card." Whether or not a card is effective is determined based on, for example, the amount of damage that the card inflicts on the opponent's character cards in the match, the number of times the card stuns the opponent's character cards, etc.

[0366] Fig. 37 is a diagram showing the data structure of the battle information 185. The battle information 185 shown in Fig. 37 is a table having columns such as battle date, opponent, deck used, battle deck, and battle information, with a battle ID as a key.

[0367] The battle ID is an item that stores an identifier for uniquely identifying a battle. The date and time is an item that stores the date and time when the card battle took place. The opponent is an item that stores information about the player who fought the battle. For example, the item "opponent" stores the user ID of the opponent player who fought the battle.

[0368] The "used deck" is an item that stores an identifier for identifying the deck used by the user in a card battle. The "used deck" item stores, for example, the deck ID of the deck used by the user in the battle. The "battle deck" is an item that stores information about the deck used by the opponent in the card battle. The "battle deck" item stores, for example, information such as the name of the deck used by the opponent in the battle and the main card. The battle information is an item that stores information about the conditions of the card battle and the battle result. The "battle information" item stores, for example, whether the user won or lost the battle. The "battle information" item stores, for example, the order of the player in the battle, such as "first to play" or "second to play." The "battle information" item stores, for example, the points earned by the user in the battle. The "battle information" item stores, for example, the points earned by the opponent in the battle. The "battle information" item stores, for example, the damage inflicted by the user on the opponent's character in the battle. In addition, the item "battle information" stores, for example, cards that were used effectively in a battle.

[0369] A record in the match information 185 is added each time a card match is played by a user.

[0370] 38 to 40 are diagrams showing examples of data structures of information stored in the server 20. Note that Fig. 38 to 40 are merely examples and do not exclude data not shown.

[0371] Fig. 38 is a diagram showing an example of the data structure of the user information table 2021. The user information table 2021 shown in Fig. 38 is a table having columns such as name, age, address, date of birth, and date of registration, with the user ID as a key. The columns included in the user information table 2021 are not limited to these. The user information table 2021 may also have columns for storing, for example, the user's proficiency level, battle history, etc.

[0372] The user ID is an item that stores an identifier for uniquely identifying a user. The name is an item that stores the user's name. The age is an item that stores the user's age. The address is an item that stores the place where the user lives. The date of birth is an item that stores the date the user was born. The registration date is an item that stores the date the user started using services related to the digital TCG.

[0373] A record in the user information table 2021 is added when a new user is registered.

[0374] Fig. 39 is a diagram showing an example of the data structure of the card master table 2022. The card master table 2022 shown in Fig. 39 is a table having columns such as name, type, attribute, card information, image data, etc., with the card ID as a key. In addition to these, the card master table 2022 may also have columns for regulation and rarity.

[0375] A record in the card master table 2022 is added, for example, when a new card is issued.

[0376] Fig. 40 is a diagram showing an example of the data structure of the deck information table 2023. The deck information table 2023 shown in Fig. 40 is a table having columns such as name, organization card, main card, energy, and rental conditions, with the deck ID as a key. In addition to these, the deck information table 2023 may also include information regarding the nickname of the deck, the deck usage history, a representative image, etc. The deck information table 2023 stores, for example, information regarding decks that can be rented to users.

[0377] The rental conditions are items that store the conditions under which the user can use the corresponding deck. The "rental conditions" item stores, for example, the following: Obtaining the main card Obtaining a specified number of cards from those to be organized Obtaining specified cards Meeting specified requirements for the deck The user's battle record meeting specified requirements The user's proficiency level reaching a specified threshold The use of specified consumable goods (points, handouts, items, etc.) Winning a match against a computer using the corresponding rental deck Completing specified missions

[0378] <3. Operation> The operation of the terminal device 10 and the server 20 according to this embodiment will be described.

[0379] (Operations During Card Lottery) The operations of the terminal device 10 and the server 20 when a user obtains a digital trading card will be described.

[0380] FIG. 41 is a diagram for explaining the operations of the terminal device 10 and the server 20 when a user obtains a digital trading card.

[0381] First, the user launches, for example, an application related to the digital TCG, and inputs an operation to acquire a digital trading card into the touch-sensitive device 131. In this embodiment, for example, the user can acquire a card when he or she meets certain requirements. The certain requirements are, for example, the following: - A certain task has been completed - Waiting for a certain period of time - Obtaining certain items (a certain number of items) - Using a certain item

[0382] When the requirements for obtaining a card are met, the game processing unit 194 allows the player to input an operation to obtain the card.

[0383] Cards that can be acquired may be purchased individually or in multiples. Digital trading cards are enclosed in a virtual bag called a card pack, for example. A card pack contains a preset number of digital trading cards, such as one or five.

[0384] There may be multiple types of card packs. For example, different types of card packs include card packs with different concepts. A card pack with a predetermined concept may include, for example, a card pack that makes it easy to obtain cards with predetermined attributes. Furthermore, a card pack with a predetermined concept may include, for example, a card pack that makes it easy to obtain cards centered around a predetermined main card.

[0385] Furthermore, for example, different types of card packs include card packs from different series. Card packs from a given series may be issued, for example, at a given time interval, a given event, or a given time. Each series includes multiple cards. The cards included in each series may all be different, or some may be the same. Card packs with different concepts may be prepared in each series.

[0386] The user operates the input device 13, for example, to specify the type of card pack they desire. Specifically, for example, the display control unit 195 causes the display 141 to display multiple card pack concepts and multiple card pack series in a selectable manner. Note that the series may be selectable from any of multiple series, or only the currently issued series may be selectable. The user selects the desired concept or series from the displayed concepts and series.

[0387] In step S91, the terminal device 10 accepts a card acquisition instruction from the user. Specifically, for example, the operation acceptance unit 191 accepts a selection of a card pack type from the user. More specifically, for example, the operation acceptance unit 191 accepts from the user desired attributes for a series desired by the user. The transmission / reception unit 192 transmits the input acquisition instruction to the server 20. The transmission / reception unit 192 transmits the type of card pack selected by the user together with the acquisition instruction to the server 20.

[0388] In step S92, the server 20 draws cards by lottery. Specifically, for example, the game processing module 2034 draws cards by lottery based on the card master table 2022 in response to a card acquisition instruction transmitted from the terminal device 10. The game processing module 2034 selects cards based on a lottery probability based on the rarity of the cards, for example. When the number of cards acquired is multiple, the game processing module 2034 selects multiple cards by lottery. The game processing module 2034 may select cards one by one, or may treat multiple cards as a set and select multiple cards in a single lottery. The game processing module 2034 may perform the lottery so that at least one rare card is always included among the multiple cards. When the type of card pack is specified from the terminal device 10, the game processing module 2034 narrows down the cards stored in the card master table 2022 based on the specified information and selects a card from the narrowed down cards.

[0389] In step S93, the server 20 presents the card selected by the lottery to the user. Specifically, for example, the presentation module 2035 creates information for presenting the card selected by the lottery to the user. The transmission control module 2032 transmits the created information to the terminal device 10.

[0390] In step S94, the terminal device 10 displays the lottery result to the user. Specifically, for example, when the lottery on the server 20 is completed, the game processing unit 194 creates an effect to represent the lottery process and the lottery result. The display control unit 195 displays the created effect on the display 141. The game processing unit 194 may accept input from the user in the effect to represent the lottery process and the lottery result.

[0391] FIG. 42 is a schematic diagram showing an example of the lottery process and the effects used to represent the lottery results. In the example shown in FIG. 42, multiple card packs associated with predetermined attributes in a predetermined series are presented. The display control unit 195, for example, arranges the card packs in a circular ring shape with each card pack facing the outer periphery, and displays the card packs so that they rotate in the circumferential direction of the ring in response to contact from the user. The user selects one of the displayed card packs. When one of the displayed card packs is selected, the display control unit 195 opens the selected card pack and causes the display 141 to display an effect in which multiple cards selected by the server 20 are dispensed from the opened card pack.

[0392] The display control unit 195 may display multiple cards dispensed from a card pack face up on top of each other, allowing the user to see the contents of only one card at a time. The display control unit 195 may arrange the rarest card among the multiple dispensed cards last, allowing the user to see the rarest card last. This allows the user to maintain a sense of excitement until seeing the last card among the multiple cards. The display control unit 195 may allow the user to see the shine of each card from the side of the multiple cards displayed on top of each other. The cards shine differently depending on their rarity. Being able to see the shine of each card from the side of the multiple cards displayed on top of each other can further build up the user's anticipation for the last card.

[0393] Furthermore, the display control unit 195 may display card packs arranged in a ring shape with their fronts facing the outer periphery in such a way that they are flipped over in response to contact from the user. That is, the display control unit 195 may arrange the card packs in a ring shape with their backs facing the outer periphery. When a flipped card pack is selected, the display control unit 195 opens the selected card pack and causes the display 141 to display an effect in which multiple cards are dispensed from the opened card pack. At this time, the display control unit 195 may display the multiple cards dispensed from the card pack face down on top of each other, allowing the user to check the contents of each card one by one, starting with the backmost card. For example, if the rarest card is arranged at the back, the display control unit 195 will display the rarest card first to the user. This allows the user to efficiently check the rarest card among the selected cards.

[0394] In step S95, the terminal device 10 updates the data in the terminal based on the acquired card. Specifically, the management unit 193 updates the card information 182 so that the card selected by the server 20 is treated as being owned by the user.

[0395] In the example shown in FIG. 41 , a case has been described in which a card lottery is conducted on the server 20 in response to a card acquisition instruction. The card lottery on the server 20 is not limited to one conducted in response to a card acquisition instruction. For example, the server 20 may conduct a card lottery in response to a user selecting a card pack on the terminal device 10. Specifically, when a card acquisition instruction is input in step S91, the display control unit 195 displays a card pack selection screen shown in FIG. 42 . The user selects a desired card pack from the selected card packs. Predetermined information related to the lottery is set for each card pack to be selected. The transmission / reception unit 192 transmits the information set for the selected card pack to the server 20.

[0396] The server 20 performs a card lottery based on the information received from the terminal device 10. This allows the lottery to be performed based on the card pack selected by the user, which increases the interest of the user in selecting a card pack.

[0397] (Operations when a rental deck is provided) The operations of the terminal device 10 and the server 20 when a user receives a rental deck will be described.

[0398] 43 is a diagram for explaining the operation of the terminal device 10 and the server 20 when providing a rental deck to a user. The explanation based on FIG. 43 takes as an example a case where the server 20 determines whether or not to provide a rental deck to the user after conducting a lottery to determine which cards to provide to the user.

[0399] In step S101, the server 20 determines whether the card selected in step S93 is a card that satisfies predetermined conditions. Specifically, for example, the game processing module 2034 determines whether the selected card satisfies the following conditions: - It is the main card in a predetermined rental deck - It is the predetermined number of cards among the cards that make up the predetermined rental deck - It is a predetermined card

[0400] For example, if the selected card satisfies the above conditions, the game processing module 2034 transitions the processing to step S102, and if the selected card does not satisfy the above conditions, it stops the processing related to the provision of the rental deck.

[0401] Note that in the explanation of Figure 43, the game processing module 2034 uses the selection of a specific card as a condition for providing a rental deck as an example, but the condition for providing a rental deck is not limited to the selection of a specific card, and may be any of the following: - Satisfying specific requirements related to the deck - The user's battle record satisfying specific requirements - The user's proficiency level reaching a specific threshold - The use of specific consumable goods (points, handouts, items, etc.)

[0402] In step S102, the server 20 determines a rental deck. Specifically, for example, the game processing module 2034 determines a rental deck corresponding to the satisfied conditions based on the deck information table 2023. If there are multiple rental decks that satisfy the conditions, the game processing unit 194 determines a rental deck, for example, in accordance with a predetermined rule. The predetermined rule may be, for example, random, or may involve weighting according to the rarity of the cards to be organized. Specifically, for example, if there are multiple rental decks that satisfy the condition of obtaining the card selected in step S93, the game processing unit 194 randomly determines one rental deck from the multiple applicable rental decks.

[0403] In step S103, the server 20 presents the determined rental deck to the user. Specifically, for example, the presentation module 2035 creates information for presenting the determined rental deck to the user based on the selected cards. The transmission control module 2032 transmits the created information to the terminal device 10.

[0404] In step S104, the terminal device 10 displays to the user the rental deck determined by the server 20. Specifically, for example, when a rental deck is determined by the server 20, the display control unit 195 causes the display 141 to display the determined rental deck.

[0405] FIG. 44 is a schematic diagram showing an example display of a provided rental deck. In the example shown in FIG. 44 , the display control unit 195 causes an area 1411 to be displayed on the display 141. The area 1411 is an area for displaying information related to the rental deck provided to the user. The display control unit 195 displays, for example, an image 14111 showing an overview of the provided rental deck, an image 14112 showing details of the rental deck, and text information 14113 related to the rental deck in the area 1411. The image 14112 includes, for example, an indication of the cards to be organized in the rental deck and an indication of the energy set in the rental deck. The text information 14113 includes important points to note about the rental deck. Specifically, for example, the text information 14113 includes information indicating that the rental deck is now available for use and information regarding restrictions on use of the rental deck.

[0406] Rental decks can be used in card matches against the computer, but cannot be used in card matches against other players. When a rental deck is used in a card match against the computer, information is attached that enables the player to know that the deck being used during the match is a rental deck. Specifically, the display control unit 195 attaches a mark to the cards used in the match that enables the player to know that the cards belong to the rental deck.

[0407] 45 is a schematic diagram showing an example of the display when a rental deck is used in a card match. In the example shown in Fig. 45, the display control unit 195 displays a mark 1412 indicating that the deck is a rental deck in the right corner of the image of the card used by the user.

[0408] While FIG. 43 illustrates an example in which the server 20 determines the rental deck, the server 20 is not the only entity that determines the rental deck. The terminal device 10 may also determine the rental deck. Specifically, for example, when the card information 182 is updated in step S95 of FIG. 43, the game processing unit 194 determines whether a newly acquired card satisfies predetermined conditions. At this time, it is assumed that the terminal device 10 has a table in the storage unit 180 similar to the deck information table 2023 in which rental conditions are stored. The game processing unit 194 references the table in which the rental conditions are written and determines whether the acquired card satisfies the rental conditions.

[0409] The game processing unit 194 determines a rental deck if the acquired cards satisfy predetermined conditions. Specifically, for example, the game processing unit 194 determines a rental deck corresponding to the satisfied conditions based on a table. If there are multiple rental decks that satisfy the conditions, the game processing unit 194 determines a rental deck, for example, in accordance with predetermined rules. The display control unit 195 presents the determined rental deck to the user. Specifically, for example, the display control unit 195 displays the rental deck determined based on the acquired cards on the display 141. If the acquired cards do not satisfy the predetermined conditions, the game processing unit 194 terminates processing.

[0410] (Editing a Deck) The operation of the terminal device 10 when a user edits a deck to be used in a card match will be described.

[0411] First, the user, for example, launches a digital TCG application and inputs an operation to the touch-sensitive device 131 to edit a deck to be used in a card game. Upon receiving the user's operation, the display control unit 195 causes the display 141 to display, for example, a first screen for starting deck editing. If a created deck or a rental deck is already stored in the deck information 183, the first screen may be referred to as a deck selection screen. Note that rental decks may or may not be editable. The operation reception unit 191 receives an instruction on the first screen as to whether to create a new deck or to create a deck by referencing a deck with pre-configured settings.

[0412] FIG. 46 is a schematic diagram showing an example of the display of the first screen for starting deck editing. In the example shown in FIG. 46, the display control unit 195 causes the display 141 to display areas 1413 and 1414. Area 1413 is an area for receiving instructions from the user to create a new deck. When area 1413 is selected by the user, the display control unit 195 causes area 14131 to be displayed on the display 141. Area 14131 displays the options "Create new" and "Create from theme deck recipe," and is capable of receiving a selection from the user.

[0413] A theme deck recipe represents, for example, a deck template. Theme deck recipes created and made public by other players can be acquired. Theme deck recipes can also be acquired as rewards for completing specified missions. A user can recreate a deck represented by a theme deck recipe by organizing cards with reference to the acquired theme deck recipe. Note that decks created with reference to a theme deck recipe cannot include rented cards; the deck must be created using cards the user owns. In other words, a theme deck recipe cannot be used unless all of the cards listed in the theme deck recipe are acquired. After the number of uses of a rental deck has been consumed, a theme deck recipe for that rental deck may be provided.

[0414] When the user selects one of the options displayed in area 14131, display control unit 195 causes display 141 to display an editing screen corresponding to the option.

[0415] Area 1414 is an area for accepting a user's selection of an existing deck. The display control unit 195 displays, for example, an image representing the existing deck and the number of the existing deck in area 1414. If there are multiple existing decks, th...

Claims

1. A game program to be executed by a computer having a processor and a memory, the game program causing the processor to perform the following steps: associating digital cards with users; determining whether the updated cumulative number of acquired digital cards, obtained by adding the number of the digital cards associated with the user in the associating step to the cumulative number of acquired digital cards of the user, satisfies a predetermined condition; executing a first effect using the digital card associated with the user if the cumulative number of acquired digital cards satisfies the predetermined condition, and controlling not to execute the first effect if the cumulative number of acquired digital cards does not satisfy the predetermined condition; determining whether the user has not yet acquired a digital card of the same type as the digital card associated with the user in the associating step; and if the user has not acquired a digital card of the same type as the digital card, executing a second effect in which the digital card associated with the user in the associating step is stored in a predetermined storage area, and controlling not to execute the second effect if the user has already acquired a digital card of the same type.

2. The game program according to claim 1, further comprising a step of updating the cumulative number of acquired cards by adding the number of the digital cards associated with the user in the associating step to the cumulative number of acquired cards.

3. A game program according to claim 1 or claim 2, further comprising a step of controlling a third effect in which the digital card associated with the user in the association step is stored in a predetermined icon.

4. A game program described in any one of claims 1 to 3, wherein the first effect includes an effect that outputs a list of digital cards associated with the user, and an effect that is determined based on the specified conditions.

5. A game program according to any one of claims 1 to 4, wherein the second effect includes an effect of outputting the digital card associated with the user in the association step alone.

6. A game program as described in any one of claims 3 to 5, wherein the third effect includes an effect of presenting a digital card associated with the user in the association step, and an effect of the digital card being moved to the specified icon and stored therein.

7. A game system comprising means for executing all of the steps executed in the invention according to any one of claims 1 to 6.

8. A gaming method executed by a computer having a processor and a memory, wherein the processor executes all of the steps executed in the invention according to any one of claims 1 to 6.

9. An information processing device comprising a control unit and a storage unit, wherein the control unit executes all of the steps executed in the invention according to any one of claims 1 to 6.

10. A server comprising a control unit and a storage unit, wherein the control unit executes all of the steps executed in the invention according to any one of claims 1 to 6.

11. A method for generating game effect information executed by a computer having a processor and a memory, wherein the processor executes the following steps: associating digital cards with users; determining whether an updated cumulative number of acquired digital cards obtained by adding the number of digital cards associated with the user in the associating step to the cumulative number of digital cards acquired by the user satisfies a predetermined condition; generating first effect information using the digital card associated with the user if the cumulative number of acquired digital cards satisfies the predetermined condition, and controlling not to generate the first effect information if the cumulative number of acquired digital cards does not satisfy the predetermined condition; determining whether the user has not yet acquired a digital card of the same type as the digital card associated with the user in the associating step; and if the user has not acquired a digital card of the same type as the digital card, generating second effect information indicating an effect in which the digital card associated with the user in the associating step is stored in a predetermined storage area, and controlling not to generate the second effect information if the user has already acquired a digital card of the same type.

Citation Information

Patent Citations

  • Server system

    JP2014147593A

  • Game system, computer program to be used for the same, and control method

    JP2021069521A