Program and game device

WO2025187246A8PCT designated stage Publication Date: 2025-10-02BANDAI CO LTD
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Patent Information

Application Number
PCT/JP2025/002209
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-03-08
Filing Date
2025-01-24
Publication Date
2025-10-02

AI Technical Summary

Technical Problem

Existing game systems struggle to maintain player interest through diverse and engaging game elements, leading to a lack of entertainment in gameplay.

Method used

A program and game device that utilize game elements with hidden and visible character information in different areas, allowing for strategic gameplay and enhanced player interaction, featuring a competitive game system with a playfield presentation mechanism and game element presentation means.

Benefits of technology

Enhances gameplay entertainment by providing strategic depth and player engagement through hidden and visible character information, maintaining player interest and enjoyment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

[Problem] To provide a game in which amusement for a player is improved. [Solution] This program causes a computer to function as: an execution means that executes a match game using a game element; a play field presentation means that presents a play field including a plurality of regions; and a game element presentation means that presents character information of a game element of a player placed in the first region out of the plurality of regions in an invisible manner to an opponent player, and presents the character information of the game element of the player placed in the second region in a visible manner to the opponent player.
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Description

Program and game device

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

[0002] In recent years, game systems that provide games to player terminals via communication networks have become widespread, and the servers of the game systems provide various game elements that can be used in the games (see, for example, Patent Document 1).

[0003] Japanese Patent Application Laid-Open No. 2015-047516

[0004] In a game system such as the one described above, devising the types of game elements to be provided to players and the method of presenting those game elements is an important issue in terms of maintaining players' interest in the game, and as a result, it is possible to provide a game that is more entertaining for players.

[0005] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a program and a game device that can provide a game that is more entertaining for players.

[0006] One aspect of the present invention is a program that causes a computer to function as an execution means for executing a competitive game using game elements, a playfield presentation means for presenting a playfield including a plurality of areas, and a game element presentation means for presenting character information of game elements of a player placed in a first area of ​​the plurality of areas in a manner that is not visible to the opposing player, and for presenting character information of game elements of a player placed in a second area in a manner that is visible to the opposing player.

[0007] One aspect of the present invention is a game device comprising: an execution means for executing a competitive game using game elements; a play field presentation means for presenting a play field including a plurality of areas; and a game element presentation means for presenting character information of game elements of a player placed in a first area of ​​the plurality of areas in a manner that is not visible to the opposing player, and for presenting character information of game elements of the player placed in a second area in a manner that is visible to the opposing player.

[0008] According to the present invention, a highly entertaining game can be provided.

[0009] FIG. 1 is a diagram showing an example of the overall configuration of a game system according to this embodiment. FIG. 2 is a diagram showing an example of the device configuration of a notebook computer, which is an example of a player terminal 1. FIG. 3 is a diagram showing an example of the front side of a leader card 21. FIG. 4 is a diagram showing an example of the back side of a leader card 21. FIG. 5 is a diagram showing an example of the front side of a battle card 22. FIG. 6 is a diagram showing an example of the back side of a battle card 22. FIG. 7 is a diagram showing an example of the front side of an extra card 23. FIG. 8 is a block diagram showing an example of the functional configuration of a player terminal 1. FIG. 9 is a diagram showing an example of a player information database D1. FIG. 10 is a diagram showing an example of a game element information database D2. FIG. 11 is a diagram showing an example of a home screen. FIG. 12 is a diagram showing an example of a store screen. FIG. 13 is a diagram showing an example of a store screen. FIG. 14 is a diagram showing an example of the store screen, in which currently tradable game elements and currently untradeable game elements are displayed. FIG. 15 is a diagram showing an example of a breakdown of currently held in-game currency, both paid and free. FIG. 16 is a diagram showing an example of an in-game currency provision screen. FIG. 17 is a diagram showing an example of a case where the number of first paid currency packs 231 provided (granted) has reached the upper limit and is sold out. FIG. 18 is a diagram showing an example of a screen displayed when there is insufficient in-game currency to cover the cost of game elements. FIG. 19 is a block diagram showing an example of the functional configuration of the game server 2. FIG. 20 is a diagram showing an example of a user information management database D3. FIG. 21 is a diagram showing an example of a game element management database D4. FIG. 22 is a diagram showing an example of a store management database D5. FIG. 23 is a sequence diagram illustrating the operation between the player terminal 1 and the game server 2. FIG. 24 is a diagram showing a determination as to whether a game element can be provided (granted) or cannot be provided (granted). FIG. 25 is a diagram showing an example of a notification when the total charge exceeds a predetermined amount. FIG. 26 is a diagram showing a second modification of the embodiment. FIG. 27 is a diagram showing an example of an unpacking effect. FIG. 28 is a diagram showing an example of a pack information database D10. FIG. 29 is a sequence diagram showing the operation between the player terminal 1 and the game server 2. FIG. 30 is an operational flowchart of a pack unpacking effect process.FIG. 31 is a diagram illustrating an example of an unboxing effect. FIG. 32 is a diagram illustrating an example of an unboxing effect. FIG. 33 is a diagram illustrating an example of a deck organization screen. FIG. 34 is a diagram illustrating the first area 401 and the second area 402. FIG. 35 is a diagram illustrating the function of enlarging game cards in the second area. FIG. 36 is an example of a pop-up display when an organized deck meets the deck incompatibility criterion (6). FIG. 37 is a diagram illustrating an example of a display when an organized deck meets the deck incompatibility conditions. FIG. 38 is an example of the deck information database D20. FIG. 39 is an example of a registered deck list screen. FIG. 40 is a diagram illustrating an example of a playfield presented by the playfield presentation unit 65. FIG. 41 is a diagram illustrating an example of game cards presented by the game card presentation unit 66. FIG. 42 is an example of a viewing screen 540 presented on the playfield. FIG. 43 is a diagram illustrating the viewing screen 540. FIG. 44 is a diagram illustrating the viewing screen 540. FIG. 45 is a diagram illustrating the viewing screen 540. FIG. 46 is a diagram illustrating an example of an enlarged hand. Fig. 47 is a diagram for explaining switching between reduced display and enlarged display. Fig. 48 is a diagram for explaining the selection state of a game card. Fig. 48 is a diagram for explaining the selection state of a game card. Fig. 50 is a diagram showing an example of the display of selectable actions.

[0010] <Overall Configuration> Fig. 1 is a diagram showing an example of the overall configuration of a game system in this embodiment. As shown in Fig. 1, the game system is configured to include player terminals 1 provided for game players A and B, and a game server 2. The player terminals 1 and the game server 2 can be connected to a communication line N and can communicate with each other.

[0011] The communication line N refers to a communication path that allows data communication. That is, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, regardless of whether the communication method is wired or wireless.

[0012] The player terminal 1 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and is capable of performing data communication with the game server 2. The player terminal 1 is, for example, a personal computer, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a tablet computer, a controller for a stationary home game device, etc. Basically, there are multiple player terminals 1, and each is operated by a player.

[0013] The game server 2 is a server system configured to include one or more server devices, storage devices, etc. The game server 2 provides various services for operating the game of this embodiment, and can manage data necessary for operating the game, distribute game programs and data necessary for running the game on the player terminals 1, etc.

[0014] Fig. 2 is a diagram showing an example of the device configuration of a notebook computer, which is an example of the player terminal 1. As shown in Fig. 2, the player terminal 1 includes a display 11 and a keyboard 12, which is an operating means. The player terminal 1 also includes a control board, an internal battery, a power button, a volume control button, a speaker, etc., which are not shown.

[0015] The control board is equipped with various microprocessors such as a CPU, GPU, and DSP, ASIC, various IC memories such as VRAM, RAM, and ROM, and a wireless communication module for wireless communication with a mobile phone base station. The control board also is equipped with so-called I / F circuits (interface circuits), such as a driver circuit for the touch operation panel 12. These elements equipped on the control board are electrically connected to each other via bus circuits or the like, and are connected to enable reading and writing of data and sending and receiving of signals.

[0016] The game in this embodiment features a number of different game elements, each of which will be explained below.

[0017] <First Type of Game Element> The first type of game element is an object in which a character is embodied, and is represented through an image. The image includes a still image and a video. The object may be an intangible or tangible object. For example, it may be a virtual game card displayed on a computer, or a physical game card. Note that the object is not limited to a card, as long as it is configured to identify the game element associated with the object. The object may also be, for example, a shaped object such as a figurine having the appearance of a game element. In the following explanation, the first type of game element will be explained using an example in which a virtual game card in which a character is embodied.

[0018] In the game of this embodiment, there are multiple types of game cards, which are the first type of game element. The information written on the surface of each game card varies depending on the type of game card. While any number of types of game cards may be provided, the following description will use three types of game cards as examples: leader cards 21 (first game elements of the first type), battle cards 22 (second game elements of the first type), and extra cards 23 (third game elements of the first type). A common feature of each type of game card is that it is associated with a character image from the work. While a character image is an image of a character appearing in the work, in this embodiment, an image of a scene featuring a character appearing in the work will also be described as a character image. Furthermore, even if the same character is featured, there may be multiple game cards with different character designs, and each is treated as a different game card.

[0019] A player builds a deck in advance using the acquired game cards and plays the game. When building a deck, the total number of cards in the deck and the number of cards of each type are predetermined. In this embodiment, a deck with a total of 50 cards, including one leader card 21, will be described as an example, but any number of cards may be used as long as it is predetermined.

[0020] Furthermore, game cards have an upright position, which is the position in which the contents written on the game card can be read as is from the player's perspective. There are multiple game card placement states. In the following description, the state in which a game card is upright is referred to as the active state, and the state in which the game card is rotated 90 degrees and facing sideways is referred to as the rest state. Furthermore, the state in which a game card is rotated 180 degrees and facing in the reverse position in a predetermined area is referred to as the active state. It is also possible to determine a predetermined orientation as the active state, and to determine the state in which the orientation of the game card is changed from the predetermined orientation as the rest state. These states of the game card may be used as appropriate during the game.

[0021] <Leader Card 21> The leader card 21 (first type of first game element) will be described. FIGS. 3 and 4 are diagrams showing an example of the leader card 21. FIG. 3 is a diagram for explaining an example of the front side of the leader card 21. FIG. 4 is a diagram for explaining an example of the back side of the leader card 21. The leader card 21 is a card that is composed of one card in a deck. The leader card 21 is a game card that is used in a battle against the opponent's leader card 21 or battle card 22.

[0022] Character information 10 and card information 11 are written on the front and back of the leader card 21. The leader card 21 is placed so that its front side is visible at the start of the game, but is placed so that its back side is visible when certain conditions are met.

[0023] The leader card 21 includes character information 10 and card information 11 , and the character information 10 includes a character name 101 , a character image 102 , power information 103 , and effect information 104 .

[0024] The character name 101 is the name of the character associated with the card. In the example shown in Figures 3 and 4, "Sakurakoji" is written.

[0025] The character image 102 is an image of a character associated with the card.

[0026] The ability information 103 is a parameter of the ability of the character associated with the game card. In this embodiment, a case will be described in which the power value of the character is written as the ability information. A victory is achieved when the power value is greater than the power value of the opponent's battle card 22. In the example of FIG. 3, a power value of "15,000" is written, and in the example of FIG. 4, a power value of "20,000" is written.

[0027] The effect information 104 includes skill information about the effect that is activated when attacking, and awakening information about the conditions and effects for flipping a card from face up to face down. In the example of Figure 3, the skill information is "When attacking: Draw one card," and the awakening information is "If life is 4 or less, draw one card. Then flip this card over."

[0028] Although the ability information 103 and effect information 104 may be included in the character information 10, the following description will be given using an example in which the ability information 103 and effect information 104 are not included in the character information.

[0029] The card information 11 includes front and back information 111 , card type name 112 , card type symbol 113 , color information 114 , rarity 115 , and card identification information 116 .

[0030] The front / back information 111 is information that clearly indicates the front and back of the leader card 21. Any information that identifies the front and back may be used, such as a character string, an illustration, or a symbol mark. In the example shown in FIG. 3, the character string "front" is used as the front / back information to indicate that it is the front side, and in the example shown in FIG. 4, the character string "back" is used as the front / back information to indicate that it is the back side. Note that the front / back information only needs to be on the back side. This is because the appearance of the card itself is also important for game cards in card games, and it is preferred that no unnecessary information is written on the front side.

[0031] The card type name 112 is information indicating the type of card. The card type name 112 indicates information on whether the card is a leader card, a battle card, or an extra card. In the example of the leader card 21 shown in Figures 3 and 4, the card type name 112 indicates "leader."

[0032] The card type symbol 113 is marked with any one of symbols that distinguish between the leader card 21, the battle card 22, and the extra card 23. The leader card 21 is marked with a leader symbol that indicates that it is the leader card. This leader symbol (first symbol) is preferably a symbol that can evoke the role of the leader card 21 so that it can be visually understood to be the leader card.

[0033] The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and builds a deck using battle cards 22 and extra cards 23 with the same color information.

[0034] The rarity 115 indicates the rarity level of the game card. The rarity level may be displayed in any manner as long as it is set in advance, but in this embodiment, the rarity is divided into five levels. The example shown in Figures 3 and 4 illustrates a case where the rarity level is 1.

[0035] Identification information that uniquely identifies a game card is written as the card identification information 116. In the examples of Figures 3 and 4, "001" is written as the card identification information 116.

[0036] Unlike other game cards, the leader card 21 has a card type symbol 113 (leader symbol) and ability information 103 or effect information 104 written on the front and back of the card. The ability information 103 or effect information 104 is different on the front and back. This allows one card to represent the evolution or awakening of one character, and also makes it possible to identify the card as a leader card from the display on the front and back.

[0037] <Battle Card 22> The battle card 22 (first type of second game element) will now be described. FIG. 5 is a diagram illustrating an example of the front side of the battle card 22. FIG. 6 is a diagram illustrating an example of the back side of the battle card 22. As shown in FIG. 5, the battle card 22 has an image of the associated character printed only on the front side. The back sides of all the battle cards 22 are the same. The battle card 22 is a card that attacks the leader card 21 or battle card 22 of the opponent player.

[0038] The battle card 22 includes character information 10 and card information 11.

[0039] The character information 10, like the leader card 21, includes a character name 101, a character image 102, power information 103, and effect information 104. In addition, combo information 105 and cost information 106 are also included.

[0040] The character name 101 is the name of the character associated with the card, similar to the reader card 21. In the example shown in Fig. 5, "Umekoji" is written.

[0041] The character image 102 is an image of a character associated with the card, similar to the leader card 21 .

[0042] The ability information 103 is a parameter of the ability of the character associated with the card, similar to the leader card 21. In the example of Fig. 5, a power value of "20000" is written.

[0043] The effect information 104 describes skill information related to the effect that is activated when attacking. In the example of Fig. 5, the skill information states "When you are attacked by this card and lose, one life point is lost."

[0044] The combo information 105 is information about a power value that increases the power value of other game cards placed in the battle area. In the example shown in Figure 5, "+5000" is written as the combo information 105.

[0045] The cost information 106 is information about the cost required to place the battle card 22 from the hand onto the battle area. In other words, by changing the number of game cards placed in the energy area, for example, from active to rest, equal to the numerical value listed in the cost information 106, the battle card 22 can be placed onto the battle area. In the example of FIG. 5, "3" is listed as the cost information 106. In the following explanation, changing a game card placed in the energy area from active to rest will be referred to as "paying the cost."

[0046] The card information 11 includes a card type name 112 , a card type symbol 113 , color information 114 , rarity 115 , and card identification information 116 .

[0047] The card type name 112 is information indicating the type of card. In the example of the battle card 22 shown in Figure 5, the card type name 112 is written as "Battle."

[0048] The card type symbol 113 is marked with a battle symbol (second symbol) indicating that it is a battle card 22. This battle symbol is preferably a symbol that can evoke the role of the battle card 22 so that it can be visually recognized as a battle card.

[0049] The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and builds a deck using battle cards 22 and extra cards 23 with the same color information.

[0050] The rarity 115 indicates the rarity level of the game card. In the example shown in FIG. 5, the rarity level is 1.

[0051] Identification information that uniquely identifies a game card is written as the card identification information 116. In the example of Fig. 5, "002" is written as the card identification information 116.

[0052] <Extra Card 23> The extra card 23 (third game element of the first type) will now be described. FIG. 7 is a diagram illustrating an example of the front side of the extra card 23. As shown in FIG. 7, the front side of the extra card 23 shows an image of the associated character. The back side of the extra card 23 is the same as the battle card 22. Therefore, the back side of the extra card 23 is the same as the battle card 22 shown in FIG. 6.

[0053] The extra card 23 includes character information 10 and card information 11.

[0054] The character information 10 includes a character name 101 , a character image 102 , effect information 104 , and cost information 106 .

[0055] The character name 101 is the name of the character associated with the card. In the case of the extra card 23, it is the name of a characteristic scene, scenery, landscape, background, building, character's possession, event, etc. that appears in the work. In the example of Figure 7, "Mizumengiri" is written.

[0056] The character image 102 is an image of the character associated with the card, and is an image that depicts the character along with characteristic scenes, scenery, landscapes, backgrounds, buildings, the character's possessions, events, etc. that appear in the work.

[0057] The effect information 104 describes skill information related to the effect that is activated when attacking. In the example of Fig. 7, the skill information describes "power value is doubled for one turn."

[0058] The cost information 106 is information about the cost required to place the extra card 23 from the hand onto the battle area. In the example of Figure 7, "3" is written as the cost information 106.

[0059] The card information 11 includes a card type name 112 , a card type symbol 113 , color information 114 , rarity 115 , and card identification information 116 .

[0060] The card type name 112 is information indicating the type of the card. In the example of the extra card 23 shown in Figure 7, the card type name 112 is written as "extra."

[0061] The card type symbol 113 is marked with an extra symbol (third symbol) that indicates that it is an extra card 23. This extra symbol is preferably a symbol that can evoke the role of the extra card 23 so that it can be visually understood that it is an extra card.

[0062] The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and builds a deck using battle cards 22 and extra cards 23 with the same color information.

[0063] The rarity 115 indicates the rarity level of the game card. In the example shown in FIG. 7, the rarity level is 1.

[0064] Identification information that uniquely identifies a game card is written as the card identification information 116. In the example of Fig. 7, "003" is written as the card identification information 116.

[0065] <Second Type of Game Element> The second type of game element will be described.

[0066] In this embodiment, the second type of game elements are game elements used for transactions within the game and are referred to as in-game currency. The second type of game elements include paid second type game elements (second type first game elements) that a player can acquire by paying a price (e.g., money), and free second type game elements (second type second game elements) that a player receives from the game operator upon completing a predetermined condition (e.g., a mission prepared by the game operator) without exchanging them for a price (e.g., money). The paid second type of game elements (second type first game elements) and free second type of game elements (second type second game elements) are mainly used to exchange (purchase) the above-mentioned first type of game elements (game cards), etc. In the following description, paid second type game elements (second type first game elements) will be referred to as paid currency, and free second type game elements (second type second game elements) will be referred to as free currency.

[0067] Next, the configuration of each device will be described.

[0068] <Configuration of Player Terminal 1> FIG. 8 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG.

[0069] As shown in FIG. 8, the terminal 1 includes a display unit 51 , a game element reading unit 52 , an operation input unit 53 , a sound output unit 54 , a communication unit 55 , a memory unit 56 , and a processing unit 57 .

[0070] The display unit 51 displays various game screens based on input image signals. The functions of the display unit 51 can be realized by a display device such as a flat panel display such as a liquid crystal display, a cathode ray tube (CRT), a projector, or a head-mounted display. In the example of the personal computer shown in FIG. 2, the display unit 51 corresponds to the display 11.

[0071] The game element reading unit 52 is a reader that reads character information to be made to appear in the game from an actual game card. By setting (placing) a character to be made to appear in the competitive game from a game card held by a player in the game element reading unit 52, the game element reading unit 52 can read the identification information etc. of the game card.

[0072] The operation input unit 53 is used by the player to input various operations related to the game, and outputs operation input signals corresponding to the operation input to the processing unit 57. The functions of the operation input unit 53 can be realized by elements that are directly operated by the player's fingers, such as a keyboard, mouse, touch pad, home button, button switch, joystick, or trackball, as well as elements that detect movement or posture, such as an acceleration sensor, angular velocity sensor, tilt sensor, or geomagnetic sensor. In the example of the personal computer in Figure 2, the operation input unit 53 corresponds to the keyboard 12.

[0073] The sound output unit 54 outputs sound effects and the like related to the game based on the input sound signal.

[0074] The communication unit 55 realizes communication by connecting to the communication line N. The function of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc.

[0075] The storage unit 56 stores in advance or temporarily stores each time processing is performed programs for operating the player terminal 1 and realizing the various functions of the player terminal 1, and data used during execution of these programs. The storage unit 56 can be realized by, for example, RAM, ROM, a solid state drive using IC memory such as flash memory, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD.

[0076] The storage unit 56 stores a system program and a game program. The system program is a program for realizing the basic functions of the player terminal 1 as a computer. The game program is a program for causing the processing unit 57 to perform functions described below. This program is distributed from the game server 2 or another application distribution server, etc., once the player has completed account registration. The storage unit 56 also stores databases necessary for executing the game. In this embodiment, the storage unit 56 stores a player information database D1 and a game element information database D2.

[0077] The player information database D1 is a database that stores various pieces of player information. Fig. 9 is a diagram showing an example of the player information database D1. The player information database D1 includes a field for a player ID, a field for a player name, a field for player information, a field for level, a field for profile card information, a field for owned game card information, a field for deck information, a field for owned currency information, a field for purchase history information, and a field for the last update date and time, and each piece of information is stored in association with each other.

[0078] The player ID field is a field in which identification information that identifies a player is written. The player name field is a field in which, for example, a nickname is written. The player information field is a field in which experience points and the like obtained by participating in a competitive game are written. The level field is a field in which the player's level obtained by accumulating experience points is written. The profile card information field is a field in which information about the profile card, which will be described later, is written. The owned game card information field is a field in which game card identification information (game card IDs) of game cards owned by the player are written. The deck information field is information about decks constructed from game cards by the player, and is a field in which the game card IDs of the game cards that make up the deck are written for each deck.

[0079] The owned currency information field is a field in which information about the in-game currency owned by the player is recorded, and the number of each paid currency and free currency is recorded. Specifically, for each type of paid or free currency, the acquisition date of the currency, the number acquired, and the total number are recorded. The purchase history information field is a field in which the purchase history of game cards, in-game currency, etc. purchased by the player is recorded. Specifically, the game element ID of the purchased game element, the name of the game element, the purchase date, and the number purchased are recorded. The last update date and time field is a field in which the last update date and time of the player information database D1 is recorded.

[0080] The game element information database D2 is a database that stores information on game elements that appear or are used in a game. FIG. 10 is a diagram showing an example of the game element information database D2. The game element information database D2 includes a field for a game element ID, a field for character information, a field for game element image, and a field for last update date and time, and each piece of information is stored in association with each other. The game element ID field is a field in which identification information (game card ID) that identifies a game element such as a game card is written. The character information field is a field in which character information (e.g., type of game element, profile information, ability values, rarity information, etc.) of a character embodied in a game element is written. The game element image field is a field in which image data of the game element itself (e.g., game card) and image data of the character embodied in the game element are written. Note that image data includes still images and videos. The last update date and time field is a field in which the last update date and time of the game element information database D2 is written.

[0081] These databases can be downloaded by the game server 2 as characters used in the game are added or changed.

[0082] The processing unit 57 comprehensively controls the operation of the terminal 1 based on the programs and data stored in the memory unit 56, various input signals from the operation input unit 53, etc. The functions of the processing unit 57 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, an IC memory, etc. The processing unit 57 includes, as main functional units, a player information management unit 60, a game execution control unit 61, a store presentation control unit 62, a performance presentation control unit 63, a deck organization unit 64, a playfield presentation unit 65, and a game card presentation unit 66.

[0083] The player information management unit 60 manages player information using the player information database D1. The player information management unit 60 uses the player information database D1 to manage player information such as player ID, player name, etc., game cards owned, in-game currency, and game elements such as decks constructed by the player. When any of this information is updated, the player information management unit 60 updates the player information database D1 and records the update date.

[0084] The game execution control unit 61 controls and manages the overall progress of the game. For example, the game execution control unit 61 displays a menu screen such as a home screen and executes processing selected by the player. FIG. 11 is a diagram illustrating an example of a home screen. The home screen in FIG. 11 displays a home screen tab 200, a deck tab 201 for transitioning to a deck screen for organizing a deck, a store tab 202 for transitioning to a store screen for purchasing game cards, a battle mode selection button 203 for selecting a battle mode for a battle using a deck, a battle button 204 for transitioning to a battle in the selected battle mode, an icon 205, a reward button 206 for transitioning to a reward screen related to mission rewards, an in-game currency icon 207, an in-game currency balance (reserved amount) 208, and an in-game currency purchase button 209 for transitioning to a screen for purchasing in-game currency. The in-game currency balance (reserved amount) 208 is the sum of the number of paid currency and the number of free currency. The icon 205 also displays the deck name of the deck currently selected by the player and the leader card included in that deck.

[0085] The game execution control unit 61 executes a competitive game between players, and when the outcome of the game is determined, it updates the player information, level, etc. in the player information database D1 with the match result and the experience points, level, rank, etc. that have changed as a result of the match, and enters the date and time of the update in the last update date and time field as the last update date and time.

[0086] When the store tab 202 on the home screen is selected, the store display control unit 62 displays a store screen for trading game elements (game cards, in-game currency, etc.), and displays selectable game elements for trading on the store screen. FIGS. 12 and 13 are diagrams showing examples of the store screen. FIG. 12 is an example of a store screen for purchasing a card pack (a collection of game cards), and FIG. 13 is an example of a store screen for purchasing a starter deck (a collection of game cards), where selectable card packs are displayed. The card pack area displays the name 210 of the card pack and options 211 for purchasing the card pack. Here, "provided" includes both acquiring the card pack by exchanging it for a price and providing (granting) the card pack from the operator without requiring a price.

[0087] Furthermore, some game elements are limited in availability and others are not. Game elements with limited availability include, for example, those with a limited number of game elements provided (granted) or those that can only be provided (granted) for a specific period. The limit on the number of game elements provided (granted) may be, for example, a limit on the number of game elements provided (granted) per player or a limit on the number of game elements that can be provided to all players. Furthermore, both those with unlimited availability and those with limited availability may be displayed individually or in combination. In the example of FIG. 12 , the "XXX Card Pack" and "YYY Card Pack" are unlimited in availability, while the "ZZZ Card Pack" and "SSS Card Pack" are limited in availability. In the example of FIG. 13 , the "AAA Deck," "BBB Deck," "CCC Deck," and "DDD Deck" are all limited in availability. In this way, by providing game elements that are provided (granted) in a specific number or for a specific period, separate from game elements that are normally sold, players' interest in the game elements can be maintained.

[0088] Furthermore, the game elements presented on the store screen include not only currently tradable game elements, but also game elements that were previously available but are no longer tradable. Game elements that are currently tradable include, for example, game elements that are limited in the number of times a game element can be granted per player and that limit has been reached, or game elements that are sold out and have a set number of game elements available to all players. The store presentation control unit 62 presents game elements that are currently unavailable in a format that allows the player to distinguish them from currently available game elements, and prevents the player from selecting the game elements that are currently unavailable. Figure 14 is a diagram showing an example of a store screen displaying currently available game elements and currently unavailable game elements. 14, the area 220 for the sold-out "AAA Deck" and "CCC Deck" is displayed in black so as to be distinguishable from the area 221 for the available "BBB Deck" and "DDD Deck," and the display of the options 211 for "AAA Deck" and "CCC Deck" has been changed to "SOLD OUT," indicating that they are sold out, and they are presented as unselectable to the player. In this way, by presenting game elements that are currently unavailable as unselectable, the player can learn about game elements that were previously available and will not have to select game elements that are currently unavailable, thereby improving convenience for the player.

[0089] 11 to 14 , the provision of in-game currency is not performed by transitioning to an in-game currency provision screen using a tab, but rather, on any of the screens, namely, the home screen using the home screen tab 200, the deck organization screen using the deck tab 201, and the store screen using the store tab 202, an in-game currency icon 207, an in-game currency balance icon 208 of the player's in-game currency, and an in-game currency provision screen transition button 209 for transitioning to the in-game currency provision screen.

[0090] When either the in-game currency icon 207 or the player's in-game currency balance icon 208 is selected, the store display control unit 62 references the owned currency information field in the player information database D1 and displays a breakdown of the amount of paid and free in-game currency currently owned by the player. FIG. 15 is a diagram showing an example of a display of the breakdown of paid and free in-game currency currently owned. The example in FIG. 15 displays the remaining amount of paid currency among the in-game currency currently owned by the player and the remaining amount of free currency among the in-game currency currently owned by the player. The display also indicates that free currency will be consumed first as payment for purchasing game elements, and that paid currency will be consumed starting with the oldest acquired currency.

[0091] In this way, by presenting the in-game currency icon 207, the in-game currency balance icon 208, and the in-game currency provision screen transition button 209 on each screen, the player can know the balance of in-game currency that he or she currently possesses and the breakdown of paid and free in-game currency, and can transition from each screen to the in-game currency provision screen to obtain the in-game currency that he or she needs.

[0092] When the in-game currency provision screen transition button 209 is selected, the store display control unit 62 transitions to an in-game currency provision screen. The store display control unit 62 displays the in-game currencies that are currently available on the in-game currency provision screen.

[0093] FIG. 16 is a diagram showing an example of an in-game currency provision screen. In the example of FIG. 16, a first paid currency pack 231 and a second paid currency pack 232 are presented on the in-game currency provision screen. The first paid currency pack 231 provides 150 currency for 100 yen, while the second paid currency pack 232 provides 100 currency for 100 yen. As such, the first paid currency pack 231 and the second paid currency pack 232 provide different amounts per predetermined price. In other words, the first paid currency pack 231 is a better value. However, the first paid currency pack 231 has a limit on the number of times it can be provided (granted) to one player. In the example of FIG. 16, the first paid currency pack 231 can be provided (granted) to one player three times. On the other hand, there is no limit on the number of times the second paid currency pack 232 can be provided (granted) to one player.

[0094] The store presentation control unit 62 refers to the purchase history information in the player information database D1 of the player, and when the upper limit of the number of first paid currency packs 231 offered (number of granted) has been reached, notifies the player that the upper limit of the number of first paid currency packs 231 offered (number of granted) has been reached and the first paid currency pack 231 is sold out, and presents the first paid currency pack 231 in an unselectable state. Figure 17 is a diagram showing an example of a case where the upper limit of the number of first paid currency packs 231 offered (number of granted) has been reached and the first paid currency pack 231 is sold out.

[0095] As described above, by providing game elements that are provided (given) in limited quantities or for limited periods of time, separate from the game elements that are normally sold, it is possible to maintain players' interest in the game elements.

[0096] Furthermore, as a method of transitioning to the in-game currency provision screen, the store presentation control unit 62 may notify the user when purchasing a game element such as a game card on a store screen where the user does not have enough in-game currency (the total amount of paid currency and free currency) to cover the cost of the game element, and display a screen that allows transition to the in-game currency provision screen. Figure 18 is a diagram showing an example of a screen that is displayed when there is not enough in-game currency to cover the cost of the game element. In the example of Figure 18, a notification 233 indicating that there is not enough in-game currency to cover the cost of the game element and a button 234 that allows transition to the in-game currency provision screen are displayed.

[0097] The effect presentation control unit 63 performs an effect of opening game elements, such as game cards, purchased on the store screen. In this embodiment, a collection of game cards, such as a card pack or a deck, will be described as an example. As described above, game cards have a rarity level, which is divided into five levels. Each game card also has attributes, such as leader card and battle card. Each game card has value, and highly valuable game cards are offered in small numbers. A collection, such as a card pack, is a collection of multiple game cards that have various value information, such as rarity and attributes. When a player purchases a collection (pack) of card packs, the player cannot know the value of the game elements, such as game cards, contained in the pack. However, the player may be looking forward to finding out the value of the game cards contained in the purchased pack. Therefore, a pack opening effect, which allows the player to know the value of the game cards contained in the purchased pack, is an important effect that enhances the interest of the game.

[0098] The effect presentation control unit 63 performs an effect of opening the provided pack using pack information transmitted from the server 2 when the pack is provided. The pack information includes game element IDs of game elements included in the pack. The effect presentation control unit 63 obtains value information (rarity information, attribute information, etc.) of the game element IDs in the pack information from the game element information database D2, and performs an effect of opening the pack according to the value information.

[0099] Below, a specific example of the opening effect performed by the effect presentation control unit 63 will be described. In the following explanation, a game card pack containing eight game cards will be used as an example of a collection of game elements, and rarity information will be used as an example of value information. Figure 27 is a diagram for explaining an example of the opening effect.

[0100] The effect presentation control unit 63 receives pack information of the pack provided from the server 2. Here, the game element IDs of the eight game cards included in the received pack information are game element ID "2021", game element ID "2056", game element ID "2078", game element ID "2088", game element ID "2147", game element ID "2159", game element ID "2299", and game element ID "2347".

[0101] The effect presentation control unit 63 obtains rarity information corresponding to the game element ID from the game element information database D2. The rarity information corresponding to the game element ID is as follows: Rarity information "1" for game element ID "2021" Rarity information "1" for game element ID "2056" Rarity information "3" for game element ID "2078" Rarity information "1" for game element ID "2088" Rarity information "5" for game element ID "2147" Rarity information "1" for game element ID "2159" Rarity information "1" for game element ID "2299" Rarity information "1" for game element ID "2347"

[0102] The effect presentation control unit 63 stores a predetermined threshold value for rarity information in advance, and performs different effects depending on whether the rarity information of the given game card exceeds the threshold value. In the following example, the threshold value for rarity information is set to "2".

[0103] As a first stage of effect, the effect presentation control unit 63 presents each of the eight game cards 301-308 in a selectable state with the same picture on the back (character information cannot be recognized). Note that if the game cards 301-308 are leader cards, character information is printed on both the front and back of the cards, but the backs are displayed with the same picture on the backs, making the character information unrecognizable. Then, for game cards that exceed the threshold value "2," the outer periphery of the back of the game card is made thicker (first mode). On the other hand, the outer periphery of the back of game cards that do not exceed the threshold value "2" is made normal thickness (second mode). However, for the game card with the highest rarity information among the game cards that exceed the threshold value "2," the same second mode as game cards that do not exceed the threshold value "2" is used.

[0104] Specifically, of game cards 301 to 308 in FIG. 27, game card 301 corresponds to game element ID "2021" with rarity information "1", game card 302 corresponds to game element ID "2056" with rarity information "1", game card 303 corresponds to game element ID "2078" with rarity information "3", game card 304 corresponds to game element ID "2088" with rarity information "1", game card 305 corresponds to game element ID "2147" with rarity information "5", game card 306 corresponds to game element ID "2159" with rarity information "1", game card 307 corresponds to game element ID "2299" with rarity information "1", and game card 308 corresponds to game element ID "2347" with rarity information "1". Of the game cards 301 to 308, the game cards that exceed the threshold value "2" are the game cards 303 and 305. The rarity information of the game card 305 is the highest.

[0105] The effect presentation control unit 63 indicates that the card has high rarity information by using a first aspect in which the outer periphery of the back of the game card 303 is thickened. On the other hand, the game cards other than the game card 303 are presented in a second aspect ( FIG. 27( a) ).

[0106] The player selects a game card from the presented list. The effect presentation control unit 63 performs a second stage of effect on the selected game card.

[0107] Here, if the player selects the game card 302 (FIG. 27(b)), the effect presentation control unit 63 performs the first effect (one rotation) in which the game card 302 is flipped from its back to its front as the second stage effect, and displays the front side of the game card 302, presenting the character information in a recognizable manner (FIG. 27(c)).

[0108] Next, when the player selects the game card 303 (FIG. 27(c)), the effect presentation control unit 63 performs an effect in which the game card 303 is turned over (one rotation) from the back to the front as the second stage effect, and displays the front side of the game card 303, presenting the character information in a recognizable manner (FIG. 27(d)). At this time, the outer periphery of the game card 303 is in the first mode, which indicates that the rarity information is high.

[0109] Furthermore, if the player selects the game card 305 (FIG. 27(d)), the effect presentation control unit 63 performs an effect in which the game card 305 is flipped from back to front as a second stage effect. The game card 305 has the highest rarity information of "5." Therefore, when the effect presentation control unit 63 performs an effect in which the game card 305 is flipped from back to front, the number of rotations is increased (e.g., two rotations) to indicate that the game card 305 is different from the other game cards (FIG. 27(e)). Then, the effect presentation control unit 63 displays the front side of the game card 305 and presents the character information in a recognizable manner (FIG. 27(f)). At this time, the outer periphery of the game card 305 is set to the first mode, which indicates high rarity information. The above operation is repeated until all game cards are selected.

[0110] In this way, the method of presenting the opening of each game card is a combination of a first presentation method that is performed when the rarity information does not exceed the threshold, a second presentation method that is performed when the rarity information exceeds the threshold, and a third presentation method that is performed when the rarity information exceeds the threshold and is a special game card, thereby surprising the player and increasing the interest of the game.

[0111] In the above description, the first mode is one type, but multiple types may be used depending on the size of the rarity information. For example, a different outer color may be assigned to each piece of rarity information, and the outer color of the game card with that rarity information may be that color. Furthermore, the outer color may be different depending on the attributes of the game card.

[0112] In addition, the game card to which the third presentation method is applied is the game card with the highest rarity information, but this is not limited to this and game cards with multiple rarity information may be used, and rarity information and attribute information of game cards may be combined. Furthermore, the first and second presentation methods may be applied to rarity information, and the third presentation method may be applied to a special game card, for example, a leader card.

[0113] The deck organization unit 64 presents a deck organization screen and organizes a deck from the game cards held by the player. The deck is composed of a predetermined number of leader cards 21, battle cards 22, and extra cards 23 (hereinafter, collectively referred to as game cards). For example, if the game elements are virtual game cards displayed on a computer, the deck is a card group composed of a predetermined number of game cards. In this embodiment, the settable deck includes game cards selected by the player. The player organizes a deck in advance using the game cards they own and plays the game. When organizing a deck, the total number of cards in the deck and the number of cards of each type are predetermined. In this embodiment, the total number of game cards that make up the deck is between 30 and 35, but is not limited to this number. Furthermore, the game cards that make up a deck always include one leader card 21, and the other game cards are battle cards 22 and extra cards 23 that have the same color information as the leader card 21.

[0114] The deck organization screen presented by the deck organization unit 64 will now be described. FIG. 33 is a diagram illustrating an example of the deck organization screen. The deck organization screen includes a first area 401, a second area 402, a third area 403, and a fourth area 404. The first area 401 is an area where the leader cards 21 constituting the deck are displayed. The second area 402 is an area where the battle cards 22 and extra cards 23 constituting the deck are displayed. The third area 403 is an area where the leader cards 21, battle cards 22, and extra cards 23 owned by the player are displayed. The fourth area is an area where detailed information about a game card selected from the game cards displayed in the first area 401, the area 402, and the third area 403 is displayed. The first area 401 and the second area 402 are adjacent to each other vertically, with the first area 401 located above and the second area 402 located below. The third area 403 is located adjacent to the first area 401 and the second area 402. The fourth region is disposed adjacent to the third region 403 .

[0115] The deck organization unit 64 reads the game element IDs held by the player and the number of game elements held from the player information database D1, and reads character information (including image information) corresponding to the game element IDs from the game element information database D2. Based on the read character information, the deck organization unit 64 displays the front of each game card (the side displaying the character information) for each type of leader card 21, battle card 22, and extra card 23 held by the player in the third area 403, regardless of the number of cards held, and displays the number of cards held below the game card. The player can place the leader card 21 in the first area 401 by selecting a desired leader card 21 from the game cards displayed in the third area 403 and moving it to the first area 401 (drag-and-drop). Similarly, the player can select a desired battle card 22 or extra card 23 from the game cards displayed in the third area 403 and move it (drag and drop) to the second area 402, thereby placing the battle card 22 or extra card 23 in the second area 402. The third area 403 is provided with a scroll 405 function, and by scrolling, all of the leader cards 21, battle cards 22, and extra cards 23 held by the player can be confirmed in the third area 403.

[0116] Next, the first area 401 and the second area 402 will be described in detail. FIG. 34 is a diagram for explaining the first area 401 and the second area 402. The deck organization unit 64 displays the front surface 411 and the back surface 412 of the leader card 21 selected from the third area 403 in the first area 401. The front surface 411 and the back surface 412 of the leader card 21 are fixed, and their size and placement position cannot be changed. Note that only one type of leader card can be displayed in the first area 401. Furthermore, the deck organization unit 64 sets the background color of the first area to the same color as the attribute color (color information 114) of the placed leader card.

[0117] The deck organization unit 64 displays the battle cards 22 or extra cards 23 selected from the third area 403 in the second area 402, presenting the number of cards for each type. The deck organization unit 64 displays card-style images for each type, with a portion of the image overlapping the corresponding card of that type. This overlapping form of the card-style images is referred to as the first form. For example, in the case of game cards 421 that make up the deck, since there are three identical game cards 421, the second area 402 displays a first form in which three face-up cards of the game cards 421 are overlapped, with "x3" indicating the number of cards below the first form. Similarly, in the case of game cards 422 that make up the deck, since there are four identical game cards 422, the second area 402 displays a first form in which four face-up cards of the game cards 421 are overlapped, with "x4" indicating the number of cards below the first form. Similarly, in the case of the game cards 423 that make up the deck, there are five identical game cards 423, so a first form in which five of the face-up game cards 423 are stacked on top of each other is displayed in the second area 402, with "x5" indicating the number of cards below it. Note that the horizontal size of the first form increases depending on the number of cards. For example, the horizontal size of game card 421 is "a," the horizontal size of game card 422 is "b," and the horizontal size of game card 423 is "c," with a<b<c.

[0118] However, if the number of identical cards is large, the horizontal size becomes too large and the area in which the game cards can be placed becomes narrow, so game cards that exceed the predetermined number are placed in the first form for a predetermined number of cards. In this embodiment, the predetermined number is five. For example, in the case of game cards 424 that make up the deck, there are seven cards, which exceeds the predetermined number of five cards. Therefore, in the case of game cards 424, five cards are placed in the first form, and the number of cards "x7" is displayed below them in the second area 402. Therefore, the horizontal size of game card 424 is "c", the same as the horizontal size of game card 423.

[0119] Furthermore, the deck organization unit 64 displays special game cards among the battle cards 22 or extra cards 23 selected from the third area 403 individually, without displaying them in the first form, regardless of the number of identical game cards. This display form is referred to as the second form. Special game cards include, for example, game cards with high rarity, parallel cards, and premium cards that are associated with the same character information as regular game cards but have different card designs. Game card 425 is a special game card, and is therefore displayed in the second form.

[0120] Regarding the arrangement of each game card in the second area 402, the maximum number of rows and columns for each game card is set in advance. The maximum number of rows and columns is determined based on the type and number of game cards that can be organized into a deck. In this embodiment, the total number of game cards that can be organized into a deck is between 30 and 35, so as shown in FIG. 34 , a 5-row, 7-column arrangement is possible, with a maximum of 35 types (including special cards counted as one type), and a maximum of 35 game cards can be arranged, with one card per type. When presenting the initial game cards, the deck organization unit 64 displays the game cards to be organized into the deck in the first and second forms using the maximum number of rows and columns so that the game cards to be organized into the deck can be viewed at a glance. Note that when displaying the initial game cards, the number of rows and columns may be changed as needed depending on the type or number of game cards to be organized into the deck.

[0121] When initially displaying the game cards, it is preferable to be able to see the game cards that make up the deck in a list, but there is a possibility that the display of each game card will be small. Therefore, the deck organization unit 64 has a function that allows the game cards that make up the deck to be enlarged. As shown in FIG. 34 , the deck organization unit 64 displays an enlargement button 431 in the second area, and when this enlargement button 431 is selected, the game cards are displayed with the number of rows and columns reduced in the second area.

[0122] FIG. 35 is a diagram illustrating the function of enlarging game cards in the second area. When the enlarge button 431 is selected, the deck organization unit 64 changes the arrangement of game cards from 5 rows and 7 columns to 2 rows and 3 columns, enlarging the display of one type of game card. Since reducing the number of rows and columns results in game cards that are not visible, a scroll bar 433 is displayed to make these visible, allowing all game cards to be viewed. When the reduce button 432 is selected, the deck organization unit 64 returns the arrangement to the maximum of 5 rows and 7 columns, allowing all game cards to be viewed. Note that while the example in FIG. 35 shows two levels of enlargement and reduction, additional levels of enlargement and reduction, such as three or four levels, may be provided. In this case, the enlarge button 431 and the reduce button 432 are simultaneously displayed at intermediate levels, allowing transitions between levels.

[0123] When the player has finished organizing the deck and selected the save button 433, the deck organizing unit 64 registers the deck consisting of the leader card 21 placed in the first area 401 and the battle card 22 and extra card 23 placed in the second area 402 in association with the deck name 434.

[0124] The deck organization unit 64 issues a warning if the organization of the deck is such that it cannot be used in a competitive game when the deck is registered. In this embodiment, the conditions for a deck to be unusable in a competitive game (deck incompatibility criteria) are as follows: (1) The number of cards constituting the deck (the total number of game cards placed in the second area) is 30 or less. (2) The number of cards constituting the deck (the total number of game cards placed in the second area) is 35 or more. (3) The number of restricted game cards (game cards with special abilities or skills) that can be included in a deck according to the game rules exceeds the limit. (4) The number of game cards of the same type exceeds the predetermined number. (5) The deck contains game cards that the player does not own. (6) The deck does not contain a leader card (the leader card 21 does not exist in the first area 401). (7) The deck contains game cards with an attribute color different from that of the leader card (game cards with an attribute color different from that of the leader card are placed in the second area 402). These deck non-conformance criteria are examples, and other conditions may be added as appropriate.

[0125] When the save button 433 is selected, the deck organization unit 64 determines whether the organization of the deck consisting of the game cards placed in the first area 401 and the second area 402 meets the above-mentioned deck incompatibility criteria. If any of the deck incompatibility criteria is met, a notification to that effect is displayed. For example, if the deck incompatibility criteria are not met, the following notifications are displayed: (1) If the number of cards constituting the deck (the total number of game cards placed in the second area) is 30 or less, a pop-up message is displayed stating, "The deck cannot be used in a match because there are not enough cards in the deck. Do you want to save your deck?" (2) If the number of cards constituting the deck (the total number of game cards placed in the second area) is 35 or more, a pop-up message is displayed stating, "The deck cannot be used in a match because there are too many cards in the deck. Do you want to save your deck?" (3) If the number of restricted game cards (game cards with special abilities or skills) that can be included in a deck exceeds the limit according to the game rules, a pop-up message is displayed stating, "The deck cannot be used in a match because more restricted cards are included in the deck than the limit. Do you want to save your deck?" (4) If the number of game cards of the same type exceeds a predetermined number, a pop-up message is displayed, saying, "The deck cannot be used in a match because more than a predetermined number of cards of the same type have been organized. Do you want to save your deck?" (5) If the deck contains a game card that the player does not own, a pop-up message is displayed, saying, "The deck cannot be used in a match because a card that the player does not own has been organized. Do you want to save your deck?" (6) If the deck does not contain a leader card (the leader card 21 does not exist in the first area 401), a pop-up message is displayed, saying, "The deck cannot be used in a match because a leader card has not been organized. Do you want to save your deck?" (7) If the deck contains a game card with an attribute color different from that of the leader card (a game card with an attribute color different from that of the leader card is placed in the second area 402), a pop-up message is displayed, saying, "The deck cannot be used in a match because a card with a color different from that of the leader card has been organized. Do you want to save your deck?" Figure 36 shows an example of a pop-up message displayed when the organized deck meets the deck incompatibility criterion (6).

[0126] It is also possible to assign priorities to the deck incompatibility criteria. For example, a high priority may be assigned to conditions that would prevent the game from being played, such as the absence of a leader card (6) or the inclusion of a game card with a different attribute color from the attribute color of the leader card (7). A low priority may be assigned to conditions that would disadvantage the player, such as a limit on the number of game cards that can be used to organize a deck. The deck incompatibility criteria that are met may be notified sequentially according to the priority. Furthermore, if an organized deck meets multiple deck incompatibility criteria, it is preferable to notify all of the deck incompatibility criteria, but it is also possible to notify only some of them.

[0127] Furthermore, since the deck organization unit 64 can determine the deck incompatibility conditions (3), (4), and (5) during the deck organization process before registering a deck, the deck organization unit 64 may notify the user each time. Figure 37 is a diagram showing an example of a display when an organized deck meets a deck incompatibility condition. As shown in Figure 37, if there is an incompatibility condition in the second area 402, a warning icon 440 or a notification 441 may be displayed for that game card.

[0128] The deck organization unit 64 registers decks that do not meet the deck incompatibility conditions and can be used in competitive games as compatible decks in the deck information database D20, and decks that do not meet the deck incompatibility conditions and cannot be used in competitive games as uncompatible decks in the deck information database D20. FIG. 38 shows an example of the deck information database D20. The deck information database D20 includes a deck ID field, a deck name field, a compatibility / incompatibility field, and a field for the game element IDs that make up the deck. The deck organization unit 64 records the registered or saved decks in the deck information database D20 along with the deck ID, deck name, whether the deck is compatible or incompatible, and the game element IDs of the game cards that make up the deck, along with the update date and time. The deck organization unit 64 then transmits the contents of the deck information database D20 to the game server 2.

[0129] The deck organization unit 64 can also display a deck list screen that lists the deck names and compatibility / non-compatibility information of registered decks. Figure 39 shows an example of the registered deck list screen. By selecting a deck from the list, the user can return to the deck organization screen and organize the deck again.

[0130] The play field display unit 65 displays the play field. Here, the play field will be explained. Figure 40 is a diagram showing an example of the play field displayed by the play field display unit 65.

[0131] The playfield is assigned multiple areas (regions). These multiple areas indicate locations where players place game cards and are arranged with a predetermined width of space between them. In the following description, the playfield includes a player's leader area 501 and an opposing player's leader area 502, a player's battle area 503 and an opposing player's battle area 504, a player's life area 505 and an opposing player's life area 506, a player's energy area 507 and an opposing player's energy area 508, a player's hand area 509 and an opposing player's hand area 510, a player's deck area 511 and an opposing player's deck area 512, a player's drop area 513 and an opposing player's drop area 514. However, to enhance the presentation, the boundaries of each area, except for the battle area, are not clearly indicated. Furthermore, the area names may be any names that players can understand when playing.

[0132] Furthermore, each area may be given a name, but in this embodiment, an icon indicating the area is presented instead of the name. In this embodiment, the following are displayed on the play field: an icon 521 indicating the player's leader area 501; an icon 522 indicating the opposing player's leader area 502; an icon 523 indicating the player's battle area 503; an icon 524 indicating the opposing player's battle area 504; an icon 525 indicating the player's life area 505; an icon 526 indicating the opposing player's life area 506; an icon 527 indicating the player's energy area 507; an icon 528 indicating the opposing player's energy area 508; an icon 529 indicating the player's hand area 509; an icon 530 indicating the opposing player's hand area 510; an icon 531 indicating the player's deck area 511; an icon 532 indicating the opposing player's deck area 512; an icon 533 indicating the player's drop area 513; and an icon 534 indicating the opposing player's drop area 514.

[0133] The player's leader area 501 and the opponent player's leader area 502 are areas where the leader card 21 is placed. However, unlike the other areas, this area displays a character image of the character embodied in the leader card 21.

[0134] The player's battle area 503 and the opposing player's battle area 504 are areas where the player's and opposing player's battle cards 22 or extra cards 23 are placed. In the battle area 503 and the battle area 504, character information of the card image of the placed battle card 22 or extra card 23 is displayed.

[0135] The player's life area 505 and the opposing player's life area 506 are used to place battle cards 22 or extra cards 23, but the card images are not displayed and the number of cards placed is displayed (for example, Life 8).

[0136] The player's energy area 507 and the opposing player's energy area 508 are areas where one battle card 22 or one extra card 23 is placed from the player's hand each turn. Character information of the card image of the placed battle card 22 or extra card 23 is displayed.

[0137] The player's hand area 509 and the opponent player's hand area 510 are areas where cards selected from the player's or opponent player's deck are placed. Character information of the card image of the placed battle card 22 or extra card 23 is displayed.

[0138] The player's deck area 511 and the opponent player's deck area 512 are areas where the player's or opponent player's decks are placed. In these deck areas, card images of the placed battle cards 22 or extra cards 23 are not displayed, but the number of cards remaining in the deck is displayed.

[0139] The player's drop area 513 and the opposing player's drop area 514 are areas where the player places the KO'd battle card 22 when the player is attacked and knocked out by the opponent's battle card 22. The card images of the placed battle cards 22 or extra cards 23 are not displayed, but the number of cards is displayed.

[0140] When presenting the above-described playfield, the playfield presentation unit 65 hides boundary lines other than those of the battle area 503 and the opposing player's battle area 504. This is in consideration of the appearance of the playfield. Other areas may also be provided.

[0141] The game card presentation unit 66 arranges and displays game cards from the organized deck or hand in each area. However, when arranging game cards, the presentation format of the game cards differs for each area. Each area is classified into a public area where both the player and the opposing player can see the contents (character information) of the game cards, and a private area where at least one of the player and the opposing player cannot see the contents (character information) of the game cards. The public areas include the leader areas 501 and 502, the battle areas 503 and 504, the energy areas 507 and 508, and the drop areas 513 and 514. The private areas include the life areas 505 and 506, the hand areas 509 and 510, and the deck areas 511 and 512. In particular, the life areas 505 and 506 and the deck areas 511 and 512 are areas where neither the player nor the opposing player can see the contents (character information) of the game cards.

[0142] When placing game cards in the public area, the game card presentation unit 66 presents them so that the character information of the game cards can be seen. For example, like the game cards placed in the battle areas 503 and 504 in FIG. 40 , the front side of the game cards (the side displaying the character information) is presented. On the other hand, for the hand areas 509 and 510 in the private areas, like the hand areas 509 and 510 in FIG. 41 , the character information of the game cards is presented so that only either the player or the opposing player can see it. Furthermore, for game cards placed in the private life areas 505 and 506 and deck areas 511 and 512, only the number of game cards is presented, without displaying the images of the game cards. This is because there is no need to display cards in card format so that the character information of the cards is not visible to both the player and the opposing player and occupies the playing field.

[0143] Furthermore, the game card presenting unit 66 also serves to present a viewing screen on which the game cards arranged in each area can be viewed. Here, the viewing screen presented by the game card presenting unit 66 will be described.

[0144] When a player selects one of the icons in each area of ​​the playfield, the game card presenting unit 66 presents a viewing screen 540 on the playfield. Fig. 42 shows an example of the viewing screen 540 presented on the playfield. The viewing screen 540 in Fig. 42 is an example of the viewing screen 540 when the player selects the icon 523 in the battle area.

[0145] The viewing screen 540 will be described in detail using Figure 43. The viewing screen 540 includes an icon display section 541 for each area, an area name 542 for the currently selected area, an identification range 543 for identifying the range of game cards placed in the selected area, and a scroll bar 544 for scrolling the game cards left and right.

[0146] 43 is the viewing screen 540 when the battle area is selected, so "Battle Area" is displayed in area name 542, and the game cards placed in the player's battle area are displayed in identification range 543. Game card presenting unit 66 presents the game cards in a row with some of them overlapping, and the game cards within identification range 543 are displayed in a larger size so that they can be distinguished from the game cards placed in other areas.

[0147] When another icon in the icon display section 541 is selected while the viewing screen 540 is displayed, the game card presentation section 66 can also display the game elements located in the area of ​​the selected icon within the identification range 543. The example in FIG. 43 shows a case where the "Energy Area" is selected after the "Battle Area" has been selected. Furthermore, when the "Energy Area" is selected and then the icon for the deck area is selected, the display transitions to the game cards located in the deck area. However, since the deck area is a private area, the display displays backside card images in which the character information of the placed game cards cannot be seen.

[0148] As the scroll bar 544 is moved, the game card presentation unit 66 also moves and displays the game cards. For example, moving the scroll bar 544 to the left scrolls the cards to the right, and moving the scroll bar 544 to the right scrolls the cards to the left. The game card presentation unit 66 then displays an icon for the area corresponding to the moved position, and displays the game cards in that area in a large size within the identification range 543, while displaying the other game cards in a smaller size. Note that the scroll bar 544 may be displayed only when the number of game cards that need to be presented exceeds a predetermined number, i.e., when the number of game cards that need to be presented exceeds the number that can be displayed within the viewing screen 543.

[0149] The viewing screen 543 can have not only a function for viewing game cards, but also a selection function for presenting, among the game cards displayed within the identification range 543, game cards that are ready to be placed in other areas or to demonstrate their abilities (ready for action), as well as the number of selectable game cards. Figures 44 and 45 are diagrams for explaining the selection function of the viewing screen 543. Figures 44 and 45 show an example of the viewing screen 543 presented when an icon for the energy area is selected. The energy area contains game cards that can be used as energy in a given turn and game cards that cannot be used as energy. Therefore, in such a case, the game card presentation unit 66 displays selectable game cards in a normal display and unselectable game cards in a darkened display. This allows the player to easily distinguish between selectable and unselectable game cards.

[0150] Furthermore, the game card presentation unit 66 can also display the selectable number 550 of game elements that can be acted upon on the viewing screen 543. The example in FIG. 45 shows a case where the selectable number is three. Here, when a player selects one game card, the game card is moved higher than the other game cards to clearly indicate that it has been selected. At this time, the selected game card is displayed with the topmost overlapping position so that the entire surface of the selected game card is displayed. Then, when the selection of the first game card is complete, the number of selected cards is incremented by one and displayed. Furthermore, when a second game card is selected by the player, the game card is moved higher than the other game cards in the same manner as the first selection. At this time, the topmost overlapping position so that the entire surface of the selected game card is displayed. Then, when the selection of the second game card is complete, the number of selected cards is incremented by one and displayed. This display is continued until the number of selectable cards is reached. Note that the selected game card may be visually altered, for example, highlighted with a surrounding line, to make it easier to distinguish it from the other game cards.

[0151] The game card presentation unit 66 also has a display function for enlarging and reducing the size of the hand. As shown in FIG. 41, the game card presentation unit 66 displays the player's hand 560 in a hand area. The game cards displayed in the hand area are displayed stacked in a row, small in size, and with a portion of the bottom cut out, in order to make it easier to check the status of the playing field. This allows the player to check an overview of the hand while grasping the status of the entire playing field.

[0152] Furthermore, the game card presentation unit 66 enlarges and displays the hand when the player operates (e.g., clicks or touches) an area other than the area where the hand 560 is presented. Fig. 46 is a diagram showing an example of an enlarged hand. In the example of Fig. 46, a hand 561 is displayed in a size larger than the hand 560, with game cards arranged in a fan shape and overlapping each other.

[0153] Furthermore, the game card presentation unit 66 has a function of switching between displaying a reduced hand 560 and displaying an enlarged hand 561. FIG. 47 is a diagram for explaining switching between a reduced display and an enlarged display. The transition from displaying the reduced hand 560 to displaying the enlarged hand 561 occurs by performing an operation (e.g., click or touch) on an area other than the area where the reduced hand 560 is presented. The transition from displaying the enlarged hand 561 to displaying the reduced hand 560 occurs by performing an operation (e.g., click or touch) on an area other than the area where the enlarged hand 561 is presented. In this way, the hand display can be switched between reduced and enlarged.

[0154] The game card presentation unit 66 displays the reduced hand 560 and the enlarged hand 561 so that the game cards in the hand can be selected. When selecting a game card, the game card presentation unit 66 displays the selected game card by moving it higher than the other game cards, as shown in FIGS. 48 and 49 , so that the selected game card is clearly visible. At this time, the selected game card is displayed at the top so that its entire surface is displayed. Furthermore, the selected game card may be visually altered, for example, by highlighting the surrounding line, so that it can be easily distinguished from the other game cards.

[0155] Furthermore, when a game card is selected while the reduced hand 560 or the enlarged hand 561 is displayed, the game card presentation unit 66 has a function of displaying an icon indicating a selectable action (selectable action) if the game card is in a state where it can be placed in another area or its ability can be exerted (an actionable state). FIG. 50 is a diagram showing an example of the display of selectable actions. In the example of FIG. 50 , two selectable actions, "Put into the battle area" and "Put into the energy area," are presented as selectable actions for the selected game card, and by selecting the icon for the selectable action, the selected game card can transition to that action.

[0156] 19 is a block diagram showing an example of the functional configuration of the game server 2. The game server 2 includes a processing unit 70, a communication unit 71, and a storage unit 72.

[0157] The processing unit 70 performs overall control of the operation of the game server 2 based on the programs and data stored in the memory unit 72, received information, etc. The functions of the processing unit 70 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. The processing unit 70 has the functions of a player information management unit 80, a game execution management unit 81, a store management unit 82, and a pack management unit 83.

[0158] The player information management unit 80 manages player information using a user information management database D3. Fig. 20 is a diagram showing an example of the user information management database D3. The user information management database D3 has one record for each player, and the records are the same as those in the user information database D1.

[0159] The player information management unit 80 compares the player ID and last update date and time of the user information database D1 sent when the player terminal 1 logs in to the game with the player ID and last update date and time of the user information management database D3, and if they match, sends a message to that effect, but if they do not match, sends the information registered in the user information management database D3, thereby synchronizing the contents of the user information database D1 between the player terminal 1 and the game server 2.

[0160] The game execution management unit 81 executes and manages the matching between players, the execution of the competitive game, and the assignment of various parameters such as experience points based on the results of the competitive game. The game execution management unit 81 also manages various game elements, such as game cards, used in the game using a game element management database D4. FIG. 21 is a diagram showing an example of the game element management database D4. The game element management database D4 contains information similar to that of the game element database D4 stored in each player terminal 1. The game execution management unit 81 updates the game element management database D4 when new game elements are introduced, for example. The contents of the game element database D2 are synchronized between the player terminal 1 and the game server 2 upon logging in to the player terminal 1, for example.

[0161] The store management unit 82 uses a store management database D5 to manage stores that provide game elements. Fig. 22 is a diagram showing an example of the store management database D5. In the example of Fig. 22, each record includes a field for a game element ID that identifies the game element to be provided, a field for the game element, a field for the cost of the game element (in-game currency), a field for the provision limit of the game element, and a field for the stock quantity of the game element.

[0162] The game element ID field contains not only the game element IDs of game cards, in-game currency, etc., but also the identification information of game card packs (including decks), which are collections of multiple game cards, and in-game currency packs, which are collections of in-game currency. In the case of game card packs, even if the identification information is the same, the game cards included may differ. In such cases, a list of game card IDs of game cards linked to the identification information of the game card pack (game cards that may be included in the game card pack) is stored. When providing a game card pack to a player, the store management unit 82 randomly selects game card IDs from the list equal to the number of game card packs, and provides the collection of game cards with the selected game card IDs as a game card pack. The provision restriction field contains the details of the provision restriction on the game element. The provision restriction may, for example, include the number of game elements provided (granted) and the period during which the game elements can be provided. The stock quantity field contains "Yes" if there is no limit on the number of game elements provided, or "Number in stock" if there is a limit on the number of game elements provided to all players.

[0163] Upon receiving a request from the player terminal 1, the store management unit 82 reads out information about the game elements to be provided from the store management database D5 and transmits it as store information.

[0164] The pack management unit 83 uses the pack information database D10 to select game elements to be included in the purchased pack by lottery, and transmits pack information including the game ID of the selected game elements to the player terminal 1.

[0165] FIG. 28 is a diagram showing an example of the pack information database D10. For each game element ID that identifies a pack, a field for a game element ID that identifies a game element that may be included in the pack, a field for an attribute, and a field for rarity information are provided. The attribute field is a field in which the attributes of game cards, such as a leader card, are written. The rarity information is a field in which rarity information of game cards is written on a five-level scale. The number of game element IDs of game cards included in the pack information database D10 for the game element ID of one pack is at least equal to the number of cards included in one pack. Furthermore, the higher the value information, the fewer game cards with game element IDs included in the pack information database D10 for the game element ID of one pack, and the lower the value information, the more game cards there are. As a result, when game cards are randomly selected, the higher the value information, the lower the probability of selection, and the lower the value information, the higher the probability of selection.

[0166] The pack management unit 83 randomly selects, by lottery, the number of game element IDs constituting the pack from the pack information database D10 of the game element IDs of the pack purchased by the player. In this embodiment, since the number of cards constituting the pack is eight, the pack management unit 83 selects eight game element IDs from the pack information database D10 by lottery. The pack management unit 83 then generates pack information including the game element IDs of the purchased pack and the game element IDs of the game elements selected by lottery, and transmits this to the player terminal 1. The deck registration unit 84 receives the contents of the deck information database D20 transmitted from the deck organization unit 64 of the player terminal 1 and updates the deck information database D20 stored in the storage unit 72 by adding an update date and time. Note that the deck information database D20 is the same as the deck information database D20 of the player terminal 1.

[0167] The communication unit 71 connects to a communication line N to realize communication.

[0168] A system program and a game program are stored in the storage unit 72. The system program is a program for realizing the basic functions of the game server 2 as a computer. The game program is a program for causing the processing unit 70 to function as a player information management unit 80, a game execution management unit 81, a store management unit 82, a pack management unit 83, and a deck registration unit 84.

[0169] Furthermore, the recording unit 72 stores a user information management database D3, a game element management database D4, a store management database D5, and a deck information database D20.

[0170] <Operation of Each Device> The following describes the operation between the player terminal 1 and the game server 2. Fig. 23 is a sequence diagram for explaining the operation between the player terminal 1 and the game server 2. In the following description, it is assumed that the player has completed the initial setup of the game and has been assigned a player ID.

[0171] When a player starts a game application on the player terminal 1, the game execution control unit 61 transmits the player's player ID and the last update dates and times of the player information database D1 and the game element database D2 to the game server 2 (Step 1).

[0172] The player information management unit 80 of the game server 2 compares the last update date and time of the received player ID with the last update date and time of the player ID in the player information management database D3 (Step 2). If the last update dates match, the player information management unit 80 transmits a message to that effect. On the other hand, if they do not match, the player information management unit 80 transmits each piece of information stored in the record of the player ID in the player information management database D3 (Step 3). This synchronizes the player information between the player terminal 1 and the game server 2. Similarly, the player information management unit 80 compares the last update date and time of the game element database D2 with the last update date and time of the game element management database D4, and if they do not match, transmits each piece of information in the game element management database D4. This synchronizes the game element information between the player terminal 1 and the game server 2. Note that the information transmitted from the game server 2 may be differential information that differs between the player terminal 1 and the game server 2.

[0173] The player information management unit 60 and game execution control unit 61 of the player terminal 1 receive the database notification from the game server 2, and update the player information database D1 and game element information database D2 if necessary (Step 4).

[0174] The store presentation control unit 62 of the player terminal 1 displays the home screen shown in FIG. 11 and requests store information from the game server 2 (Step 5).

[0175] Upon receiving the request from the player terminal 1, the store management unit 82 of the game server 2 reads out information on the game elements to be provided from the store management database D5 and transmits it as store information (Step 6).

[0176] The store presentation control unit 62 of the player terminal 1 receives the store information. For game elements in the store information that have a provision restriction, the store presentation control unit 62 compares the provision restriction with the purchase history information in the player information database D1 and determines whether the game element can be provided (given) (Step 7). Then, when the store tab 202 is selected, the store presentation control unit 62 presents game elements that can be provided (given) and game elements that cannot be provided (given) in a distinguishable form, and presents the game elements that can be provided (given) as selectable and the game elements that cannot be provided (given) as unselectable (Step 8).

[0177] FIG. 24 is a diagram illustrating a determination of whether a game element can be provided (given) or cannot be provided (given). FIG. 24 shows received store information and purchase history information in the player information database D1. The store presentation control unit 62 determines whether a game element ID with a provision restriction from the received store information is registered in the purchase history information. In the example of FIG. 24, the "Bargain Item" with game element ID "1001," the "FFF Pack" with game element ID "1002," ..., the "AAA Deck" with game element ID "1010," ..., and the "CCC Deck" with game element ID "1012" are subject to provision restrictions. On the other hand, the purchase history information shows that the "AAA Deck" with game element ID "1010," the "CCC Deck" with game element ID "1012," and the "Bargain Item" with game element ID "1001" have been purchased once.

[0178] On the starter deck screen of the store screen, as shown in FIG. 14, the store presentation control unit 62 presents the area 220 of the sold-out "AAA Deck" and "CCC Deck" in black so that they can be distinguished from the area 221 of the available "BBB Deck" and "DDD Deck", and changes the display of the options 211 for "AAA Deck" and "CCC Deck" to "SOLD OUT", indicating that they are sold out, and presents them so that they cannot be selected by the player.

[0179] Furthermore, the "bargain item" with game element ID "1001" has been purchased only once, which does not reach the upper limit of the limit. Therefore, when the in-game currency offering screen transition button 209, which transitions to the in-game currency offering screen, is selected on each screen, the store presentation control unit 62 presents the paid currency pack 231 and the paid currency pack 232 for the "bargain item" on the in-game currency offering screen, as shown in FIG.

[0180] The store presentation control unit 62 provides the game element by the player's selection of the game element and exchanging it for payment or in-game currency (Step 9). During this transaction, the store presentation control unit 62 references the possessed currency information in the player information database D1 and consumes the currency in the following order: 1. The free currency is consumed in the order of earliest acquisition date. 2. After the number of free currency reaches zero, the paid currency is consumed in the order of earliest acquisition date.

[0181] Then, the store presentation control unit 62 updates the owned game card information, owned currency information, or purchase history information in the player information database D1, and transmits the updated information in the player information database D1 to the game server 2 (Step 10).

[0182] The player information management unit 80 of the game server 2 receives the update information from the player information database D1 and updates the player information of that player (Step 11). The above operation is repeated every time a player makes a selection and purchase.

[0183] Next, a description will be given of the operations between the player terminal 1 and the game server 2 when purchasing a pack. Fig. 29 is a sequence diagram for explaining the operations between the player terminal 1 and the game server 2.

[0184] The player at the player terminal 1 selects a desired pack from the store screen, and the player terminal 1 transmits the game element ID of the selected pack (Step 21).

[0185] After the pack purchase procedure is completed, the game server 2 performs a lottery to determine the game elements that constitute the pack (Step 22). Then, the game server 2 transmits pack information for that pack (Step 23). In this embodiment, the pack is assumed to be composed of eight game cards, and the game element IDs selected by lottery are game element ID "2021", game element ID "2056", game element ID "2078", game element ID "2088", game element ID "2147", game element ID "2159", game element ID "2299", and game element ID "2347".

[0186] The player terminal 1 receives the pack information and starts pack opening effect processing (Step 24).

[0187] Next, a description will be given of the pack opening effect processing carried out at the player terminal 1. Fig. 30 is an operational flowchart of the pack opening effect processing.

[0188] The effect presentation control unit 63 receives the pack information of the pack provided from the game server 2 (Step 100). Here, the game element IDs of the eight game cards included in the received pack information are game element ID "2021", game element ID "2056", game element ID "2078", game element ID "2088", game element ID "2147", game element ID "2159", game element ID "2299", and game element ID "2347".

[0189] The effect presentation control unit 63 obtains rarity information corresponding to the game element ID from the game element information database D2. The rarity information corresponding to the game element ID is as follows (Step 101): Rarity information "1" for game element ID "2021" Rarity information "1" for game element ID "2056" Rarity information "3" for game element ID "2078" Rarity information "1" for game element ID "2088" Rarity information "5" for game element ID "2147" Rarity information "1" for game element ID "2159" Rarity information "1" for game element ID "2299" Rarity information "1" for game element ID "2347"

[0190] The effect presentation control unit 63 presents the game card in the first and second modes as the first stage of the effect presentation (Step 102). In this example, the threshold value of the rarity information is set to "2".

[0191] 27(a), as a first stage of presentation, the presentation presentation control unit 63 indicates that the card has high rarity information by using a first aspect in which the outer periphery of the back of the game card 303 is thickened. On the other hand, the other game cards except for the game card 303 are presented in a second aspect.

[0192] The effect presentation control unit 63 determines whether a game card has been selected (Step 103). If a game card has been selected (Step 104), the effect presentation control unit 63 determines the rarity information of the game card (Step 105). If the rarity information of the selected game card exceeds a threshold (Step 106), the effect presentation control unit 63 determines the mode of the game card (Step 107).

[0193] If the state of the selected game card is the first state (Step 108), the effect presentation control unit 63 performs the first effect (one rotation) as shown in Fig. 27(b) (Step 109). On the other hand, if the state of the selected game card is not the first state (Step 108), the effect presentation control unit 63 performs the second effect (two rotations) as shown in Fig. 27(e) (Step 112).

[0194] The effect presentation control unit 63 determines whether or not all of the presented game cards have been selected (determines the end of the pack opening effect process) (Step 110), and if selection of all game cards has been completed (Step 111), ends the pack opening effect process.

[0195] An embodiment of the present invention can maintain a player's interest in game elements by providing game elements that are provided (granted) in limited quantities or for limited periods of time, separate from game elements that are normally sold.

[0196] Furthermore, by presenting currently unavailable game elements in an unselectable manner, the embodiment of the present invention allows the player to know game elements that were previously available, thereby maintaining the player's interest in game elements. Furthermore, since the player cannot select a presented unavailable game element, the player will not make a mistaken selection, improving convenience for the player.

[0197] Furthermore, in this embodiment, each screen is provided with a means (e.g., an icon, a button) for transitioning to an in-game currency provision screen, so that when necessary, it is possible to transition from each screen to an in-game currency provision screen for obtaining in-game currency, thereby improving convenience for players.

[0198] In addition, in this embodiment, each screen is provided with a means (e.g., an icon, a button) that allows the player to know the breakdown of in-game currency, so that the player can know the balance of in-game currency they hold and the breakdown of paid and free currency when necessary, thereby improving convenience for the player.

[0199] Furthermore, in this embodiment, the method of presenting the opening of each game card is a combination of a first presentation method that is performed when the value information does not exceed the threshold, a second presentation method that is performed when the value information exceeds the threshold, and a third presentation method that is performed when the value information exceeds the threshold and is a special game card, so that the opening of the game card is presented in a manner that takes the player by surprise and provides a highly entertaining game.

[0200] In addition, this embodiment presents a first area in which the leader card that makes up the deck is displayed, and a second area in which the other game cards that make up the deck are displayed, and the first area is configured to display only one leader card, so that the leader card necessary for organizing the deck can be made to stand out.

[0201] In addition, the second area is configured so that the same multiple game cards that make up the deck are displayed in a stacked form, making it easy for the player to recognize that there are multiple identical game cards.

[0202] Furthermore, the system is also equipped with a function to display a list of the game cards that make up the deck, as well as an enlarged display function to view the details of each game card, thereby improving convenience for players.

[0203] Furthermore, when a deck is registered, it is determined whether the deck meets the incompatibility conditions, so a deck that cannot be used in a battle game will not be mistakenly registered as a deck that can be used in a battle.

[0204] In addition, this embodiment is equipped with a viewing function that allows players to easily see the game cards placed in each area of ​​the playfield, a function to enlarge and reduce the size of the hand, and a selection function, so it is possible to provide a highly convenient environment for players when playing.

[0205] <First Variation of the Embodiment> The store display control unit 62 may set a daily, monthly, or yearly maximum charge amount, and may notify a user if the total charge exceeds the maximum amount when a game element requiring a charge is transacted. For example, the store display control unit 62 may calculate the monthly total charge based on the purchase history information in the player information database D1, and may notify a user if the total charge exceeds a predetermined amount when a game element is transacted. Figure 25 shows an example of a notification when the total charge exceeds a predetermined amount. This configuration can prevent excessive charges and, in particular, protect those with weak financial resources, such as minors.

[0206] <Second Variation of the Embodiment> The store presentation control unit 62 may set an upper limit on the amount of in-game currency that can be held. For example, when a player purchases new in-game currency on the in-game currency provision screen, the store presentation control unit 62 references the held currency information in the player information database D1, and if the amount of held in-game currency (the total number of paid currency and free currency) exceeds a predetermined number upon purchasing the new in-game currency, presents an in-game currency selection button in a form that can be distinguished from other selection buttons, and when that selection button is selected, notifies the player that the upper limit of the held in-game currency has been exceeded, and prevents the purchase of new in-game currency.

[0207] FIG. 26 is a diagram illustrating a second modification of the embodiment. In the example of FIG. 26, the upper limit of the possessed currency is set to 1,000. When a bargain item is purchased, the total number of possessed currencies becomes 1,050, exceeding the upper limit of 1,000, but when a regular item is purchased, the total number of possessed currencies becomes 1,000, which does not exceed the upper limit of 1,000. Therefore, button 240 for selecting a bargain item is displayed in black to make it unselectable, and button 241 for selecting a regular item is displayed in white to make it selectable. This prevents the player from selecting a bargain item. Furthermore, when the player selects button 240, a message is displayed stating, "The possessed in-game currency exceeds the number that can be additionally purchased. Please consume the in-game currency before purchasing new currency."

[0208] By adopting such a configuration, players will not hold more in-game currency than necessary, and excessive charges can be avoided, which in particular can protect those with weak economic foundations, such as minors.

[0209] <Modification 3 of the embodiment> Modification 3 of the embodiment will be described. Modification 3 of the embodiment is another example of the pack opening effect described above. Figure 31 is a diagram for explaining an example of the opening effect.

[0210] In the pack opening presentation method of Variation 3 of this embodiment, in the first stage, all game cards are presented with the same size and design (back side) regardless of their value information. If the value information of the selected game card does not exceed a predetermined threshold, a first presentation (one rotation) is performed in which the selected game card is flipped from back side to front side, and the front side of the game card 2 is displayed, and the character information is presented in a recognizable manner ( FIG. 31( c) ). On the other hand, if the value information of the selected game card exceeds the predetermined threshold, the game card is enlarged and the character information is presented in a recognizable manner ( FIG. 31( e) ). Then, the game card is returned to its normal display ( FIG. 31( f) ). By using this presentation method, the pack opening presentation can be performed according to the value information.

[0211] <Fourth Modification of the Embodiment> A fourth modification of the embodiment will be described. The fourth modification of the embodiment is another example of the pack opening effect described above. Figure 31 is a diagram for explaining an example of the opening effect.

[0212] In the presentation method of Variation 4 of this embodiment, in the first stage, all game cards are presented with the same size and picture (on the back) regardless of their value information (FIG. 32(a)). Then, each time a card is selected, only the selected game card is enlarged and displayed (FIG. 31(c)). The presentation method of Variation 4 of this embodiment has the advantage that, because each game card is enlarged and displayed one by one, the character information is easy to see.

[0213] Although the present invention has been described above by way of preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be modified and implemented in various ways within the scope of its technical concept.

[0214] Furthermore, some or all of the above-described embodiments may also be described as in the following supplementary notes, but are not limited to the following.

[0215] [Supplementary Note 1] A program that causes a computer to function as: an execution means for executing a competitive game using game elements; a play field presentation means for presenting a play field including a plurality of areas; and a game element presentation means for presenting character information of a player's game elements that are placed in a first area among the plurality of areas in a manner that is not visible to the opposing player, and presenting character information of the game elements of the player that are placed in a second area in a manner that is visible to the opposing player.

[0216] [Supplementary Note 2] The program according to Supplementary Note 1, wherein the game element presentation means presents to the player character information of the player's game elements arranged in at least a portion of the first area in a manner that is visible to the player.

[0217] [Supplementary Note 3] The program according to Supplementary Note 1 or Supplementary Note 2, wherein the play field presentation means does not present a boundary line between the first area and the second area in a visibly recognizable manner.

[0218] [Supplementary Note 4] The program according to any one of Supplementary Note 1 to Supplementary Note 3, wherein the number of the first regions is greater than the number of the second regions.

[0219] [Supplementary Note 5] The program according to any one of Supplementary Note 1 to Supplementary Note 4, wherein the game element presentation means is capable of arranging the game element in either the first area or the second area depending on the type of the game element.

[0220] [Supplementary Note 6] The program described in any one of Supplementary Note 1 to Supplementary Note 5, wherein the competitive game includes a plurality of turns, and the game element presentation means controls the game elements to be placed in at least one of the first area or the second area during a player's turn.

[0221] [Supplementary Note 7] The program according to any one of Supplementary Note 1 to Supplementary Note 6, wherein the game element presentation means controls the game elements arranged in the first area to be movable to the second area according to the progress of the competitive game.

[0222] [Supplementary Note 8] The program described in any one of Supplementary Note 1 to Supplementary Note 7, wherein the game elements include a first type of game element and a second type of game element, and the game element presenting means arranges the first type of game element in one area of ​​the second area, and arranges the second type of game element in a second area other than the first area and the one area.

[0223] [Supplementary Note 9] The program according to any one of Supplementary Note 1 to Supplementary Note 8, wherein the game element presentation means presents the first type of game element as a human-shaped image and the second type of game element as a card-shaped image.

[0224] [Supplementary Note 10] The program according to any one of Supplementary Note 1 to Supplementary Note 9, wherein the game element presenting means controls the first type of game element so that it cannot be moved from one area of ​​the second area to another area.

[0225] [Supplementary Note 11] A game device comprising: an execution means for executing a competitive game using game elements; a play field presentation means for presenting a play field including a plurality of areas; and a game element presentation means for presenting character information of game elements of a player placed in a first area among the plurality of areas in a manner that is not visible to the competing player, and for presenting character information of game elements of the player placed in a second area in a manner that is visible to the competing player.

[0226] 1 Player terminal 2 Game server 21 Leader card 22 Battle card 23 Extra card 51 Display unit 52 Game element reading unit 53 Operation input unit 54 Sound output unit 55 Communication unit 56 Memory unit 57 Processing unit 60 Player information management unit 61 Game execution control unit 62 Store presentation control unit 63 Performance presentation control unit 64 Deck organization unit 65 Play field presentation unit 66 Game card presentation unit 70 Processing unit 71 Communication unit 72 Memory unit 80 Player information management unit 81 Game execution management unit 82 Store management unit 83 Pack management unit 84 Deck registration unit

Claims

1. A program that causes a computer to function as: an execution means for executing a competitive game using game elements; a play field presentation means for presenting a play field including a plurality of areas; and a game element presentation means for presenting character information of a player's game elements placed in a first area of ​​the plurality of areas in a manner that is not visible to the opposing player, and presenting character information of the player's game elements placed in a second area in a manner that is visible to the opposing player.

2. The program according to claim 1, wherein said game element presentation means presents to said player character information of said player's game elements arranged in at least a portion of said first area in a manner that allows said player to see it.

3. The program according to claim 1 or 2, wherein the play field presentation means does not present a boundary line between the first area and the second area in a visible manner.

4. The program according to claim 3, wherein the number of the first regions is greater than the number of the second regions.

5. The program according to claim 3, wherein the game element presentation means is capable of placing the game element in either the first area or the second area depending on the type of game element.

6. The program according to claim 5, wherein the competitive game includes a plurality of turns, and the game element presentation means controls the game elements so that they can be placed in at least one of the first area or the second area during a player's turn.

7. The program according to claim 5, wherein said game element presentation means controls said game elements arranged in said first area so as to be movable to said second area in accordance with the progress of the competitive game.

8. The program described in claim 5, wherein the game elements include a first type of game element and a second type of game element, and the game element presentation means places the first type of game element in one area of ​​the second area and places the second type of game element in a second area other than the first area and the one area.

9. The program according to claim 8, wherein said game element presenting means presents said first type of game element as a human-shaped image and said second type of game element as a card-shaped image.

10. The program according to claim 9, wherein said game element presenting means controls said first type of game element so that it cannot be moved from one area of ​​said second area to another area.

11. A game device comprising: an execution means for executing a competitive game using game elements; a play field presentation means for presenting a play field including a plurality of areas; and a game element presentation means for presenting character information of a player's game elements arranged in a first area among the plurality of areas in a manner that is not visible to the opposing player, and for presenting character information of the game elements of the player arranged in a second area in a manner that is visible to the opposing player.