BOARD GAME TOY, GAME DEVICE, AND GAME PROCESSING METHOD

Information

  • Patent Application
  • 20160193525
  • Publication Number
    20160193525
  • Date Filed
    March 27, 2014
    10 years ago
  • Date Published
    July 07, 2016
    7 years ago
Abstract
Problem: An object of the present invention is to provide a game in which even beginners can easily participate, and which is rich in diversity and unpredictability, thereby enabling long-term enjoyment.
Description
TECHNICAL FIELD

The present invention pertains to a board game toy, a game device, and a game processing method, and more specifically, pertains to a board game toy, game device, and game processing method which combine the two elements of sugoroku [Japanese style board game] and a card game.


BACKGROUND TECHNOLOGY

In recent years, a wide variety of proposals pertaining to card games or methods for playing card games have been made. For example, a trading card game has been proposed in which each individual gathers cards on which parameters such as offensive strength and defensive strength are described to build individual decks within a determined scope, and the players then compete by mutually presenting the cards they have in their hands to the play field, and then comparing the details (card strength, etc.) of the cards to determine who wins and who loses. This type of trading card game involves not merely just advancing with the game, but also speculation and strategy, and a player's ability to formulate a plan also plays a major role in a player being able to build a card deck that is most beneficial to the player. The various types of trading card games have respectively attracted numerous fans.


A typical trading card game is a game disclosed by the specification of U.S. Pat. No. 5,662,332 (patent document 1). Patent document 1 describes a classic invention for which a so-called trading card game and method of play are disclosed.


Moreover, the specification of U.S. Pat. No. 6,170,829 (patent document 2) discloses a card game in which result cards are used to build a deck, and a baseball game is played while managing a team.


Furthermore, patent document 3 proposes a card game that requires a higher level of strategy than conventional games, has an advancement pattern of the game that does not become monotonous, and does not require special parts for payment of a cost.


More specifically, the game is a card game played by two or more players following the rules, and includes: two or more decks comprised of a plurality of cards for using respectively by the two or more players; a play field containing at least two or more card areas made from two or more deck placement areas where the two or more decks are respectively placed, and a plurality of card placement areas determined respectively in advance for the two or more players; and two or more dealt hands made from a plurality of the cards drawn respectively from the two or more decks, and which are used respectively by the two or more players; wherein the plurality of cards in the deck contains at least: a plurality of territory cards which are placed in the card placement area and which determine a card placement area controlled by a player, and a plurality of unit cards which are present in the card placement area selected from the plurality of card placement areas and are used in card competition; one or more symbols selected from a plurality of types of visually identifiable symbols are at least respectively displayed on the surface of the plurality of territory cards and the plurality of unit cards; and the rules include a card existence condition as a condition for which one or more of the unit cards of the player must be present in the placement area, the one or more symbols displayed on the unit card and the one or more symbols displayed on the one or more territory cards of the player present in the one or more card placement areas must satisfy a prescribed relationship.


PRIOR ART DOCUMENTS
Patent Documents



  • Patent Document 1: U.S. Pat. No. 5,662,332

  • Patent Document 2: U.S. Pat. No. 6,170,829

  • Patent Document 3: Japanese Unexamined Patent Application Publication No. 2003-175145



SUMMARY OF THE INVENTION
Problem to be Solved by the Invention

However, conventional card games are based, for example, on a game configuration in which cards for competition are presented to a play field, numbers or the like written on the cards are merely compared, or more specifically, a card is combined with a strengthening accessory card to reinforce a numeric value in competition to determine a winner and loser, and the progression of the games tends to become monotonous.


Moreover, with conventional card games, a user often must exert a significant amount of labor and spend a lot of money to build a deck. Also, in the card game design, all or most of the elements that depend on luck are eliminated, and victory or defeat in a game is determined primarily by the strength of a deck that has been built. Therefore, the degree of difficulty of the game is increased by the building of a deck, and as a result, participation midway by younger users or casual users is difficult. Hence, it could be argued that such conventional card games have been only accepted by a portion of fixed users.


Therefore, an object of the present invention is to provide a game in which even beginners can easily participate, and which is rich in diversity and unpredictability, thereby enabling long-term enjoyment.


Means for Solving the Problems

The inventors of the present invention discovered that the abovementioned problem can be resolved by combining a card game and sugoroku, and thereby arrived at the present invention. Namely, the board game toy of the present invention includes a member having a game area; at least one random number generation means; a card group having a plurality of cards on which at least one event is displayed, and having at least one leader card on which an event is displayed for use together with at least one outcome of the random number generation means when competing with an opponent; a path area formed in the game area for moving a marker according to at least one outcome of the at least one random number generation means rolled by a player, and along which the plurality of cards selected from the card group is arranged; and a leader card arrangement area formed in the game area for arranging leader cards selected from the card group and used during the competition.


Moreover, the toy of the present invention is provided with a special dice having N (an integer of 2 or more) number of faces, and having k (1≦k≦N−1) number of special surfaces, wherein of the N number of faces, any numerical value of an integer is displayed on each of the N−k number of faces that are not a special surface, and a display that is unrelated to any numerical value of an integer is formed on each of the special surfaces; and a card group having a plurality of cards on which at least one event is displayed, and having at least one leader card on which an event is displayed for use together with at least one outcome of a normal dice and the N number of the special dice during competition with an opponent, wherein the normal dice has n (an integer of 2 or more) number of faces, and one of any of a number from 1 to n is displayed on each of the n number of faces such that said number is not mutually the same as a number displayed on another face.


Moreover, the board game toy of the present invention is a board game toy including: a plurality of cards constituting a deck; a member having a game area on which a grid is displayed for arranging the cards; a normal dice; and a special dice having at least one special surface on which a symbol other than a number is displayed; wherein cards are arranged on the grid to form a movement path; and according to an outcome of the roll of at least one of the normal dice and the special dice, a piece is moved over the cards arranged on the movement path, and based on the properties of the card arranged at the stop position, the player rolls at least one dice selected from the normal dice and the special dice and continues the game.


Moreover, the game device of the present invention displays an outcome of a random number generation means and cards on a screen and allows a player to participate in a prescribed game, and the game device includes: a deck storage means which stores as a deck a predetermined number of cards on which at least one event is displayed; a movement path forming means which selects a predetermined number of cards from the deck based on a selection method stipulated in advance, and forms a movement path by arranging each of the selected cards as a grid; a leader card display means which displays on the screen a leader card on which an event used together with the outcome of the random generation means is displayed; an outcome display means which receives an outcome determination instruction of the random number generation means input from the player, determines the outcome of the random number generation means, and displays the outcome on the screen; a movement control means which, when moving a marker on the movement path, moves the marker on the cards arranged in the movement path, according to the outcome displayed by the outcome display means, and stops the marker corresponding to a card arranged on a corresponding grid; and an offensive effectiveness determination means which determines the effect of one's own offensive against the opponent when competing with another player based on the outcome displayed by the outcome display means and the event displayed by the leader card.


Furthermore, the game processing method of the present invention causes a game to progress using a plurality of cards, a plurality of normal dice, and a plurality of special dice; wherein the game processing method includes the steps of: arranging a predetermined number of cards to form a movement path; receiving the dice for movement selected from the normal dice and the special dice by the player, and determining an outcome; moving over the cards arranged in the movement path according to the outcome, and then stopping; and receiving a game progression method and dice for game processing selected by the player, and executing game processing based on the properties of the card arranged at the stop position.


The computer program of the present invention is a computer program for making a computer display an outcome of a random number generation means and a card on a screen and execute a method which causes a player to participate in a predetermined game; wherein the method is capable of performing the following: storing a predetermined number of cards, on which at least one event is displayed, as a deck in a memory unit; selecting a predetermined number of cards from the deck based on a predetermined selection method, and forming a movement path by arranging each of the selected cards as a grid; displaying on the screen a leader card on which an event which is used together with at least one outcome of the random number generation means is displayed; receiving an outcome determination instruction of the random number generation means input from a player, determining an outcome of the random number generation means, and displaying the outcome on the screen; when a marker is moved on the movement path, moving the marker on cards, which are arranged in the movement path, according to the outcome that is displayed, and stopping the marker corresponding to a card arranged as a corresponding grid; and when competing with another player, determining the effectiveness of one's own offensive with respect to the competition based on the displayed outcome and the event displayed on the leader card.


Effect of the Invention

According to the present invention, a game in which even beginners can easily participate, and which is rich in diversity and unpredictability, thereby enabling long-term enjoyment can be provided.





BRIEF DESCRIPTION OF THE DRAWINGS


FIG. 1 is an explanatory diagram explaining an example of an outcome of dice used by a card game toy or the like of one embodiment of the present invention.



FIG. 2 is an explanatory diagram explaining an example of a configuration and design of a card used by the card game toy or the like of one embodiment of the present invention.



FIG. 3 is an explanatory diagram explaining an example of a configuration and design of a card used by the card game toy or the like of one embodiment of the present invention.



FIG. 4 is an explanatory diagram explaining an example of a configuration and design of a card used by the card game toy or the like of one embodiment of the present invention.



FIG. 5 is an explanatory diagram explaining a setup of a card game or the like of one embodiment of the present invention.



FIG. 6 is a flow chart explaining an overview of the procedures for game advancement of a card game or the like of one embodiment of the present invention.



FIG. 7 is an explanatory diagram explaining a first aspect of a card game or the like of one embodiment of the present invention.



FIG. 8 is an explanatory diagram explaining an example of an aspect of combining area cards of a card game or the like of one embodiment of the present invention.



FIG. 9 is an explanatory diagram explaining a first aspect of a card game or the like of one embodiment of the present invention.



FIG. 10 is an explanatory diagram explaining a design of a card used in a card game toy or the like of another embodiment of the present invention.



FIG. 11 is a layout diagram showing one example of a play sheet of one embodiment of the present invention.



FIG. 12 is an elevation view showing an example of a modified dice of one embodiment of the present invention.



FIG. 13 is an elevation view showing another example of a modified dice of one embodiment of the present invention.



FIG. 14 is an elevation view showing yet another example of a modified dice of one embodiment of the present invention.



FIG. 15 (A) is an elevation view showing yet another example of a modified dice of one embodiment of the present invention, and FIG. 15(B) is a perspective view thereof.



FIG. 16 is a diagram showing an example of a setup of a board game toy of one embodiment of the present invention.



FIG. 17 is an enlarged view of leader cards 101A and 101B placed by the player A (A) and the player B (B) in one embodiment of the present invention.



FIG. 18 is a diagram showing the change in the arrangement of the play sheet of the player B in association with the advancement of the game when it is the turn of the player B for one embodiment of the present invention ((A)→(B)→(C)).



FIG. 19 is an enlarged view showing an example of a core card for one embodiment of the present invention.



FIGS. 20 (A) and (C) are diagrams showing a change in the arrangement of the play sheet of the player B in association with the advancement of the game during an offensive move of the player B for one embodiment of the present invention ((A)→(C)), and FIG. 20(B) is an enlarged view of a leader card.



FIG. 21 is a diagram showing a change (playing card stack destruction) of a play sheet of the player B in association with the advancement of the game when it is the turn of the player A in one embodiment of the present invention.



FIG. 22 is a diagram showing a change of a play sheet of the player A in association with the advancement of the game when it is the turn of the player A in one embodiment of the present application.



FIG. 23 is an enlarged view of a character card (card 102A2) for the movement path of the player A in one embodiment of the present invention.



FIG. 24 is an enlarged view showing an example of a character card in one embodiment of the present invention.



FIG. 25 is an enlarged view showing another example of a character card in one embodiment of the present invention.



FIG. 26 is an enlarged view showing an example of an event card in one embodiment of the present invention.



FIG. 27 is layout diagram showing another example of a play sheet for one embodiment of the present invention.



FIG. 28 is a diagram showing the configuration of a system used in a game device for one embodiment of the present invention.



FIG. 29 is a diagram showing a block diagram of a communication terminal device used in a game device for one embodiment of the present invention.



FIG. 30 is a flow chart showing the flow of a game of one embodiment of the present invention.





MODE FOR CARRYING OUT THE INVENTION

Regarding the game according to the present invention, first the basic concept and the like are explained, after which specific embodiments are described with reference to the drawings.


(Basic Concept)

The game according to the present invention combines two types of game elements, namely a card game and sugoroku. More specifically, cards are arranged to form a movement path, and a marker or game piece (hereinafter, referred to as “marker”) is moved on the movement path (course) according to an element that functions as an outcome of a random number generation means (for example, dice), which generates a random number. In addition various events are executed according to the properties of the card arranged at the position where the marker is stopped. Here, the event may also be executed based on the outcome of the dice used as the random number generation element. In the progression of the game, a card arranged on the movement path can be interchanged, and the event at the position of that card may be thereby updated. Note that with the present specification, an event refers to all events which are implemented in accordance with the outcome of a random number generation element and the properties of a card, such as card acquisition and an offensive move on the opponent's playing card stack (the matter of reducing the number of cards in a playing card stack is also referred to as “an offensive move on a playing card stack”), and a specific event of an event card, which is described later, are distinctively used.


In this manner, the game of the present invention incorporates elements of sugoroku traditionally played in Japan. Therefore, while the game of the present invention is a trading card game, it is provided with familiarity ease such that the general flow of the game can be understood from a sensory perspective by everyone.


On the other hand, with conventional sugoroku, the grid of the movement path is stipulated in advance, and the events that occur when a marker is stopped at respective grids are also determined. Therefore, the more the game is played, the more the level of unpredictability disappears, and the game becomes more monotonous. In contrast, with a game according to one embodiment of the present invention, cards are arranged and substituted on a grid on the movement path, and therefore the details of events also differ accordingly, and changes occur as the game progresses. Furthermore, by building one's own deck, each player is also able to form a movement path that includes event details that fit with the player's own strategy.


Moreover, with the present invention, when an event is executed or an offensive move on an opponent is carried out as well, processing is implemented in accordance with the outcome of a random number generating element. Here, a prescribed value is added to the outcome of the dice in accordance with an event, namely the capability and properties of various types of cards including a leader card arranged by a player, and a particular result corresponding to the outcome of the dice is produced. In this manner, with the present invention that combines a card game with sugoroku, the outcome of the dice can be further strengthened and corrected by a card, and a game which is richer in diversity and unpredictability can progress.


With conventional card games, the battle outcome is determined by the inherent capabilities (offensive strength, special capabilities for launching an offensive move on the opponent, and the like) described on the cards, and therefore in individual competitions, victory or defeat is primarily determined by the cards presented by the players during the competition. In contrast, with the present invention, the outcome of a random number generation element (for example, dice), which can also be used for moving a marker, is basically adopted as combat strength in individual competitions, an event described on a leader card (to be described later) acts on the abovementioned outcome, and the results of an offensive move are thereby determined. Accordingly, in a competition, a win or loss is not determined by only the strength of a leader card (the strength of an event described on the card), and instead, the action of an outcome of the random number generation element (or in other words, luck) has a significant effect, and as a result, the game can be played with reversing elements and thrill that cannot be enjoyed with conventional card games. In other words, because a player selects, in accordance with his or her own play strategy, a leader card having an event that is put into action during an offensive, and because the selected event and outcome of the random number generation element are used to attack an opponent, an entirely new aspect for an offensive, which combines strategy devised by a player and occasionally luck, can be provided in a competition which uses cards.


(Number of Possible Players)

The game according to the present invention can basically be regarded as a one-on-one competition type game. However, because it is a type of game for which the game progresses as each player endeavors to achieve conditions for winning, the game of the present invention is not necessarily limited to competition play between two players. When consideration is given to how the ease of play improves communication, it is clear that even 3 to 4 players (or an even larger number of players) can fully enjoy the game.


Furthermore, if the card game according to the embodiment of the present invention is realized as an online game using social networking or the like, the strength of a powerful CPU on the server can be borrowed, and complex procedures (rolling the dice, turning over a card, calculating the numeric value on the cards, and the like) for game progression can be processed, and therefore the game can be easily advanced with 3 or more players.


Conversely, the card game according to one embodiment of the present invention can be regarded like a tarot card game, and can be provided as a single player type game like solitaire.


(Exclusive Board)

With one embodiment of the present invention, a movement path or the like can be formed by using a member having a game area, or in other words, a play field, and arranging cards on a grid displayed on this member. The member may be a plastic, metal, wood, or other type of board, or may be a sheet configured from cloth, paper, or the like. Furthermore, even without this type of board or sheet, a play field can be formed by directly arranging cards on a table or the like. As necessary, a simple play sheet can also be formed on the back surface of the game rules instruction book.


(Dice)

Dice can be used as the random number generation element according to one embodiment of the present invention. With the embodiment of the present invention, a marker is moved on a movement path in accordance with an outcome of a dice, and the dice is also used to execute an offensive on an opponent. Furthermore, an event described on a card at the position where the marker is stopped after moving may also be executed using the dice. With an embodiment of the present invention, in addition to ordinary dice on which 1 to 6 dots or the like are displayed on each surface of a regular hexahedron, various types of modified dice on which the range of the numbers differs from ordinary dice, or dice having various types of patterns can be adopted for example. With the game according to the present invention, the gaming property can be further increased by aggressively adopting such modified dice. Examples of modified dice according to one embodiment of the present invention are shown below.


(A) Modified Dice with a Biased Outcome


This includes dice configured with only an “even number of dots”, dice configured with only an “odd number of dots”, dice configured with the “same outcome” on all faces, dice configured with six faces for example and having only the numbers “1, 2, and 3”, or “4, 5, and 6”, and the like.


(B) Wrapping Dice

Dice for which a player can freely design the outcome by affixing a “seal” or adopting an inserted gimmick.


(C) Transforming Dice

Dice for which the number of dots or the like or center of gravity can be mechanically changed by operating a “dial”, “button”, or the like.


(D) Patterned Dice

Dice on which a pattern that presents a result (for example, being able to open all cards, and the like) in advance is described.


In addition, dice generated in countries around the world (dice combined with a spinning top) can be adopted. For example, with dice combined with a spinning top, a hexagon shaped spinning top is rotated by one's finger tips, and when it stops spinning and tips over, the details described on the top face of the spinning top are used as the outcome. Dice can be also be combined with this type of historical play equipment.


Moreover, as will be described later, a second embodiment of the present invention is configured such that a plurality of dice can be selected from amongst normal dice and special dice having a special surface such as a crush surface. Here, a crush surface is a face on a dice that displays use stop of a dice, or in other words, the dice cannot be used either temporarily or permanently during a period of time after the crush surface appears on the dice until the game thereof ends. A reversing element can be added to a game by including this type of special dice, and the unpredictability and diversity of a game can be further increased.


Note that with the embodiment to be described later, the embodiment is described using dice as an example of a random number generation element capable of generating a random number. However, the random number generation element is not limited to dice, and various other means such as a roulette, reel, or digital dice can be used. Also for example, a game can be advanced using, as an outcome, a value displayed on a member drawn by a player from amongst n-number of members on which any of a value of 1 to n is displayed on a hidden tip part. Even with the abovementioned random number generation element, a similar outcome as that of the modified dice, special dice, or the like described by the present specification can be biased, and a special surface can be established. Furthermore, different types of random number generation elements can be used in combination such as using dice for movement and using a roulette or reel for an event or offensive.


(Cards)

The cards used by one embodiment of the present invention are not limited thereto, but the cards contain at least a leader card on which an event (for example, increasing the offensive strength by only a prescribed value, or the like) used together with an outcome of the random number generation element is displayed during competition with an opponent. When the cards used by one embodiment of the present invention are broadly classified, they are divided into three types: “character cards”, “core (area) cards”, and “event cards”. First, one of those classifications is a “character card”, and the abovementioned leader card is also classified as a character card. The game is started by placing this card at a specific location on the hereinafter described play field (on the course grid). Furthermore, if the dice is rolled and stops on a character card that has already been turned over, the card can be acquired and added to the stock that the player has in his or her hands. Note that here, one card is drawn from a deck or a dealt hand, and is laid face down to supplement the open grid of the course. Moreover, a character card can be used to correct the outcome of dice as a random number generation element, and the outcome of the random number generation element can be combined with the properties described on a character card to use the offensive or defend against an opponent.


Core points are displayed on a “core card”, and when prescribed conditions are satisfied and this card is acquired, the displayed core points are obtained. In the following embodiment, a player whose total value of core points obtained in this manner has reached a value prescribed in advance becomes the winner, and the game ends.


Furthermore, an “event card” is a card for which a specific event is triggered with prescribed conditions when a marker stops on this card. With one embodiment of the present invention, a game can also be advanced with only the two abovementioned types of cards, namely the “character card” and the “core card”. However, in order to provide greater diversity in a game, a configuration in which a predetermined number of event cards are added to the deck is preferable.


(Marker)

A marker (piece) is a player himself or herself on the play field, and similar to sugoroku, is moved on a movement path according to an outcome of dice. The marker may be a coin shaped marker, a figure shaped marker, or the like. Moreover, a player icon can also be used for online games, or the like.


First Embodiment

The specific configuration of the game toy of a first embodiment of the present invention and details regarding the advancement of the game are described in detail below with reference to the drawings.


(Dice)

The matter of being able to adopt various types of modified dice in the first embodiment of the present invention is as described previously, and FIG. 1 shows samples which include modified dice that are biased in terms of the outcome amongst the dice. FIG. 1(A) is a development view of an ordinary six-face dice having outcomes of 1 to 6. FIG. 1(B) is a development view of a six-face modified dice for which all outcomes are “1”. FIG. 1(C) is a development view of a six-face modified dice for which all outcomes are “6”. FIG. 1(D) is a development view of a six-face modified dice having outcomes that are only odd numbers. FIG. 1(E) is a development view of a six-face modified having outcomes that are only even numbers. FIG. 1(F) is a development view of a six-face modified dice having outcomes of only “1, 2, or 3”. FIG. 1(G) is a six-face modified dice having outcomes of only “4, 5, or 6”.


Note that in FIG. 1, a six-face dice was used as an example, but the first embodiment of the present invention is not limited thereto, and in addition to a regular hexahedron, other polyhedral dice such as an eight-face dice, a twelve-face dice, a twenty-face dice or the like can be used.


A player selects a predetermined number of dice from amongst normal dice and modified dice which the player personally possesses, and uses those dice as the dice that are personally used. Note that the present embodiment is configured such that each player can select three dice.


(Cards)

Next, the types of cards that are used and configuration examples thereof are described in detail with reference to FIG. 2 to FIG. 4.


(1) Character Cards


FIG. 2 shows an example of the configuration and design of a “character card”. In FIG. 2, a design card 200 has a mark field 201, a name description field 202, a power display field 203, an effect description field 204, a conditions description field 205, a number field 206, and a pattern field 207.


The attribute (category) to which a card belongs can be described in the mark field 201. The card properties can be allocated by marks described in this mark field 201. As one example, a conflicting relationship can be set as a card property. More specifically, when the marks X, Y, and Z are present, a relationship of “X is superior to Y, but Y is superior to Z, and Z is superior to X” can be set.


The card name (character name or the like), or as necessary, the card type can be described in the name field 202.


The strength of the card thereof can be expressed by one or more types of numbers in the power display field 203. In FIG. 2, “+2/−1” is entered in the power display field 203, and the first number is a correction value that is used when determining the inferiority or superiority of the attribute itself, and the second number is a correction value that is used when determining the inferiority or superiority of a different attribute. If the details of the game are changed, the details of the significance of having a power number can also be changed.


The special effect that a card has can be entered in the effect description field 204. An effect is applied if the conditions described in the conditions description field, which is described below, are satisfied.


The conditions for applying the effect described in the effect description field 204 are described in the conditions description field 205. “Usage conditions” are described in the top section of the conditions description field 205. This card is configured so that it can be used at any time, but it may also be configured such that it can only be used when the marker stops on the card, or such that it can be used when an event occurs. A description of whether or not the dice must be rolled in order to exhibit the effect is described in the middle section of the conditions description field 205. This card is configured such that rolling of the dice is not required, but it may also be configured so as to require rolling of the dice. In this case, as will be described later, the conditions can be set such that the effect is not exhibited unless an outcome of a prescribed number or more is rolled. The measure for handling the card after the effect is exhibited is described in the bottom section of the conditions description field 205. This card is configured such that it must be discarded after its effect is exhibited, but it may also be configured such that discarding is not required.


A reference value for acquiring this card, or for applying the effect of this card is displayed in the number field 206. The number “7” is entered in the number field 206 of this card, and the card is configured such that it cannot be acquired or its effect cannot be exhibited unless the total value of the dice is 7 or greater. Note that when a separate special card is possessed and a correction value of “−1”, “−2” or the like is applied, in some cases the reference value may be decreased. In this manner, the reference value described in the number field represents the degree of difficulty for obtaining the card, or the degree of difficulty for exhibiting the effect of the card, and while the degree of difficulty increases as the number becomes higher, a stronger effect can also be expected.


A character or the like of this card is drawn in the pattern field 207.


(2) Event Card


FIG. 3 shows an example of a design and configuration of an “event card”. In FIG. 3, an event card 300 has a mark field 301, a name description field 302, an effect description field 303, a conditions description field 304, a number field 305, and a pattern field 306.


The attribute (category) to which a card belongs can be described in the mark field 301. The card properties can be allocated by marks described in this mark field 301. As one example, the card can be assigned properties of an offensive card, a defensive card, or an atypical card. Moreover, a conflicting relationship can also be set as a card property. More specifically, when the marks X, Y, and Z are present, a relationship of “X is superior to Y, but Y is superior to Z, and Z is superior to X” can be set.


The card name (event name, or the like), or as necessary, the card type can be described in the name field 302.


The special effect that a card has can be entered in the effect description field 303. An effect is applied if the conditions described in the conditions description field, which is described below, are satisfied.


The conditions for applying the effect described in the effect description field 303 are described in the conditions description field 304. “Usage conditions” are described in the top section of the conditions description field 304. This card is configured such that it can only be used when a marker stops on this card, or in other words, when the marker is retained on this card. However, the card may also be configured such that it can be used at any time, or such that it can be used when an event occurs. A description of whether or not the dice must be rolled in order to exhibit the effect is described in the middle section of the conditions description field 304. This card is configured such that rolling of the dice is required, and such that its effect cannot be exhibited unless the outcome of the dice is a certain number of greater, as described later. The card may also be configured such that its effect can be exhibited without requiring that the dice be rolled. The measure for handling the card after the effect is exhibited is described in the bottom section of the conditions description field 304. This card is configured such that it must be discarded after its effect is exhibited, but it may also be configured such that discarding is not required.


A reference value for acquiring this card, or for applying the effect of this card is displayed in the number field 305. The number “12” is entered in the number field 305 of this card, and the card is configured such that it cannot be acquired or its effect cannot be exhibited unless the total value of the rolled dice is 12 or greater. Note that when a separate special card is possessed and a correction value of “−1”, “−2” or the like is applied, in some cases the reference value may be decreased when the correction value is applied. In this manner, the reference value described in the number field represents the degree of difficulty for obtaining the card, or the degree of difficulty for exhibiting the effect of the card, and while the degree of difficulty increases as the number becomes higher, a stronger effect can also be expected.


An illustration or the like that easily image the event of the card is drawn in the pattern field 306.


(3) Core (Area) Card


FIG. 4 shows an example of a design and configuration of a “core (area) card”. In FIG. 4, an area card 400 has a mark field 401, a name description field 402, an area point display field 403, an effect description field 404, a conditions description field 405, a number field 406, and a pattern field 407.


The attribute (category) to which a card belongs can be described in the mark field 401. The card properties can be allocated by marks described in this mark field 401. As one example, the card can be assigned properties of an offensive card, a defensive card, or an atypical card. Moreover, a conflicting relationship can also be set as a card property. More specifically, when the marks X, Y, and Z are present, a relationship of “X is superior to Y, but Y is superior to Z, and Z is superior to X” can be set.


The card name (character name, or the like), or as necessary, the card type can be described in the name field 402.


The points for when the card is obtained are shown in the core (area) point display field 403. In FIG. 4, the number “50” is entered in the area point display field 403. The present embodiment is configured such that the total value of each numeric value of the combined area cards that satisfy the conditions for combination is used as the points of a player. Therefore, cards (groups) that cannot be combined constitute separate groups, and the numeric values of each group cannot be totaled. The points of a player in this case are the maximum value amongst the total values of each group. Therefore, by combining this card and other area cards which can be combined, points can be further added. For other area cards which cannot be combined, points are added by further combining other cards that can be separately combined. Furthermore, if the total value of a group of combined area cards exceeds a prescribed number of points, the player who has formed the given area card group is the winner.


Note that combining core cards is not a requirement of the present invention, and as described later with the second embodiment, the card may also be configured such that the total value of all core cards acquired is used as the points obtained by the player.


The special effect that a card has can be entered in the effect description field 404. An effect is applied if the conditions described in the conditions description field, which is described below, are satisfied.


The conditions for applying the effect described in the effect description field 404 are described in the conditions description field 405. “Usage conditions” are described in the top section of the conditions description field 405. This card is configured such that it can be used at any time, but it may also be configured such that it can be used only when a marker is stopped on this card, or such that it can be used when an event occurs. A description of whether or not the dice must be rolled in order to exhibit the effect is described in the middle section of the conditions description field 405. This card is configured such that rolling of the dice is not required, but it can also be configured such that rolling of the dice is required. In this case, the card can also be configured such that its effect cannot be exhibited unless the outcome of the dice is a certain number of greater, as described later. The measure for handling the card after the effect is exhibited is described in the bottom section of the conditions description field 405. This card is configured such that it does not have to be discarded even after its effect is exhibited, but it may also be configured such that discarding is required after the effect is exhibited.


A reference value for acquiring this card, or for applying the effect of this card is displayed in the number field 406. The number “12” that is entered in the number field 406 of this card indicates that this card cannot be acquired or its effect cannot be exhibited unless the total value of the rolled dice is 12 or greater (if a separate special card is possessed and a correction value of “−1”, “−2” or the like is applied, in some cases the reference value may be decreased when the correction value is applied). Accordingly, the reference value described in the number field can also represent the degree of difficulty for obtaining the card, or the degree of difficulty for providing the effect of the card, and while the degree of difficulty increases as the number becomes higher, a stronger effect can also be expected.


An illustration or the like that easily image the area of this card is drawn in the pattern field 407.


(Game Setup)


FIG. 5 shows an example of setting up the card game or the like of the first embodiment of the present invention. In FIG. 5, (A) shows a setup example of a player A, and (B) shows a setup example for a player B. The player A is present at the P1 direction of FIG. 5(A), and the player B is present at the P2 direction of FIG. 5(B). Players A and B are seated in chairs or the like, which are not illustrated, and are facing each other, and cards and pieces are set on a table or the like. A setup example for competition between two people is described in further detail below with reference to FIG. 5, but the configuration of the present invention is not limited thereto.


In FIG. 5(A), the player A present in the P1 direction shuffles well a card deck he or she has prepared, and then arranges eight cards 5011 to 5018 face down (a state in which the back side of the cards is facing upward such that the type of card is not known) in a clockwise direction from the front left. In the present embodiment, the cards are arranged in order at positions corresponding to eight grid cells around the perimeter of a 3×3 grid (square), excluding the center grid cell. These eight cards form a grid on a course (movement path) around which a piece of the player A is moved according to the number of dots on the dice.


Note that the number of cards that form the grid on the course is not limited to eight, and may be ten, twelve, or any other number of cards. Furthermore, the way that the cards are arranged may also be any other arrangement method such as in a rectangular shape, a rhombic shape, or a circular shape.


In FIG. 5(A), the player A places his or her remaining card deck 501 in front of the course (below the card 5012 in FIG. 5(A)), places the piece 502 on the card 5011, which corresponds to the top left of the grid from the perspective of the player A, and selects three dice 5031 to 5033 from amongst a plurality of various dice prepared in advance, thereby completing the game setup for the player A. Note that the position at which the card deck is placed is not limited to the position shown in FIG. 5(A), and the card deck may be placed to the right or the left of the course, at a position closer to the player than the course, or the like.


In FIG. 5(B), the player B present in the P2 direction shuffles well a card deck he or she has prepared, and then arranges eight cards 5051 to 5058 face down (a state in which the back side of the cards is facing upward such that the type of card is not known) in a clockwise direction from the front left. In the present embodiment, the cards are arranged in order at positions corresponding to eight grid cells around the perimeter of a 3×3 grid (square), excluding the center grid cell. These eight cards form a grid on a course around which a piece is moved according to the number of dots or the like on the dice.


Note that the number of cards that form the grid on the course is not limited to eight, and may be ten, twelve, or any other number of cards. Furthermore, the way that the cards are arranged may also be any other arrangement method such as in a rectangular shape, a rhombic shape, or a circular shape.


In FIG. 5(B), the player B places his or her remaining card deck 505 in front of the course (above the card 5052 in FIG. 5(B)), places the piece 506 on the card 5051, which corresponds to the top left of the grid from the perspective of the player B, and selects three dice 5071 to 5073 from amongst a plurality of various dice prepared in advance, thereby completing the game setup for the player B. Note that the position at which the card deck is placed is not limited to the position shown in FIG. 5(B), and the card deck may be placed to the right or the left of the course, at a position closer to the player than the course, or the like.


In FIG. 5, setup was described for competition between two players, but even with three or more players, each player sets up the game in the same manner, and the players can enjoy the game together by determining the order for rolling the dice.


(Game Progression)

Next, an overview of the procedures for progressing with the card game of one embodiment of the present invention are described while following the flow chart shown in FIG. 6.


(1) Building a Deck

With the card game of the present embodiment, first cards are gathered to build a deck (step S601). The present embodiment is configured such that 20 or more cards are necessary, but the necessary number of cards is not limited thereto, and the number thereof can be set as appropriate. Moreover, the number of cards that are included for each type can also be determined. With a common trading card game, card sets called “starter kits” for which decks have already been built are sold, and by purchasing starter kits, even beginners can easily begin the game. In addition, several types of dice may be added along with the appropriate number of each type of card to the starter kit.


Furthermore, an option kit that includes several cards can also be purchased. By combining these, a user can prepare 20 or more cards. When purchasing cards, a user does not know what types of cards will be obtained or what types of parameter values will be present for those cards, and therefore this portion becomes the first enjoyment aspect of the trading card game.


Next, the game is setup in step S602 to step S604. A setup example was already described with reference to FIG. 5, but in FIG. 6, first the deck is built in step S602. In other words, a player selects cards for realizing a strategy he or she is targeting, from 20 or more cards gathered by the player to build a deck. The work of building a deck is the second enjoyment aspect of the trading card game. In fact, many players spend a lot of time for building a card deck.


(2) Selecting Dice

Next, the game advances to step S603 at which point the dice are selected. With the present embodiment, each player selects three dice respectively for use in the game from amongst a plurality of dice prepared in advance. As stated previously, various types of dice are available including dice with only odd number symbols and dice with only even number symbols. The players gather these types of dice as well, and select the appropriate three dice with consideration of the strategy for each game.


(3) Forming the Movement Path

Next, the game advances to step S604, at which point the deck is shuffled well, and the course is created by aligning cards with the back side facing up on the play field (on top of a table, or the like) in order beginning with the top card. An example of a course layout is as described with reference to FIG. 5.


After the arrangement of the cards has been completed, the game advances to step S605, and a figure or other type of game piece is arranged on the card at the top left as viewed from the perspective of the player, and setup is thereby completed. From there, a coin toss or a game of rock, paper, scissors is used to determine the order of play (if three or more players, then the order in which the dice are rolled).


(4) Game Progression

In step S606, based on the determined order for rolling the dice, a player selects one dice from the three previously selected dice, rolls the dice, and then advances a figure or other type of marker in a clockwise direction for example based on the number of dots or the like on the dice. The piece is advanced such that it is moved around the course. The card at the position on which the piece is stopped is then turned over. Note that beginning with the second time, the method for advancing with the game may differ depending on whether the card at the position where the piece is stopped has already been turned over or not (determined in step S607).


In step S607, a determination is made as to whether the card at the position where the marker is stopped has already been turned over or not. When the game first begins, all of the cards are facing down (No in step S607). In this case, the game advances to step S608, and the card is turned over. From there, the game advances to step S609, and the game is advanced in accordance with the type of the card that was turned over. For example, if the card that is turned over is a character card, the player can execute a challenge to acquire that character card (collect that card in his or her hands). If the card is an event card, the player can execute a challenge to put the event described on that event card into motion. Furthermore, if the card is an area card, the player can attempt to acquire that area card (collect the card in his or her hands).


Note that as a variation to the progression of the game, permission may be given to turn over only the card on which the marker is first stopped depending on the type of card or for all types of cards, and then from the next time around the course, when the marker is stopped on that card, the game advances depending on the card.


After challenges are performed in accordance with the respective cards, the player who is next in the determined order rolls the dice and advances with the game (step S612). The progression flow then returns to step S606.


On the other hand, if at step S607 the card at which the piece is stopped has already been turned over (Yes), the game advances to step S610, and the game progresses according to the type of that card (details are described later). As a result, if the conditions to end the game (which are described below) are satisfied (“Yes” at step S611), then the game is ended (step S613). However, if the conditions to end the game are not satisfied (“No” at step S611), the game advances to step S612, and the player who is next in the determined order rolls the dice and advances with the game. The progression flow then returns to step S606.


Next, an example of game progression for when the card at the position where the marker is stopped is turned over, or for when the piece stops at a card that has already been turned over, is described in detail with reference to FIG. 7 to FIG. 9.


(Challenge to Acquire an Area Piece)

In FIG. 7, a piece 702 is stopped at an area card area card 7014 (corresponding to 400 in FIG. 4). At this time, the player can challenge to acquire the area card 7014. In the present embodiment, as a condition for challenging to acquire an area card, of the cards on the course, one or more character card must be open (must be in a state of being turned over).


In FIG. 7, a character card 7017 (corresponds to 200 in FIG. 2) is open, so the player declares a challenge to acquire the area card 7014, rolls “two” dice, and waits for the outcome. With the present embodiment, as shown in FIG. 7, the player declares a challenge to acquire the area card by rotating the character card 7017 by 90 degrees.


At this time, the criterion for determining whether or not the area card 7014 can be acquired is that the total value of the outcome from rolling “two” dice must be equal to or greater than the number “12” described in the number field of the area card 7014 (corresponds to the number field 406 of FIG. 4). In some cases, the correction value (for example, +2) entered in the power field (corresponds to the power display field 203 of FIG. 2) of the character card may be added to the outcome of the dice every time. In this case, the number described in the number field of the area card 7014 is “12”, and therefore if the total value of the outcome obtained by rolling “two” dice is 10 or higher, the area card 7014 can be acquired.


The acquired area card 7014 is placed near the player. At this time, the value of the points of the player is the 50 points described in the area point display field (corresponds to the number field 403 of FIG. 4) of the area card 7014.


The area card is acquired through these types of procedures, and when area cards that can be combined are combined and the total value of the area points exceeds a prescribed value (100 points for example), that player wins.



FIG. 8 shows an example of combining acquired area cards. FIG. 8(A) shows a combination example of cards that cannot be combined, and FIG. 8(B) shows a combination example of cards that can be combined.


Basically, a design is applied to each side of the area card, and as one example, colored bars are attached in FIG. 8. With the area card 801 and the area card 802 of FIG. 8(A), green bars are attached at a top side 801a and a left side 801b respectively, blue bars are attached at a bottom side 801c, and orange bars are attached at a right side 801d.


Here, as one example, the condition for combining area cards is such that sides having bars of the same color when the area cards are abutted in the same direction can be combined. When this is done, as shown in FIG. 8 (A), if a player attempts to abut the area cards 801 and 802 in the same direction, an abutment pattern for which the same colors can be combined is not present no matter which sides are abutted, and therefore the area cards 801 and 802 are a combination example of cards that cannot be combined.


On the other hand, with an area card 803 of FIG. 8(B), green bars are located at a top side 803a, red bars are attached at a left side 803b, blue bars are attached at a bottom side 803c, and orange bars are attached at a right side 803d, and on an area card 804, green bars are attached at a top side 804a, green bars are located at a left side 804b, blue bars are located at a bottom side 804c, and orange bars are attached at a right side 804d. Therefore, as shown at the bottom of FIG. 8(B), if the area card 804 is positioned at the left side and the area card 803 is positioned at the right side, the abutting sides of both cards both have red bars and thus are the same color, and therefore the area cards 803 and 804 can be combined in this state.


Note that the cards that can be further combined with the area cards 803 and 804 combined in FIG. 8(B) and the combination positions thereof are shown in the following table.










TABLE 1





Combinable Cards
Combination Position







Cards having a green bar on the bottom side
Top side of card 804 or



top side of card 803


Cards having a green bar on the right side
Left side of card 804


Cards having an orange bar on the left side
Right side of card 803


Cards having a blue bar on the top side.
Bottom side of card 804 or



bottom side of card 803










FIG. 9 shows an aspect in which two acquired cards are placed in front of the player in a combined state. The right side of the card 9021 and the left side of the card 9022 both have red bars, and therefore the cards can be combined at these two sides. As shown in FIG. 9, the cards are placed in front of the player in a combined state.


(Other Game Scenes)

If a character card that instructs to “destroy one of your opponent's area cards (let the opponent discard)”, this type of card can be used to select one area card belonging to an opponent to be discarded. As a general rule, the special capabilities of a character card that has been successfully acquired can be exerted at any time (the card can be used).


Moreover, if a piece is stopped on a grid at which an event card called a “hacking” card is placed, in order to exert the function of that card, a player selects and rolls two of the three initially selected dice, and if the outcome is equal to or greater than the number described in the number field of that card, the event is exerted (if a correction value described in the power display field of a character card is applied, then the outcome need only be equivalent to or greater than the number after correction). Through the effect of this hacking card, one of the area cards acquired by the opponent can be seized. Note that if the opponent has a character card which has an effect of “preventing hacking”, then the act of “hacking” can be also be prevented. However, if hacking cannot be prevented, the area card seized from the opponent by the “hacking effect” is placed in front of the player who initiated the hacking. (At this time, in order to clarify that a card has been seized, it may be turned upside down and stacked. In addition, the points of this card can be set to 30 points regardless of the number of area points described on the front surface.)


Furthermore, if the opponent who has been hacked has a character card which exerts a capability to “destroy an area card that has been snatched away” and chooses to use this character card, the opponent can destroy the hacked card (cause the other player to discard the card). Furthermore, the success or failure when a character card is used can be determined by whether or not the outcome from rolling two dice is equal to or greater than the numeric value described in the number field of the given character card (if a correction value described in the power display field of the character card is applied, then it may be the outcome after the correction).


Various other specifications can be further adopted in the card game according to the present invention, and one example thereof is as shown in the following tables. The first table is a configuration example for a card deck consisting of 35 cards and built by a certain player, and the second table is a configuration example for a card deck consisting of 35 cards and built by another player. Note that in the tables, “ID” is the identification number of a card, “Card Type” shows card types such as “area”, “character”, and the like, “Usage Conditions” shows the timing conditions for using the given card, “Dice Necessity” is a classification for whether or not dice are necessary to determine, using the dice, the effect of a given card or whether the capability of the card can be exerted, “Discard Necessity” is a classification of whether or not a card must be discarded after it has been used, and “Effect” is a description of the effect of the given card and details of its capability.














TABLE 2







Usage
Dice
Discard



ID
Card Type
Conditions
Necessity
Necessity
Effect







Hu001
Area
Anytime
Not
Not
If this card is placed face up on the





necessary
necessary
course, then +1 can be added to the







dice outcome. Does not have to be







used.


Hu002
Area


Hu003
Area
When stopped
Necessary
Necessary
Obtain one dice from the spare. If







placed on the course, this effect is lost.


Hu004
Area


Hu005
Area


Hu006
Area


Hu007
Area


Hu008
Area


Hu009
Area


Hu010
Area
When an event
Not
Necessary
If this card is placed on the course face





necessary

up, this card can be used for the







purpose of forcing an area card to be







discarded. (Even if the card is not in







front of the player, it need only be







placed face up on the course.)


Hu011
Character
Anytime
Not
Necessary
Can add 4 to the dice outcome.





necessary


Hu012
Character
When an event
Necessary
Not
Can prevent a dice break.






necessary


Hu013
Character
When an event
Not
Not
Can prevent a deflag out (cause a





necessary
necessary
character card in the opponent's hand







to be discarded).


Hu014
Character
Anytime
Necessary
Necessary
Can destroy an area card that has been







snatched away.


Hu015
Character
When an event
Necessary
Not
Can prevent hacking.






necessary


Hu016
Character
Anytime
Not
Necessary
Can return a discarded card to the top





necessary

of the deck in place of discarding this







card.


Hu017
Character


Hu018
Character
Anytime
Not
Necessary
Can apply a −3 correction to the





necessary

outcome of a dice roll when the







opponent rolls the dice.


Hu019
Character
When an event
Necessary
Not
Can prevent a piece out (a command to






necessary
discard a card on the course).


Hu020
Character
Anytime
Not
Necessary
Can add 1 to the outcome of the dice.





necessary


Hu021
Character
Anytime
Not
Necessary
Can advance one piece in place of





necessary

rolling the dice when moving.


Hu022
Character
Anytime
Not
Necessary
Can advance one piece in place of





necessary

rolling the dice when moving.


Hu023
Character
Anytime
Not
Necessary
Can advance two pieces in place of





necessary

rolling the dice when moving.


Hu024
Character
Anytime
Not
Necessary
Can advance two pieces in place of





necessary

rolling the dice when moving.


Hu025
Character
Anytime
Not
Necessary
Can advance three pieces in place of





necessary

rolling the dice when moving.


Hu026
Event
When stopped
Necessary
Necessary
Can select and eliminate one of the







opponent's dice.


Hu027
Event
When stopped
Necessary
Necessary
Can eliminate one of the opponent's







dice. The opponent selects which dice







will be eliminated.


Hu028
Event
When stopped
Necessary
Not
Discard one of the character cards in






necessary
the opponent's hand.


Hu029
Event
When stopped
Necessary
Necessary
Can arbitrarily snatch away one area







card obtained by the opponent. For the







snatched away piece, the card is turned







over and connected in the player's own







deflag area (location where area cards







are placed, not connected to area







cards). The snatched away card is







added as 30 points regardless of the







points on the card.


Hu030
Event
When stopped
Necessary
Not
Specify and eliminate one of the






necessary
opponent's cards on the course.


Hu031
Event
When stopped
Necessary
Not
Can arbitrarily discard an area card






necessary
obtained by the opponent.


Hu032
Event
When stopped
Necessary
Necessary
Can discard any number of cards that







are face up on the course and







supplement with new cards.


Hu033
Event
When stopped
Necessary
Not
Discard the area card at the top of the






necessary
opponent's deck.


Hu034
Event
When stopped
Necessary
Not
Can freely change the opponent's






necessary
current position.


Hu035
Event
When stopped
Necessary
Not
Can freely change one's own current






necessary
position.







The piece at the movement destination







is turned face up if it is currently face







down.





















TABLE 3







Usage
Dice
Discard



ID
Card Type
Conditions
Necessity
Necessity
Effect







Ju001
Area
Anytime
Not
Not
If this card is placed face up on the





necessary
necessary
course, then +1 can be added to the







dice outcome. Does not have to be







used.


Ju002
Area
Anytime
Not
Not
If this card is placed face up on the





necessary
necessary
course, then −1 is added to the dice







outcome for all of the opponent's







<<somanoid>> (one of the attributes







of a character card) cards.


Ju003
Area
Anytime
Not
Not
If this card is placed face up on the





necessary
necessary
course, then −1 is added to the dice







outcome for all of the opponent's







<<technoid>> (one of the attributes of







a character card) cards.


Ju004
Area
Anytime
Not
Not
If this card is placed face up on the





necessary
necessary
course, then −1 is added to the dice







outcome for all of the opponent's







<<humanoid>> (one of the attributes







of a character card) cards.


Ju005
Area


Ju006
Area


Ju007
Area


Ju008
Area


Ju009
Area


Ju010
Area
When stopped
Not
Necessary
If this card is placed on the course face





necessary

up, then this card can be used for the







purpose of a <<core break>> (discard







an area card).


Ju011
Character
Anytime
Not
Necessary
Can add 4 to the dice outcome.





necessary


Ju012
Character
When an event
Necessary
Not
Can prevent a dice break.






necessary


Ju013
Character
When an event
Not
Not
Can prevent a deflag out (cause a





necessary
necessary
character card in the opponent's hand







to be discarded).


Ju014
Character
When an event
Necessary
Necessary
Can destroy an area card that has been







snatched away.


Ju015
Character
When an event
Necessary
Not
Can prevent hacking.






necessary


Ju016
Character
Anytime
Not
Necessary
Can return a discarded card to the top





necessary

of the deck in place of discarding this







card.


Ju017
Character
Anytime
Not
Necessary
Can add 3 to the dice outcome.





necessary


Ju018
Character
When an event
Necessary
Necessary
Can prevent a piece out (a command to







discard a card on the course).


Ju019
Character
Anytime
Not
Not
As long as the opponent does not roll





necessary
necessary
an outcome that is equal to or greater







than the difficulty of this card, the







opponent can move from this location.


Ju020
Character
Anytime
Not
Necessary
Can add 2 to the outcome of the dice.





necessary


Ju021
Character
Anytime
Not
Necessary
Can advance one piece in place of





necessary

rolling the dice when moving.


Ju022
Character
Anytime
Not
Necessary
Can advance one piece in place of





necessary

rolling the dice when moving.


Ju023
Character
Anytime
Not
Necessary
Can advance two pieces in place of





necessary

rolling the dice when moving.


Ju024
Character
Anytime
Not
Necessary
Can advance two pieces in place of





necessary

rolling the dice when moving.


Ju025
Character
Anytime
Not
Necessary
Can advance three pieces in place of





necessary

rolling the dice when moving.


Ju026
Event
When stopped
Necessary
Necessary
Can select and eliminate one of the







opponent's dice.


Ju027
Event
When stopped
Necessary
Necessary
Can eliminate one of the opponent's







dice. The opponent selects which dice







will be eliminated.


Ju028
Event
When stopped
Necessary
Not
Discard one of the character cards in






necessary
the opponent's hand.


Ju029
Event
When stopped
Necessary
Necessary
Can arbitrarily snatch away one area







card obtained by the opponent. For the







snatched away card, the card is turned







over and connected in the player's own







deflag area (location where area cards







are placed, not connected to area







cards). The snatched away card is







added as 30 points regardless of the







points on the card.


Ju030
Event
When stopped
Necessary
Not
Specify and eliminate one of the






necessary
opponent's cards on the course.


Ju031
Event
When stopped
Necessary
Not
Can arbitrarily discard an area card






necessary
obtained by the opponent.


Ju032
Event
When stopped
Necessary
Necessary
Send one character card obtained by







the opponent to the bottom of the







opponent's deck.


Ju033
Event
When stopped
Necessary
Not
Switch places of a card that is face up






necessary
in the opponent's course with a card







that is on the same course.


Ju034
Event
When stopped
Necessary
Not
Can skip the opponent's turn one time,






necessary
and continue with one's own turn







again.


Ju035
Event
Anytime
Not
Not
As long as this card face up on the





necessary
necessary
course, 1 is added to the outcome of all







dice.









(Other Design Examples of the Area Card and the Like)

In the above description, the condition for combining cards was stipulated as being “whether the bars at the side of adjoining cards are the same color or not.” However, the present invention is not limited thereto, and other card designs may also be adopted.



FIG. 10 shows a card design used by a card game toy or the like for another embodiment of the present invention. In FIG. 10(A), each of the sides (1001a to 1001d) of a card 1001 is cut in a zigzag pattern (uneven shape). This cut pattern differs with each card much like the grooves of a key (in other words, the cut shape of the top side of a one card does not necessarily match the cut shape of the top side of another card).


Furthermore, with a card designed like that of FIG. 10, the condition for combining cards can be “whether or not the cut shapes at the sides of adjacent cards can be mated.”



FIG. 10(B) shows a combination example of cards that can be combined and a combination example of cards that cannot be combined. In FIG. 10(B), if an attempt is made to abut the card 1001 and the card 1002 in the same direction, there are no combinations of cuts that would allow the two cards to be mated no matter which two sides are abutted. On the other hand, as shown in the same figure, the cut part 1002d at the right side of the card 1002 and the cut part 1003d of the left side of the card 1003 can be mated together, and therefore the card 1002 and the card 1003 can be combined with the right side of the card 1002 abutting the left side of the card 1003.


In addition, as a condition for combining cards, one to several marks such as an asterisk may be placed on each side of a card, and sides of cards having the same number of asterisks or the like can be combined, or patterns may be attached to each side of the cards, and the sides of cards with matching patterns may be combined. In a broad sense, a wide variety of designs can be applied to each side of the cards and used as a condition for mutually combining the cards.


Second Embodiment

A second embodiment of the present invention is described below with reference to the drawings. Note that explanations of configurations which are the same as those of the first embodiment are omitted, and the characteristic portions of the second embodiment are described in detail.


With the above-described first embodiment, acquired area cards (core cards) are connected, and the player who first reaches a prescribed value for the total points of connected core cards wins the game. In contrast, the second embodiment is configured such that a player wins the game by either having a total value of all acquired core cards that reaches a prescribed value, or by launching offensive on the playing card stack of the opponent and causing the number of cards in the opponent's playing card stack to be reduced to a predetermined number or less (with this embodiment, the prescribed number of cards is zero, or in other words, the number of cards in the opponent's playing card stack must become zero). Note that with this embodiment, a connection portion is not particularly provided, but a configuration can also be adopted in which colors or symbols are attached to respective core cards, and points are combined (connected) by cards having the same color or symbol. With this configuration, the game can also be enjoyed in a narrow space because there is no need to spread out and connect cards.


Moreover, with the first embodiment, as a method of acquiring core cards (core points), stopping on a core card in the movement path was established as a condition. The second embodiment, however, is configured such that core points can also be obtained by launching an offensive against an opponent and winning. A player selects cards from the cards that he or she possesses and builds a deck of cards that will allow him or her to realize a personally targeted strategy.


With the above-described configuration, by adding a configuration of acquiring core points by launching an offensive, a game that provides a sense of speed can be enjoyed without the progression of the game becoming stagnated even if a state in which both players do not stop on a core card continues. Furthermore, multiple strategies are conceivable for winning a game including acquiring core points and launching an offensive against the opponent's playing card stack, and each player is required to build a deck that is tailored to a strategy selected personally by the player. Therefore, strategy becomes more important, and as a result, interest in the game is increased.


(Play Sheet)


FIG. 11 is a layout diagram showing one example of a play sheet of the present embodiment. Here, a layout is shown for a case in which two players compete. Ordinarily, play sheets 10A and 10B of the respective players are arranged facing each other on a table or the like. Furthermore, the respective players sit with their respective play sheets in front of them (one player (A) sits at a position PA shown in FIG. 11, and another player (B) sits at a position PB shown in FIG. 11), and the game is advanced with both players facing each other.


In the center of the play sheets, grids 11A and 11B for forming movement paths are displayed. Here, a total of eight grids in a three-by-three grid cell are connected in a roughly circular form, and as will be described later, a movement path is formed by arranging cards on this grid. Furthermore, respective upper left grids 11A1 and 11B1 are established as starting points S, and beginning at this position, a marker is moved in a clockwise direction. Note that with the present embodiment, cards are not placed in the center grids 12A and 12B, and these grids are used as spaces for placing the dice (usage dice placement area). However, the movement path is not limited to this configuration, and movement paths can also be formed by placing cards at the center grids 12A and 12B as well. For example, a path can also be formed along which a marker is moved to the right from the upper left grid 11B1, is moved downward from the upper right grid 11B3, is moved left from the lower right grid 11B5, is moved to the center grid 12B from the lower left grid 11B7, and then diagonally upward to the upper right grid 11B3 (see the dashed arrow in the lower play sheet of FIG. 11).


Moreover, here, the number of grids that form a movement path is not limited to eight, and the number thereof can also be seven or fewer or nine or more. However, in consideration of the game properties such as the capability to advance around the path in a single turn, the maximum value of the normal dice is preferably a value obtained by subtracting “1” from the number of grids (number of grids—1).


Furthermore, with the present embodiment, leader card placement areas 13A and 13B are provided in the respective upper lefts of the play sheet. Respective playing card stack placement areas 14A and 14B are then provided below the leader card placement areas 13A and 13B. The remaining card group having multiple cards selected in accordance with prescribed rules (for path formation and the like) from a built deck is placed as a playing card stack at the playing card stack placement areas 14A and 14B. Furthermore, respective card placement areas (used card placement areas) 15A and 15B are located below the playing card stack placement areas 14A and 14B for placement of cards after they have been used. Meanwhile, dice toss zones 16A and 16B are provided at the top right of the respective play sheets for tossing the dice, and below the respective dice toss zones 16A and 16B, placement areas for core cards that have been acquired (acquired core card placement areas) 17A and 17B, used dice placement areas 18A and 18B, and placement areas 19A and 19B for placing dice for which usage has been stopped are provided.


The details of the respective elements are described below with reference to the drawings and in accordance with the progression of a game.


(Building a Deck)

With the present embodiment as well, each player first gathers cards to build a deck. With a common trading card game, card sets called “starter kits” for which decks have already been built are sold, and by purchasing starter kits, even beginners can easily begin the game. As the starter kit for the present embodiment, in addition to the various cards necessary to build a deck, a set can be formed with the above-described exclusive board or sheet, and with a plurality of normal dice and special dice which will be described below. In addition, a booster pack that contains a plurality of cards can also be provided, and by purchasing a booster pack, a player can further reinforce his or her deck.


To start a game, each player builds a deck using the cards that he or she possesses. The present embodiment is configured such that a player wins a game either by reaching a total value of points of acquired core cards to a prescribed value or by launching offensive against the opponent's playing card stack and reducing the number of cards in the opponent's playing card stack to zero. The players are required to build a deck by selecting cards from the cards that the players possess to realize a strategy targeted by the players themselves.


(Dice)

With the present embodiment, a piece is moved on the movement path in accordance with the outcome of the dice, and the dice are also used to carry out an event described on the card at the stop position and to launch an offensive on an opponent. With the present embodiment, two types of dice are used: normal dice and special dice. Each of these dice is described below.


(1) Normal Dice

In the present embodiment, normal dice are dice having n-number of areas in which a prescribed display is formed, and one of any of a number (value) of 1 to n is displayed in each of the n-number of areas such that the number (value) is not the same as a number (value) displayed in another area. Here, n is an integer of 2 or greater. Note that “number” and “integer” are not limited to Arabic numerals, and may also be Chinese numerals, Roman numerals, or other various types of numerals, or may be a display such as dots of a quantity that corresponds to a number such that a number can be conceptualized. Moreover, the area is not limited to a surface, and for example, may be obtained by dividing into multiple parts a shape made from one continuous curved surface such as a sphere shape or a rugby ball shape (elliptical shape), and then displaying a numeric value on each portion (area). Details of spherical dice are described below.


However, when the ease of handling dice and the like are considered, the respective n-number of areas is preferably surfaces. Note that with the present specification, a “surface” is a “graphic that has expansion but no thickness and can be formed when a line moves,” and also includes both a plane and a curved surface.


As commonly used normal dice having n-number of surfaces, dice on which numeric values ranging from 1 to 6 are respectively displayed on each surface of a regular hexahedron (cube) are known. However, normal dice of the present invention are not limited to this. Regular polyhedron dice such as regular tetrahedron dice having four surfaces, regular octahedron dice having eight surfaces, regular dodecahedron dice having twelve surfaces, and regular icosahedron dice having twenty faces, and the like, as well as other multi-surface dice can also be used.


In addition, modified dice like those presented below for example can also be used.



FIG. 12 is an elevation view showing an example of a modified dice. This dice has a shape like that of placing together and connecting the rims of two bowls together, or in other words, it is a two-surface dice obtained by connecting a first curved surface 31 having a convex shape on the top with a second curved surface 32 having a convex shape on the bottom. With this dice, a number 1 and a number 2 are displayed respectively on the first curved surface 31 and the second curved surface 32. FIG. 13 is an elevation view showing another example of a modified dice. This dice has prescribed numbers of 1 to n displayed respectively on n-number of areas of a curved surface of a spherical body. For example, the numbers of 1 to 6 can be respectively displayed at six areas of the spherical surface. In this case, a configuration can be adopted for which a weight or the like is installed at the area where a number is displayed or at an opposing part such that a number area faces upward (top surface) when the dice stops. Furthermore, as shown by FIG. 14, dice can be adopted for which the corner parts of a cube are chamfered to change a flat surface to a curved surface at a prescribed acute angle rate. With this dice as well, numbers from 1 to 6 can be displayed respectively on the six curved surfaces.


Furthermore, FIG. 15 provides an elevation view (A) and a perspective view (B) showing yet another example of a modified dice. This dice is shaped as a hollow triangular prism and is formed from the three surfaces that are the sides of the triangular prism. The numbers 1, 2, and 3 are respectively displayed on each surface.


As described above, the normal dice of the present invention have two or more areas on which numbers are displayed, and if the dice are such that each number described on a respective area is a consecutive number that is not the same as numbers displayed on other areas, the shape thereof is not limited. Here, if there are n-number of areas on which a number is displayed, a single number from 1 to n is displayed on each of the areas. However, the displayed numbers do not have to begin from 1, and for example, if a dice has six surfaces, integers from 3 to 8 can be displayed on the surfaces thereof.


(2) Special Dice

In the present embodiment, special dice are dice which have N-number (N is an integer of 2 or more) of areas with a prescribed display on each, and of the N-number of areas, a quantity of k (1≦k≦N−1) are special areas, any integer is displayed on each of the N−k number of areas that are not special areas, and a display unrelated to integers is formed on each of the special areas. Here, the integers displayed on the N−k number of areas that are not special areas (non-special areas) are not limited to positive values, and may also be 0 (zero) or a negative value. Also, the display that is unrelated to integers and is displayed on a special area may be a foundation display of a dice on which there is no number or symbol described, or may be a special symbol such as star shape.


Also, if a special area (special surface) of a special dice appears in the progression of the game, a special result is generated. In the following embodiment, the special surface of a special dice is a crush surface, and if this surface appears, use of that special dice is stopped, and the dice can no longer be used from that point forward in the progression of the game. Because the quantity of dice that can be used by each player is determined, when the use of the given dice is stopped, the number of dice that can be used decreases, thereby generating a reversing element in the game. Therefore, even if the game is advancing in a state that is not beneficial to one player, the beneficial status could suddenly be reversed, and thus who will win or lose the game is not known until the end, and the players can continue the game with a feeling of tension and without becoming bored by the game.


The effect of the special surface is not limited to the above-described effect of stopping the use of a special dice, and for example, the game can be configured such that when a special surface is appeared, a player can launch an offensive against the opponent's playing card stack, can restore the use of a dice for which usage has been stopped, or the like, and thus an effect other than numbers that is beneficial to a player can be exhibited. The effect can also be changed in accordance with the type of symbol on the special surface. For example, if a special surface on which a sword is displayed is appeared, the player can launch an offensive against the opponent's playing card stack. Furthermore, with dice having multiple special surfaces, special surfaces that are beneficial to a player and special surfaces that are disadvantageous to a player can be provided on the same dice.


Similar to the normal dice, the shape of the special dice may be a regular polyhedron dice such as a four surface dice, a six surface dice, an eight surface dice, a twelve surface dice, a twenty surface dice, and the like, and may also be other multi-surface dice or other modified dice.


Note that with the embodiments of the present invention, dice were explained as an example of a random number generation element capable of generating a random number.


However, the random number generation element is not limited to dice, and a roulette, reel, digital dice, or the like can be used. These random number generation elements can be used with similar configurations as the above-described normal dice and special dice. In addition, various different types of random number generation elements may also be used such as using dice for movement, and then using a roulette, reel, or the like for events and offensive.


(3) Selecting Dice for Use

Each player selects a predetermined number of dice suited for the above-described deck from the plurality of normal dice and special dice in the player's possession, and uses those dice for individual use. As described above, with the present invention, the special area (surface) of a special dice is a crush surface, and when the special area thereof is appeared as an outcome, use of that dice is stopped. The present embodiment is configured such that each player can select and use a total of seven dice including three normal dice and four special dice. Furthermore, the present embodiment is also configured such that primarily one normal dice can be used for movement and one or two dice selected from normal dice and special dice can be used for events. Here, the type and quantity of the dice that are used is not limited to this, but if consideration is given to the enjoyment of devising strategy with regards to which special dice to use for events and which special dice to use for offensive, having too few or too many dice is undesirable, and the number of dice that are used is preferably set to an appropriate number.


(Game Setup)
(1) Placement of Leader Cards

First, as shown in FIG. 16, each player A and B places a respective leader card 101A or 101B selected by each player at the respective leader card placement areas 13A and 13B. The leader cards 101A and 101B are placed facing upward such that the opponent can also recognize the card information such as the leader capability.


Ordinarily, a deck is built such that it is tailored to the properties of the selected leader card 101A or 101B. For example, if the properties of the leader card 101A or 101B are for an offensive, then an offensive type deck is preferably built, and if the properties of the leader card 101A or 101B are for defense, then a defense type deck is preferably built. Also, in the present embodiment, once the leader cards 101A and 101B have been placed, they are not changed from the start of the game to the end of the game, and the capabilities thereof are exhibited during the progression of the game. However, a configuration for which the leader cards 101A and 101B can be changed during the game can also be adopted. For example, the game can be configured such that a leader card can be changed at a timing during the game that corresponds to the property or the like of the card that has been placed, to the details of a movement path, or to a situation such as an offensive pattern of an opponent.


Note that in the present embodiment, cards having a plurality of different attributes such as an offensive attribute, an erosion attribute (to cause a decrease in the number of cards in the opponent's playing card stack (such as forcing only a prescribed number of cards to be discarded from a playing card stack)), or the like are prepared in advance as a starter kit, and a plurality of leader cards having leader capabilities tailored to the respective properties are provided for each attribute. Therefore, a player selects cards having attributes suited to the strategy that he or she wants to advance, and can determine a leader card amongst those cards. By adopting this type of configuration, even beginners can easily select a deck and leader card tailored to the player's own strategy, and can enjoy the game.



FIG. 17(A) and FIG. 17(B) respectively show enlarged views of the leader cards 101A and 101B placed by the players A and B. The leader card 101A of the player A displays, as a leader capability 41A, that when the player rolls a “1” with the dice, the player A can forcefully discard one card from the opponent's playing card stack. When this type of leader card is placed, it is effective for the player A to select a strategy to reduce the number of cards in the opponent's playing card stack to zero and to build a deck accordingly. Furthermore, in this case, the player A can predominantly advance the above-described strategy by selecting at least one special dice on which only “1” is displayed on surfaces other than the special surface or special dice having many faces with one dot. Once the opponent player B recognizes this type of strategy by the player A, the player B can devise an opposing measure.


On the other hand, the leader card 101B of the player B displays, as a leader capability 41B, that 1 can be added to the numeric value of one of the player's own dice when launching an offensive. If a player places an offensive type leader card in this manner, it is effective for the player to build a deck that is specialized for offensive. With this configuration, as described later, if the player B launches an offensive to confront the player A, the probability that the offensive will be successful, or in other words, the probability that the player B will win increases, and the player B can effectively obtain points. Furthermore, in this case, the player B can predominantly advance the above-described strategy by selecting at least one special dice on which only 6 is displayed on surfaces other than the special surfaces or special dice having many faces with six dots.


The selection of special dice is important in order to effectively exhibit the capability of each leader card in this manner. Therefore, special dice having good compatibility with the leader card can also be provided as a set to the player.


Note that the capabilities of the leader cards are not limited to the examples described above, and for example, cards having various types of capabilities can be provided such as cards having a capability to launch an offensive and eliminate the effect of a core card acquired by an opponent under prescribed conditions, a capability to stop the use of an opponent's dice, the capability to restore the use of one's own dice for which usage has been stopped, and the capability to restore one's own discarded card.


(2) Forming the Movement Path

Next, after shuffling the deck well, each player takes one card at a time from the top of the deck and places it face down in order in a clockwise direction beginning from the respective top left grids 11A1 and 11B1 in the movement paths of the play sheets 10A and 10B (see FIG. 16). Through this, a roughly circular shaped movement path made up of eight cards is formed. Next, the cards that remain after taking cards from the deck for the movement path are placed in the playing card stack placement areas 14A and 14B as playing card stacks 102A and 102B, and three cards are drawn from the top of the playing card stack to serve as the dealt hand. Also, markers (pieces) 104A and 104B for movement are placed on the top left card in the movement path. Furthermore, beginning from the card to the right of the card on which the marker was placed, every other card is turned face up so that the card information is visible. A configuration of turning some of the cards face up in this manner to open up the card information is not a necessary requirement, and the game can also be started with all of the cards in a state of facing down. However, by opening up some of the information of one's own cards and of the opponent's cards, the players can recognize outcomes that are beneficial to themselves as well as outcomes that are beneficial to the opponent, and therefore the expectation of the players when rolling the dice is increased, and interest in the game is improved.


Note that a total of seven dice to be used including three normal dice 105An, 105Bn and four special dice 105As, 105Bs selected respectively by the player A and the player B are placed in the respective usage dice placement areas 12A and 12B located in the center of the movement paths.


(Game Progression)
(1) Determining Who Goes First

The method for determining who goes first is not particularly limited, but in the present embodiment, both the player A and the player B roll normal dice having the same dots or the like at the same time, and the player who rolls the largest numeric value goes first. The location where the dice are rolled is not particularly limited, but dice toss zones 16A and 16B are provided at the top right of the play sheets 10A and 10B of the present embodiment.


The progression of the game of the present embodiment is described below for an example in which the player B goes first.


(2) Turn of Player B, Who Goes First

The player B, who goes first in this example, selects one normal dice or special dice from the dice that were selected for use, rolls the dice, and then moves the marker 104B in accordance with the outcome of the dice. Here, the outcome for player B was 2, so as shown in FIG. 18(A), the player B moves the marker 104B in a counterclockwise direction two places from the top left card 102B1, and stops the marker 104B on the card 102B3. Here, the card 102B3 is face down, and therefore the player B turns the card face up (FIG. 18(B)). FIG. 19 is an enlarged view of the card 102B3, and as shown in FIG. 19, the card 102B3 is a core card, and when this card is acquired, 20 points are obtained as the points (core points) 51. Also, 6 is displayed in the number field 52 of this card 102B3, and therefore this card 102B3 can be acquired when the dice outcome is 6 or higher.


The player B can select a quantity of one or two dice from the normal dice and special dice of the dice to be used, and can then roll those dice in an attempt to acquire the above-described core card 102B3. In order to reliably obtain the core card, the player B preferably selects two special dice having a large display of larger numbers on surfaces other than the special surfaces.


With the present embodiment, four special dice were selected as the dice to be used, and therefore, in addition to the above-described event, the special dice can also be used to launch an offensive against an opponent. However, the present embodiment is configured such that a single dice can only be used once in a single turn, and dice used with an event such as acquiring a core card cannot be used again until the player's next turn starts. Moreover, if a crush surface, which is a special surface, is appeared as an outcome, use of that dice is stopped, and the dice thereof cannot be used in the progression of the game from that point forward. Therefore, the player is required to devise a strategy for which dice to use in an event and which dice to use in an offensive with consideration of factors such as the use of dice being stopped. In this manner, the outcome of a game in terms of who wins and who loses is greatly affected in the present embodiment by the players' selection of dice to be used and selection of each situation for using the dice, and the present embodiment also has reversing elements that are brought about by factors such as the stoppage of dice use. Therefore, from the time that a game is started until a determination is made of who is the winner and who is the loser, the players can enjoy a sense of excitement and advance with the game while constantly devising strategy and without becoming bored with the game or quitting it midway.


The player B selected two special dice from the dice to be used, rolled the dice thereof, and as a result, the outcome of one of the dice was “6”, but the outcome of the other dice was a special surface (crush surface). Because the outcome of the first dice was 6 or higher, the player B successfully acquired the core card 102B3, and successfully obtained 20 points. Here, the core card 102B3 is moved from the grid 11B3 to the acquired core card placement area 17B (FIG. 18(C)), and the grid 11B3 is replenished with the topmost card from the playing card stack 102B. Note that card replenishment is not limited to replenishment from the playing card stack 102B, and replenishment can be done from the playing card stack or the dealt cards. Meanwhile, because the outcome of the other dice was a crush surface and use of the dice was stopped, that dice cannot be used in the game from that point forward. The dice that had an outcome of “6” is placed in the used dice placement area 18B, and the dice that showed a crush surface is placed in the placement area 19B for dice for which usage has been stopped (FIG. 18 (C)).


Note that the present embodiment is configured such that once the use of a dice has been stopped, that dice cannot be restored. However, a leader card or the like may be provided with a capability to restore the use of dice that has been stopped, or a portion of a special surface of a special dice can be configured as a special surface that is capable of restoring dice for which usage has been stopped. By adopting, in this manner, a configuration that allows the restoral of dice for which usage has been stopped, re-reversing elements are further added, and the players' interest in the game is further increased.


The present embodiment is configured such that if the capability of a leader card is not used with an event, after the event is concluded, an offensive can be launched against the opponent. When the player B acquired the above-described core card, he did not use the capability of the leader card 101B, and therefore the player B can launch an offensive against the player A. Here, the player B rotates his leader card 90 degrees to the right as shown in FIG. 20(A), and thereby declares that he will use the capability described on the card to make an offensive, and as shown in FIG. 20(B), the capability described at the top of the leader card is that 1 can be added to the outcome of one of the player's own dice when launching an offensive. Through this, the player A, who is the opponent, must defend against an offensive by the player B.


The present embodiment is configured such that the success or failure of both an offensive and a defensive is determined using the dice, both players roll their respectively selected dice at the same time, and the player who rolls the largest numeric value as an outcome wins the offensive or defensive. Here, the player B selects dice for the offensive from the dice that were not used when acquiring the core card. On the other hand, because the player A has not yet performed an event, he can select the dice for defense from amongst of the dice that are to be used.


Here, the outcomes of the dice rolled by both the player A and the player B were 4. However, as described above, the leader card of the player B has the capability of adding 1 to the numeric value of the outcome of one of his own dice when launching an offensive. Therefore, 1 is added to the outcome of 4 rolled by the player B, and as a result, the player B succeeds in his offensive, and the player A fails in his defense.


The present embodiment is configured such that if an offensive is successful, one card is drawn from the playing card stack 102B, and is placed in the acquired core card placement area 17B (FIG. 20(C)). At this time, the card remains face down (remains turned upside down), and 10 points can be acquired from this card. In this turn, the player B obtained a total of 30 points including 20 points from the acquired core card and 10 points obtained from the successful offensive.


Note that with the present embodiment, if an offensive is successful, the player who launched the offensive acquires points, but even if a defense is successful, the player on the defense side does not obtain points. In other words, in the above-described competition, even if the player A who was on the defense side wins the competition, the only effect that is produced is that the player A does not obtain any points, and the player B fails in his attempt to obtain points.


When the offensive by the player B is concluded, player B's turn is ended, and it is now the turn of the player A.


(3) Turn of Player A, Who Goes Second

The dice that were used for defense are restored, and in the same manner as the player B who went first, the player A, who goes second, also selects one normal dice or special dice from amongst the dice to be used, rolls the dice, and then moves the marker 104A in accordance with the outcome. Here, the outcome rolled by the player A was 1. As described above, when the player A rolls the dice and obtains an outcome of “1”, the player A's leader card has the capability of stopping the use of one card from the opponent's playing card stack. Therefore, as shown in FIG. 21, one of the cards in the player B's playing card stack 102B is discarded and is moved to the used card placement area 15B.


Moreover, as shown in FIG. 22(A), the player A moves the marker 104A on his play sheet 10A from the top left card 102A1 one place in the clockwise direction, and stops on the card 102A2. FIG. 23 is an enlarged view of the card 102A2. As shown in FIG. 23, the card 102A2 is a character card, and 9 is shown in the number field 52. Therefore, when the outcome of the dice is 9 or greater, this card 102A2 can be acquired.


Here, the right side of the player A's leader card 101A displays that 3 can be added to the outcome. The player A rotates the leader card 101A 90 degrees to the left such that the abovementioned display of 3 is at the top, and thereby declares that he wants to put the effect thereof into motion (FIG. 22(B), (C)). Through this, if the outcome rolled by the player A is 6 or higher, he can acquire the character card 102A2.


The player A then selects and rolls two dice, and as a result, the outcome of one dice was “1” and the outcome of the other dice was “6”. Through this, the total outcome that was rolled was 7, but then 3 is added to the outcome using the effect of the leader card, resulting in an outcome of 10, and the player A is therefore successful in acquiring the character card 102A2. Note that as shown below, the acquired character card can be placed in the player's own movement path or in the opponent's movement path as a dealt card, and can be used in hand for a numeric value correction at the time of an event.


Moreover, because the outcome of one of the dice rolled by the player A was “1”, the leader capability of the leader card is exerted, and one of the cards from the player B's playing card stack 102B is discarded. Through this, one more card from the player B's playing card stack 102B is moved to the placement area 15B for the playing card stack for which usage has stopped (see FIG. 21).


Because the player A used the capability of the leader card to acquire the character card, that card cannot be used to launch an offensive. Therefore, the player A's turn ends here, and it is once again the player B's turn. In this manner, the player B and the player A take turns, and advance with the game.


(4) Determining the Winner and Loser

When either player achieves a prescribed number of core points such as 150 points, that player then becomes the winner, and the game ends. Here, the number of points that must be obtained to win the game is not limited to 150 points, and may also be 100 points or 200 points. For example, the number of points required to win the game can be set, as appropriate, such that the winner of the game can be determined within an appropriate game time with consideration of other conditions such as the types of cards, the number of grids in the movement path, the type and number of dice, and the like.


Furthermore, when the entire playing card stack of either of the players disappears during the progression of the game, the game cannot be continued beyond that point. Therefore, the player whose playing card stack has entirely disappeared becomes the loser at that time, and the game ends.


(5) Using a Dealt Hand of Cards

In the present embodiment, the game can be advantageously advanced by using a dealt hand of three cards obtained from the playing card stack 102. An example of using the dealt hand 103 is described below.


Character cards can also include placement cards on which a “placement” label 61 is presented as shown in FIG. 24. If a player has a placement card in his or her dealt hand 103, when it is the player's own turn, the player can place the card thereof on his or her own movement path or on the opponent's movement path. The effect of the placement card shown in FIG. 24 is “Destroy (discard) four cards from the player card stack of the player who stopped on this card.” The player can place this placement card on any card in the opponent's movement path. Through this, if the opponent's marker stops on this card, four cards from the opponent's playing card stack can be discarded and moved to the used card placement area, and game developments that are beneficial to the player who placed the card can be expected.


Moreover, as shown in FIG. 25, a card which is capable of correcting a numeric value can also be included in the character cards. The character card of FIG. 25 shows that a numeric value of 3 can be added to the outcome of one of the dice rolled by the player. This card can be used, for example, as described below.


When it is the turn of the player B, a 9 is shown in the numeric value field of the core card on which the marker stopped, and therefore the card can be acquired with an outcome of 9 or higher. In order for the player B to acquire this core card with certainty, he rotates the leader card 90 degrees to the left to declare that he will use the effect of being able to add 3 to the outcome, and then selects two dice. Here, the outcome of one of the dice was “3”, but the outcome of the other dice was a crush surface, so use of that dice was stopped. Therefore, even if the effect of the leader card is used to add 3 to the dice outcome of 3, the total outcome is only 6, which is short by 3 from the number of 9 required to obtain the core card. Therefore, if the player B has the character card shown in FIG. 25 in his dealt hand at this time, an additional 3 can be added to the abovementioned outcome of 6, thereby bringing the total to 9, and the core card can be acquired.


(6) Event Cards


FIG. 26 shows one example of an event card of the present embodiment. This card is an event card that can put into motion a circling capability. More specifically, if this card is placed in the movement path and is put into motion, each time the player passes over this card, he can discard one card from the opponent's playing card stack. Furthermore, even if the capability of this event card has been exerted once, this event card is not moved to the discarded card pile and remains on the movement path so that its capability can be exhibited each time the player goes around the movement path.


(Modified Example of the Play Sheet)


FIG. 27 shows another example of a play sheet of the present embodiment. Similar to the play sheet shown in FIG. 11, a grid 11C of three-by-three grid cells for forming a movement path is shown in the center of the play sheet 10C, and cards are arranged on this grid to form a movement path. Note that with this example as well, a card is not placed in the center grid 12C, and instead, the center grid 12C is used as space for placing the dice (usage dice placement area). In addition, while the placement positions differ, similar to the play sheet of FIG. 11, a playing card stack placement area 14C, a used card placement area 15C, an acquired core card placement area 17C, a used dice placement area 18C, and a dice placement area 19C for the placement of dice for which usage has been stopped are arranged on the play sheet. The respective usage methods are as described above.


In addition, a leader card placement area 13C is provided at the top left of the play sheet 10C, and similar to the play sheet of FIG. 11, the leader card selected by each player is placed thereupon. Here, the present play sheet is provided with another separate leader card placement area 13D. As described above, the present embodiment is configured such that the player rotates his leader card 90 degrees to declare that he is putting the leader capability into motion. If a player wants to declare that he is putting a leader capability into motion with the play sheet 10C, he rotates the leader card 90 degrees, and moves it to the leader card placement area 13D. Through this, the player clearly conveys to the opponent as well that the leader capability will be put into motion, and therefore the possibility that a player will not notice that an opponent is putting a leader card into motion and will thereby make a mistake in the operation of the game is reduced.


The play sheet 10C is also provided with play card placement area 20 located at the top of the movement path. Here, cards are placed on the movement path arranged at the position where the marker is stopped. By adopting this type of configuration, the opponent can also clearly recognize the card at the stop position. Furthermore, an attack zone 21 is provided at the top right of the play sheet 10C. If the outcome of dice is to be corrected using a dealt hand, the dealt hand is placed in the attack zone 21 to clearly notify the opponent that a correction will be performed.


By using this play sheet, the players can more easily understand which card will be used for what type of action even with a complex game configuration for which a plurality of cards are acted on an opponent as with the present embodiment. Therefore, the progression status of the game and the current situation can be accurately recognized by both the player himself and the opponent, and this configuration effectively reduces unfair plays and errors in the progression of the game.


Third Embodiment

Embodiments of play methods and the like using a game toy according to the present invention were described above based on specific examples. However, the embodiments of the present invention are not limited thereto, and games can also be implemented using household game devices, portable information processing devices (cell phones, tablet PCs, portable gaming devices, etc.), and arcade game device, or as an online game. A game device to which a program for a game which combines sugoroku and a card game according to the present invention has been downloaded is described below.


The configuration of a game device of the present embodiment is described below. Note that descriptions of configurations that are the same as those of the first and second embodiments are omitted, and the parts which are characteristic to the third embodiment are described in detail.


(Overall Configuration of the Game Device)


FIG. 28 shows an example of a system configuration used in a game device of the present embodiment. The system thereof is provided with an application server 2101, a database server 2102, and communication terminal devices 2103a, 2103b, 2103c, 2104, and 2105, which are operated by each player, and these are connected to a network 2199 such as the internet. The application server 2101 is a server which executes a game program that is booted up on a web browser, and information necessary for executing the game (for example, the control program shown in FIG. 30) is stored in the database server 2102. Therefore, in the case of an online game, the application server 2101 reads a control program like that shown in FIG. 30 that is stored in the database server, executes processing by following the program in accordance with user operations input from a prescribed communication terminal device, and displays a game screen in accordance with the processing on the prescribed communication terminal device, and can thereby realize the abovementioned online game.


Examples of communication terminal devices include portable information processing devices (cell phones, portable gaming devices, portable information terminals (tablet PCs, PDA: Personal Data Assistance), etc.) 2103a to 2103c, and personal computers such as a desktop personal computer 2104, and a notebook type personal computer 2105. A display unit of the communication terminal device is a liquid crystal display (LCD) or the like, and displays the various images and text necessary for game progression. The players can advance with the game by following the display of the display unit, operating operation buttons or the like using fingers or a touch pen, and performing the various instructions. A touch panel type communication terminal device can also of course be used. Moreover, the communication terminal device may be a stationary household gaming device or a portable household gaming device, and may be a gaming device for an arcade game.



FIG. 29 shows an example of a block diagram of a communication terminal device 2300 which is used in a game device according to the present embodiment. The communication terminal device 2300 is provided with an input unit 2301, a memory unit 2302, a central processing unit 2303, a display unit 2304, a control unit 2305, a communication interface part 2306, an output unit 2307, a clock unit 2308, a sensor unit 2309 and a power supply unit 2310. The input unit 2301 has hardware buttons, a touch panel, a voice recognition input unit, and the like for the player to use to perform various operations. The memory unit 2302 has a hard disk, RAM (Random Access Memory), ROM (Read Only Memory), and the like for storing in memory programs including the control program shown in FIG. 30, data, and the like. The central processing unit 2303 is a CPU (Central Processing Unit), and it performs various numeric value calculations and computational processing using the programs. The display unit 2304 is a display or the like which displays various types of operational screens, various card and dice information, a competition screen, and the like.


The communication interface part 2306 is provided with a slot for accessing the internet, a port for performing optical communications, a communication interface, and the like. Moreover, the chips, electrical systems, and the like are controlled by the control unit 2305, the output of the speakers, vibration units, and the like is performed by the output unit 2307, and the clock unit 2308 measures the time. When necessary, the sensor unit 2309 measures the temperature, humidity, device orientation, amount of light, and the like, and the power supply unit 2310 supplies power to each module in the device. These modules are connected by a communication path and a power feed line 2311.


The central processing unit (CPU) 2303 calls a web browser in the ROM of the memory unit 2302 and executes it in RAM. The player then specifies an appropriate URL (Uniform Resource Locator) using the input unit 2301, thereby sending HTML (HyperText Markup Language) data for displaying a web page from the application server 2101 and via the communication interface part 2306. The web page is then displayed on the display unit 2304 based on the acquired HTML data.


(Overview of the Game Device According to the Present Embodiment)

The game device of the present embodiment is a game device that displays dice and cards on a screen of the display unit 2304 to allow players to play a prescribed game. With the present game device, as the CPU, the central processing unit 2303 reads out the program shown in FIG. 30 and stored in the memory unit 2302, and executes the program. The central processing unit 2303 functions as a movement path formation unit, a leader card display unit, an outcome display unit, a movement control unit, and an offensive play effect determination unit. A predetermined number of cards having at least one event displayed is stored as a deck in the memory unit 2302, which serves as a deck storage unit. The central processing unit 2303, which functions as a movement path formation unit, calls out a specific deck from the decks stored in the memory unit 2302. The movement path formation unit selects a predetermined number of cards based on a predetermined selection method (method in accordance with the game progression: for example, the user selects prescribed cards from a deck, prescribed cards are selected automatically from a deck, and the like), and the selected cards are arranged on the grid in a predetermined order, thereby forming the movement path. Here, in addition to the method for selecting cards used to initially form the movement path, the method for selecting cards for a case in which a card is substituted with a new card when a card disappears on the movement path due to an event or the like is also determined in advance.


Moreover, the central processing unit 2303 that functions as a leader card display unit displays on a screen a leader card on which an event such as a leader capability is displayed. Specifically, the leader card display unit calls a prescribed leader card from a deck stored in the memory unit 2302, and displays it on a screen, which is the display unit. At this time, for example, when the player specifies a leader card through the input unit 2301, the leader card display unit can display the specified leader card on the display unit 2304. Furthermore, the event displayed on the leader card can be used together with the outcome of the selected dice in the progression of the game. Here, examples of events that are displayed include adding a prescribed number to the outcome of the dice when launching an offensive, producing a specific effect if the outcome is a predetermined number, and various other events.


The central processing unit 2303 that functions as an outcome display unit receives a dice outcome determination instruction input by the player from the input unit 2301 (for example, input a command to roll the dice, tap the dice icon, or the like), determines the outcome of the dice through random number generation processing or other computational processing, and displays the outcome on the screen, which is the display unit 2304. Moreover, in accordance with the outcome displayed by the outcome display unit, the central processing unit 2303, which functions as a movement control unit, moves a marker on cards arranged in the movement path, and stops the marker at a card arranged on the grid corresponding to the outcome. Here, the stop position of the marker is not limited to on a card arranged on the grid corresponding to the outcome, and for example, may be a position for which a corresponding relationship with the card can be recognized such as adjacent to the corresponding card.


Furthermore, when a player is competing with another player (opponent), the central processing unit 2303 that functions as an offensive play effect determination unit uses the outcome displayed by the outcome display unit, and the event displayed by the leader card to execute prescribed computational processing, and thereby determines the effect of the player's own offensive play in the competition. Here, if the event displayed on the leader card is the addition of a prescribed number to the dice outcome when launching an offensive as described above, the offensive strength can be increased. The effect of an offensive is not limited to the offensive strength, and for example, if the event displayed on a leader card indicates that an offensive can be launched based on the player's level number, the number of times of an offensive can also be increased. In this manner, by establishing an event of various types of leader cards, diverse offensive effects can be provided.


(Game Flow)


FIG. 30 is flowchart showing the flow of a game of the present embodiment. Note that here, a configuration in which the game is performed by each player alternately operating a single communication terminal device is described.


With the present embodiment, when a game is started (S700), first, the central processing unit 2303 determines the deck to be used by each player based on instructions input by the players via the input unit 2301 (S701). Here, the deck used by each player may be configured by each player selecting a deck that is suited for his or her own strategy from multiple types of decks that have already been built and are stored in advance in the memory unit 2302, and the deck thereof can also be configured by automatically assigning a deck to each player according to prescribed conditions. Furthermore, a configuration may also be adopted in which the players select a predetermined number of cards from a plurality of cards stored in the memory unit 2302 to build a deck. In this case, a configuration can be adopted in which the deck that is built is stored in the memory unit 2302, and the deck to be used is called when the game is started. Moreover, a configuration can also be adopted for which a deck is reconstructed by substituting cards from a deck that has already been stored in memory. In this case, a configuration can also be adopted in which a player can freely select the ordinary cards necessary to build a deck, and strong cards that are effective when building a deck are then acquired as a reward for winning a game, or can be acquired through a charge or the like.


Next, the central processing unit 2303 determines the dice used by each player based on instructions input by the players via the input unit 2301 (S702). Here, a configuration can also be adopted for which each player can select a predetermined number of dice having good compatibility with the deck using from the plurality of normal dice and special dice stored in the memory of the memory unit 2302, or a configuration can be adopted in which a predetermined number of dice is automatically allocated to each player in accordance with the selected deck or other conditions. Furthermore, a configuration can also be adopted in which the types of dice that can be selected are increased and stronger dice can be acquired in accordance with the number of wins of a player or through a charge or the like.


Moreover, the central processing unit 2303 determines the each player's leader card based on the instructions input by the players via the input unit 2301, and displays the leader cards on the display unit 2304 (S703). The game can also be configured such that the leader card is selected by each player from his or her own deck, or such that the leader card is predetermined for each deck. As described above, the leader card is determined in accordance with the deck properties. For example, if a deck for offensive is built, a leader card having a capability of being able to add a prescribed numeric value to the dice outcome at the time of an offensive can be effectively utilized, and if a deck having an erosion attribute is built, a leader card having a capability of forcing a discard from the opponent's playing card stack based on a prescribed dice outcome can be effectively utilized.


Next, the central processing unit 2303 selects a prescribed number of cards in a predetermined order from each player's deck based on instructions input by the players via the input unit 2301, arranges those cards on a grid on the screen, and forms a movement path (S704). Note that here, the cards forming the movement path can be alternately faced up so that the information on the cards that are facing up is displayed on the screen. In the present embodiment, the steps S701 to S704 are also performed by the opponent using the same communication terminal device such that a play field for each player is formed.


Note that the present embodiment may also be configured such that competition with other players can be performed online, or such that a player can compete with non-player characters having a plurality of attributes and levels with the deck and dice to be used stored in advance.


When the play fields of each player have been formed, the player who goes first uses the input unit 2301 to perform an outcome determination instruction operation for the dice used to move the marker. In response thereto, the central processing unit 2303 executes computational processing such as random number generation processing, determines the outcome of the dice, and displays the outcome on the display unit 2304 (S705). A configuration which uses normal dice as the dice to move the marker may be used, or a configuration which selects the dice to move the marker from the normal dice and the special dice may be used.


Based on the dice outcome determined by step S705, the central processing unit 2303 moves the marker on the cards arranged in the movement path, and stops the marker at a position corresponding to a card which is arranged on the grid and corresponds to the outcome (S706). Here, if the corresponding card is facing down, it is turned over so as to face up, and the information of that card is displayed on the screen. The central processing unit 2303 also executes each event based on the display of the card at this stop position (S707). Examples of an event include an event to acquire a core card or a character card, an event displayed on an event card, and the like.


Here, the central processing unit 2303 determines whether a leader capability will be used or not by following instructions input by the player (S708). For example, suppose that the card at the stop position is a character card, 9 is displayed in the number field, and the leader capability of the leader card is that 3 can be added to the dice outcome. If the leader capability is not used (if “No” at S708), the central processing unit 2303 displays that the dice to be used should be selected by the player, and the player then selects the dice to be used. Next, the central processing unit 2303 performs outcome determination instruction operations in accordance with the instructions from the player (command to roll the dice) that were input via the input unit 2301, and determines the dice outcome (S709). The central processing unit 2303 then determines the result of the event in accordance with the outcome of step S709 (S712). For example, if the dice outcome is determined to be 6 in step S709, the central processing unit 2303 determines in step S712 that the event failed. Therefore, at this time, the player fails the event, or in other words, fails to acquire a character card.


On the other hand, if the leader capability is used (if “Yes” at S708), the central processing unit 2303 displays that the player should select a dice to be used, and the dice to be used is selected by the player. Next, the central processing unit 2303 performs outcome determination instruction operations in accordance with instructions (command to roll the dice) input by the player using the input unit 2301, and determines the dice outcome (S710). Next, the central processing unit 2303 performs appropriate computations according to the leader capability and dice outcome determined in step S710 (step S711), and determines the event results according to the computational results (S712). For example, if the dice outcome is determined to be 6 in step S710, in step S711, the central processing unit 2303 uses the dice outcome and leader capability to perform prescribed computational processing. Through this, 3, which is the leader capability value, is added to the outcome of 6, resulting in a total of 9, and the player acquires the character card, or in other words, is successful with the event (S712).


Furthermore, the present embodiment is configured such that after an event is implemented, the player can launch an offensive against the opponent. In other words, in step S713, the central processing unit 2303 determines whether or not to execute an offensive against the opponent in accordance with the progression of the game or instructions input by the player via the input unit 2301. If it is determined that an offensive is required, the central processing unit 2303 determines whether or not to use the leader capability in accordance with instructions input by the player via the input unit 2301. Here, if the leader capability is not used (cannot be used) (if “No” in S715), the central processing unit 2303 determines the value of the dice outcome through computational processing that is implemented in accordance with instructions input by the player via the input unit 2301 (dice outcome determination instruction) (S714), and determines whether an offensive has succeeded or failed by comparing that value with the dice outcome of the opponent (S718). On the other hand, if the leader card has a capability to add a predetermined number of the player's own dice value when an offensive is carried out, the leader capability can be used (“Yes” at S715). In this case, the central processing unit 2303 determines the value of the dice outcome through computational processing in accordance with instructions input by the player via the input unit 2301 (dice outcome determination instructions) (S716), performs computational processing with the dice outcome thereof and the leader capability associated with the leader capability (S717), and then determines whether the offensive was successful or failed by comparing the value thereof with the dice outcome of the opponent (S718).


In step S719, the central processing unit 2303 determines whether the conditions for ending the game are satisfied according to the current game conditions. If in the above-described steps, a condition for ending the game has been achieved, such as a player has obtained a predetermined number of core points, or the number of cards in the opponent's playing card stack has been reduced to zero (if “Yes” at S719), then the central processing unit 2303 ends the game at that point in time (S720). On the other hand, if a condition for ending the game has not been reached (if “No” at S719), then the central processing unit 2303 switches the turn to the opponent (S721), and repeats the steps from S705.


Moreover, the game may also be configured such that if the leader capability is used when an event is implemented, an offensive cannot be carried out. In this case, the step S713 becomes “No”, and if a condition for ending the game is achieved at this point in time (if “Yes” at S719), the game ends. On the other hand, if a condition to end the game is not reached (if “No” at S719), then similarly, the turn is switched to the opponent (S721), and the steps are repeated from S705.


In order to realize the function of the above-described embodiment, a program which operates the configuration of the above-described embodiment (for example, a program which performs processing shown in FIG. 30) is stored in a memory medium, and a processing method that reads the program stored in the memory medium and executes it by a computer is also included in the scope of the above-described embodiment. In other words, the memory medium that can be read by a computer is also included in the scope of the embodiment. In addition, the memory medium in which the above-described computer program is stored, and the computer program itself are included in the above-described embodiment.


Furthermore, the matter of being able to store the above-described card specifications in a memory unit of a computer having memory such as CPU and RAM, memory units such as ROM, hard disk, and flash memory drives, input devices such as a keyboard and mouse, and output units such as a display, to store in memory the setup of FIG. 5 and the like as status information for a game situation, and then depict images on a display based on the status information thereof, to determine the dice outcome through random number generation processing or the like, and to process and execute the above-described game progression through inputs by users (players) using a keyboard, mouse, or the like is a matter that would be obvious to a person skilled in the art who has implemented solitaire or numerous other trading card games on a computer.


Furthermore, by using the internet or another communication circuit, two players can of course compete, and the game can also be enjoyed by multiple players.


Note that an implementation form of the program is not limited to object code compiled by a compiler, program code executed by an interpreter, or another such application program, and may be a form such as a program module that is embedded in an operating system.


Furthermore, the program does not necessarily have to be such that all of the processing is implemented by only a CPU on a control circuit board, and may be configured such that all or a portion is implemented by a CPU or DSP mounted to an expansion board or expansion unit which has been added to a circuit board as necessary.


All of the constituent features and/or all of the disclosed methods or all of the processing steps described in the present specification (including the claims, abstract, and drawings) can be combined in any optional combination with the exception of combinations for which these characteristics are mutually exclusive.


Moreover, unless otherwise expressly stated, each of the characteristics described in the present specification (including the claims, abstract, and drawings) can be substituted with an alternative characteristic which functions for the same purpose, an equivalent purpose, or a similar purpose. Therefore, unless otherwise expressly stated, each of the disclosed characteristics is merely one example of a comprehensive series of the same or equivalent characteristics.


Furthermore, the present invention is not limited to any of the specific configurations of the above-described embodiments. The present invention can be extended to all new characteristics or combinations thereof described in the present specification (including the claims, abstract, and drawings), or to all newly described methods or processing steps, or combinations thereof.


REFERENCE SYMBOLS






    • 10A, 10B, 10C: play sheet


    • 11A, 11B, 11C: movement path grid


    • 12A, 12B, 12C: usage dies placement area


    • 13A, 13B, 13C, 13D: leader card placement area


    • 14A, 14B, 14C: playing card stack placement area


    • 15A, 15B, 15: used card placement area


    • 16A, 16B: die toss zone


    • 17A, 17B, 17C: acquired core card placement area


    • 18A, 18B, 18C: used dice placement area


    • 19A, 19B, 19C: placement area for dice for which usage has been stopped


    • 20: play card placement area


    • 21: attack zone


    • 200: character card


    • 300: event card


    • 400: area card


    • 501, 505: card deck


    • 502, 506: marker


    • 5011˜5018, 5051˜5058: cards used as a grid on the course


    • 5031˜5033, 5071˜5073: dice




Claims
  • 1. A board game toy comprising: a member having a game area;at least one random number generator;a card group having a plurality of cards on which at least one event is displayed, and having at least one leader card on which an event is displayed for use together with at least one outcome of the random number generator when competing with an opponent;a path area formed in the game area for moving a marker according to at least one outcome of the at least one random number generator rolled by a player, and along which the plurality of cards selected from the card group is arranged; anda leader card arrangement area formed in the game area for arranging leader cards selected from the card group and used during the competition.
  • 2. The board game toy according to claim 1, wherein the random number generator is a plurality of dice, and the board game toy further comprises rules indicating that competition is performed through a combination of at least one outcome of the plurality of dice and the event used together with the outcome.
  • 3. The board game toy according to claim 2, wherein the rules further indicate that one's own offensive strength during competition is determined by at least the outcome of the dice, and the offensive strength determined by the outcome of the dice is corrected by the event used together with the outcome.
  • 4. The board game toy according to claim 2, wherein the plurality of dice comprises: a normal dice having n (an integer of two or more) number of faces, wherein one of any of a number from 1 to n is displayed on each of the n number of faces such that said number is not mutually the same as a number displayed on another face;and a special dice having N (an integer of 2 or more) number of faces, and having k (1≦k≦N−1) number of special surfaces; wherein of the N number of faces, any numerical value of an integer (may be zero, may also be a negative number) is displayed on each of the N−k number of faces that are not a special surface, and a display that is unrelated to any numerical value of an integer is formed on each the special surfaces.
  • 5. A toy comprising: a special dice having N (an integer of 2 or more) number of faces, and having k (1≦k≦N−1) number of special surfaces; wherein of the N number of faces, any numerical value of an integer is displayed on each of the N−k number of faces that are not a special surface, and a display that is unrelated to any numerical value of an integer is formed on each of the special surfaces;and a card group having a plurality of cards on which at least one event is displayed, and having at least one leader card on which an event is displayed for use together with at least one outcome of a normal dice and the special dice having N number of faces during competition with an opponent, wherein the normal dice has n (an integer of 2 or more) number of faces, and one of any of a number from 1 to n is displayed on each of the n number of faces such that said number is not mutually the same as a number displayed on another face.
  • 6. A board game toy comprising: a plurality of cards constituting a deck;a member having a game area on which a grid is displayed for arranging the cards;a normal dice;a special dice having at least one special surface on which a symbol other than a number is displayed; andrules indicating that: cards are arranged on the grid to form a movement path;and according to an outcome of the roll of at least one of the normal dice and the special dice, a piece is moved over the cards arranged on the movement path, and based on the properties of the card arranged at the stop position, the player rolls at least one dice selected from the normal dice and the special dice and continues the game.
  • 7. A game device which displays an outcome of a random number generator and cards on a screen and allows a player to participate in a prescribed game, the game device comprising: a deck storage unit configured to store as a deck a predetermined number of cards on which at least one event is displayed;a movement path forming unit configured to select a predetermined number of cards from the deck based on a selection method stipulated in advance, and to form a movement path by arranging each of the selected cards as a grid;a leader card display unit configured to display on the screen a leader card on which an event used together with the outcome of the random generator is displayed;an outcome display unit configured to receive an outcome determination instruction of the random number generator input from the player, to determine the outcome of the random number generator, and to display the outcome on the screen;a movement control unit configured to move a marker on the cards arranged in the movement path, according to the outcome displayed by the outcome display unit, and to stop the marker corresponding to a card arranged as a corresponding grid;and an offensive play effect determination unit configured to determine the effect of one's own offensive play against the competition when competing with another player based on the outcome displayed by the outcome display unit and the event displayed by the leader card.
  • 8. A game processing method which causes a game to progress using: a plurality of cards;a plurality of normal dice;and a plurality of special dice;the game processing method comprising:arranging a predetermined number of cards to form a movement path;receiving the dice for movement selected from the normal dice and the special dice by a player, and determining an outcome;moving a marker over the cards arranged in a movement path according to the outcome, and then stopping the marker over a card arranged at a stop position;and receiving a game progression method and dice for game processing selected by the player, and executing game processing based on the properties of the card arranged at the stop position.
  • 9. A computer-implemented method for enabling a player to participate in a predetermined game by at least making a computer display an outcome of a random number generation means and a card on a screen, the computer-implemented method comprising: storing a predetermined number of cards, on which at least one event is displayed, as a deck in a memory unit;selecting a predetermined number of cards from the deck based on a predetermined selection method, and forming a movement path by arranging each of the selected cards as a grid;displaying on the screen a leader card on which an event which is used together with at least one outcome of the random number generation means is displayed;receiving an outcome determination instruction of the random number generation means input from a player, determining an outcome of the random number generation means, and displaying the outcome on the screen;when a marker is moved on the movement path, moving the marker on cards, which are arranged in the movement path, according to the outcome that is displayed, and stopping the marker corresponding to a card arranged as a corresponding grid;and when competing with another player, determining the effect of one's own offensive play with respect to the competition based on the displayed outcome and the event displayed on the leader card.
  • 10. A non-transitory memory medium in which a program which can be read by a computer is stored, wherein the program is configured to cause the computer to perform the method of claim 9.
Priority Claims (1)
Number Date Country Kind
2013-066235 Mar 2013 JP national
PCT Information
Filing Document Filing Date Country Kind
PCT/JP2014/058850 3/27/2014 WO 00