The disclosure of Japanese Patent Application No. 2023-202500 filed on Nov. 30, 2023 including specification, drawings and claims is incorporated herein by reference in its entirety.
The present invention relates to a game toy and program.
In competitive card games, in addition to the enjoyment of the game itself, the popularity of the characters depicted on the cards plays a significant role. As a result, not only long-time card game enthusiasts but also fans of the works featuring these characters and card collectors are drawn to start playing the game. Generally, in card games, the basic procedures, such as the order in which cards are played on the field, are the same, but the detailed procedures differ for each game. This can lead to interruptions in game play even for experienced card game players, causing a loss of the game's appeal (for example, refer to Japanese Patent No. 4786204).
It is desired to realize a card game that enhances the enjoyment of card games without diminishing the appeal of the game itself. Therefore, the present invention aims to provide a game toy and program that enhance the enjoyment of card games.
A game toy comprises first type game items, each of which has an image of a character associated therewith, ability information thereof, and a first symbol, at least on a front face thereof; second type game items, each of which has an image of a character associated therewith, ability information thereof, and a second symbol, on a front face thereof; third type game items, each of which has an image of a character associated therewith and a third symbol, on a front face thereof; a play sheet, which includes at least a first area where the first type game items can be placed, and a second area where the second type game items and the third type game items can be placed; wherein the first symbol is shown in the first area, and the second symbol are shown in the second area.
Another aspect of the present invention is a program which causes a computer to function to display: first type game items, each of which has an image of a character associated therewith, ability information thereof, and a first symbol, at least on a front face thereof; second type game items, each of which has an image of a character associated therewith, ability information thereof, and a second symbol on a front face thereof; third type game items, each of which has an image of a character associated therewith and a third symbol on a front face thereof; a play sheet that includes at least a first area where at least one of the first type game items can be placed, and a second area where at least one of the second game items and at least one of the third type game items can be placed; wherein the first symbol is shown in the first area, and the second symbol and the third symbol are shown in the second area.
Another aspect of the present invention is a game item comprising: a first face on which a symbol indicating an area where a game item can be placed, an image of a character associated with the game item, and ability information thereof are shown; and a second face on which the symbol, and character information and ability information which are different from those shown on the first face are shown.
According to the present invention, it is possible to provide a game toy that enhances the enjoyment of card games.
The first embodiment of the present invention will be explained. The present invention relates to a game toy, and the game is a competitive game (battle game, card game, versus game and the like) where players battle each other by placing game items on a play sheet. The game items are associated with respective characters, and multiple areas (zones) are assigned on the play sheet for placing game items. Players place their game items in one or more of the zones on the play sheet and use the abilities or effects of the characters corresponding to the game items to play the game. The game items, for example, are game cards, which are physical items with volume. It should be noted that as long as the game items are structured so that each game element associated with an item can be identified, they are not limited to game cards. The game items may also be figures or other objects with a visual representation of game elements.
The game cards 2 are configured based on and originated from the same or similar works from games, anime, movies, comics, novels, etc. In this embodiment, multiple types of game cards 2 are prepared. The information marked on the front of the game cards 2 varies depending on their types. There can be any number of game card types, but in the following explanation, three types of cards will be used as examples: leader cards 21 (first type game item), battle cards 22 (second type game item), and extra cards 23 (third type game item). A common feature of all the types of cards is that they are associated with respective character images from various works or productions. The character images are images of characters appearing in the works or productions, and in this embodiment, scenes containing characters from the work or productions are also explained as character images. Furthermore, even if the characters on the multiple game cards are the same, they may differ from one another in illustrations of the character, and are treated as separate game cards 2.
The players construct a deck using the acquired game cards 2 and then play the game. When constructing a deck, the total number of cards and the number of cards in each card type are predetermined. In this embodiment, a deck containing fifty cards, including one leader card 21, will be used as an example but the number of cards can be any amount as long as it is predetermined.
Additionally, each of the game cards 2 has a ‘normal’ position, where the content marked on the cards can be recognized as it is by the player when viewed from his or her position. There are multiple placement states (orientations) of the game cards 2. In the following explanation, the normal position of a game cards 2 is referred to as an ‘active state’, and a state in which a card is rotated 90 degrees horizontally is referred to as the ‘rest state’. Moreover, when a game card 2 is in an upside-down position where the game card 2 is rotated 180 degrees in a specific area (which will be referred to as the energy area), the state is referred to as the ‘active state’. Furthermore, it is also acceptable to predefine a specific orientation as the active state, and when the orientation of the game card is changed from that predefined orientation, it may be defined as the rest state.
A leader card 21 (first type game item) will be explained.
On both the front and back sides of the leader card 21, character information 10 and card information 11 is written. The leader card 21 is placed face-up at the start of the game, but when certain conditions are met, it is placed face-down. The leader card 21 contains the character information 10 and the card information 11, and the character information 10 includes a character name 101, a character image 102, power information 103, and effect information 104.
The character name 101 is the name of the character associated with the card. In the examples shown in
The power information 103 is a parameter of the character's abilities associated with the card. In this embodiment, the power value of the character is written as the ability information. A win occurs when the power value is higher than that of the opponent's battle card 22. In the example of
The effect information 104 includes skill information related to effects activated during an attack, and awakening information related to the conditions and effects for flipping the card from front to back. In the example of
The card information 11 includes front/back information 111, a card type name 112, card a type mark 113, color information 114, rarity 115, and card identification information 116.
The front/back information 111 clearly indicates whether each face of the leader card 21 is the front or back. As long as it indicates the front and back, it can be text, illustrations, or symbols. In the example shown in
The card type name 112 indicates the type of the card. The card type name 112 may indicate whether the card is a leader card, a battle card, or an extra card. In the examples of the leader card 21 shown in
In the card type symbol 113, whether the card is a leader card 21, a battle card 22, or an extra card 23 is indicated. For example, the leader card 21 includes a leader symbol to indicate that it is a leader card. As the card type symbol 113, this leader symbol (First Symbol) preferably visually signifies that it is a leader card, thereby making the role of the leader card 21 easily recognizable.
The color information 114 indicates the color to which the card belongs. The player references the color information 114 of the leader card 21 to construct a deck, using battle cards 22 and extra cards 23 with the same color information. The rarity 115 indicates the rarity level of each game card 2. The rarity level can be displayed in any manner as long as it is pre-set, but in this embodiment, the rarity is explained using an example where it is divided into five levels. In the examples shown in
Unlike the other game cards, each of the leader cards 21 has a card type symbol 113 (Leader symbol) and either power information 103 or effect information 104, displayed on both the front and back. The power information 103 or effect information 104 differs between the front and back. This allows one card to indicate both the evolution of one character and awakening thereof, while it can be clearly identified as a leader card from either side.
A battle card 22 (Second Type Game Item) will be explained.
The battle card 22 includes character information 10 and card information 11. The character information 10 includes, similar to the leader card 21, a character name 101, a character image 102, power information 103, and effect information 104. Additionally, combo information 105 and cost information 106 is included.
The character name 101 is the name of the character associated with the card, similar to leader card 21. In the example shown in
The power information 103 is the parameter for the abilities of the character associated with that card, similar to the leader card 21. In the example of
The combo information 105 relates to the power value that is activated when this card is placed in a combo area 33, which will be described later. In the example shown in
The card information 11 includes the card type name 112, the card type mark 113, the color information 114, the rarity 115, and the card identification information 116. The card type name 112 is information indicating the type of the card. In the example of the battle card 22 shown in
A battle symbol (Second Symbol) for indicating that it is a battle card 22 is written in the card type symbol 113. This battle symbol is preferably something that visually signifies that it is a battle card, making the role of the battle card 22 easily recognizable. The color information 114 indicates the color to which the card belongs. The player references the color information 114 of the leader card 21 to construct a deck, using battle cards 22 and extra cards 23 with the same color information.
The rarity 115 indicates the rarity level of each game card 2. In the example shown in
The extra card 23 (Third Type Game Item) will be explained.
The back of the extra card 23 is identical to that of the battle card 22. Therefore, the back of the extra card 23 is the same as the battle card 22 shown in
The character information 10 includes a character name 101, a character image 102, and effect information 104. The character name 101 is the name of the character associated with that card. In the case of the extra card 23, the name comes from a significant scene, setting, landscape, background, building, character's possession, or event in the work. In the example of
The character image 102 is an image of the character associated with that card, in which the character is depicted with the significant scene, setting, landscape, background, building, possession of the character, or event. The effect information 104 contains skill information related to the effect that is activated during an attack. In the example of
The cost information 106 is information of the cost required to place extra cards 23 from the player's hand onto the battle area 32. In the example of
The card type name 112 indicates the type of card. In the example of the extra card 23 shown in
The color information 114 indicates the color to which the card belongs. The player refers to the color information 114 of the leader card 21 to construct a deck, using battle cards 22 and extra cards 23 with the same color information. The rarity 115 indicates the rarity level of the game card 2. In the example shown in
The card identification information 116 is identification information that uniquely identifies the game card 2. In example of
Next, the play sheet 3 will be described using
The play sheet 3 is divided into multiple areas (zones). These multiple areas indicate where the player should place game cards 2, and are arranged side by side with a space between them wherein the space has a designated width. In the following explanation of an example, the multiple areas comprises seven areas named: a leader area 31, a battle area 32, a combo area 33, an energy area 34, a life area 35, a deck area 36, and a drop area 37. However, these area names can be any names understandable to the player during gameplay.
As shown in
In each of the leader area 31, the battle area 32, the combo area 33, the energy area 34, the life area 35, and the deck area 36, placement information regarding how to place game cards 2 is written. In the combo area 33, procedural information regarding the flow of the game during the player's turn is written. The placement and procedural information is written in a smaller font size than the area names, allowing players to check it in detail when needed.
The leader area 31 and the battle area 32 contain the card type symbols 113. Specifically, the leader area 31 has the leader symbol, and the battle area 32 has both the battle symbol and the extra symbol. The card type symbols 113 written in the leader area 31 and the battle area 32 indicate where those game cards should be placed.
Additionally, as shown in
The battle area 32 is formed in such a shape that multiple game cards 2 can be placed in a single row side by side (in left and right direction in the figure), when the game cards are placed in the normal position, on the play sheet 3. The combo area 33 and the energy area 34 are formed to have the same size and shape. Additionally, the combo area 33 and the energy area 34 are shaped to allow multiple game cards 2 to be placed in a single row, side by side (left and right direction in the figure), on the play sheet 3.
The life area 35 is shaped to allow multiple game cards 2 to be placed in a single row in up and down directions of the play sheet 3 on the figure, when the multiple cards 2 are oriented in the normal position direction. The leader area 31 and the battle area 32 are formed along the edge of the play sheet which is the opponent's side. The life area 35, the energy area 34, and the drop area 37 are formed so as to be aligned in a single row in left to right directions, along the player's side edge, in the order of the life area 35, the energy area 34, and the drop area 37. The combo area 33 is positioned between the battle area 32 and the energy area 34.
The leader area 31 is an area where the leader card 21 is placed. As mentioned earlier, the leader area 31 contains the leader symbol. As shown in the figure, only one leader card 21 is placed in the leader area 31.
The battle area 32 is the area where battle cards 22 or extra cards 23 are placed from the player's hand after paying the cost required, as instructed on the game card. The battle cards 22 and the extra cards 23 placed in the battle area 32 are arranged in a single row without overlapping horizontally (in left and right direction in the figure). As mentioned earlier, the battle area 32 contains the battle symbol and the extra symbol, indicating that this is the area where battle cards 22 and/or extra cards 23 selected from the player's hand are first placed during a main phase. The main phase is a phase when the player attacks the opponent, making it an exciting part of the game. Therefore, by making it easy to identify where to place the selected game cards during the main phase, the enjoyment and excitement of the game is enhanced.
The combo Area 33 is an area where battle cards 22 are placed when applying the combo information 105 written on the battle cards 22 placed in the battle area 32. The procedural information is written in the combo area 33, either on the right or left half of the area. This is because, unlike the battle area 32 and the energy area 34, where the number of game cards placed increases as the game progresses, the number of game cards placed in the combo area 33 does not increase since the game cards are moved (reset) to the drop area 37 each turn.
The energy area 34 is an area where, at the beginning of the player's turn, one of battle cards 22 is placed from the player's hand. Additionally, the cards placed in the energy area 34 are changed from active to rest states when paying the cost to place the battle card 22 or the extra card 23 from the player's hand onto the battle area 32. The battle cards 22 in the energy area 34 are arranged in a single row so that part thereof overlap each other horizontally (left and right direction in the figure). As mentioned earlier, placing a game card in the reverse position indicates its active state in the energy area 34.
The life area 35 is an area where, at the start of the game, a predetermined number of game cards 2 taken from the deck area are placed face-down, and are rest. In the following explanation, eight game cards are placed face-down, but the number thereof can be any predetermined amount. The game cards 2 are placed so as to at least partially overlap in the life area 35. At this time, part of the game cards 2 extends beyond the area of the life area 35.
The deck area 36 is an area where the player places their constructed deck face down in a stack. The drop area 37 is an area where a battle card(s) 22, knocked out (KO'd) by an opponent's battle card(s) 22, is placed after being KO'd.
The player's play sheet 3 and the opponent's play sheet 3 are placed so as to face each other. The player constructs a deck, using battle cards 22 and extra cards 23 with the same color that the leader card 21 belongs to. The number of cards in the deck is predetermined. In the following explanation, 50 cards will be used as an example.
The player places a leader card 21 in the leader area 31 in a normal position and places the constructed deck face down in the deck area 36. The player then draws a predetermined number of game cards from the deck in the deck area 36 as the player's hand. Here, the player draws six game cards 2.
The player places a predetermined number of game cards 2 face down and horizontally (rotated 90 degrees from the normal position) in life area 35. In this example, eight game cards 2 are placed in the life area 35.
Once the game starts, the order of turns between the player and an opponent of the player is determined, and the players take turns alternately, starting with the first player. Each turn consists of multiple phases, including at least a charge phase, a main phase, and an end phase. The flow of each turn can be understood by referring to the explanation of the combo area. During the charge phase of a player's turn, the player turns all game cards 2 placed in the battle area 32, the combo area 33, and the energy area 34 into an active state. Then, they draw one of the game cards 2 from the deck and add it to the player's hand. The player selects one of the game cards 2 from the player's hand and places it in the energy area 34 in an active state.
In the main phase, the player can perform at least one of actions set forth below.
The cost of a game card 2 placed from the player's hand is equal to or less than the combined cost information of the battle cards 22 and the extra cards 23 in active state, which are placed in the energy area 34. To meet this condition, the player turns battle cards 22 and extra cards 23 in the energy area 34, which meet the condition, from active to rest state, and then places battle cards 22 and extra cards 23 from the player's hand.
In activation of effect specified in the information, the effects of battle cards 22 and extra cards 23 in the battle area 32 and the combo area 33 can be activated. When attacking the opponent, the combo information of the battle cards 22 in the combo area is applied to the power information of the attacking battle card 22 or leader card 21 to determine the attacking side's power information.
The opponent receiving the attack applies effect information 104 of the attacked leader card 21 or the battle card 22 to his or her power information to determine the defending side's power information. The winner is determined by comparing the power information of the attacking and defending sides. If the power information of the attacking side is equal to or greater than the power information of the defending leader card 21, the attacking side wins, and the opponent adds one game card 2 from the life area 35 to the player's hand. If the attacking side's power information is equal to or greater than power information of the defending battle card 22, the opponent places the attacked battle card 22 in the drop area 37. If the attacking side's power information is less than that of the defending leader card 21 or the battle card 22, the turn moves directly to the end phase.
In the end phase, the player declares the end of his or her turn and finishes the turn. At this point, the game items in the rest state, which are placed in the battle area 32 and the energy area 34 are switched to an active state. Additionally, the game items in the combo area 33 are moved to the drop area 37.
The embodiment according to the present invention has effects set forth below. Since the card type symbol attached to each type of game cards 2 is displayed or written on an area on the play sheet 3 where the game cards 2 with the card type symbol are placed, players can intuitively place their game cards 2 by referring to the card type symbols. This allows players who are not familiar with the detailed procedures to play the game without losing interest. Additionally, since the card type symbols are displayed in the area where the game cards 2 are placed at key moments of the game, the game continues smoothly without interruption, and the level of engagement increases.
Next, the second embodiment will be explained below. The game toy described in the first embodiment can be executed by a computer as a competitive game.
The player terminal 500 is a computer capable of executing the game program, and is connected to the communication network N via a wireless communication base station and can communicate with the game server 600. The player terminal 500 may be, for example, a smartphone, a cell phone, a portable game device, a home gaming console, an arcade game machine, a personal computer, a tablet computer, or a controller of a home gaming console. There are typically multiple player terminals 500, each operated by different players.
The game server 600 is a server system that includes one or more server devices and storage devices. The game server 600 controls the card game described in the above embodiment, provides various services necessary for the operation of the game, manages the data required for the game operation, and distributes the game program and data necessary for execution of the game on the player terminal 500.
The storage unit 502 stores various data and programs executed by the control unit 503, and can be, for example, a memory or a hard disk. The control unit 503 is a processing unit that controls the entire player terminal 500, and can be, for example, a processor. The control unit 503 includes a game card management unit 531, a play sheet display unit 532, a game information calculation unit 533, and a game execution unit 534. Each processing unit is an example of the electronic circuits possessed by the processor or an example of the processes executed by the processor.
The game card management unit 531 manages the aforementioned character cards 20, field cards 30, event cards 40, and action point (AP) card 50. A play sheet display unit 532 displays the play sheet 3 for both the player and the opponent player on the player terminal 500.
The game information calculation unit 533 performs the necessary calculations for the progression of the game, using the aforementioned ability information 103, effect information 104, combo information 105, cost information 106, and so on. The game execution unit 534 manages and executes the production and progression of the match. With such a terminal, it is possible to execute the game without using physical game cards.
According to this embodiment, by executing the control of the card game explained in the above-described embodiment on the player terminal 500, and by performing the matching of opponent players and overall game management on game server 600, it is possible to execute the card game online, thereby increasing the player's interest.
In the aforementioned example, a game using the game server 600 was explained, but it is also possible to execute the game solely on the player terminal 500. Although the present invention has been explained with reference to preferred embodiments, the present invention is not limited to the aforementioned embodiments, and various modifications can be made and implemented within the scope of the technical idea.
Some or all of the embodiments described above may also be described as follows, but are not limited to the following.
(Note 1) A game toy comprising: first type game items, each of which has an image of a character associated therewith, ability information thereof, and a first symbol, at least on a front face thereof; second type game items, each of which has an image of a character associated therewith, ability information thereof, and a second symbol, on a front face thereof; third type game items, each of which has an image of a character associated therewith and a third symbol, on a front face thereof; a play sheet, which includes at least a first area where the first type game items can be placed, and a second area where the second type game items and the third type game items can be placed; wherein the first symbol is shown in the first area, and the second symbol and the third symbol are shown in the second area.
(Note 2) In the game toy according to Note 1, the second area is an area where the second type game items or the third type game items selected from a player's hand is initially placed.
(Note 3) In the game toy according to Note 1 or 2, only one of the first type game items is included in a deck constructed by the player.
(Note 4) In the game toy according to any one of Notes 1-3, a back face of each of the first type game items has an image of a character and ability information, which are different from those on the front face thereof.
(Note 5) In the game toy according to any one of Notes 1-4, at least the back face of each of the first type game items has front-back identification information.
(Note 6) In the game toy according to any one of Notes 1-5, the first area includes an area that has the same shape and size as those in a state where the first type game item is placed in a normal orientation, the second area has a shape and a size which allows at least one of the second type game items and the third type game items to be placed in a row in the normal orientation, and the first area and the second area are adjacent to each other in a row in the horizontal direction.
In the game toy according to any one of Notes 1-6, the play sheet includes at least one area, in which placement information regarding game items that can be placed in each area is indicated.
In the game toy according to any one of Notes 1-7, each area of the play sheet has area name information.
(Note 9) In the game toy according to any one of Notes 1-8, the area name information in each area of the play sheet is shown in a size larger than the placement information.
(Note 10) In the game toy according to any one of Notes 1-9, the play sheet includes a third area showing procedural information about a flow of the game during a player's own turn.
(Note 11) In the game toy according to any one of Notes 1-10, the third area is an area where the second type game items placed therein are reset each turn.
(Note 12) In the game toy according to any one of Notes 1-11, the first area and the second area are formed along a first end of the play sheet, and the first end is an end on a side of an opponent of the player.
(Note 13) In the game toy according to any one of Note 1-12, the first, second, and third type game items are game cards.
(Note 14) A program which causes a computer to function as: a display unit which displays first type game items, each of which has an image of a character associated therewith, ability information thereof, and a first symbol, on a front face thereof; second type game items, each of which has an image of a character associated therewith, ability information thereof, and a second symbol on a front face thereof; third type game items, each of which has an image of a character associated therewith and a third symbol on a front face thereof; a play sheet that includes at least a first area where the first type game items can be placed, and a second area where the second game items and the third type game items can be placed; and a control unit which controls a game, wherein the first symbol is shown in the first area, and the second symbol and the third symbol are shown in the second area and a control unit which controls the game.
(Note 15) A game item comprising: a first face on which a symbol indicating an area where the game item is placed, an image of a character associated with the game item, and ability information thereof are shown; and a second face on which the symbol, and character information and ability information which are different from those shown on the first face and the symbol are shown.
Although the present invention has been explained with reference to preferred embodiments, the present invention is not limited to the aforementioned embodiments, and various modifications can be made and implemented within the scope of the technical idea.
| Number | Date | Country | Kind |
|---|---|---|---|
| 2023-202500 | Nov 2023 | JP | national |