WO2001095986A1 - Jeu de cartes simulant un combat et programme informatique - Google Patents

Jeu de cartes simulant un combat et programme informatique Download PDF

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Publication number
WO2001095986A1
WO2001095986A1 PCT/JP2001/005018 JP0105018W WO0195986A1 WO 2001095986 A1 WO2001095986 A1 WO 2001095986A1 JP 0105018 W JP0105018 W JP 0105018W WO 0195986 A1 WO0195986 A1 WO 0195986A1
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WO
WIPO (PCT)
Prior art keywords
card
game
cards
battle
simulation
Prior art date
Application number
PCT/JP2001/005018
Other languages
English (en)
Japanese (ja)
Inventor
Satoshi Ichikawa
Original Assignee
Satoshi Ichikawa
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Satoshi Ichikawa filed Critical Satoshi Ichikawa
Priority to AU2001264267A priority Critical patent/AU2001264267A1/en
Publication of WO2001095986A1 publication Critical patent/WO2001095986A1/fr

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/02Cards; Special shapes of cards
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/04Dice; Dice-boxes; Mechanical dice-throwing devices
    • A63F9/0413Cuboid dice

Definitions

  • the present invention relates to a battle simulation card game unit, a battle simulation game device, and a storage medium.
  • An entertaining game includes a battle simulation game that simulates a battle such as a war action in a role-playing manner. Recently, there have been many proposals for playing battle simulations on a computer screen, but there are also card-based battle simulation games that are inexpensive, easy to carry, and can be played anywhere. Has gained strong popularity.
  • the level of card strength (advantage over other cards) is fixedly determined, and in some cases, winning or losing is determined simply by the absolute value of that level.
  • the battle character displayed on the card did not fulfill any function beyond enhancing the atmosphere of the battle, and lacked the ability to educate children playing with the card, for example. I could not deny. Disclosure of the invention
  • An object of the present invention is to provide a more varied battle simulation game as a result of a subtle change in card strength level according to a combination of cards.
  • a simulation card game unit By providing a simulation card game unit or by adding accompanying information to the battle character displayed on the card, a battle simulation card game that can enhance the awareness of children and others who play with the card.
  • a combat simulation game device for reproducing a battle simulation game using such a combat simulation card game unit on a screen in a virtual manner, and a computer provided with a function of the device.
  • An object of the present invention is to provide a storage medium storing a program for implementing the above.
  • a first configuration of the battle simulation card game unit of the present invention for solving the above-mentioned problems is as follows.
  • each card has a character image representing the subject of the battle simulation (eg, dinosaur, monster, warrior, monster, fierce beast, fighter, etc .: the type is not particularly limited. ) Is displayed, and, together with the character image, between two or more cards that are arbitrarily selected, to define a combat superiority according to the magnitude relationship between attack power and defense power, etc.
  • Attack level information that indicates the level of the attack power against the other card, and is set separately from the attack power level information. It is a special feature that force level information including the defense level information indicating the level of all defense levels is displayed.
  • one card displays two types of information, card strength level information for each character image, that is, attack level information and defense level information.
  • Superiority can be determined according to the magnitude relationship between the offensive power and the defense power.
  • the superiority of a certain card is determined not only by the offensive power of the card combined with it, but also by its defensive power, so that your card strength level depends on the combination with your opponent's card.
  • the attack level information and the defense level information can be an attack level and a defense level that quantitatively represent the attack level and the defense level by numerical values.
  • the attack power and the defense power can be quantified by numerical values, so that it is easier to judge whether the cards are superior or inferior.
  • the judgment of the superiority of the cards can be made between a single card or a plurality of cards or a plurality of cards.
  • the combat advantage between the first combat unit consisting of one or more cards and the second combat unit consisting of another one or more cards can be determined as follows using the attack power level value and the defense power level value.
  • the superiority or inferiority relationship is determined based on the magnitude relationship with S2. In this way, it is possible to uniquely and easily judge a high-order superiority relationship involving the two elements of attack power and defense power by numerical values.
  • a value of D 2 ⁇ 01 1 can be used as the priority level value S 1
  • a value of D 1 — O 2 can be used as the priority level value S 2.
  • S 1 and S 2 a number larger than 0 and larger than the other superiority level value can be determined to be superior (or win).
  • the inferiority level value was required to be greater than 0, because a battle betting on life and death would only be able to survive a battle if one's defense was greater than the opponent's attack power. This is because it is easy to create a fighting image.
  • rules can be set so that if the superiority level becomes zero or a negative number, the defeat will be made regardless of the opponent's superiority level.
  • a second configuration of the battle simulation card game unit includes a plurality of cards, and at least one side of each card has a dinosaur representing a dinosaur serving as a main body of the battle simulation.
  • a character image is displayed, and along with the character image, card strength level information for defining a battle superiority relationship is displayed between two or more randomly selected cards, and a dinosaur character
  • the feature is that the dinosaur name shown in the image and dinosaur feature explanation information explaining the features of the dinosaur are displayed.
  • a dinosaur character image is used as the character image.
  • card strength level information according to the type of dinosaur character on each card, it is possible to give a competitive advantage between two or more cards that are arbitrarily selected. It can be used for
  • the name of the dinosaur indicated by the displayed character and dinosaur characteristic description information that describes the characteristics of the dinosaur (for example, biological characteristics such as age, length and weight, herbivorous / carnivorous, body shape, etc.)
  • the nature of the dinosaurs can be displayed together, and children and others can enjoy archeological knowledge about dinosaurs while enjoying the card game, which is excellent in enlightenment.
  • battle simulation card game unit of the second configuration can be naturally combined with the first configuration.
  • the force strength level information can be a madore ["blue report" that is individually determined according to the random number such as the number of dice (the number of dice).
  • the card strength level for example, offensive and defensive strength, is determined according to the eyes of the player, so a more thrilling game development can be expected.
  • the combination of the random number value and the corresponding card strength level information content can be different depending on the type of one character image. For example, by setting various types of attack power and defense power, if you have multiple types of cards and enjoy battle between players, the strategy's pari Ru can enjoy the over-time.
  • the battle simulation card game unit of the present invention can naturally be accompanied by a rule description that describes the game rules for enjoying the battle simulation game with its power. If the game rules are attached to the card in the form of instructions, the use of the card in accordance with the instructions of the instructions will be strongly suggested to the user, and the display contents of the card will also enhance the interest of the game Therefore, it can be used more effectively.
  • the important point is that information related to the game rules described in the rule manual is displayed on the card, and the mere card display enhances the fun of the game using the card, and the structure of the card unit. It can be the above feature.
  • a battle simulation card game suite of the present invention includes a card, a game board having a game area in which a plurality of card occupying areas for arranging cards are collected, and a game board and a card.
  • a rule description showing the rules of the battle simulation game used is provided.
  • a game game it can be configured such that it is prescribed to use a predetermined random number generating means such as a dice on the power and game board. According to this configuration, it is possible to enjoy a more varied battle simulation game, taking into account the following elements such as a sugoroku or a team game.
  • the player's cards are placed in a predetermined card occupying area in the game area, random numbers are obtained between the players in a predetermined order using random number generating means, and the random numbers are obtained in accordance with the obtained random number values.
  • Move the card between the card occupied areas set a battle stage when the cards of different players satisfy the predetermined arrangement relationship in the game area, and show the respective cards in the battle stage in the battle stage.
  • the battle simulation card game cut may be provided with a random number generating means such as a psycho mouth, or a user may be provided with an appropriate random number generating means (for example, a hexagonal cross-section pencil as a substitute for the dice).
  • Etc . It is possible to use a configuration in which the random number generation means is not particularly attached, assuming that a dice is formed on each side of the pencil and rolled, so that it can be used according to a dice. . In any case, a random number generator such as a dice is still required to determine the number of cards to be moved.
  • a battle simulation card game cut is generally distributed as a game set It is sufficient to describe in the attached rule description that the distribution of the random number generation means is to be performed by the recipient.
  • the contents of the game rules as the characteristics can be all described in the above-mentioned rule description.
  • the battle simulation game using cards as described above has a display device. It can be realized on a computer system (a game console may be used). That is, a battle simulation game device of the present invention having the following requirements can be configured:
  • Display means for displaying on the screen a game area in which a plurality of card occupied areas are gathered; random number generation means for generating a random value;
  • a card image data storage means for storing image data of a plurality of cards on which a character image representing a battle simulation subject is displayed on at least one side, and an attack power between two or more arbitrarily selected cards.
  • Attack level information that indicates the level of attack power against other cards to determine the superiority or demerit relation in combat according to the magnitude relationship between the attack power and defense power, and is set separately from the attack power level information.
  • the card strength level information including the defense level information indicating the level of defense against attacks received from other cards according to the displayed attack level is stored for each individual card. Card strength level information storage means,
  • a random number is obtained by using the random number generation means at step, the player moves between the card occupied areas according to the obtained random number value, and the cards of different players satisfy a predetermined arrangement relationship on the game board.
  • the battle stage is set in the battle stage, and by referring to the card strength level information indicated on each of the cards, a battle simulation is performed by judging the superiority and victory of the battle between the cards.
  • the game area is displayed on the screen, and the above-mentioned battle simulation game using the card image can be enjoyed thereon.
  • the computer program of the present invention includes a It is intended to function as each means constituting the game device, and can be stored in a storage medium in a computer-readable state, for example.
  • a program By installing such a program on a computer, the functions of the battle simulation game apparatus of the present invention can be easily added to the computer. It should be noted that such a program can be installed in a form that is downloaded to a computer by distribution from a server via a communication network without using a storage medium.
  • the movement of the card in the game area, the presence or absence of the battle stage, and / or the judgment of the priority between the cards in the battle stage are determined according to the type of the character image.
  • Specific card functions to be defined can be defined. By incorporating such card functions into games, games with more variety can be realized.
  • card function information indicating the contents of the determined card function can be displayed on the card surface in a form associated with the character image.
  • the game control means sets the function, calls the function module at any time during the game progress control processing, and performs computer processing for realizing the function.
  • the character image is a dinosaur character image
  • dinosaur feature description information describing the features of the dinosaur can be displayed on the card surface as described above.
  • the card function indicated by the card function information for example, a special function peculiar to the dinosaur, that is, a function (on a game) having a relationship with the contents of the dinosaur characteristic explanation information can be given to the card.
  • biological features supported or inferred by archaeological studies against real dinosaurs, such as large (or small) bodies, fast-moving, able to fly Features such as swimming underwater, amphibious, and loud voice can be reflected in the card function. In this way, you can easily understand the types and characteristics of dinosaurs (for example, biological characteristics) while enjoying the game. It will be possible to further raise awareness for children and others.
  • the card function can be set to increase or decrease the number of moving areas of the card given according to the obtained random numbers.
  • a card occupying area that represents a mountain requires a double dice to pass through one dinosaur character, while a pterosaur character can fly in the sky, so such a penalty In the area representing the sea, if you do not impose power, or in the area representing the sea, it is drawn such as by increasing the attack power or defense power by a certain number only for the fish dragon character, or by moving the number of elias larger than the dice roll It is possible to easily add functions that reflect the characteristics of the character that is playing.
  • an increase or decrease in the number of card movement areas has a large effect on the outcome of the game, and thus has a great effect of widening strategic variations.
  • the rules of a battle simulation game stipulate that a card defeated in a battle be eliminated from the game area as a lost card, the card function shall be replaced by a predetermined number of cards that have already been defeated. Can be set to be revived as a player's card. For example, if rules are set to determine defeat at the point when defeat in a battle continues and cards are lost from the hand and the game area, such a card resurrection function is likely to lose It's a real pleasure for serious players and can make the game more interesting.
  • a card function that avoids the battle and escapes to another card occupied area can be set. With such a feature, you can have a strong opponent card If forced to fight, it is possible to adopt a so-called “escape but win” tactics, which will increase the variation in game strategy and enhance interest.
  • at least a part of the card function specified for each card may be permitted only when the random number obtained by the player holding the card becomes a specific value. For example, if an advantageous function is recognized only when the specified dice rolls, the value of the card function in the game progress is enhanced, and a more thrilling game development can be expected.
  • a plurality of game boards can be combined so that the arrangement of the card occupied areas constituting each game area is continuous with each other.
  • the game area can be arbitrarily enlarged or reduced according to the number of game participants.
  • the number of combinations on a game board can be increased or decreased according to the number of players in a battle simulation card game.
  • one unit consisting of one card set and one game board As a set, multiple players bring each of them, for example, to combine a number of game boards corresponding to the number of players.
  • a large number of game boards can be combined to enjoy a larger-scale battle simulation game.
  • the types and arrangement patterns of the card occupied areas are made different for each game board, different game developments can be expected depending on the combination, and the interest of the game can be further enhanced. it can.
  • a predetermined number of vertical and horizontal card occupying areas are arranged and formed in a grid pattern, and the card occupying areas located on predetermined sides of the array correspond to each other.
  • the game board may be used in combination with the other game board such that the card occupied area is adjacent to the other game board on the first array side that is predetermined in either the vertical or horizontal direction. it can.
  • the game board when conducting a four-player battle simulation game, has a first array side, which is predetermined in either the vertical or horizontal direction of the array of the card occupied area, and a second array that is in contact with the first array side. You can use 4 cards together so that they are adjacent to each other and to other game boards.
  • the card occupied area to be fortified for each player t if this may have been formed in the game board with identifiable state other cards occupancy Eria, of a player territory
  • the player in the occupied base can be determined to be defeated. You will be able to enjoy battle games.
  • the number of card occupied areas on the game board is determined by the card occupied area, which is the base on any game board when combined with another game board.
  • the maximum number of areas determined based on the maximum random number that can be generated (for example, 6 for normal dice) It can be set to be larger than the number of moves. If the number of arrays on the shortest path becomes smaller than the maximum number of movements, the card in your team will be suddenly moved to the enemy team and occupied by one random number generation opportunity This is possible, and a lot of wins and losses may never be interesting before the game is fully enjoyed. Therefore, such a problem can be solved by configuring as described above.
  • FIG. 1 is a perspective view showing an example of a battle simulation card game unit according to the present invention.
  • FIG. 1 is a perspective view showing an example of a battle simulation card game unit according to the present invention.
  • FIG. 2 is a diagram showing a first example of a card surface according to the first embodiment.
  • Figure 3 shows a second example of the card surface.
  • Figure 4 shows a third example of the card surface.
  • Figure 5 shows a fourth example of the card surface.
  • Figure 6 shows an example of the back of the card.
  • FIG. 7 is a diagram showing a fifth example and a sixth example of a card surface.
  • FIG. 8 is a diagram showing a seventh example and an eighth example of a card surface.
  • FIG. 9 is a diagram showing an example of a map arrangement form in a two-player match.
  • FIG. 10 is a diagram showing an example of a map arrangement form in a four-player match.
  • Figure 11 is a flowchart showing the general flow of the game in comparison between two-player and four-player matches.
  • FIG. 12 is a diagram illustrating an example of a game action that can be performed at the time of one's turn.
  • FIG. 13 is an explanatory diagram showing a win / loss calculation of a battle (combat) and an example of determination.
  • Fig. 14 is an explanatory diagram showing an example of winning and losing calculation and determination of a battle when fighting in groups.
  • FIG. 15 is a block diagram showing an example of an electrical configuration when the battle simulation game device of the present invention is configured using a computer system.
  • FIG. 16 is a flowchart showing an example of a main program of the game.
  • FIG. 17 is a flowchart showing an example of the function A processing of FIG.
  • FIG. 18 is a flowchart showing an example of the action B process.
  • Fig. 19 is a flowchart showing an example of the battle process.
  • FIG. 20 is a flowchart showing an example of the game end determination process.
  • FIG. 21 is a diagram showing a first example of a card surface according to the second embodiment.
  • FIG. 22 is a diagram showing a second example in the same manner.
  • FIG. 23 is a diagram showing third to fifth examples in the same manner.
  • FIG. 24 is a diagram showing a sixth example in the same manner.
  • FIG. 25 is a diagram illustrating a part of a map used in the second embodiment.
  • FIG. 27 is an explanatory view following FIG. 26.
  • FIG. 28 is an explanatory diagram listing card function icons and examples of the meaning of the functions.
  • FIG. 29 is an explanatory view following FIG.
  • FIG. 30 is an explanatory diagram exemplifying some supply (distribution) forms of a card.
  • FIG. 31 is a diagram showing a first example of a card surface of a message card.
  • FIG. 32 is a diagram showing second to fourth examples in the same manner.
  • FIG. 33 is a diagram showing a fifth example.
  • Fig. 34 is an explanatory diagram showing an example of the card exchange rule description.
  • FIG. 1A shows a configuration example of a battle simulation card game unit of the present invention.
  • a combat simulation card game unit (hereinafter simply referred to as a game unit) 1 includes a card set 2 composed of a plurality of cards 5, a map 3 serving as a game board, and dice 4 as a means for generating random numbers. It consists of.
  • Map 3 is configured to be foldable with paper or a resin sheet.For example, a square 15 as a card occupying area is formed in a grid pattern on one side, as shown in FIG. 9, and further overlaid thereon.
  • the land map form 16 and the sea figure 17 are drawn. Some of the land maps 16 include mountains (triangles) and volcanoes (double triangles) that affect the card function described later.
  • the restriction symbol 19 is drawn.
  • a base area 18 is formed using a plurality of squares 15. A predetermined number of cards held by the player is placed in each square 15 of the base area 18, and the game proceeds while moving the card between the squares from this point as a starting point.
  • FIG. 2 to FIG. 8 show some examples of the card 5.
  • These cards 5 are made of cardboard or plastic boards, and have image printing on both sides. Of these, the same image pattern is drawn on all the cards on the back, as shown in Figure 6, to improve the design and make the type of the flipped card indistinguishable:
  • the surface of the card 5 for example, as shown in FIG.
  • a dinosaur character image 11 representing the main body of the battle simulation is formed by printing and displayed, along with power, tsu, and the 3 ⁇ 4 dragon character image 11 Attack power against other cards as card strength level information between two or more cards 5 that are arbitrarily selected and specifying the superiority in combat according to the magnitude relationship between attack power and defense power
  • Attack level information 6 indicating the level of the attack and the attack level information are set separately, and the level of defense against attacks received from other cards according to the displayed attack level is indicated.
  • the offensive level information and the defensive level information are the offensive level and the defensive level, which quantitatively represent the offensive level and the defensive level by numerical values.
  • the attack level value is displayed as a pair with a character string that indicates the type of attack, for example, “rush 5” or “honey 8”.
  • the attack power level value is set for the attack power level value depending on the dice. For example, in Fig. 2, if the number of dice is 1 to 4, it is “rush 5”, and if the number of dice is 5 or 6, it is “kamitsu 8”.
  • the defense level value is the same regardless of the die roll (where Is set to "1 1"). However, as shown in FIG. 7 (b), the defense power level value may be set to a different value according to the die roll.
  • each card 5 includes a dinosaur character image regarding at least one of the following: movement of a card between squares on a map (game area), presence / absence of a battle stage to be described later, and judgment of superiority between cards in the battle stage.
  • a specific card function that is determined according to the type is defined.
  • card function information indicating the contents of the card function is formed and displayed by printing.
  • special ability information 12 regarding superiority judgment is displayed.
  • the character being drawn is a fish dragon, so when it is on the sea square as a specific square, the offensive and defensive powers are each increased by a certain value, for example, +3> It has been shown to be.
  • a group mark 9 is displayed as information of a card function that is allowed to participate in the battle stage in a form combined with other cards.
  • the escape mark 8 is displayed as information on the card function that avoids the battle and escapes to another card-occupied area. ing.
  • Fig. 8 (a) there are some cards that display the upper limit of the number of card combinations as a group exceeding 2 along with the group mark 9 ( depending on the character type, the escape mark 8 Alternatively, some cards do not display the group mark 9. For example, in the card 5 in Fig. 3, since the dinosaur is a relatively slow-moving dinosaur, the escape mark 8 is not displayed.
  • Card 5 is also included.
  • the dinosaur with one character displayed on this card is, for example, a newly discovered species that has just been excavated in recent years. For example, the official name is unknown (or undecided), so no name is given.
  • the rules of the battle simulation game stipulate that a card defeated in a battle be removed from the game area as a fossil card (defeat card), but card 5 in Fig. 8 (b) Information indicating that a predetermined number of cards, which are already fossilized cards, that is, one, is revived as a player's possession card is displayed as an egg mark. It produces it.)
  • the display items are shown outside the card for the sake of convenience in order to make the display contents of the card easier to see.
  • a card character mark 13 is formed on each card 5, so that the card 5 can be used also as a playing card. Convenience is achieved.
  • Cards can also be supplied as a basic set (for example, 50 cards) distributed in pairs with Map 3, and as shown in Figure 1 (b), less cards It is also possible to distribute and supply an additional card 5 enclosed in a package 5a (for example, a bag) in units of a predetermined number (for example, 5). And the number of types of cards distributed can be increased as needed by issuing new ones. Such new cards can be made available, for example, in the form of additional cards.c This allows card owners to collect and collect new cards in addition to enjoying battle simulation games using cards. You can also enjoy the fun of increasing.
  • What you need to start the game is, for example, 10 or more cards per person, 5 cards, 2 maps for 2 players, 4 cards for 4 players, and 4 dice. It is.
  • the two maps 3 and 3 are arranged in combination with the sea in the middle.
  • the squares 15 arranged on the long side (first side) of the map 3 correspond to each other to form one continuous game area as a whole.
  • each player selects a predetermined number of cards to be used, for example, 10 cards (this can of course be increased or decreased). You can make this choice, for example, by choosing your favorite card. Note that the same card cannot be selected more than a certain number (for example, up to three cards).
  • Each player shuffles the selected card and places it outside the game area as their card pile (card pile). Then, draw a certain number (4 in this case) from the top of each card pile (the top) and check the card type, as shown in Fig. 9. Turn those cards to their base 18 As they are, arrange them in a predetermined order (for example, your favorite order). Then, roll the dice in an appropriate way, for example, Jyanken dice, determine the first player, and start the game. Note that each player is not allowed to reconfirm the order of the card piles placed on the shirt full once.
  • the position square for man and the position square for four are distinguished from each other by forming different identification symbols, here, a square mark indicating two persons, and a bullet-shaped mark indicating four persons on the corresponding square 15.
  • c are to be identified should be noted that the shortest path even if also four competition when two people match, the territory 1 8 on any map 3, the territory 1 8 on the map 3 and the adjacent Re this Is set to be larger than the maximum die number of 6 (the maximum random number that can be generated), that is, the maximum number of squares that can be moved by rolling the dice once.
  • the maximum die number of 6 the maximum random number that can be generated
  • map 3 is also adjacent to the long side (first side) direction, but the territories 18 and 18 facing sideways in the long side direction
  • the two-player match and the formation position are changed so that the shortest path square number (here, 7 squares) larger than the maximum dice (the maximum random number that can be generated) is secured (here Then, move them away from each other), or reduce the number of squares (here, 4 squares ⁇ 3 squares).
  • the change of the formation position and the change of the number of formation squares may be performed according to the specification of the map 3.
  • the flow of the battle is as follows. A battle occurs when you and your opponent's cards overlap (mass). Note that Action A and Action B described above must be performed. Thus, battles may occur in multiple places (mass).
  • the order in which the patrols are performed may be determined in accordance with a predetermined method (algorithm), but in the present embodiment, the attacking player determines the order of the patrols. On the other hand, the attacked player decides whether or not to flee the attacked card (dinosaur). You may escape to any place you like by rolling dice, but here it is limited to your own base. Therefore, you cannot escape unless your base is vacant.
  • a specific escape method is as follows, for example. First, if the escape mark is displayed on the card, you can escape only when the dice indicated with the escape mark comes out. Cards (dinosaurs) that do not display the escape mark cannot escape. If you do not escape or fail to escape (that is, no dice roll), you have a battle.
  • FIGS. 13 and 14 show the case of a group attack.
  • the card defeated in this battle that is, the lost dinosaur
  • is a defeat card referred to as "fossil” in this embodiment. That card is removed from Map 3 (Game Area) power and is placed in your "fossil pile”.
  • the map 3 can be used by combining a plurality of different patterns. In this case, making a map with and without a volcano will be even more interesting.
  • the win / loss of the entire game is determined as follows (when two players play). There are the following two basic game end patterns.
  • Occupy all opponent's bases The first player to occupy all four opponent's bases wins.
  • cards of the same dinosaur with a group mark can fight in groups. In that case, put two cards on the same square. However, 2 sheets Cards must be moved separately. For example, if you want to move both cards by one space, use the movement power F for two spaces.
  • some cards have a vicious carnivorous dinosaur displayed as a character, and some may attack allies.
  • move to a friend's dinosaur card that can be moved in the shortest time from the dinosaur power card (you can select multiple dinosaur cards if you have more than one) and make a battle.
  • the dinosaurs that have been attacked can escape (by rolling the dice). If only one carnivorous dinosaur is on the map, for example, do nothing or decide to move to your own base.
  • some large herbivorous dinosaur cards have been added with the ability to protect Pterosaur (including Archeopteryx) cards.
  • some long-necked dinosaur cards have a function that allows them to attack, for example, enemies in front, back, left and right squares without overlapping the same square. In that case, you will fight without moving.
  • some dinosaurs with high agility in the dinosaur explanation information include special card movement directions (for example, front, back, left and right) and special movement directions (for example, diagonal) regardless of the special ability. Move) is given as a special function.
  • Cards with egg marks can lay eggs and revive dinosaur cards that have become fossilized cards. If you want to lay eggs, for example, declare “Lay eggs” at the beginning of the turn. (Make sure that turns that declare “lay eggs” cannot be moved normally.) In addition, the chance to lay eggs is limited in advance (for example, 1 Only times). Roll the dice and the dice shown on the card along with the egg mark will be a success. Then draw a card from your Fossil Mountain (for example, shuffle it, then draw it face down) and place it face down on your base. In this case, it is interesting to place your fossil pile face down so that the opponent does not know which dinosaur has resurrected.
  • Triassic predetermined turns (eg 6 turns)
  • Jurassic predetermined turns (eg 6 turns)
  • Cretaceous predetermined turns (eg 6 turns)
  • the card shows the dinosaur's habitat of the character, so each dinosaur's card will be strong during the indicated habitat turn, for example, During the era, be prepared to add a certain number (for example, “1”) to the P direction power (or attack power).
  • a certain number for example, “1”
  • the above battle game using the card unit 1 can be virtually realized as it is on the screen of the monitor 56 (display device) of the combi- ter system 50 (battle simulation game machine) as shown in Fig. 15. it can.
  • the computer system 50 is composed of an input / output interface 51, a CPU 52 connected to the input / output interface 51, which functions as a main body of a game control means or a random number generation means, and a ROM storing a fixed program for controlling a basic operation of the computer.
  • the game program read from the CD-ROM 100 by the CD-ROM drive 58 is installed on the hard disk drive 57, and by starting up the program, the program is loaded into the RAM 54.
  • the RAM 54 has a work area for the program, a map image data storage area for displaying a map image on the screen of the monitor 56, and an image for displaying a card card stack image.
  • the storage and management of game progress information such as the card type and position already placed in the square, or the type and arrangement order of fossil cards (that is, fossil piles), and the game state management memory used for game win / loss judgment calculation, etc. It is formed. If you want to display all of the attack power level and defense power level values of each card, as well as the above-mentioned force function information, etc. on the card image in the game area. In some cases, characters may become small and difficult to read.
  • FIGS. 16 to 20 show the flow of the main program.
  • S1 cards are distributed to each player.
  • the card is automatically selected by a random number or the like.
  • the user selects a desired card from the displayed cards by a mouse click or the like.
  • the arrangement of the selected cards is shuffled by random numbers or the like, and the card pile is set and displayed.
  • a map (game error) is displayed on the monitor screen in a form as shown with reference to FIG.
  • place a card on the base As a concrete operation, the first card can be selected by clicking the card pile with the mouse and moved to the square in the base by mouse dragging etc. (when the mouse button is released, it is confirmed). Note that the card placed upside down should be displayed on the front side by clicking the mouse, etc., so that the contents can be checked.
  • the Jianken module may be activated each time to determine the first-in-first-out attack, or the user or the combi- ter may be fixedly determined as the first-in-time attack.
  • S5 to S21 are the above-described one-turn processing.
  • the player number N is set to 1, and the process proceeds as the turn of the player having that number.
  • a die D is determined by random number generation on a computer, and this is set as the number of advance (moving force) F.
  • the user selects which of the above-mentioned actions A and B is to be performed. Five.
  • FIG. 17 shows the details of the action A process in S9.
  • a destination cell also indicated as a cell in the figure
  • the number of moving masses DF is calculated from the position coordinates of the masses before and after the movement (in this case, if a mountain or sea mass is included in the route, one mass is calculated). As multiple cells (for example, 2 cells) 2).
  • F is 0 or more in S95
  • the move is accepted, the move of the card is confirmed, and then the process returns to the main program.
  • action B is an action to place a new card on its own base, first in S111, lead the number of open spaces TN in the base, and if TN> 0, the action B permission processing for S113 or later is performed. Move on to the flow.
  • TN ⁇ there is no empty cell and no card can be placed, so the process proceeds to S117 to display a warning or the like, and returns to the main program.
  • S113 it is checked whether there is any remaining card in the card pile. If there is no card, the process proceeds to S118 to display a warning or the like, and returns to the main program.
  • FIG. 19 shows details of the battle process.
  • S141 it confirms which cell is in the battle state, and in S142, the battle order is determined by automatic or manual selection input by mouse tally.
  • S143 is the other party's processing, which sets the intention confirmation as to whether or not to escape from the knob. To escape, proceed to S144 and determine the die roll. If the dice correspond to the fleeing permission in S145, the process proceeds to S152 to determine a fleeing destination (for example, one's base).
  • a fleeing destination for example, one's base
  • FIG. 20 shows details of the game end determination process.
  • S177 it is checked whether all the positions of any player have been occupied. If occupied, go to S175 and end the game.
  • S 172 it is checked whether the card pile of any player has disappeared. Check to see if the first card dealt to that player has been moved to Fossil Pile Memory. If so, the process proceeds to S175 and the game ends. Otherwise, proceed to S174 and return to the main program to continue the game.
  • FIG. 21 shows a modification of the card 5.
  • the display content of the card is basically the same as the card used in the first embodiment, except that the background image 20 is drawn on the background of the dinosaur character image 11 as one image of the battle character. I have.
  • the set of cards 5 is assumed to include a common character card group having the same type of character image to be displayed and different card strength level information contents. It is configured. This is because if you use a character of a living thing (or real thing) in the natural world, such as a dinosaur, as a design, you need to prepare only one kind of card for one kind of character.
  • the offensive power level value and the defensive caret value described in the first embodiment can be adopted.
  • a card having the lowest attack power level indicated by the card strength level information in the common character card group can be determined as a normal card.
  • Card 5 in Fig. 21 shows an example of a normal card using a dinosaur character called "Giganotosaur".
  • a card other than a normal card is determined as a power card having a higher attack level.
  • the power card adopts a design different from that of the normal card at least in the background image 20 of the character image so that the power card can be easily distinguished from the normal card.
  • FIG. 22 shows an example of such a power card, in which the character is “Tyrannosaurus”.
  • the normal card of this “Tyrannosaurus” has a background image of, for example, “grassland”, and furthermore, the level values of the attack power and the defense power of the normal card are shown in the figure. It is shown along with.
  • the power card of "Tyrannosaurus” shown in this figure is offensive.
  • the background image 20 is not related to the type of the card occupied area described above. For example, a real design for emphasizing the strength, that is, a design of outer space is used here. (Other than "flame", "light”, “lightning").
  • the power card can include two or more types of card strength level information that are gradually changed, thereby further enriching the collection of cards and the variation in the game.
  • Fig. 23 (a) to (c) show examples of power card groups with different attack power levels when a specific dice roll is made.
  • the card strength levels of the normal cards corresponding to these power cards are “15”, “19 J” and “17” for “rush”, “bite” and “bite”, respectively.
  • each of the power cards shown in FIGS. 22 and 23 has only an attack power level corresponding to a part of the random power values among the attack power levels for each of the random numbers (the dice).
  • the first-class power card determined to be superior to a normal card is simply referred to as a “power card”.
  • the background images are all set to be different from B1 to B3 according to the difference in the attack level.
  • a type 2 power card whose attack power level corresponding to all random numbers is determined to be superior to a normal card is included as a type of strongest card.
  • An example is shown in Figure 24.
  • the normal card with this “Keal Coatrus” as one character image has attack power levels of “5” and “8” corresponding to “Pick” and “Jump” dice.
  • “7” and “1 1” indicate that the attack level is superior to the normal card in all dice rolls.
  • Type 2 power cards are classified into normal cards and type 1 power cards in order to create a difference in collection value between normal power cards and type 1 power cards. Unique decorations are not applied. As will be described later, this type 2 power card also has a smaller acquisition probability at the time of card purchase than a normal card ⁇ type 1 power card, and has a difference in rare value (rareness). is there. As shown schematically in Fig. 24, this unique decoration can be applied to a decoration sheet laminated on the card base in a state where the character image can be identified. For example, a decorative sheet including a metal vapor-deposited layer for forming a metallic background may be used, or in the present embodiment, by employing a mouth-drum sheet, the visibility state of a large number of dispersed small glossy color areas is improved. An effect of kaleidoscope change depending on the viewing angle is produced (hereinafter, the type 2 power card of the present embodiment to which this effect is added is referred to as a glitter power).
  • the card 5 as described above has a supply (distribution) unit formed in the form of a package in which a certain number of cards randomly extracted from a card lot including a plurality of types of cards are packaged. This is the same in the first embodiment.
  • the card is composed of a basic set (here, 10 cards) packed in a package 5a with a map 3 as shown in Fig. 30 (a).
  • the package 5a is a unit of a predetermined number (for example, 5) smaller than the basic set.
  • the financial ability to purchase additional cards to get the cards you want may be limited, such as when the card buyer is a child.
  • the desired card is not included in the card set purchased with a limited amount of money, or if only cards of the same type appear repeatedly, the disappointment will be large and some remedies will be required. It seems appropriate to take this. Therefore, it is effective to take the following measures into the card set. That is, packaged items other than the card 2 of the package 5a or the package 2 shown in Fig.
  • the normal character and the power card, or the pair of different types of power cards can be used in the common character group.
  • Set and display the exchange consideration relationship between the two types of power cards For example, when a card distributor offers a card purchaser to accept a card exchange in accordance with the exchange consideration, the card purchaser obtains a random normal power and a higher power card. ⁇ It is possible to have the Glitter's mode be upgraded, so to speak, so that the economical burden of performing card collection can be reduced.
  • such a card exchange rule in accordance with the exchange price setting is a kind of game rule and is merely an artificial arrangement.
  • the card game unit has clear technical effects and effects derived from its configuration.
  • the card set that suggests a version upgrade by card replacement
  • the card configuration based on the existence of the common character card group
  • the range of the common character card group can be improved.
  • the rule that allows card exchange only in the box it is easy to know which cards can be upgraded with each other.
  • the difficulty of completing the card collection can be maintained at an appropriate level.
  • Fig. 34 (a) shows an example of accompanying information that suggests a version upgrade, in which five normal cards with the same card number (that is, the same character) are replaced with one glitter card of the same character. Has been made.
  • the area (mass) 15 is classified into a plurality of predetermined types, such as the sea, grasslands, and forests (only a part of Map 3 is shown here).
  • the card functions specified by the card function information include those specified to be valid only when the card is located in a specific type of card occupation area. For example, similar to the example shown in Fig. 2, in the area representing the sea, the attack or defense power can be increased by a certain number only for the fish dragon character, or the number of areas larger than the dice can be moved. It is a special ability, such as letting it go.
  • FIG. 26 and FIG. 27 show examples of setting the type of the card occupancy error in the present embodiment.
  • a card function icon uniquely defined for each function given to the card is displayed together with the character image 11. It is displayed on the card surface.
  • the type of the function possessed by the force can be easily grasped, and the text of the function description can be easily understood.
  • each icon is, for example, similar to that shown in Fig. 28 and Fig. 29, and includes the package package 5a shown in Fig. 30 or the package other than the card 2 in the package package. It can be shown on an object, for example, Map 3 (eg, margins and backside) or rule description (the rule description may be combined with Map 3 or package 5a).
  • Map 3 eg, margins and backside
  • rule description the rule description may be combined with Map 3 or package 5a.
  • an area type icon indicating the type of the card occupied area can be displayed in the card occupied area (cell) 15 of the map (game board) 3.
  • FIGS. 26 and 27 also show examples of the area type icons.
  • the card 5 has a card function icon as a card function icon, and a card-side error identification icon indicating the type of card occupied area where the card function assigned to the card is valid. It is displayed with the same design as the icon. As a result, it is possible to determine at a glance which card occupied area the card function (special ability) of the card is valid by comparing the map-side icon with the card-side icon.
  • the card function that is enabled according to the type of the card occupied area can increase or decrease the attack power level and / or the defense power level.
  • the numerical value of the increase / decrease is displayed together with the card-side area identification icon (in this case, the numerical value may be displayed close to the force icon that is overlaid)
  • the supply (distribution) unit of the card 2 is a certain number of cards extracted from a card lot including multiple types of cards. Can be randomly formed in a package 5a.
  • the supply unit is to enjoy the game using the main card PC separately from the set of a plurality of main card PCs used in the battle simulation card game.
  • a message card MC displaying an educational message contributing to the player's education can be included. According to this configuration, a message card MC is completely distributed to a player who purchases a card unit for a main card PC. Then, by reading the message on the message card MC, the player can effectively utilize the opportunity to enjoy the card game and effectively educate the user.
  • Fig. 31 shows an example of the message card MC, in which enlightenment information for providing education on environmental protection issues, which have recently been attracting attention, is described as messages.
  • messages As a specific message theme, individual messages about food issues are shown with illustrations for children to understand easily, and a PR message ("Let's be careful") that encourages cooperation in solving problems is included. You. For example, when a dinosaur character image is used as a character image. Since card players inevitably have more children who are naturally interested in nature, it is not possible to address environmental issues as a message theme related to nature. Especially effective.
  • Figure 32 shows some more examples of message cards. In (a), the issue of water pollution or purification, in (b), the issue of resource recycling, and in (c), the issue of energy conservation are adopted as message themes. Is configured. The message cards of these different types are randomly included in the package 5a by a predetermined number (for example, one). Therefore, the power of the message card in the package 5a cannot be known until the user opens the package 5a.
  • the message card MC can display advertisement information related to the content of the educational message. This makes the message One card can also be used as an advertising medium, and a card set distributed to an unspecified number can be effectively used as a means for distributing advertisements. In addition, by anticipating advertising revenue, it can contribute to a reduction in card sales prices. In addition, companies that co-sponsor the educational message theme featured in the message card can easily combine the educational message and the advertising message on the card, further accentuating the smell of advertising. Problems are less likely to occur.
  • the advertisement information can include not only the above-mentioned advertisement message related to the education message, but also the design of the product to be advertised.
  • the advertising information may be advertising information related to PR activities of local governments and corporations, in addition to corporate advertising information.For example, advertising information may be used to publicize events such as the World Expo or the Olympics. Is possible.
  • the message card as described above can be made to have higher added value by adopting the following configuration. That is, an area address (for example, STAGE 01-N, etc.) for identifying the individual card occupied areas 15 from each other is assigned to a cell (occupied area) 15 of the map (game board) 3 shown in FIG. Display it. Also, as shown in Fig. 32, a plurality of types of message cards are prepared as message cards MC, and one of the above-mentioned area addresses is given to each of the message cards. And, in the package 5a shown in FIG. 30, one arbitrarily selected from a plurality of types of message cards having the above-mentioned error addresses is included. By doing so, the area address displayed on the map side is associated with the area address given to the force, so that a game of a different system from the main game PC is performed using the message card MC. It becomes possible.
  • an area address for example, STAGE 01-N, etc.
  • the message card MC may have a configuration in which no area address is specifically assigned. Regardless of the presence or absence of the area address, the message card MC uses the main card PC as a battle simulation game. Another accompanying game Can be performed. In this case, if information describing the rules of the accompanying game is described on package 5a or on the package contents other than the card (for example, the margin or back of Map 3 or the rule manual), Such an accompanying game can be smoothly promoted. However, it is possible to add symbols and numbers so that the message card MC can be used as a well-known card game (for example, playing cards), and the rules of the card game are widely recognized. In the case of a game, there may be no need to provide information that explains the rules of the accompanying game.
  • a rule of a card acquisition game that can acquire a predetermined number of main cards can be defined on the assumption that a certain number of message cards are prepared. This may be a game played between players, and may be set as a game for competing for the number of cards held. On the other hand, it can be set as a game played between the card purchaser and the card distributor.
  • a predetermined number of message cards are prepared on the card purchaser side, cards other than the message card, for example, the main card can be replaced by a card.
  • a rule can be defined so that a predetermined number is transferred from the distributor to the card purchaser. This method can be effectively used as a system for card buyers to obtain their desired primary card in order to enhance the collection.
  • Figure 34 (b) is an example of the explanation.
  • a message card having the same area address (map address) is placed in the cell (occupied area) 15 of the map (game board) 3, a message that forms a predetermined arrangement on the game board
  • the rules of the card-acquisition game are determined so that a set of cards is entitled to the required number of core cards.
  • the rule is that a certain number of images (for example, four) are displayed vertically, horizontally or diagonally on the map. It states that the same number of primary cards (normal cards as described above) can be exchanged when the message cards are ready.
  • the main card PC is a battle simulation card in the above embodiment, but has an entertainment function such as a general play card or an ornamental card (for example, a portrait card of a baseball player, a soccer player, a monster, an entertainer, etc.). Even when the card is used as the main card, the same operation and effect can be achieved by attaching the message card MC.
  • an entertainment function such as a general play card or an ornamental card (for example, a portrait card of a baseball player, a soccer player, a monster, an entertainer, etc.). Even when the card is used as the main card, the same operation and effect can be achieved by attaching the message card MC.

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Abstract

L'invention porte sur un jeu de cartes simulant un combat, riche en péripéties en raison du niveau de supériorité de cartes qui varie graduellement en fonction des combinaisons de cartes. Des informations sur la puissance d'attaque (6) et sur la puissance de défense (7) sont fournies sur le verso (5) des cartes présentées par les joueurs, où l'image du personnage indique le rapport de supériorité au combat entre la puissance d'attaque et la puissance de défense. En conséquence, comme la supériorité d'une carte ne dépend pas seulement de sa puissance d'attaque combinée à celle de la carte précédente, mais aussi de sa puissance de défense, la puissance d'attaque de la carte en main se trouve graduellement modifiée par la combinaison avec une carte du partenaire par l'équilibre entre sa puissance d'attaque et sa puissance de défense. On a donc un jeu de simulation de combat intéressant très riche en péripéties.
PCT/JP2001/005018 2000-06-13 2001-06-13 Jeu de cartes simulant un combat et programme informatique WO2001095986A1 (fr)

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JP2000-177457 2000-06-13
JP2000177457 2000-06-13
JP2001044081A JP2002065937A (ja) 2000-06-13 2001-02-20 戦闘シミュレーションカードゲームユニット、戦闘シミュレーションゲーム装置及びコンピュータプログラム
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CN111841013B (zh) * 2020-07-20 2024-05-31 网易(杭州)网络有限公司 一种信息展示方法及装置

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JP2012035026A (ja) * 2010-08-06 2012-02-23 Tomohiro Hamazaki 対戦型サイコロカードゲーム
KR101416216B1 (ko) 2012-07-05 2014-07-09 주식회사 네오위즈인터넷 전투 게임을 제공하는 방법, 서버, 단말기 및 기록매체
WO2014157515A1 (fr) * 2013-03-27 2014-10-02 フィールズ株式会社 Jouet de jeu de plateau, dispositif de jeu et procédé de traitement de jeu
KR101999827B1 (ko) 2016-09-02 2019-07-12 주식회사 겜프스 전투게임 제공 장치 및 방법
KR102169785B1 (ko) * 2019-11-14 2020-10-26 (주)원더피플 게임 참여 인원 및 경기 가능 구역이 동적으로 정해지는 근거리 배틀 로얄 게임을 제공하는 방법 및 이를 이용한 서버
KR102382653B1 (ko) * 2020-06-25 2022-04-11 주식회사 사이언스존 코딩 교육용 카드 게임 키트 및 게임 방법
JP2022102498A (ja) 2020-12-25 2022-07-07 株式会社コナミデジタルエンタテインメント ゲームシステム、その制御方法及びコンピュータプログラム

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