WO2014157515A1 - ボードゲーム玩具、ゲーム装置およびゲーム処理方法 - Google Patents
ボードゲーム玩具、ゲーム装置およびゲーム処理方法 Download PDFInfo
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- WO2014157515A1 WO2014157515A1 PCT/JP2014/058850 JP2014058850W WO2014157515A1 WO 2014157515 A1 WO2014157515 A1 WO 2014157515A1 JP 2014058850 W JP2014058850 W JP 2014058850W WO 2014157515 A1 WO2014157515 A1 WO 2014157515A1
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- card
- game
- player
- dice
- cards
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00643—Electric board games; Electric features of board games
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00173—Characteristics of game boards, alone or in relation to supporting structures or playing piece
- A63F3/00261—Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
- A63F1/04—Card games combined with other games
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00006—Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00097—Board games with labyrinths, path finding, line forming
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
- A63F2001/008—Card games adapted for being playable on a screen
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00173—Characteristics of game boards, alone or in relation to supporting structures or playing piece
- A63F3/00261—Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards
- A63F2003/00359—Modular units
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00173—Characteristics of game boards, alone or in relation to supporting structures or playing piece
- A63F3/00261—Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards
- A63F2003/00359—Modular units
- A63F2003/00362—Modular units with connections between modules
- A63F2003/00381—Jig-saw connection, e.g. dove tail
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00643—Electric board games; Electric features of board games
- A63F2003/00646—Electric board games; Electric features of board games with illumination of playing field or playing piece
- A63F2003/00659—LCD's
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/04—Dice; Dice-boxes; Mechanical dice-throwing devices
- A63F9/0415—Details of dice, e.g. non-cuboid dice
Definitions
- the present invention relates to a board game toy, a game device, and a game processing method, and more particularly, to a board game toy, a game device, and a game processing method in which two elements of sugoroku and a card game are fused.
- Patent Document 1 A typical trading card game is a game disclosed in US Pat. No. 5,662,332 (Patent Document 1).
- Patent Document 1 is a classic invention in which a so-called trading card game and a playing method thereof are disclosed.
- Patent Document 2 discloses a card game in which a deck is constructed using a result card and a baseball game is played while team management is performed.
- Patent Document 3 proposes a card game that requires a higher level of strategy than before, does not require a simple game progression pattern, and does not require special parts to pay for costs. ing.
- it is a card game played by two or more players according to a rule, and each of the two or more decks composed of a plurality of cards used by the two or more players and each of the two or more decks.
- a play field including at least two card areas each including two or more deck storage areas and a plurality of card storage areas predetermined for the two or more players, respectively, and drawn from the two or more decks.
- the plurality of cards in the deck are placed in the card storage area and controlled by the player.
- One or more selected symbols are respectively displayed, and the rule includes the one or more symbols displayed on the unit card as a condition that one or more unit cards of the player may exist in the card storage area.
- the card presence condition that the one or more symbols displayed on the one or more territory cards of the player existing in the one or more card storage areas must satisfy a predetermined relationship. It is a card game characterized by being.
- an object of the present invention is to provide a game rich in surprise and diversity that can be easily participated by even a beginner and enjoyed over a long period of time.
- the board game toy according to the present invention is a card group including a member having a game area, at least one random number generating means, and a plurality of cards on which at least one event is displayed.
- a path area for moving a marker according to eyes, a path area where a plurality of cards selected from the card group are arranged, and a leader card selected from the card group and used during the battle A leader card placement area for placement, wherein the leader card placement area is formed in the game area.
- the toy of the present invention is a special die having N (an integer greater than or equal to 2) surfaces, having k (1 ⁇ k ⁇ N ⁇ 1) special surfaces, Each of the Nk surfaces that is not the special surface is displayed with any numerical value of an integer, and each of the special surfaces is displayed with no relation to any of the numerical values of the integer.
- the board game toy has at least one of a plurality of cards for constructing a deck, a member having a game area in which squares for arranging the cards are displayed, a normal die, and a notation other than a numerical value.
- a board game toy comprising a special die having two special surfaces, wherein the card is arranged in the square to form a movement path, and according to the outcome of at least one of the normal die and the special die, The player moves on the card arranged in the movement path, and the player advances the game by rolling at least one die selected from the normal die and the special die based on the characteristics of the card arranged at the stop position. It is characterized by that.
- the game device of the present invention is a game device that causes the player to play a predetermined game by displaying the outcome of the random number generation means and the cards on the screen, and a predetermined number of cards on which at least one event is displayed.
- a moving path is formed by selecting a predetermined number of cards from the deck storing means for storing as a deck and a predetermined selection method from the deck, and arranging each of the selected cards as a grid.
- a moving path forming means a reader card display means for displaying a reader card on which the event used together with the outcome of the random number generating means is displayed on the screen, and an output determining instruction of the random number generating means input from the player Determining the outcome of the random number generating means and displaying the outcome on the screen; and when moving the marker on the movement path, A movement control means for moving the marker on the card arranged on the movement path in accordance with the outcome displayed by the outcome display means, and stopping in association with the card arranged on the corresponding square; and another player And an attack effect determining means for determining an attack effect of the player in the match based on the outcome displayed by the outcome display means and the event displayed on the leader card. And
- the game processing method of the present invention is a game processing method in which a game is progressed using a plurality of cards, a plurality of normal dice, and a plurality of special dice, and a predetermined number of the cards are arranged to move a moving path.
- the computer program of the present invention is a computer program for causing a computer to execute a method of causing a player to play a predetermined game by displaying the outcome of a random number generating means and a card on a screen.
- the method stores a predetermined number of cards displaying at least one event in a storage unit as a deck, selects a predetermined number of cards from the deck based on a predetermined selection method, and Arranging each selected card as a grid to form a movement path, displaying on the screen a leader card displaying an event to be used together with at least one outcome of the random number generating means, and a player
- the marker is moved on the card arranged on the movement route and stopped in correspondence with the card arranged as the corresponding cell.
- FIG. 1 it is a figure which shows the change of the arrangement
- the figure ((A)-> (C)) which shows the change of the arrangement
- FIG. 1 It is an enlarged view which shows the example of the event card in one Embodiment of this invention. It is a layout view showing another example of a play sheet in one embodiment of the present invention. In an embodiment of the present invention, it is a figure showing an example of a system configuration used for a game device. In one Embodiment of this invention, it is a figure which shows the example of the block block diagram of the communication terminal device used for a game device. It is a flowchart which shows the flow of the game of one Embodiment of this invention.
- the game according to the present invention is characterized by merging two different types of game elements, a card game and Sugoroku. Specifically, a piece, a marker is placed on the moving route (course) according to the outcome of an element (for example, a dice) as a random number generating means for arranging a card to form a moving route and generating a random number. , Move the frame (hereinafter referred to as “marker”). Various events corresponding to the characteristics of the cards arranged at the stopped position are executed. Here, the event may be executed based on the outcome of a random number generation element such as a die. In the course of the game, the cards arranged on the movement route can be replaced, and the event at that position is also updated accordingly.
- an event refers to the outcome of a random number generation element such as card acquisition or opponent's deck attack (decreasing the number of decks is also referred to as a “mountain attack”) and the card It refers to all events that are implemented according to the characteristics, and is used in distinction from specific events on event cards to be described later.
- the game of the present invention incorporates the elements of Sugoroku traditionally performed in Japan. Therefore, even though it is a trading card game, it has the familiarity that anyone can understand the approximate flow of the game sensuously.
- the grid of the movement route is determined in advance, and the event when stopping at each grid is determined. Therefore, the more you play the game, the less unexpected and monotonous.
- the event contents may be different each time and change according to the progress of the game. Sometimes. Furthermore, it is also possible to form a movement path including event contents suitable for each player's strategy by building a player's deck.
- processing corresponding to the outcome of the random number generation element is also performed when an event is executed or an opponent is attacked.
- events such as the ability and characteristics of various cards including the leader card installed by the player
- a predetermined value is added to the die roll, or a special value corresponding to the die roll
- An effect is produced.
- the outcome of the dice in which a card game and Sugoroku are fused, the outcome of the dice can be strengthened and corrected by the card, and the game can be progressed with more diversity and unexpectedness.
- the battle result is determined by the card's unique ability (attack power, special ability to attack the opponent, etc.) described on the card. Winning or losing will be almost determined by the cards presented by each other.
- the output of a random number generating element for example, a dice
- the output of a random number generating element is basically adopted as a battle force, and is used as a leader card (described later).
- the described event is applied to the above-mentioned event to determine the attack effect. Therefore, at the time of a match, victory or defeat is not determined only by the strength of the leader card (the strength of the event described on the card), but the action of the random number generating element (ie, luck) is greatly affected.
- the player selects a leader card having an event that acts at the time of attack according to the play strategy, and attacks the opponent player using the selected event and the outcome of the random number generating element, so the player formulates It is possible to provide a completely new attack mode in a battle using cards, which combines strategy and occasional luck.
- the game according to the present invention can be basically positioned as a one-to-one battle game.
- the game is a type of game in which each player progresses with the aim of achieving victory conditions, the game is not necessarily limited to two players' play. Ease of play can be fully enjoyed by 3-4 people (or more) considering the improvement of communication.
- the card game according to the embodiment of the present invention when the card game according to the embodiment of the present invention is realized on an online game such as a social network, a complicated procedure (waving a dice, borrowing the power of a powerful CPU on the server) (Turning cards, numerical calculations on cards, etc.) can be processed, so that the game progress can be facilitated by three or more players.
- the card game according to the embodiment of the present invention can be positioned like a tarot game and provided as a single-player game such as a solitaire.
- a moving route or the like can be formed by using a member having a game area, that is, a play field, and placing a card in a square displayed on the member.
- the member may be a board made of plastic, metal, wood, or a sheet made of cloth, paper, or the like. Further, it is possible to form a play field by arranging cards directly on a desk (table) without such a board or sheet. If necessary, the reverse side of the game rule manual can be a simple play sheet. (dice)
- a die can be used as a random number generation element according to an embodiment of the present invention.
- the marker is moved on the movement path in accordance with the outcome of the dice, and an attack on the opponent is also performed using the dice.
- the event described on the card at the position stopped by the movement of the marker may be executed using a die.
- various variant dies and various designs having a number range different from normal are included.
- the dice that are contained can be used. Rather, in the game according to the present invention, the game performance can be further improved by positively adopting such a variant die.
- An example of a variant die according to an embodiment of the present invention is shown below.
- D Design dice A die on which a design on which an effect (for example, all cards can be opened) is presented in advance is described.
- dice used with tops
- dice that are fused with tops are the ones that appear on the top of the tops that have fallen after turning the hexagonal top with your fingertips. It is possible to fuse with such historic playground equipment.
- a plurality of dies can be selected from special dies having special surfaces such as normal dies and crash surfaces.
- the crush surface means that when this surface comes out, it indicates that the use of the die is suspended, that the die cannot be used temporarily or permanently during the period until the end of the game. It is.
- a dice is described as an example of a random number generation element that can generate a random number.
- the random number generating element is not limited to a die, and various means such as a roulette, a reel, and a digital die can be used.
- the game is progressed with the value displayed on the member drawn by the player out of the n members whose values from 1 to n are displayed at the hidden tip. You can also. Even with the random number generation element, it is possible to bias the output or set a special surface in the same manner as the variant die and special die described in the present specification.
- different types of random number generating elements may be used in combination, such as using dice for movement and roulette or reel for events and attacks.
- the card used in one embodiment of the present invention is not limited to this, but is an event used in conjunction with the appearance of a random number generation element when a battle with an opponent (a matter; for example, increasing attack power by a predetermined value) Etc.) are displayed at least.
- Cards used in one embodiment of the present invention are roughly classified into three types: “character cards”, “core (area) cards”, and “event cards”.
- One is a “character card”, and the reader card is also classified as the character card.
- the game starts.
- a character card that has already been turned by rolling the dice is stopped, it can be acquired and stocked at hand.
- a card on the empty course is replenished with one card drawn from the deck or hand.
- use the character card to correct the number of random number generation elements such as dice, or to combine the characteristics of the random number generation element and the characteristics described on the character card for attack and defense against opponents. You can also.
- the core points are displayed in the “core card”, and when the predetermined condition is satisfied and the card is acquired, the displayed core points are obtained.
- the game is finished by the player whose total value of the core points obtained in this way reaches a predetermined value first as a winner.
- the “event card” is a card that triggers a specific event under a predetermined condition when the marker is stopped on this card.
- the game can be progressed with only two types of “character card” and “core card”. However, it is preferable to add a predetermined number of event cards to the deck in order to give diversity to the game.
- the marker (piece) is the player himself on the play field, and advances on the movement path according to the outcome of the dice, like Sugoroku.
- the marker may be a coin or a figure. In online games and the like, a player icon can also be used.
- FIG. 1 shows a sample including variant dies that are biased in appearance.
- FIG. 1A is a development view of a normal six-sided die having 1 to 6 turns.
- FIG. 1 (B) is a development view of a six-sided variant die in which all the turns are “1”.
- FIG. 1C is a development view of a six-sided variant die in which all the turns are “6”.
- FIG. 1D is a development view of a six-sided variant die having only odd numbers.
- FIG. 1E is a development view of a six-sided variant die having only even numbers.
- FIG. 1 (F) is a development view of a six-sided variety die having only “1, 2, 3”.
- FIG. 1 shows a six-sided variety die having only “4, 5, 6”.
- a six-sided die has been described as an example.
- one embodiment of the present invention is not limited to this.
- other multi-sided dies can be used.
- the player selects a predetermined number of dies from the normal dies and the variety dies owned by the player and uses them as his dies.
- each player is configured to be able to select three dice.
- FIG. 2 shows a configuration and design example of a “character card”.
- the design card 200 includes a mark column 201, a name description column 202, a power display column 203, an effect description column 204, a condition description column 205, a number column 206, and a symbol column 207.
- the attribute (category) to which the card belongs can be described.
- Card properties can be assigned by the marks described in the mark column 201.
- a conflict relationship can be set for the nature of the card. More specifically, when X, Y, and Z marks are present, a relationship such as “X is superior to Y, Y is superior to Z, and Z is superior to X” is set. Can do.
- the name column 202 the name of the card (character name, etc.) and the type of the card can be written as necessary.
- the strength of the card can be expressed by one or more kinds of numerical values.
- “+ 2 / ⁇ 1” is described in the power display field 203, but the former numerical value is a correction value when determining the superiority or inferiority of the same attribute, and the latter numerical value is the determination of superiority or inferiority between different attributes. It becomes the correction value of the hour. If the game content changes, the power value and the semantic content can be changed.
- the effect description column 204 special effects possessed by the card can be described. The effect is applied when a condition described in a condition description column described later is satisfied.
- the condition description column 205 conditions for applying the effects described in the effect description column 204 are described.
- condition description column 205 “use conditions” are described. This card is configured to be used at any time, but may be configured to be used only when the marker is stopped on the card, or configured to be used when an event occurs. In the middle of the condition description column 205, it is described whether or not it is necessary to shake a die in order to exert the effect. This card is configured so as not to shake the dice, but may be configured to need to shake the dice. In this case, as described later, the effect cannot be exhibited unless eyes with a predetermined number or more appear. In the lower part of the condition description column 205, the measure of the card after the effect is exerted is described. This card is configured to be discarded after the effect is exhibited, but it may not be necessary to discard it.
- the number field 206 displays a reference value for acquiring this card or applying the effect of this card.
- “7” is written in the number field 206, and the card cannot be obtained or the effect of this card cannot be exhibited unless the total value of the rolled dice is 7 or more.
- the reference value may decrease if a special card is held and correction values such as “ ⁇ 1” and “ ⁇ 2” are applied.
- the reference value described in the number column represents the difficulty level for obtaining a card or the difficulty level for demonstrating the effects of the card. The higher the numerical value, the higher the difficulty level, but the stronger it is. The effect can be expected.
- the symbol column 207 a character or the like of this card is drawn.
- FIG. 3 shows a configuration and design example of an “event card”.
- the event card 300 includes a mark column 301, a name description column 302, an effect description column 303, a condition description column 304, a number column 305, and a symbol column 306.
- the mark column 301 the attribute (category) to which the card belongs can be described.
- Card properties can be assigned by the marks described in the mark column 301. As an example, it is possible to have an aggressive card, a defensive card, or an irregular card. In addition, a conflicting relationship can be set for the nature of the card.
- X, Y, and Z marks are present, a relationship such as “X is superior to Y, Y is superior to Z, and Z is superior to X” is set. Can do.
- the name column 302 the name of the card (event name or the like) and the type of the card can be written as necessary.
- the effect description column 303 special effects possessed by the card can be described. The effect is applied when a condition described in a condition description column described later is satisfied.
- condition description column 304 conditions for applying the effect described in the effect description column 303 are described.
- “use conditions” are described.
- This card is configured so that it can be used only when it stops, that is, when the marker stops on the card.
- a configuration that can be used at any time or a configuration that can be used when an event occurs may be used.
- measures for the card after the effect is exhibited are described. This card is configured to be discarded, but may be configured not to be discarded.
- the number field 305 displays a reference value for acquiring this card or applying the effect of this card.
- “12” is written in the number field 305, and the card cannot be obtained or the effect of this card cannot be exhibited unless the total value of the rolled dice is 12 or more. If a special card is held and correction values such as “ ⁇ 1” and “ ⁇ 2” are applied, the correction value may be applied to lower the reference value.
- the reference value described in the number column represents the difficulty level for obtaining a card or the difficulty level for demonstrating the effects of the card. The higher the numerical value, the higher the difficulty level, but the stronger it is. The effect can be expected.
- the symbol column 306 an illustration or the like that makes it easy to imagine the event of this card is drawn.
- FIG. 4 shows a configuration and design example of a “core (area) card”.
- the area card 400 includes a mark field 401, a name description field 402, an area point display field 403, an effect description field 404, a condition description field 405, a number field 406, and a symbol field 407.
- an attribute (category) to which the card belongs can be described.
- Card properties can be assigned by the marks described in the mark column 401. As an example, it is possible to have an aggressive card, a defensive card, or an irregular card. In addition, a conflicting relationship can be set for the nature of the card.
- X, Y, and Z marks are present, a relationship such as “X is superior to Y, Y is superior to Z, and Z is superior to X” is set. Can do.
- the name column 402 the name of the card (character name, etc.) and the type of card can be written as necessary.
- the score when the card is acquired is displayed.
- “50” is written in the area point display field 403.
- the player score is the total value of the numerical values of the area cards that are combined under the combination condition. Therefore, cards (groups) that cannot be combined constitute separate groups, and the numerical values of each group cannot be summed.
- the score of the player in this case is the highest value among the total values of each group. Therefore, the score is further added by combining another area card that can be combined with the card. For other area cards that cannot be combined, points are added by combining with other cards that can be combined separately. When the combined value of the group of area cards exceeds a predetermined score, the player who formed the area card group becomes the winner.
- the combination of the core cards is not an essential requirement of the present invention, and the total value of all the acquired core cards may be used as the points obtained by the player as in the second embodiment described later.
- the effect description column 404 special effects possessed by the card can be described. The effect is applied when a condition described in a condition description column described later is satisfied.
- condition description column 405 conditions for applying the effect described in the effect column description 404 are described.
- “use conditions” are described.
- This card is configured so that it can be used at all times, but may be configured so that it can be used only when the marker is stopped on the card, or can be used when an event occurs.
- this card has a configuration that does not require the dice to be shaken, but may have a configuration that requires the dice to be shaken. In this case, it is also possible to adopt a configuration in which the effect cannot be exerted unless eyes greater than or equal to the numbers described later appear.
- measures of the card after the effect is exhibited are described. This card does not need to be discarded even after the effects are exhibited, but may be discarded after the effects are exhibited.
- the number field 406 displays a reference value for acquiring this card or applying the effect of this card. “12” written in the number field 406 indicates that the total value of the rolls of the dice must be 12 or more in order to acquire this card or apply the effect of this card. (If you have a special card and apply a correction value such as “-1” or “ ⁇ 2”, the correction value may be applied to lower the reference value). Therefore, it can be said that the reference value described in this number column represents the difficulty level for acquiring a card or the difficulty level for providing a card effect, and the higher the numerical value, the higher the difficulty level. It can be said that a powerful effect can be expected.
- symbol column 407 an illustration or the like that makes it easy to imagine the area of the card is drawn.
- FIG. 5 shows a setting example of a card game or the like in the first embodiment of the present invention.
- FIG. 5 shows an example of setting for player A in FIG. 5 (A), and an example of setting for player B in FIG. 5 (B). It is assumed that the player A is in the P1 direction in FIG. 5A and the player B is in the P2 direction in FIG.
- Players A and B are sitting on a chair (not shown) and facing each other, and are setting cards and pieces on a table or the like.
- FIG. 5 shows a setting example of a card game or the like in the first embodiment of the present invention.
- FIG. 5 shows an example of setting for player A in FIG. 5 (A), and an example of setting for player B in FIG. 5 (B). It is assumed that the player A is in the P1 direction in FIG. 5A and the player B is in the P2 direction in FIG.
- Players A and B are sitting on a chair (not shown) and facing each other, and are setting cards and pieces on a table or the like.
- the player A in the P1 direction shuffles the card deck prepared by himself and lays down the eight cards 5011 to 5018 clockwise from the left front (cards with the back face up). In the state of not knowing the type of). In this embodiment, they are arranged in order at positions corresponding to the surrounding 8 squares excluding the central square of the 3 ⁇ 3 squares. These eight cards become squares on the course (movement path) for circulating the pieces of the player A with the dice. It should be noted that the number of cards on the course is not limited to eight, and may be 10, 12 or any other number. Furthermore, the card can be arranged in other ways such as rectangular, rhombus, and circle.
- the player A places the remaining card deck 501 on the front of the course (the lower part of the card 5012 in FIG. 5A) and places the piece 502 on the card 5011 corresponding to the upper left cell.
- the three dice 5031 to 5033 are selected from various dice prepared in advance, and the game setting is completed at hand. Note that the position where the card deck is placed is not limited to the position shown in FIG. 5A, but may be placed on the left or right of the course or at a position closer to itself than the course.
- player B in the P2 direction shuffles the card deck that he / she prepared himself, and faces the eight cards 5051 to 5058 in a clockwise direction from the front left (cards with the back side up) In the state of not knowing the type of).
- the 3 ⁇ 3 squares are arranged in order at positions corresponding to the surrounding 8 squares excluding the central square. These eight cards become squares on the course for circulating the pieces by the dice. It should be noted that the number of cards on the course is not limited to eight, and may be 10, 12 or any other number.
- the card can be arranged in other ways such as rectangular, rhombus, and circle.
- the player B places the remaining card deck 505 in front of the course (the upper part of the card 5052 in FIG. 5B), and places the piece 506 on the card 5051 that hits the upper left cell.
- the three dice 5071 to 5073 are selected from various dice prepared in advance, and the game setting is completed at hand. Note that the position where the card deck is placed is not limited to the position shown in FIG. 5B, and may be placed at the right or left of the course or a position closer to itself than the course.
- the setting is described as a setting for a two-player battle, but even when there are three or more players, each player can perform the same setting and enjoy the game together by deciding the order in which to roll the dice .
- step S601 cards for constructing a deck are collected (step S601).
- the configuration requires 20 or more cards, but the required number of cards is not limited to this and can be set as appropriate. It is also possible to determine the number of cards included for each type.
- a deck-built card set called a “starter kit” is sold. By purchasing this card set, even beginners can easily start the game.
- the starter kit may be accompanied by an appropriate number of various cards and several types of dice.
- an option kit with several cards enclosed can be sold.
- the user prepares 20 or more cards by combining these.
- this part becomes the first fun of the trading card game.
- step S602 a deck is constructed. In other words, from the 20 or more cards collected by the player, cards are selected in order to realize the tactics intended by the player, and a deck is constructed. This deck construction work is the second pleasure in the trading card game. In fact, many players spend a lot of time building this deck.
- step S603 a dice is selected.
- three dice that each player uses in the game are selected from a plurality of dice prepared in advance.
- step S604 the deck is shuffled well, and a course is created by arranging the cards in the play field (such as on the table) with the back side up in order from the top card.
- the example of the course layout is as described with reference to FIG.
- step S605 a piece such as a figure is placed on the upper left card when viewed from the player to complete the setting. Then, the first strike and the second strike (in the case of 3 or more players, the order in which the dice are rolled) is determined by coin toss or janken.
- step S606 the player who hits the turn in which the dice rolls selects one of the three pre-selected dice and rolls it, and then, for example, a marker such as a figure is rotated clockwise according to the eye that comes out. Proceed. The piece is advanced to go around the course. Then turn over the card at the stop position. From the second time onward, the game proceeds differently depending on whether the card at the remaining position has already been turned (determined in step S607).
- step S607 it is determined whether or not the card at the position where the marker is stopped has already been turned. Initially, all the cards are face down (No in step S607). In this case, the process proceeds to step S608 and the card is turned. Then, the process proceeds to step S609, and the game proceeds according to the type of the card that has been turned over. For example, when the turned card is a character card, it is possible to challenge the acquisition (collection at hand) of the character card. In the case of an event card, it is possible to challenge the event described in the event card. Furthermore, when it is an area card, it can challenge the acquisition (collecting at hand) of the area card.
- the first card that stops is only allowed to turn over, and it stops on that card after the next lap.
- the game may be progressed according to the card.
- step S612 After performing the challenge according to each card, the player in the next order rolls the dice to advance the game (step S612). Then, the progress flow returns to step S606.
- step S610 the process proceeds to step S610, and the game progress according to the type of the card is performed (details will be described later).
- step S613 the game end condition (described later) is satisfied (Yes in step S611)
- step S612 the process proceeds to step S612, and the player in the next order rolls the dice to advance the game. Then, the progress flow returns to step S606.
- the piece 702 has stopped on the area card 7014 (corresponding to 400 in FIG. 4). At this time, the player can challenge to acquire the area card 7014.
- the player can challenge to acquire the area card 7014.
- the area card acquisition challenge it is required that one or more character cards among the cards on the course are open (in a turned state).
- the player since the character card 7017 (corresponding to 200 in FIG. 2) is open, the player declares the acquisition range of the area card 7014, and shakes “two” dice and waits for the outcome.
- the challenge is to acquire an area card by rotating the character card 7017 by 90 degrees.
- the criterion for determining whether or not the area card 7014 can be acquired is that the total value of the rolls obtained by rolling “two” dice is the number “12” (in FIG. 4) described in the number column of the area card 7014. (Corresponding to the number field 406) or more.
- a correction value for example, +2 described in the power field of the character card (corresponding to the power display field 203 in FIG. 2) may be always added to the die roll.
- the area card 7014 is acquired if the total value of the rolls obtained by rolling “two” dice is 10 or more. be able to.
- the obtained area card 7014 is kept at the player's hand. At this time, the score of the player is 50 points described in the area point display field (corresponding to the number field 403 in FIG. 4) of the area card 7014.
- the area cards are acquired in such a procedure, the area cards that can be combined are combined, and when the total value of the combined area points exceeds a predetermined value (for example, 100 points), the player wins.
- a predetermined value for example, 100 points
- FIG. 8 shows an example of how the acquired area cards are combined.
- FIG. 8A shows an example of combination of cards that cannot be combined
- FIG. 8B shows an example of combination of cards that can be combined.
- each side of the area card has a design, and as an example, a colored bar is attached in FIG.
- a green bar is attached to the upper side 801a and the left side 801b
- a blue bar is attached to the lower side 801c
- an orange bar is attached to the right side 801d. It is attached.
- the area card combining condition is that when the area cards are adjacent in the same direction, sides having the same color bar can be combined. Then, in FIG. 8A, when the area cards 801 and 802 try to be adjacent in the same direction, there is no adjacent pattern that is a combination of the same color no matter which side is adjacent to which side. Area cards 801 and 802 are examples of combinations of cards that cannot be combined.
- a green bar is attached to the upper side 803a
- a red bar is attached to the left side 803b
- a blue bar is attached to the lower side 803c.
- 803d has an orange bar.
- the upper side 804a has a green bar
- the left side 804b has a green bar
- the lower side 804c has a blue bar.
- the right side 804d is marked with an orange bar.
- the area cards 803 and 804 are adjacent to both cards when the area card 804 is arranged on the left side and the area card 803 is arranged on the right side, as shown in the lower part of the figure. Since both are the same color with a red bar, the area cards 803 and 804 can be combined in this state. Note that the cards that can be further combined with the area cards 803 and 804 combined in FIG.
- Fig. 9 shows how two acquired cards are combined and placed at hand. Since the right side of the card 9021 and the left side of the card 9022 both have red bars, they can be combined at both sides, and are placed at the player's hand in a combined state as shown in FIG.
- the opponent's area card taken by the “hacking effect” will be placed on his / her hand (at this time, it may be turned over and stacked in order to clarify that it was taken) And the score of this card can be 30 points regardless of the description of the surface area points).
- the hacked opponent has a character card that demonstrates the ability to “destroy the stolen area card”. When this character card is used, the hacked card is destroyed ( Can be discarded). If a character card is exercised, the success or failure of the exercise is determined by two dice with a result equal to or greater than the numerical value indicated in the character card's number field (the correction value indicated in the power display field of the character card). Can be determined by whether or not it can be applied after the correction).
- the first table is a configuration example of a card deck composed of 35 cards constructed by a certain player
- the following table is a configuration example of a card deck composed of 35 cards constructed by another player.
- ID is a card identification number
- card type is a card type such as “area”, “character”, etc.
- use condition is a timing condition for exercising the card
- Necessity of dice is a classification of whether the effect of the card or the success or failure of the card needs to be decided by dice
- “Necessity of destruction” is a classification of whether or not the card needs to be discarded after exercising the card.
- “Effect” describes the effect and ability of the card.
- the area card joining condition is “whether or not the color of the bar attached to the adjacent card side is the same color”, but the present invention is not limited to this, and other card designs may be used. It can also be adopted.
- FIG. 10 shows a design of a card used in a card game toy or the like according to another embodiment of the present invention.
- a card 1001 has a zigzag (uneven shape) cut on each side (1001a to 1001d). This notch differs for each card like a keyway (that is, the notch shape on the upper side of one card does not necessarily match the notch shape on the upper side of another card).
- the card coupling condition can be “whether or not the cut shape attached to the adjacent card side matches”.
- FIG. 10B shows a combination example of cards that can be combined and a combination example of cards that cannot be combined.
- the card 1001 and the card 1002 are tried to be adjacent in the same direction, there is no matching notch combination no matter which side is adjacent to which side.
- the card 1002 and the card 1003 have a cut portion 1002d on the right side of the card 1002 and a cut portion 1003d on the left side of the card 1003. Can be combined with the left side of the card 1003 adjacent to each other.
- one to several marks such as stars may be provided on each side of the card so that sides having the same number of stars can be combined.
- a pattern may be attached to each side of the card so that the sides matching the pattern can be combined. In such a broad sense, a wide variety of designs can be attached to each side of the card as a coupling condition for coupling to each other.
- the acquired area cards are connected, and the player whose total points of the connected core cards first reach a predetermined value wins.
- the total value of all the acquired core cards becomes a predetermined value, or the opponent's deck is attacked to reduce the number of opponent's deck to a predetermined number or less.
- the game is won by setting the predetermined number to zero, that is, setting the number of opponent's decks to zero).
- there is no connection portion in particular, but it is also possible to add a color or symbol to each core card and add (connect) points between cards of the same color or symbol. it can. In this configuration, it is not necessary to spread and connect the cards, so that the game can be enjoyed even in a narrow space.
- the core point can also be obtained by attacking the opponent and winning.
- the player builds a deck by selecting cards that can realize the strategy he / she wants from among the cards he / she owns.
- FIG. 11 is a layout diagram showing an example of the play sheet of this embodiment. Here, an arrangement in the case where two players battle each other is shown. Usually, the play sheets 10A and 10B of the respective players are arranged facing each other on a table or the like. Each player sits in front of each play sheet (one player (A) is at the position of PA in FIG. 11 and the other player (B) is at the position of PB in FIG. 11). Proceed with the game face to face.
- squares 11A and 11B for forming a movement path are displayed.
- a total of eight squares in three vertical and horizontal squares are connected in a substantially circular shape, and a movement path is formed by arranging cards as will be described later.
- the marker is moved clockwise from this position.
- no card is placed in the central cells 12A and 12B, and the space is used as a space for placing dice (used dice place).
- the movement route is not limited to this configuration, and a card can also be installed in the central grids 12A and 12B to make the movement route.
- the number of squares serving as a movement route is not limited to 8 here, and may be 7 or less or 9 or more.
- the maximum value of the normal dice is a value obtained by subtracting “1” from the square (the number of squares minus 1).
- reader card installation locations 13A and 13B are provided at the upper left of the play sheet.
- deck deck stores 14A and 14B are provided below the leader card installation locations 13A and 13B.
- a remaining card group selected from a constructed deck according to a predetermined rule (for route formation, etc.) is arranged as a deck.
- used card storage places (used card storage places) 15A and 15B are arranged on the upper right of the play sheet.
- die cast zones 16A and 16B for swinging dice and below that are places for acquired core cards (acquired core card places) 17A and 17B, and used die places 18A. , 18B and the use stop die storage places 19A, 19B are arranged. Details of each will be described below with reference to the drawings as the game progresses.
- each player first collects cards for building a deck.
- a deck-built card set called a “starter kit” is sold. By purchasing this card set, even beginners can easily start the game.
- the above-described dedicated board or sheet and a plurality of normal dies and special dies described later can be set. Moreover, it is good also as a structure which can further strengthen a deck by providing the booster pack containing several cards, and a player purchasing this.
- each player builds a deck with their own cards.
- the total score of the acquired core cards becomes a predetermined value, or the opponent's deck is attacked to reduce the number of decks to zero, thereby winning the game.
- Players are required to construct a deck by selecting cards that can realize the strategy they want from the cards they own.
- the normal dice has n areas where a predetermined display is made, and each of the n areas includes a number (value) displayed in another area and a cover. It is a die on which any one of the numbers 1 to n is displayed.
- n is an integer of 2 or more.
- “Numerals” and “integers” are not limited to Arabic numerals, and may be various numbers such as Chinese numerals and Roman numerals, or any display that can be used to conceive numbers such as dots corresponding to the numerals.
- the area is not limited to a surface.
- a shape formed of one continuous curved surface such as a spherical shape or a rugby ball shape (elliptical shape) is divided into a plurality of numbers, and a numerical value is displayed in each portion (region).
- a shape formed of one continuous curved surface such as a spherical shape or a rugby ball shape (elliptical shape) is divided into a plurality of numbers, and a numerical value is displayed in each portion (region).
- each of the n regions is a surface in consideration of the ease of handling of the dice.
- the “surface” is “a figure that is spread but has no thickness that is formed when a line moves”, and includes both a plane and a curved surface.
- a die having a numerical value from 1 to 6 displayed on each face of a regular hexahedron is known.
- the normal dice of the present invention is not limited to this.
- regular polyhedron dies such as a regular tetrahedron four-sided die, a regular octahedron eight-sided die, a regular dodecahedron 12-sided die, and a regular icosahedron 20-sided die can be used.
- a modified die as shown below can also be used.
- FIG. 12 is a front view showing an example of a modified die.
- This die has two shapes in which the edges of two ridges are overlapped and joined together, that is, a shape in which a first curved surface 31 that is convex upward and a second curved surface 32 that is convex downward are connected. Dice.
- numerals 1 and 2 are displayed on the first curved surface 31 and the second curved surface 32, respectively.
- FIG. 13 is a front view showing another example of the deformation die.
- This die displays predetermined numbers from 1 to n in n areas of the curved surface of the sphere. For example, numbers from 1 to 6 can be displayed in six regions of the spherical surface.
- weights or the like are installed in the area where the numbers are displayed or in the opposite part and stopped so that the number area is on the upper surface.
- FIG. 14 it is also possible to use a die in which the corners of a cube are chamfered and the plane is changed to a curved surface with a predetermined acute angle ratio. Even with this die, numbers from 1 to 6 can be displayed on six curved surfaces.
- FIG. 15 is a front view (A) and a perspective view (B) showing still another example of the deformation die.
- This die has a hollow triangular prism shape, and is formed from three surfaces which are side surfaces of the triangular prism, and numerals 1, 2, and 3 are displayed on each surface.
- the normal dice of the present invention has two or more areas where numbers are displayed, and the numbers described in each area are consecutive numbers that do not cover the numbers displayed in other areas. If it is a certain die, its shape is not limited. Here, if there are n areas where numbers are displayed, numbers 1 to n are displayed one by one in each area. However, the number to be displayed does not necessarily start from 1. For example, in the case of a six-sided die, an integer from 3 to 8 can be displayed.
- the special die has N areas (N is an integer of 2 or more) each of which a predetermined display is made, and k (1 ⁇ 1) out of the N areas.
- k ⁇ N ⁇ 1) is a special area, and any integer is displayed in each of N ⁇ k areas that are not special areas, and each of the special areas is not related to an integer.
- This is a dice made.
- the integer displayed in the Nk areas (non-special areas) that are not special areas is not limited to a positive value, and may be 0 (zero) or a negative value.
- the display unrelated to the integer displayed in the special area may be a dice ground display without any numbers or symbols, or may be a special symbol such as a star shape. .
- the special surface of the special die is a crash surface, and when this surface appears, the special die is stopped from being used and cannot be used in the subsequent game progress. Since the number of dice that can be used by each player is determined, the use of dice is stopped and the number of dice that can be used decreases, resulting in a reverse element in the game. Therefore, even if the game progresses in a situation unfavorable to one player, there is a possibility of one-shot reversal, so the winner of the game will not be known until the end, and the player can continue the game with a sense of tension without getting bored it can.
- the effect of the special surface is not limited to the use stop effect of the special die.
- the player can attack the opponent's deck by giving a special surface, or the die that has been stopped is revived. It is good also as a structure which activates effects other than the number which becomes advantageous to.
- the effect may be changed according to the type of symbol of the special surface, such as attacking the opponent's deck.
- a special surface that is advantageous to the player and a special surface that is disadvantageous to the player may coexist.
- the shape of the special die is not limited to regular polyhedrons such as 4-sided die, 6-sided die, 8-sided die, 12-sided die, and 20-sided die, but other multi-sided dies and other deformed dies can be used. it can.
- a dice is described as an example of a random number generating element capable of generating a random number.
- the random number generation element is not limited to a die, and a roulette, a reel, a digital die, or the like can also be used. These random number generating elements can be used in the same configuration as the normal dice and special dice. Also, different types of random number generation elements may be used, such as dice for movement and roulette or reel for events and attacks.
- each player selects a predetermined number of dice suitable for the deck from among a plurality of normal dice and special dice he owns, and uses them as his own use dice.
- the special area (surface) of the special die is a crash surface where the die is stopped when the surface comes out.
- each player is configured to be able to select and use a total of seven of three normal dice and four special dice. Then, one normal die is mainly used for movement, and one or two of normal dice and special dice can be used for events.
- the types and number of dies used are not limited to this, but considering the fun of formulating strategies to determine which special dies are used for events and which special dies are used for attacks, the number of dies used is too small. Even if it is too much, it is not preferable, and it is preferable to set to an appropriate number.
- Game settings (1) Installation of Reader Card First, as shown in FIG. 16, the respective players A and B install the reader cards 101A and 101B selected by the respective leader card placement locations 13A and 13B.
- the leader cards 101A and 101B are installed face up, and card information such as leader ability is recognized by the opponent.
- the deck is constructed according to the characteristics of the selected reader cards 101A and 101B. For example, it is preferable to construct an attacking deck if the characteristics of the leader cards 101A and 101B are attack type, and to construct a defense type deck if the characteristics of the leader cards 101A and 101B are defense type.
- the leader cards 101A and 101B once installed, are not changed from the start to the end of the game, and their capabilities are demonstrated while the game is in progress. It is also possible to change the leader cards 101A and 101B during the game. For example, the leader card can be changed at a predetermined timing in the middle of the game in accordance with the situation such as the characteristics of the arranged cards and the contents of the movement route and the attack pattern of the opponent.
- a plurality of different attributes such as an aggressive attribute, an attribute that erodes (decreases the number of opponent's decks (forcibly discards a predetermined number from the deck), etc.) are prepared in advance, and each attribute is provided with a plurality of reader cards each having a reader ability suitable for each characteristic. Therefore, the player can select a card having an attribute suitable for the strategy he wants to proceed and determine a leader card from the card. By adopting such a configuration, even a beginner can easily enjoy a game by selecting a deck and a leader card suitable for his strategy.
- FIGS. 17A and 17B are enlarged views of the reader cards 101A and 101B installed by the player A and the player B, respectively.
- the leader card 101A of the player A displays the leader ability 41A that when the player rolls “1” with a dice that he swings, one opponent's deck is forcibly discarded.
- the player A can advance the above-described strategy by selecting at least one special die having only 1 displayed on a surface other than the special surface or a special die having many eyes.
- the opponent player B can take countermeasures after recognizing such a strategy of the player A.
- the leader card 101B of the player B displays that the numerical value can be added by 1 to one of his dies at the time of attack as the leader ability 41B.
- an aggressive leader card is installed in this way, it is effective to construct a deck specialized for attacks.
- the player B can advance the above-described strategy by selecting at least one special die having only 6 displayed on a surface other than the special surface or a special die having many 6 eyes.
- the ability of the leader card is not limited to the above example.
- the core card acquired by the opponent is attacked and invalidated, the opponent's dice is deactivated, or the player's use You can set up cards with various abilities, such as reviving a stopped die, reviving your discard.
- every other card is turned face up from the card on the right side of the card on which the marker is placed so that the card information can be seen.
- the configuration in which the card information of some cards is opened is not always necessary, and the game can be started with all the cards face down.
- the player's advantage and the player's advantage are recognized. Expectation increases and interest in the game improves.
- Game progress (1) Determining the first attack / last attack
- the method for determining the first attack / last attack is not particularly limited, but in this embodiment, players A and B simultaneously roll normal dice having the same eye, and the player who gives a large numerical value is the first attack. Yes.
- the place where the dice is shaken is not particularly limited, but the die cast zones 16A and 16B are provided in the upper right of the play sheets 10A and 10B of the present embodiment.
- the progress of the game of the present embodiment will be described by taking as an example the case where the player B is first.
- FIG. 19 is an enlarged view of the card 102B3.
- the card 102B3 is a core card, and 20 points (core points) 51 can be obtained by acquiring the card.
- 6 is displayed in the number field 52 of the main card 102B3, and the main card 102B3 can be acquired when the result of the dice is 6 or more.
- Player B can challenge the acquisition of the core card 102B3 by selecting one or two dies from the normal dies and special dies out of the dies used and shaking the dies. In order to select the core card with certainty, it is preferable to select two special dies in which a larger number is displayed on a surface other than the special surface.
- special dies can also be used for attacks on opponents.
- one die can be used only once per turn, and a die used in an event such as a core card acquisition can be used until the next turn starts. Disappear.
- a crash surface which is a special surface, appears, the die is suspended and cannot be used for subsequent game progression. Therefore, the player is required to devise a strategy as to which die is used for the event and which die is used for the attack in consideration of the stop of use of the die.
- the game win / loss largely depends on the selection of the use die of the player and the use scene of each die, and there is also a reverse factor due to the stop of use of the special die. For this reason, from the start of the game to the decision to win or lose, the player can advance the game with a thrilling feeling while always making a strategy without getting tired of the game or giving up the game on the way.
- the outcome of one die was “6”, but the outcome of the other die was a special surface (crash surface). It became. Since one of the dice scored 6 or more, the core card 102B3 was successfully acquired, and the score was 20 points. Here, the core card 102B3 is moved from the square 11B3 to the acquired core card storage area 17B (FIG. 18C), and the square 11B3 is replenished with the top card of the deck 102B. Card replenishment is not limited to the deck 102B, but can be replenished from the deck or hand. On the other hand, the other die cannot be used in the subsequent game because the use of the other die is stopped due to a crash surface. The dice having a score of “6” is placed in the used dice place 18B, and the die having a crash surface is placed in the use stop dice place 19B (FIG. 18C).
- a die once suspended cannot be restored.
- a leader card or the like with the ability to reinstate a die that has been deactivated, or to make a special surface that can reinstate a die that has been deactivated using a part of the special surface of the special die. In this way, by adopting a configuration in which dice that are no longer used can be restored, a re-inversion element is further added, and the player's interest in the game is further increased.
- an attack can be set against the opponent after the event. Since the player B did not use the ability of the leader card 101B when acquiring the core card, the player B can attack the player A.
- the player B rotates his / her leader card by 90 ° to the right, and as shown in FIG. It is shown that 1 can be added to the first game, and it is declared to attack using this ability. Thereby, the player A who is an opponent will defend against the attack of the player B.
- both attack and defense are a game using dice, and the two dice selected by both players are simultaneously shaken, and the attack with the larger value is successful in the attack or defense.
- the player B selects a die for attack from dice that are not used when acquiring the core card.
- the player A since the player A has not yet performed an event, the player A can select a defense die from all the used dice.
- both the player A and the player B have dice rolls of 4.
- the player B's leader card has the ability to add 1 to the value of one die when attacking. Therefore, as a result of adding 1 to the outcome 4 of the player B, the player B's attack succeeds and the defense of the player A fails.
- a card is drawn from the deck 102B and placed in the place 17B for the acquired core card (FIG. 20C). At this time, the card is face down (turned over) and 10 points can be scored with this card. In this turn, Player B has obtained a total of 30 points, 20 points for the acquired core card and 10 points for the successful attack.
- the attacking player when the attack is successful, the attacking player can acquire points. However, even if the defense is successful, the defending player cannot obtain points. That is, even if the defending player A wins the battle, the player A cannot acquire points, and only the effect that the player B fails to acquire points occurs. When player B's attack ends, player B's turn ends and changes to player A's turn.
- the turn of the late player A The dice used for defense are revived. Like the first player B, the late player A chooses and rolls one normal die or special die from the used dice, The marker 104A is moved according to the outcome. Here, the outcome of player A is 1. As described above, the leader card of the player A has the ability to stop the use of one opponent's deck when the roll of the dice he rolls becomes “1”. Therefore, as shown in FIG. 21, one card of the player B's deck 102B is discarded and moved to the used card storage 15B.
- FIG. 23 is an enlarged view of the card 102A2.
- the card 102A2 is a character card
- 9 is displayed in the number column 52, and the card 102A2 can be obtained when the dice roll is 9 or more.
- the acquired character card can be set as a hand on the moving route of the player or the opponent as shown below, or can be used at the hand for numerical correction at the event.
- Player A cannot make an attack because he used the ability of the leader card to acquire the character card. For this reason, the turn of the player A is completed as described above, and then the turn of the player B is made again. In this way, the game is advanced by repeating the turn of the player B and the player A.
- the acquisition points as the victory condition are not limited to 150 points, and may be 100 points or 200 points.
- the acquisition points as the victory condition are not limited to 150 points, and may be 100 points or 200 points.
- it can be set appropriately so that the winning or losing is settled in an appropriate game time.
- the game can be advantageously advanced by using three cards taken from the deck 102.
- the usage example of the hand 103 is demonstrated.
- the character card can include an installation card with an “installation” display 61 as shown in FIG. If there is an installation card in the hand 103, this card can be installed on his or her opponent's movement path at the time of his turn.
- the effect of the installed card of FIG. 24 is “destroy (discard) four players' decks that have stopped on this card”. The player can install this installation card on any card on the opponent's movement path. As a result, when the opponent's marker stops on this card, the opponent's four decks can be discarded and moved to the used card storage area, which is expected to develop a game advantageous for the installed player. it can.
- the character card can include a card capable of numerical correction.
- the character card shown in FIG. 25 indicates that the numerical value 3 can be added to one of the dice rolled by the player.
- This card can be used as follows, for example.
- FIG. 26 shows an example of the event card of this embodiment.
- This card is an event card that activates the lap ability. Specifically, when this card is placed on the movement path and in the activated state, each time the player passes over this card, one opponent's deck can be discarded. And even if this event card demonstrates its ability once, it does not move to the discard pile, but remains on the movement route and exerts its ability at every lap.
- FIG. 27 shows another example of the play sheet of the present embodiment.
- a vertical and horizontal square cell 11C for forming a movement path is displayed at the center of the play sheet 10C, and a movement path is formed by arranging cards in the square.
- no card is placed in the central grid 12C, and the space is used as a space for placing a die (used die place).
- a deck deck place 14C, a used card place 15C, an acquired core card place 17C, a used dice place 18C, and a use stop die place 19C are installed. Each using method is as above-mentioned.
- a leader card installation place 13C is provided at the upper left of the play sheet 10C, and the leader card selected by each player is installed as in the play sheet of FIG.
- still another reader card installation place 13D is provided.
- the player rotates the reader card 90 degrees and declares the activation of the reader ability.
- the reader card is rotated 90 degrees and moved to the reader card installation location 13D.
- This play sheet 10C is further provided with a play card storage 20 at the upper part of the movement route.
- the card on the movement route that was placed at the position where the marker stopped is placed.
- An attack zone 21 is provided on the upper right of the play sheet 10C.
- FIG. 28 shows an example of a system configuration used for the game device of this embodiment.
- This system includes an application server 2101, a database server 2102, and communication terminal devices 2103a, 2103b, 2103c, 2104, and 2105 operated by each player, and these are connected to a network 2199 such as the Internet.
- the application server 2101 is a server that executes a game program that is activated on a web browser, and the database server 2102 stores information necessary for executing the game (for example, the control program shown in FIG. 30). Yes. Therefore, in the case of an online game, the application server 2101 reads a control program as shown in FIG. 30 stored in the database server, and executes processing according to the user operation input from a predetermined communication terminal device. Then, the online game can be realized by displaying a game screen according to the processing on a predetermined communication terminal device.
- Communication terminal devices include portable information processing devices (mobile phones, portable game machines, portable information terminals (tablet PC, PDA: Personal Data Assistance) 2103a to 2103c, desktop personal computers 2104, notebook personal computers 2105, etc. Personal computers.
- the display unit of the communication terminal device is a liquid crystal display (LCD) or the like, and displays various images and characters necessary for the progress of the game. According to the display on the display unit, the player can advance the game by operating the operation buttons and the like with a finger or a touch pen to give various instructions. Of course, a touch panel type communication terminal device can also be used.
- the communication terminal device may be a stationary home game machine, a portable home game machine, or an arcade game device.
- FIG. 29 shows an example of a block configuration diagram of a communication terminal device 2300 used in the game device according to the present embodiment.
- the communication terminal device 2300 includes an input unit 2301, a storage unit 2302, a central processing unit 2303, a display unit 2304, a control unit 2305, a communication interface unit 2306, an output unit 2307, a time measuring unit 2308, a sensor unit 2309, and a power supply unit 2310.
- the input unit 2301 includes hardware buttons, a touch panel, a voice recognition input unit, and the like for the player to perform various operations.
- the storage unit 2302 includes a hard disk, a RAM (Random Access Memory), a ROM (Read Only Memory), and the like for storing a program including the control program shown in FIG.
- the central processing unit 2303 is a CPU (Central Processing Unit), and performs various numerical calculations and arithmetic processing by a program.
- the display unit 2304 is a display that displays various operation screens, various cards and dice information,
- the communication interface unit 2306 includes a slot for accessing the Internet, a port for performing optical communication, a communication interface, and the like.
- the control unit 2305 controls the chip and the electric system, the output unit 2307 outputs speakers and vibrations, the time measuring unit 2308 measures the time, etc., and the sensor unit 2309 performs as necessary.
- the power supply unit 2310 supplies power to each module in the apparatus. These modules are connected by a communication path or a power supply line 2311.
- a central processing unit (CPU) 2303 calls a web browser in the ROM of the storage unit 2302 to the RAM and executes it.
- HTML HyperText Markup Language
- the display unit 2304 displays a web page based on the acquired HTML data.
- the game device of the present embodiment is a game device that displays dice and cards on the screen of the display unit 2304 and allows a player to play a predetermined game.
- a central processing unit 2303 as a CPU reads out the program shown in FIG. 30 stored in the storage unit 2302 and executes the program.
- the central processing unit 2303 functions as a movement path forming unit, a leader card display unit, a result display unit, a movement control unit, and an attack effect determination unit.
- the storage unit 2302 as the deck storage unit stores a predetermined number of cards on which at least one event is displayed as a deck.
- the central processing unit 2303 functioning as a movement path forming unit calls a specific deck from the deck stored in the storage unit 2302.
- the movement path forming unit is based on a predetermined selection method (a method according to the progress of the game: for example, a user selects a predetermined card from the deck, or a predetermined card is automatically selected from the deck). Then, a predetermined number of cards are selected and the selected cards are arranged in a grid in a predetermined order to form a movement path.
- a predetermined selection method a method according to the progress of the game: for example, a user selects a predetermined card from the deck, or a predetermined card is automatically selected from the deck. Then, a predetermined number of cards are selected and the selected cards are arranged in a grid in a predetermined order to form a movement path.
- a predetermined selection method a method according to the progress of the game: for example, a user selects a predetermined card from the deck, or a predetermined card is automatically selected from the deck. Then, a predetermined number of cards are selected and the selected cards are arranged in a grid in a pre
- the central processing unit 2303 functioning as a reader card display unit displays a reader card on which an event such as reader capability is displayed on the screen.
- the reader card display unit calls a predetermined reader card from the deck stored in the storage unit 2302 and displays it on a screen that is a display unit.
- the leader card display unit can display the designated leader card on the display unit 2304.
- the event displayed on the leader card is used together with the outcome of the selected dice in the game progress.
- examples of the displayed events include various events such as a predetermined number added to the roll of the dice at the time of attack, or a specific effect occurring when the predetermined number of rolls.
- the central processing unit 2303 functioning as an output display unit receives a die output determination instruction (for example, input of a command to roll a dice, tap of a dice icon, etc.) input by the player from the input unit 2301, and generates a random number.
- the result of the dice is determined by arithmetic processing such as processing, and the result is displayed on the screen which is the display unit 2304.
- the central processing unit 2303 functioning as a movement control unit moves the marker on the card arranged in the movement path according to the outcome displayed by the outcome display unit, and is arranged in the grid corresponding to the outcome. Stop the card corresponding to the card
- the stop position of the marker is not limited to the card arranged on the grid corresponding to the outcome, and may be a position where the correspondence with the card can be recognized, for example, next to the corresponding card.
- the central processing unit 2303 functioning as an attack effect determining unit uses the outcome displayed on the outcome display unit and the event displayed on the leader card when competing with other players (opponents). By executing predetermined calculation processing, the player's own attack effect in the battle is determined.
- the event displayed on the leader card is to add a predetermined number to the die roll during an attack as described above, the attack power can be increased.
- the attack effect is not limited to the attack power, and for example, if the event displayed on the leader card can attack the number of levels of the player, the number of attacks can be increased. In this way, by setting events of various reader cards, various attack effects can be imparted.
- FIG. 30 is a flowchart showing the game flow of the present embodiment. Here, a mode in which a game is performed by each player operating a single communication terminal device alternately will be described.
- the central processing unit 2303 determines a deck to be used by each player based on an instruction input by the player via the input unit 2301 (S701).
- the used deck of each player may be configured such that each player can select a deck suitable for his / her tactics from a plurality of pre-built decks stored in the storage unit 2302, and a predetermined condition is satisfied. Accordingly, a configuration in which each player is automatically assigned can be adopted.
- the player may select a predetermined number from a plurality of cards stored in the storage unit 2302 and construct a deck. In this case, the constructed deck can be stored in the storage unit 2302, and the deck used at the start of the game can be called up.
- the player can freely select the normal cards necessary for building the deck, but the powerful card that is effective for building the deck can be obtained as a reward for winning the game, or can be obtained by charging, etc. It can also be.
- the central processing unit 2303 determines a die to be used by each player based on an instruction input by the player via the input unit 2301 (S702).
- each player can select a predetermined number of dice that is compatible with the deck used by the player from a plurality of normal dice and special dice stored in the storage unit 2302, or the selected deck or A predetermined number of dice can be automatically assigned to each player according to other conditions. Further, the number of types of dice that can be selected is increased in accordance with the number of wins, billing, and the like of the player, so that a stronger dice can be obtained.
- the central processing unit 2303 determines the leader card of each player based on the instruction input by the player via the input unit 2301, and displays it on the display unit 2304 (S703).
- the leader card may be configured such that each player can select from his own deck, or may be predetermined for each deck. As described above, the leader card is determined according to the characteristics of the deck. For example, when an aggressive deck is constructed, a leader card that has the ability to add a predetermined numerical value to the die when attacking, or a deck with an eroding attribute is constructed, A leader card or the like having the ability to destroy the opponent's deck in the die roll is used effectively.
- the central processing unit 2303 selects a predetermined number of cards in a predetermined order from each player's deck based on an instruction input by the player via the input unit 2301, and places the cards on the screen.
- a movement path is formed (S704).
- the steps from S701 to S704 are also performed on the opponent side, and a play field for each player is formed.
- the first player performs an operation for determining the outcome of the marker moving dice with the input unit 2301.
- the central processing unit 2303 executes arithmetic processing such as random number generation processing, determines the outcome of the dice, and displays it on the display unit 2304 (S705).
- the marker moving die may be configured to use a normal die, but may be configured to be selected from a normal die and a special die.
- the central processing unit 2303 moves the marker on the card arranged on the movement path according to the die roll determined in step S705, and stops at the position corresponding to the card arranged on the square corresponding to the roll. (S706). Here, if the corresponding card is face down, the card information is displayed on the screen face up. Then, the central processing unit 2303 executes various events based on the display on the card at the stop position (S707). Examples of the event include acquisition of a core card and a character card, an event displayed on the event card, and the like.
- the central processing unit 2303 determines whether or not to use the reader ability according to the instruction input from the player (S708). For example, it is assumed that the card at the stop position is a character card, 9 is displayed in the number field, and the reader ability of the reader card can add 3 to the die roll. Without using the reader ability (in the case of No in S708), the central processing unit 2303 performs a display for causing the player to select the use die, and causes the player to select the use die. Next, the central processing unit 2303 performs an outcome determination instruction operation in accordance with an instruction (a command to roll a dice) from the player via the input unit 2301, and determines the outcome of the dice (S709).
- an instruction a command to roll a dice
- the central processing unit 2303 determines the event result according to the outcome of step S709 (S712). For example, if the die roll is determined to be 6 in step S709, the central processing unit 303 determines failure of the event in step S712. Therefore, at this time, the player fails to acquire the character card, that is, the event.
- the middle processing unit 2303 performs a display for causing the player to select a use die, and causes the player to select a use die.
- the central processing unit 2303 performs an outcome determination instruction operation in accordance with an instruction from the player (a command to roll a dice) via the input unit 2301, and determines the outcome of the dice (S710).
- the central processing unit 2303 performs an appropriate calculation based on the die roll and the reader ability determined in step S710 (step S711), and determines the event result according to the calculation result (S712).
- step S710 if it is determined in step S710 that the die roll is 6, the central processing unit 2303 performs a predetermined calculation process using the die roll and the reader ability in step S711. As a result, the leader ability value of 3 is added to the outcome of 6, resulting in a total of 9, and the player succeeds in acquiring a character card, that is, an event (S712).
- the central processing unit 2303 determines whether or not to execute an attack on the opponent player in accordance with the progress of the game or an instruction from the player via the input unit 2301. When it is determined that an attack is necessary, the central processing unit 2303 determines whether to use the reader ability according to an instruction from the player via the input unit 2301. Here, when the reader ability is not used (cannot be used) (in the case of No in S715), the central processing unit 2303 follows the instruction from the player via the input unit 2301 (instruction for determining the outcome of the dice).
- the outcome of the dice is determined by arithmetic processing (S714), and the success or failure of the attack is determined by comparing the value with the outcome of the opponent's dice (S718).
- the leader card has the ability to add a predetermined number to the value of its own dice during an attack, the leader ability can be used (Yes in S715).
- the central processing unit 2303 determines the outcome of the dice by a calculation process in accordance with an instruction from the player via the input unit 2301 (die outcome determination instruction) (S716). Then, a calculation process related to the leader ability is executed (S717), and the success / failure of the attack is determined by comparing the value and the outcome of the opponent's dice (S718).
- step S719 the central processing unit 2303 determines whether or not the game end condition is satisfied according to the current game situation.
- the central processing unit 2303 determines whether or not the game end condition is satisfied according to the current game situation.
- the central processing unit 2303 determines whether or not the game end condition is satisfied according to the current game situation.
- the central processing unit 2303 determines whether or not the game end condition is satisfied according to the current game situation.
- the game end condition is achieved, such as obtaining a predetermined number of core points or reducing the number of opponent's decks to zero (Yes in S719)
- the central processing unit 2303 At that time, the game ends (S720).
- the central processing unit 2303 changes the turn to the opponent (S721) and repeats the steps from S705.
- step S713 is No, and if the game end condition is achieved at this time (Yes in S719), the game ends. On the other hand, if the game end condition has not been achieved (No in S719), the turn is similarly changed to the opponent (S721), and the steps from S705 are repeated.
- a program for operating the configuration of the above-described embodiment so as to realize the functions of the above-described embodiment (for example, a program for performing the processing illustrated in FIG. 30) is stored in a storage medium, and the program stored in the storage medium is coded
- the processing method that is read out and executed by the computer is also included in the category of the above-described embodiment. That is, a computer-readable storage medium is also included in the scope of the embodiments.
- the computer program itself is included in the above-described embodiment.
- the above-mentioned card specification is performed on a computer having a CPU, a memory such as a RAM, a storage unit such as a ROM, a hard disk, and a flash memory drive, an input device such as a keyboard and a mouse, and an output unit such as a display.
- the setting shown in FIG. 5 is stored in the memory as the status information of the game scene, and is drawn on the display based on the status information, and the die output is determined by random number generation processing or the like.
- Those skilled in the art who have implemented a solitaire or a number of trading card games on a computer will readily understand that the above-described game progress can be processed and executed by a user (player) input using a keyboard, mouse, or the like.
- the implementation of the program is not limited to application programs such as object code compiled by a compiler and program code executed by an interpreter, but may be a program module incorporated in an operating system. good.
- the program it is not always necessary for the program to be executed only by the CPU on the control board, and if necessary, all or all of the programs are executed by the CPU or DSP mounted on the extension board or extension unit attached to the board. It can also be set as the structure implemented partially.
- each feature described in this specification (including the claims, abstract, and drawings) serves the same purpose, equivalent purpose, or similar purpose, unless expressly denied.
- Alternative features can be substituted.
- each feature disclosed is one example only of a generic series of identical or equivalent features.
- 10A, 10B, 10C Play sheet 11A, 11B, 11C Movement path squares 12A, 12B, 12C Used dice place 13A, 13B, 13C, 13D Leader card place 14A, 14B, 14C Deck place 15A, 15B, 15C Used Card storage 16A, 16B Diesto zone 17A, 17B, 17C Acquired core card storage 18A, 18B, 18C Used die storage 18A, 18B 19A, 19B, 19C Discontinued Dice Place 20 Play Card Place 21 Attack Zone 200 Character Card 300 Event Card 400 Area Card 501, 505 Card Deck 502, 506 Marker 5011-5018, 5051-5058 Used as a square on the course Card 5031-5033, 5071-5073 dice
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Abstract
Description
前記方法は、少なくとも1つの事象が表示された所定数のカードをデッキとして記憶部に格納することと、前記デッキから、予め定められた選択方法に基づいて所定数のカードを選択して、該選択されたカードの各々をマス目として配置することにより移動経路を形成させることと、乱数発生手段の少なくとも1つの出目と共に用いる事象が表示されたリーダカードを前記画面に表示することと、プレイヤから入力された乱数発生手段の出目決定指示を受け付けて、乱数発生手段の出目を決定して、該出目を前記画面に表示することと、マーカを前記移動経路上で移動させる際に、前記表示された出目に従って、該マーカを前記移動経路に配置されたカード上を移動させ、対応するマス目として配置されたカードに対応づけて停止させることと、他プレイヤとの対戦の際に、前記表示された出目と前記リーダカードに表示された事象とにより、前記対戦に対する自身の攻撃効果を決定することと、を備えることを特徴とする。
本発明にかかるゲームは、カードゲーム及びスゴロクという異なる2種類のゲームの要素を融合させたことに特徴を有する。具体的には、カードを配置して移動経路を形成し、乱数を発生させる乱数発生手段としての要素(例えば、サイコロ(ダイス))の出目に従って、上記移動経路(コース)上でピース、マーカ、コマ(以下、「マーカ」という)を移動させる。そして、停止した位置に配置されたカードの特性に応じた各種イベントが、実行される。ここで、該イベントは、ダイスといった乱数発生要素の出目に基づいて実行されても良い。ゲームの進行過程で、移動経路に配置されるカードを入れ替えることができ、これに応じて、その位置のイベントも更新される。なお、本明細書において、イベントとは、カード取得や対戦相手の山札攻撃(山札の枚数を減少させることを、「山札攻撃」とも呼ぶ)等、乱数発生要素の出目およびカードの特性に応じて実施される全てイベントのことをいい、後述するイベントカードの特定のイベントとは区別して用いられる。
本発明にかかるゲームは、基本的に1対1の対戦型ゲームとして位置づけることができる。しかしながら、プレイヤそれぞれが勝利条件を達成することを目指してゲームを進行するタイプのゲームであるため、必ずしも2人の対戦プレイに制限されるものではない。遊びやすさはコミュニケーションの向上を考えると、3~4人(あるいはそれ以上の人数)でも十分に楽しむことができる。
反対に、本発明の一実施形態にかかるカードゲームをタロットゲームのように位置づけて、ソリティアのようなタイプの1人用のゲームとして提供することも可能である。
本発明の一実施形態では、遊技領域、すなわちプレイフィールドを有する部材を用い、この部材に表示されたマス目にカードを配置することにより、移動経路等を形成することができる。上記部材は、プラスティック、金属、又は木製等の盤(ボード)であってもよいし、布や紙等で構成されるシートであってもよい。また、このようなボードやシートがなくても机(テーブル)上等に直接カードを配置してプレイフィールドを形成することも可能である。必要に応じて、ゲームルール解説書の裏面を簡易プレイシートとすることもできる。
(ダイス)
「偶数の目」だけで構成されるダイス、「奇数の目」だけで構成されるダイス、全面「同じ出目」で構成されるダイス、例えば、6面ダイスの場合、「1・2・3」のみで構成されるダイス、「4・5・6」のみで構成されるダイス等。
(B)ラッピングダイス
「シール」を張り付けたり、「はめ込み」のギミックを採用したりして遊戯者が自由に出目をデザインできるダイス。
(C)変身ダイス
「ダイヤル」や「ボタン」等の操作により、ダイスの目や重心を機械的に変更できるダイス。
(D)図柄ダイス
あらかじめ効果(たとえば、すべてのカードをオープンにできるなど)が提示されている図柄が記載されているダイス。
本発明の一実施形態で使用するカードは、これに限定されるものではないが、対戦相手との対戦時に乱数発生要素の出目と共に用いる事象(事柄;例えば、攻撃力を所定値だけアップさせるなど)が表示されたリーダカードを少なくとも含む。本発明の一実施形態で用いるカードを大別すると「キャラクターカード」、「コア(エリア)カード」及び「イベントカード」の3種類に分けられる。まず1つは、「キャラクタカード」であり、上記リーダカードも該キャラクタカードに分類される。このカードを、後述するプレイフィールド(コースのマス目上)の特定の場所に設置することにより、ゲームが開始する。また、ダイスを振って既にめくられたキャラクタカードに停止した場合には獲得して手元にストックすることができる。なお、ここで、空いたコース上のマス目上にはデッキまたは手札からカード1枚を引いて伏せた状態で補充する。また、キャラクタカードを用いて、ダイスといった乱数発生要素の出目を補正したり、乱数発生要素の出目とキャラクタカードに記載された特性を融合させて、対戦相手との攻撃および防御に用いることもできる。
マーカ(ピース)は、プレイフィールド上のプレイヤ自身であり、スゴロクと同様にダイスの出目に従って、移動経路上を進める。マーカは、コイン状のものでも、フィギュア等であっても構わない。また、オンラインゲーム等では、プレイヤアイコンを用いることもできる。
以下に、本発明の一実施形態のゲーム玩具の具体的な構成とゲームの進行について、図面を参照して詳細に説明する。
本発明の一実施形態において、様々な種類の変種ダイスを採用可能であることは既に述べた通りであるが、図1では、その中でも出目に偏りがある変種ダイスを含むサンプルを示す。図1(A)は、1~6までの出目を有する通常の六面ダイスの展開図である。図1(B)は、全ての出目が「1」となっている六面変種ダイスの展開図である。図1(C)は、全ての出目が「6」となっている六面変種ダイスの展開図である。図1(D)は、奇数出目のみを有する六面変種ダイスの展開図である。図1(E)は、偶数出目のみを有する六面変種ダイスの展開図である。図1(F)は、「1・2・3」の出目のみを有する六面変種ダイスの展開図である。図1(G)は、「4・5・6」の出目のみを有する六面変種ダイスである。
なお、図1では、六面ダイスを例にとって説明したが、本発明の一実施形態はこれに限定されるものではなく、8面ダイス、12面ダイス、20面ダイス等、正他面体のみならず、他の多面ダイスを採用することもできる。
プレイヤは、自分の所有する通常ダイス及び変種ダイスの中から所定数のダイスを選択して、自分の使用ダイスとする。なお、本実施形態では、各プレイヤは、3個のダイスを選択できる構成としている。
次に、使用するカードの種類とその構成例について、図2~4を参照しながら詳述する。
図2は、「キャラクタカード」の構成及びデザイン例を示す。図2において、デザインカード200は、マーク欄201と、名称記載欄202と、パワー表示欄203と、効果記載欄204と、条件記載欄205と、数字欄206と、図柄欄207とを有する。
マーク欄201には、カードが属する属性(カテゴリー)を記載することができる。このマーク欄201に記載されたマークにより、カードの性質を割り当てることができる。一例として、カードの性質には相克関係を設定することができる。更に具体的には、X、Y、Zというマークが存在するとき、「XはYより優位だが、YはZより優位であり、ZはXに対して優位となる」といった関係を設定することができる。
名称欄202には、カードの名称(キャラクター名等)や、必要に応じてカードの種別を記載することができる。
効果記載欄204には、そのカードが持つ特殊効果を記載することができる。後述する条件記載欄に記載された条件を満たした場合に効果が適用される。
条件記載欄205には、効果記載欄204に記載された効果が適用されるための条件が記載されている。条件記載欄205の上段には、「使用条件」が記載されている。本カードは、いつでも使用できる構成としているが、その他、マーカがそのカードに停止した時にのみ使用できる構成、又は、イベント発生時に使用できる構成としてもよい。条件記載欄205の中段には、効果を発揮させるためにダイスを振る必要があるか否かが記載されている。本カードは、ダイスを振る必要がない構成としているが、ダイスを振る必要がある構成とすることもできる。この場合には、後述するように所定の数字以上の目が出ないと効果が発揮できないこととすることもできる。条件記載欄205の下段には、効果を発揮させた後のそのカードの措置が記載されている。本カードは、効果発揮後は、破棄する必要がある構成としているが、破棄する必要はないこととしてもよい。
数字欄206には、このカードを取得するため、あるいはこのカードの効果を適用するための基準値が表示される。本カードには、数字欄206に「7」と記載されており、振ったダイスの合計値が7以上でなければ、このカードを取得したり、このカードの効果を発揮できない構成とされている。なお、別途特殊カードを所持していて「-1」や「-2」などの補正値が適用される場合には、基準値が下がる場合がある。このように、数字欄に記載された基準値は、カード取得のための難易度、あるいはカードの効果を発揮するための難易度を表し、数値が高いほど難易度は高くなるが、それだけ強力な効果が期待できる。
図柄欄207には、このカードのキャラクタ等が描かれる。
図3は、「イベントカード」の構成及びデザイン例を示す。図3において、イベントカード300は、マーク欄301と、名称記載欄302と、効果記載欄303と、条件記載欄304と、数字欄305と、図柄欄306とを有する。
マーク欄301には、カードが属する属性(カテゴリー)を記載することができる。このマーク欄301に記載されたマークにより、カードの性質を割り当てることができる。一例として、攻撃的なカード、防御的なカード、変則的なカードといった性質を持たせることができる。また、カードの性質には相克関係を設定することができる。更に具体的には、X、Y、Zというマークが存在するとき、「XはYより優位だが、YはZより優位であり、ZはXに対して優位となる」といった関係を設定することができる。
名称欄302には、カードの名称(イベント名等)や、必要に応じてカードの種別を記載することができる。
効果記載欄303には、そのカードが持つ特殊効果を記載することができる。後述する条件記載欄に記載された条件を満たした場合に効果が適用される。
図柄欄306には、このカードのイベントをイメージし易いイラスト等が描かれる。
図4は、「コア(エリア)カード」の構成及びデザイン例を示す。図4において、エリアカード400は、マーク欄401と、名称記載欄402と、エリアポイント表示欄403と、効果記載欄404と、条件記載欄405と、数字欄406と、図柄欄407とを有する。
マーク欄401には、カードが属する属性(カテゴリー)を記載することができる。このマーク欄401に記載されたマークにより、カードの性質を割り当てることができる。一例として、攻撃的なカード、防御的なカード、変則的なカードといった性質を持たせることができる。また、カードの性質には相克関係を設定することができる。更に具体的には、X、Y、Zというマークが存在するとき、「XはYより優位だが、YはZより優位であり、ZはXに対して優位となる」といった関係を設定することができる。
名称欄402には、カードの名称(キャラクター名等)や、必要に応じてカードの種別を記載することができる。
効果記載欄404には、そのカードが持つ特殊効果を記載することができる。後述する条件記載欄に記載された条件を満たした場合に効果が適用される。
図柄欄407には、このカードのエリアをイメージし易いイラスト等が描かれる。
図5に、本発明の第1の実施形態におけるカードゲーム等のセッティング例を示す。図5では、図5(A)においてプレイヤAのセッティング例を、図5(B)においてプレイヤBのセッティング例を示している。プレイヤAは、図5(A)のP1方向にいるものとし、プレイヤBは、図5(B)のP2方向にいるものとする。プレイヤA及びBは、図示しない椅子などに座して向かい合い、テーブル等の上にカード及びピースをセッティングしている状況である。以下に、図5を参照しながら2人対戦用のセッティング例を更に説明するが、本発明の構成は、これら限定されるものではない。
なお、コース上のマス目とすべきカードは8枚に限定されるものではなく、10枚でも12枚でも、その他の枚数でも構わない。さらに、カードの並べ方も長方形、菱形、円形等の他の並べ方を採用することができる。
なお、コース上のマス目とすべきカードは8枚に限定されるものではなく、10枚でも12枚でも、その他の枚数でも構わない。さらに、カードの並べ方も長方形、菱形、円形等の他の並べ方を採用することができる。
次に、図6に示したフローチャートに沿って、本発明の一実施形態におけるカードゲームのゲーム進行手順の概要を説明する。
本実施形態のカードゲームでは、まず、デッキを構築するためのカードを収集する(ステップS601)。本実施例では、20枚以上のカードが必要な構成としているが、カードの必要枚数は、これに限らず、適宜設定することができる。また、種類ごとに含まれるカードの枚数を決めることもできる。一般的なトレーディングカードゲームでは、「スターターキット」と呼ばれるデッキ構築済みのカードセットが販売されており、これを購入することにより、初心者でも、手軽にゲームを開始することができる。スターターキットには、各種のカードを適正な枚数ずつとダイス数種類を付属させてもよい。
次に、ステップS603に進み、ダイスを選択する。本実施形態では、予め複数用意されたダイスから各プレイヤがゲームにおいて使用するダイスをそれぞれ3つ選択する。前述のとおり、ダイスには、奇数しか表記されていないものや偶数しか表記されていないものなど様々な種類がある。プレイヤは、このようなダイスも収集し、各ゲームの戦略を考慮して適切な3つのダイスを選択する。
次に、ステップS604に進み、デッキをよくシャッフルし、上のカードから順にプレイフィールド(テーブルの上など)に裏面を上にして並べてコースを作る。コースレイアウト例は、図5を参照して説明した通りである。
ステップS606では、ダイスを振る順番に当たっているプレイヤが、予め選択した3つのダイスの中から1つを選んで振り、出た目に応じてフィギュア等のマーカを例えば時計回りに進める。ピースはコース上を巡回するように進められる。そして、停まった位置のカードをめくる。なお、2回め以降は、留まった位置のカードが既にめくられているか否かで、ゲームの進め方が異なる(ステップS607において判断する)。
次に、マーカが停止した位置のカードをめくったとき、或いは既にめくられているカードにピースがとまったときのゲームのの進行例について、図7~図9を参照しながら詳述する。
図7において、ピース702は、エリアカード7014(図4の400に対応)に停まった。このとき、プレイヤはこのエリアカード7014の取得にチャレンジできる。本実施形態では、エリアカードの取得チャレンジのための条件として、コース上のカードのうち1枚以上のキャラクタカードがオープン(めくられている状態)になっていることが必要とされる。
なお、図8(B)において結合されたエリアカード803及び804に対し、さらに結合できるカードとその結合位置は次表の通りである。
「相手のエリアカードのうちの1枚を破壊する(相手に破棄させる)」という旨のキャラクタカードを取得した場合には、こうしたカードを行使して、相手のエリアカードを1枚選択し破棄させることができる。原則として、取得に成功したキャラクタカードはいつでもその特殊能力を発揮する(そのカードを行使する)ことができる。
以上の説明では、エリアカードの結合条件を「隣接するカード辺に付されたバーの色が同色か否か」としたが、本発明はこれに限定されるものではなく、他のカードデザインを採用することもできる。
以下に本発明の第2の実施形態について、図面を参照して説明する。なお、第1の実施形態と同じ構成については省略し、第2の実施形態の特徴的部分については詳細に説明する。
図11は本実施形態のプレイシートの一例を示す配置図である。ここでは、2人のプレイヤが対戦する場合の配置を示す。通常、テーブル等の上に、それぞれのプレイヤのプレイシート10A、10Bを向かい合わせて配置する。そして、それぞれのプレイヤはそれぞれのプレイシートを前にして座り(一方のプレイヤ(A)は、図11のPAの位置、他方のプレイヤ(B)は、図11のPBの位置)、両プレイヤが向かい合った形でゲームを進める。
それぞれの詳細については、以下に、ゲームの進行に従って、図面を参照して説明する。
本実施形態でも、各プレイヤは、まず、デッキを構築するためのカードを収集する。通常のトレーディングカードゲームでは、「スターターキット」と呼ばれるデッキ構築済みのカードセットが販売されており、これを購入することにより、初心者でも、手軽にゲームを開始することができる。本実施形態のスターターキットとしては、デッキ構築に必要な各種カードの他、前述した専用ボードまたはシートおよび後述する複数の通常ダイスと特殊ダイスをセットとすることができる。また、複数のカードが入ったブースタパックを提供して、プレイヤがこれを購入することにより、デッキをさらに強化できる構成としてもよい。
本実施形態では、ダイスの出目に従って、移動経路上を移動し、停止位置のカードに記載されたイベントおよび対戦相手への攻撃もダイスを用いて実行する。本実施形態では、通常ダイスと特殊ダイスの2種類のダイスを使用する。以下に、それぞれのダイスについて説明する。
本実施形態において、通常ダイスとは、所定の表示がなされたn個の領域を有し、n個の領域それぞれに、他の領域に表示された数字(値)と被らないように、1~nの数字のいずれか1つが表示されているダイスである。ここで、nは2以上の整数である。なお、「数字」および「整数」は、アラビア数字に限らず、漢数字、ローマ数字等各種数字であってもよいし、数字に対応する数のドット等数字を観念できる表示であればよい。また、領域とは、面には限られず、例えば、球状やラグビーボール状(楕円状)等、連続した1つの曲面からなる形状を複数に分割して、それぞれの部分(領域)に数値を表示することもできる。球状ダイスの詳細につては、以下で説明する。
また、その他にも、例えば、以下に示すような変形ダイスを用いることもできる。
本実施形態において、特殊ダイスとは、所定の表示がそれぞれなされたN個(Nは2以上の整数)の領域を有し、N個の領域のうち、k個(1≦k≦N-1)は特殊領域であり、特殊領域でないN-k個の領域のそれぞれには、いずれかの整数が表示されており、特殊領域のそれぞれには、整数とは関係のない表示がなされたダイスである。ここで、特殊領域でないN―k個の領域(非特殊領域)に表示される整数は、プラスの値に限られず、0(ゼロ)でもよいし、マイナスの値でもよい。また、特殊領域に表示される整数とは関係のない表示とは、数字やシンボルが何も記載されていないダイスの下地表示であってもよいし、星型等特別のシンボルであってもよい。
各プレイヤは、所有する複数の通常ダイスおよび特殊ダイスの中から、上記デッキに適した所定数のダイスを選択して、各自の使用ダイスとする。上述のとおり、本実施形態では、特殊ダイスの特殊領域(面)は、その面が出るとそのダイスが使用停止となるクラッシュ面である。本実施形態では、各プレイヤは、通常ダイス3個と特殊ダイス4個の合計7個を選択して使用できる構成としている。そして、移動用には、主に通常ダイス1個を使用し、イベント用には、通常ダイスおよび特殊ダイスの中から1個又は2個を使用できることとしている。ここで、使用ダイスの種類および数は、これに限られないが、どの特殊ダイスをイベントに使い、どの特殊ダイスを攻撃に使うかという戦略策定の面白さを考慮すると、使用ダイス数は少なすぎても多すぎても好ましくなく、適正な数に設定するのが好ましい。
(1)リーダカードの設置
初めに、図16に示すように、それぞれのプレイヤA、Bは、リーダカード配置場所13A、13Bにそれぞれが選択したリーダカード101A、101Bを設置する。リーダカード101A、101Bは、表向きに設置され、対戦相手にもリーダ能力等のカード情報が認識される。
次に、各プレイヤは、デッキをよくシャッフルした後、プレイシート10A、10Bの移動経路の左上のマス目11A1、11B1から時計周りに順番に、デッキの上からカードを一枚ずつ取って伏せた状態で配置する(図16参照)。これにより、8枚のカードからなる略環状の移動経路が形成される。その後、デッキから移動経路用のカードを取った残りのカードを山札102A、102Bとして山札置き場14A、14Bに置き、山札の上から3枚を引いて手札とする。また、前記移動経路の左上のカードの上に移動用のマーカ(ピース)104A、104Bを置く。さらに、マーカを置いたカードの右側のカードから1枚おきに表向きにして、カード情報が見えるようにする。このように、一部のカードのカード情報をオープンにする構成は、必ずしも必要ではなく、全てのカードを伏せた状態でゲームを開始することもできる。しかしながら、自分のカードおよび対戦相手のカードの一部の情報がオープンにされることにより、自分に有利な出目および対戦相手に有利な出目が認識されるため、ダイスを振る際のプレイヤの期待度が高まり、ゲームへの興味が向上する。
(1)先攻後攻の決定
先攻後攻の決定方法は特に限定されないが、本実施形態では、プレイヤAおよびBが同一の目を有する通常ダイスを同時に振り、大きい数値を出したプレイヤを先攻としている。ダイスを振る場所は、特に限定されないが、本実施形態のプレイシート10A、10Bの右上にはダイストスゾーン16A、16Bが設けられている。
以下に、プレイヤBが先攻となった場合を例に、本実施形態のゲームの進行について説明する。
先攻のプレイヤBは、選択した使用ダイスの中から通常ダイスまたは特殊ダイスを1個選んで振り、出目に従い、マーカ104Bを移動させる。ここで、プレイヤBの出目は、2であったので、図18(A)に示すように、マーカ104Bを左上のカード102B1から時計周りに2つ移動し、カード102B3上で停止させる。ここで、カード102B3は、伏せられた状態であるので、表向きにする(図18(B))。図19は、カード102B3の拡大図である。図19に示すように、カード102B3はコアカードであり、カード獲得により得点(コアポイント)51を20点得ることができる。また、本カード102B3の数字欄52には、6と表示されており、ダイスの出目が6以上で本カード102B3を獲得できる。
プレイヤBの攻撃終了により、プレイヤBのターンが終わり、プレイヤAのターンに変わる。
防御に使用したダイスを復活させ、先攻のプレイヤBと同様に、後攻のプレイヤAも、使用ダイスの中から通常ダイスまたは特殊ダイスを1個選んで振り、出目に従い、マーカ104Aを移動させる。ここで、プレイヤAの出目は、1となった。上述のとおり、プレイヤAのリーダカードは、自分が振ったサイコロの出目が「1」となった時、対戦相手の山札1枚を使用停止とする能力を有する。そのため、図21に示すように、プレイヤBの山札102Bのうちカード1枚が破棄され、使用済カード置き場15Bに移される。
150ポイント等所定のコアポイントをいずれかのプレイヤが達成した時点で、そのプレイヤが勝者となってゲームは終了する。ここで、勝利条件となる獲得ポイントは150ポイントに限らず、100ポイントであっても200ポイントであってもよい。例えば、カードの種類、移動経路のマス目数、ダイスの種類や数等、他の条件を考慮して、適切なゲーム時間で勝敗が決着するように適宜設定することができる。
本実施形態では、山札102から取った3枚の手札を用いることにより、ゲームを有利に進めることができる。以下に、手札103の使用例について説明する。
図26に、本実施形態のイベントカードの一例を示す。このカードは、周回能力を発動するイベントカードである。具体的には、このカードが移動経路に配置され、発動状態の場合には、プレイヤが、このカード上を通過する度に、対戦相手の山札を一枚破棄させることができる。そして、本イベントカードは、一度能力を発揮しても、捨て札には移らず、移動経路上に残り、周回の度に能力を発揮する。
図27に、本実施形態のプレイシートの他の一例を示す。図11のプレイシートと同様、プレイシート10Cの中心には、移動経路を形成するための縦横3マスのマス目11Cが表示されており、このマス目にカードを配置して移動経路が形成される。なお、この例でも、中心のマス目12Cには、カードを配置せず、ダイスを置くためのスペース(使用ダイス置き場)として用いている。その他、配置位置は異なるが、図11のプレイシートと同様、山札置き場14C、使用済みカード置き場15C、獲得コアカード置き場17C、使用済みダイス置き場18C、および使用停止ダイス置き場19Cが設置される。それぞれの使用方法は、前述のとおりである。
以上、具体例に基づき、本発明にかかるゲーム玩具を用いた遊戯方法等の実施形態を説明した。しかしながら、本発明の実施形態はこれらには限られず、家庭用ゲーム装置、携帯型情報処理装置(携帯電話、タブレットPC、携帯型ゲーム機など)、アーケードゲーム装置またはオンラインゲームで実施することも可能である。以下に、本発明のスゴロクとカードゲームとの融合ゲームに係るプログラムがダウンロードされたゲーム装置について説明する。
図28に、本実施形態のゲーム装置に用いられるシステム構成の一例を示す。このシステムは、アプリケーションサーバ2101、データベースサーバ2102および各プレイヤが操作する通信端末装置2103a、2103b、2103c、2104、2105を備え、これらは、インターネット等のネットワーク2199に接続される。アプリケーションサーバ2101は、ウェブブラウザ上で起動するゲーム用プログラムを実行するサーバであり、データベースサーバ2102には、ゲームを実行するために必要な情報(例えば、図30に示す制御プログラム)が格納されている。よって、オンラインゲームの場合は、アプリケーションサーバ2101が、データベースサーバに格納された図30に示すような制御プログラムを読み出し、所定の通信端末装置から入力されたユーザ操作に応じて該プログラムに従って処理を実行し、該処理に従ったゲーム画面を所定の通信端末装置に表示させることにより、上記オンラインゲームを実現することができる。
づいてウェブページが表示される。
本実施形態のゲーム装置は、表示部2304の画面上にダイスおよびカードを表示させ、所定のゲームをプレイヤに遊戯させるゲーム装置である。本ゲーム装置では、CPUとしての中央処理部2303が記憶部2302に格納された図30に示すプログラムを読み出し、該プログラムを実行する。該中央処理部2303は、移動経路形成部、リーダカード表示部、出目表示部、移動制御部、攻撃効果決定部として機能する。デッキ格納部としての記憶部2302には、少なくとも1つの事象が表示された所定数のカードがデッキとして格納される。移動経路形成部として機能する中央処理部2303は、記憶部2302に格納されたデッキから特定のデッキを呼び出す。移動経路形成部は、予め定められた選択方法(ゲーム進行に応じた方法:例えば、ユーザがデッキから所定のカードを選択する、自動的にデッキから所定のカードが選択される等)に基づいて、所定数のカードを選択して、選択されたカードを予め定められた順番でマス目に配置することにより移動経路を形成する。ここで、初めに移動経路を形成するためのカードの選択方法だけでなく、イベント等により、移動経路上のカードがなくなったとき、新たなカードに差し替える場合のカードの選択方法についても予め定められている。
図30は、本実施形態のゲームの流れを示すフローチャートである。なお、ここでは、単一の通信端末装置を各プレイヤが交互に操作することによりゲームが行われる形態について説明する。
11A、11B、11C 移動経路マス目
12A、12B、12C 使用ダイス置き場
13A、13B、13C、13D リーダカード設置場所
14A、14B、14C 山札置き場
15A、15B、15C 使用済カード置き場
16A、16B ダイストスゾーン
17A、17B、17C 獲得コアカード置き場
18A、18B、18C 使用済みダイス置き場18A、18B
19A、19B、19C 使用停止ダイス置き場
20 プレイカード置き場
21 アタックゾーン
200 キャラクタカード
300 イベントカード
400 エリアカード
501、505 カードデッキ
502、506 マーカ
5011~5018、5051~5058 コース上のマス目として使用されるカード
5031~5033、5071~5073 ダイス
Claims (10)
- 遊技領域を有する部材と、
少なくとも1つの乱数発生手段と、
少なくとも1つの事象が表示されたカードを複数有するカード群であって、対戦相手との対戦時に前記乱数発生手段の少なくとも1つの出目と共に用いる事象が表示されたリーダカードを少なくとも1つ有するカード群と、
前記遊技領域に形成され、遊技者により振られた前記少なくとも1つの乱数発生手段の少なくとも1つの出目に従ってマーカを移動させるための経路領域であって、前記カード群の中から選択された複数のカードが配置される経路領域と、
前記カード群の中から選択され、前記対戦時に用いるリーダカードを配置するためのリーダカード配置領域であって、前記遊技領域に形成されたリーダカード配置領域と
を備えることを特徴とするボードゲーム玩具。 - 前記乱数発生手段は、複数のダイスであり、前記複数のダイスの少なくとも1つの出目と、前記共に用いる事象との組み合わせにより、前記対戦を行わせることを特徴とする請求項1に記載のボードゲーム玩具。
- 前記対戦時の自身の攻撃力は、少なくとも前記ダイスの出目により規定され、
前記共に用いる事象は、前記ダイスの出目により規定された攻撃力を補正することであることを特徴とする請求項2に記載のボードゲーム玩具。 - 前記複数のダイスは、n個(2以上の整数)の面を有する通常ダイスであって、前記n個の面の各々には、1~nの数値のいずれか1つが他の面に表示された数値と互いに被らないように表示された通常ダイスと、
N個(2以上の整数)の面を有する特殊ダイスであって、k個(1≦k≦N-1)の特殊面を有し、前記N個の面のうち前記特殊面では無いN-k個の面の各々には、整数のいずれかの数値(ゼロでも良いし、マイナスの値でも良い)が表示されており、前記特殊面の各々には、整数のいずれかの数値とは関係ない表示がなされた特殊ダイスと
を有することを特徴とする請求項2乃至3のいずれか1項に記載のボードゲーム玩具。 - N個(2以上の整数)の面を有する特殊ダイスであって、k個(1≦k≦N-1)の特殊面を有し、前記N個の面のうち前記特殊面では無いN-k個の面の各々には、整数のいずれかの数値が表示されており、前記特殊面の各々には、整数のいずれかの数値とは関係ない表示がなされた特殊ダイスと、
少なくとも1つの事象が表示されたカードを複数有するカード群であって、対戦相手との対戦時に、n個(2以上の整数)の面を有する通常ダイスであって、前記n個の面の各々には、1~nの数値のいずれか1つが他の面に表示された数値と互いに被らないように表示された通常ダイスおよび前記N個の特殊ダイスの少なくとも1つの出目と共に用いる事象が表示されたリーダカードと
を備えることを特徴とする玩具。 - デッキを構築する複数のカードと、
前記カードを配置するマス目が表示された遊技領域を有する部材と、
通常ダイスと、
数値以外の表記がなされた少なくとも1つの特殊面を有する特殊ダイスとを備えるボードゲーム玩具であって、
前記マス目に、前記カードを配置して移動経路を形成させ、
前記通常ダイスおよび前記特殊ダイスの少なくとも一方の出目に従って、前記移動経路に配置されたカード上を移動させ、停止位置に配置されたカードの特性に基づいて、プレイヤが前記通常ダイスおよび特殊ダイスの中から選択された少なくとも1つのダイスを振ってゲームを進行させる
ことを特徴とするボードゲーム玩具。 - 乱数発生手段の出目およびカードを画面に表示させ、所定のゲームをプレイヤに遊技させるゲーム装置であって、
少なくとも1つの事象が表示された所定数のカードをデッキとして格納するデッキ格納手段と、
前記デッキから、予め定められた選択方法に基づいて所定数のカードを選択して、該選択されたカードの各々をマス目として配置することにより移動経路を形成させる移動経路形成手段と、
乱数発生手段の出目と共に用いる事象が表示されたリーダカードを前記画面に表示するリーダカード表示手段と、
プレイヤから入力された乱数発生手段の出目決定指示を受け付けて、乱数発生手段の出目を決定して、該出目を前記画面に表示する出目表示手段と、
マーカを前記移動経路上で移動させる際に、前記出目表示手段により表示された出目に従って、該マーカを前記移動経路に配置されたカード上を移動させ、対応するマス目として配置されたカードに対応づけて停止させる移動制御手段と、
他プレイヤとの対戦の際に、前記出目表示手段により表示された出目と前記リーダカードに表示された事象とにより、前記対戦に対する自身の攻撃効果を決定する攻撃効果決定手段と
を備えることを特徴とするゲーム装置。 - 複数のカードと、
複数の通常ダイスと、複数の特殊ダイスを用いてゲームを進行させるゲーム処理方法であって、
前記カードを所定数配置して移動経路を形成するステップと、
プレイヤが前記通常ダイスおよび特殊ダイスから選択した移動用ダイスを受け付けて、出目を決定するステップと、
前記出目に従って、前記移動経路に配置されたカード上を移動して、停止させるステップと、
前記停止位置に配置されたカードの特性に基づいて、プレイヤが選択したゲーム進行方法およびゲーム処理用ダイスを受け付けて、ゲーム処理を実行するステップとを、
有することを特徴とするゲーム処理方法。 - コンピュータに、乱数発生手段の出目およびカードを画面に表示させ、所定のゲームをプレイヤに遊技させる方法を実行させるコンピュータプログラムであって、
前記方法は、
少なくとも1つの事象が表示された所定数のカードをデッキとして記憶部に格納することと、
前記デッキから、予め定められた選択方法に基づいて所定数のカードを選択して、該選択されたカードの各々をマス目として配置することにより移動経路を形成させることと、
乱数発生手段の少なくとも1つの出目と共に用いる事象が表示されたリーダカードを前記画面に表示することと、
プレイヤから入力された乱数発生手段の出目決定指示を受け付けて、乱数発生手段の出目を決定して、該出目を前記画面に表示することと、
マーカを前記移動経路上で移動させる際に、前記表示された出目に従って、該マーカを前記移動経路に配置されたカード上を移動させ、対応するマス目として配置されたカードに対応づけて停止させることと、
他プレイヤとの対戦の際に、前記表示された出目と前記リーダカードに表示された事象とにより、前記対戦に対する自身の攻撃効果を決定することと、
を備えることを特徴とするコンピュータプログラム。 - コンピュータにより読み出し可能なプログラムを格納した記憶媒体であって、請求項9に記載のコンピュータプログラムを格納したことを特徴とする記憶媒体。
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Citations (5)
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JPH063381U (ja) * | 1992-03-09 | 1994-01-18 | 清春 松原 | サイコロ式ゲーム器 |
JP2002065937A (ja) * | 2000-06-13 | 2002-03-05 | Satoshi Ichikawa | 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 |
JP2005103231A (ja) * | 2003-10-01 | 2005-04-21 | Matsuyama Seal Insatsu:Kk | カード双六ゲーム |
JP3147949U (ja) * | 2008-11-07 | 2009-01-29 | ピーアンドエー株式会社 | すごろくトランプ |
JP2012249840A (ja) * | 2011-06-03 | 2012-12-20 | Nintendo Co Ltd | ゲーム装置、ゲーム方法、ゲーム装置の制御プログラムおよびゲームシステム |
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US4046381A (en) * | 1976-07-26 | 1977-09-06 | Comeaux George E | Board game with selector die |
JP3147949B2 (ja) * | 1991-10-23 | 2001-03-19 | マツダ株式会社 | 車両のスリップ制御装置 |
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JPH063381U (ja) * | 1992-03-09 | 1994-01-18 | 清春 松原 | サイコロ式ゲーム器 |
JP2002065937A (ja) * | 2000-06-13 | 2002-03-05 | Satoshi Ichikawa | 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 |
JP2005103231A (ja) * | 2003-10-01 | 2005-04-21 | Matsuyama Seal Insatsu:Kk | カード双六ゲーム |
JP3147949U (ja) * | 2008-11-07 | 2009-01-29 | ピーアンドエー株式会社 | すごろくトランプ |
JP2012249840A (ja) * | 2011-06-03 | 2012-12-20 | Nintendo Co Ltd | ゲーム装置、ゲーム方法、ゲーム装置の制御プログラムおよびゲームシステム |
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