U.S. patent application number 16/327302 was filed with the patent office on 2022-09-29 for game toy.
This patent application is currently assigned to BANDAI CO., LTD.. The applicant listed for this patent is BANDAI CO., LTD.. Invention is credited to Tatsuro KAWASHIMA, Hideto KOTANI, Ryan MILLER, Yoshito MOTEKI.
Application Number | 20220305367 16/327302 |
Document ID | / |
Family ID | 1000006433967 |
Filed Date | 2022-09-29 |
United States Patent
Application |
20220305367 |
Kind Code |
A1 |
MOTEKI; Yoshito ; et
al. |
September 29, 2022 |
GAME TOY
Abstract
One objective is to provide a trading card game that prevents
the game progress from becoming monotonous. A game toy played with
a first player and a second player includes a play field configured
such that a first placement region that is provided for each of the
players and that allows a physical game component associated with a
game element to be placed thereon is visually identifiable and an
indicator configured to indicate which one of the players currently
takes their action turn during game progress. The indicator
includes a marker movable in accordance with at least one of
placement of the physical game component in the first placement
region and use of the physical game component during game play, and
the indicator indicates which one of the players currently takes
their action turn by using a position at which the marker is
placed.
Inventors: |
MOTEKI; Yoshito; (Tokyo,
JP) ; KOTANI; Hideto; (Tokyo, JP) ; KAWASHIMA;
Tatsuro; (Tokyo, JP) ; MILLER; Ryan;
(Puyallup, WA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
BANDAI CO., LTD. |
Tokyo |
|
JP |
|
|
Assignee: |
BANDAI CO., LTD.
Tokyo
JP
|
Family ID: |
1000006433967 |
Appl. No.: |
16/327302 |
Filed: |
July 26, 2018 |
PCT Filed: |
July 26, 2018 |
PCT NO: |
PCT/JP2018/028080 |
371 Date: |
February 21, 2019 |
Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63F 2001/0475 20130101;
A63F 1/04 20130101; A63F 2001/0408 20130101; A63F 2003/00022
20130101; A63F 3/00006 20130101 |
International
Class: |
A63F 1/04 20060101
A63F001/04; A63F 3/00 20060101 A63F003/00 |
Foreign Application Data
Date |
Code |
Application Number |
Oct 18, 2017 |
JP |
2017-201919 |
Claims
1-13. (canceled)
14. A game toy played with a first player and a second player,
comprising: a play field comprising a first placement region that
is visually identifiable, the first placement region provided for
each of the players and that allows a physical game component
associated with a game element to be placed thereon an indicator
configured to indicate which one of the players' turn it is to take
action to progress game play, wherein the indicator includes a
marker movable in accordance with at least one of placement of the
physical game component in the first placement region and use of
the physical game component during game play, and wherein the
indicator indicates which one of the players' turn it is to take
action according to a position at which the marker is placed.
15. The game toy according to claim 14, wherein the indicator has a
second placement region that allows the marker to be movably placed
thereon, and the second placement region includes a first area and
a second area which are visually identifiable, wherein if the
marker is placed in the first area, the indicator visually
indicates that it is the first player's turn to take action to
progress game play, and wherein if the marker is placed in the
second area, the indicator visually indicates that it is the second
player's turn to take action to progress game play.
16. The game toy according to claim 15, wherein the indicator is
integrated with the play field.
17. The game toy according to claim 14, wherein the indicator
includes a display device to display information as to which one of
the players' turn it is to take action, wherein a display area of
the display device includes a display region that allows the marker
to be movable therein and comprises a first area and a second area
which are visually identifiable, wherein if the marker is placed in
the first area, the indicator visually indicates that it is the
first player's turn to take action to progress game play, and
wherein if the marker is placed in the second area, the indicator
visually indicates that it is the second player's turn to take
action to progress game play.
18. The game toy according to claim 15, wherein a boundary region
between the first area and the second area comprises a third area
which is visually identifiable, wherein if the marker is moved and
placed in the third area and if the placement position of the
marker before the movement is within the first area, it is the
first player's turn to take action to progress game play, and
wherein if the placement position of the marker before the movement
is within the second area, it is the second player's turn to take
action to progress game play.
19. The game toy according to claim 18, wherein visual information
provided by the indicator comprises a movement path of the marker
across the first area, the second area, and the third area, wherein
a plurality of cells each configured to indicate the position at
which the marker is to be placed are provided in the movement path
in each of the first area and the second area, and wherein a single
cell configured to indicate the position at which the marker is to
be placed is provided in the third area.
20. The game toy according to claim 19, wherein each of the cells
in each of the first area and the second area is associated with a
natural number that increases as the cell is located farther away
from the single cell located in the third area.
21. The game toy according to claim 20, wherein each of the players
is capable of at least one of placing the physical game component
provided for the player in the first placement region and
presenting the physical game component as a physical game component
to be used.
22. The game toy according to claim 21, wherein the physical game
component comprises a first numerical value information that is
referenced when placed in the first placement region or presented
as a physical game component to be used, wherein when the physical
game component is placed in the first placement region and is
presented as a physical game component to be used, the next
position of the marker is determined based on the first numerical
value information.
23. The game toy according to claim 22, wherein when the physical
game component is placed in the first placement region and is
presented as a physical game component to be used during the first
player's turn, the next position of the marker is determined as the
cell located away from the cell at which the marker is currently
positioned in a direction from the first area to the second area
along the movement path by a first number of cells indicated by the
first numerical value information, and wherein during the action
turn of the second player, the next position of the marker is
determined as the cell located away from the cell at which the
marker is currently positioned in a direction from the second area
to the first area along the movement path by a second number of
cells indicated by the first numerical value information.
24. The game toy according to claim 14, wherein the game elements
each associated with one of the physical game components comprises
a character capable of performing an action when the physical game
component is placed in the first placement region associated with
any one of the players and producing a predetermined effect when
presented in order to use the physical game component.
25. The game toy according to claim 24, wherein the physical game
component comprising a character associated therewith for the first
player and placed in the first placement region on the first
player's turn is configured to select any one of the physical game
components each having a character associated therewith for the
second player and placed in the first placement region and
performing a battle action against the selected physical game
component of the second player, and wherein the physical game
component comprising a character associated therewith for the
second player and placed in the first placement region on the
second player's turn is configured to select any one of the
physical game components each having a character associated
therewith for the first player and placed in the first placement
region and performing a battle action against the selected physical
game component of the first player.
26. The game toy according to claim 25, wherein the physical game
component comprises a second numerical value information referenced
when a battle action is performed, and wherein the play field
further comprises a third placement region in which when a battle
action is performed between the physical game component for the
first player and the physical game component for the second player,
the physical game component having a smaller value indicated by the
second numerical value information is placed as being inactionable.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] This application is a National Stage Application, filed
under 35 U.S.C. .sctn. 371, of International Application No.
PCT/JP2018/028080, filed Jul. 26, 2018, which claims priority to
Japanese Application No. 2017-201919, filed Oct. 18, 2017; the
contents of which are hereby incorporated by reference in their
entirety.
BACKGROUND
Technical Field
[0002] The present invention relates to a game toy and, in
particular, to a game toy used for a trading card game.
Description of Related Art
[0003] In a trading card game (TCG), two players have alternating
action turns ("attack" and "defense" turns). In their own action
turn, the player places, in a field, an attack card (e.g., a
character) from their hand. Thus, the player can take an attack
action on one of a plurality of cards that are placed by the
opponent player. If after several turns, a condition that disables
the action of the opponent player is met, the player wins.
[0004] In general, in TCG, a cost is associated with an attack
card. The player can place the card in the field or take an attack
action by consuming their own points during the game. In order to
guarantee the fairness of the game, a higher cost is allocated to a
card that makes the progress of the game advantageous. For example,
the condition for placing the card in the field is strictly set.
For this reason, in order to place an attack card that is high cost
in the field, the player needs to not place an attack card on the
field on several action turns but place a card that increases their
own points and wait for a chance (Japanese Unexamined Patent
Application Publication No. 2006-247178).
BRIEF SUMMARY
[0005] As mentioned above, in TCG, there may be turns that end with
only actions to increase player's own points and, thus, the game
play may become monotonous. In addition, managing the earned points
may bother the player. Furthermore, since the playing time
increases, the player's interest and attention may not be
maintained throughout the entire game.
[0006] Accordingly, it is an object of the present invention to
provide a game toy used to play a trading card game that prevents
the game progress from becoming monotonous.
[0007] In order to achieve the above object, the present invention
provides a game toy played with a first player and a second player.
The game toy includes a play field configured such that a first
placement region that is provided for each of the players and that
allows a physical game component associated with a game element to
be placed thereon is visually identifiable and an indicator
configured to indicate which one of the players currently takes
their action turn during game progress. The indicator includes a
marker movable in accordance with at least one of placement of the
physical game component in the first placement region and use of
the physical game component during game play, and the indicator
indicates which one of the players currently takes their action
turn by using a position at which the marker is placed.
[0008] According to the present invention, such a configuration
provides a trading card game that prevents the game progress from
becoming monotonous.
BRIEF DESCRIPTION OF DRAWINGS
[0009] FIG. 1 is a diagram illustrating an example of the
configuration of a game toy when used according to an embodiment of
the present invention.
[0010] FIG. 2 is a diagram illustrating a variety of game cards
according to the embodiment of the present invention.
[0011] FIG. 3 is a diagram illustrating a play field according to
the embodiment of the present invention.
[0012] FIG. 4 is a diagram illustrating the information indicated
by an indicator according to the embodiment of the present
invention.
[0013] FIG. 5 is a flowchart illustrating the progress of a trading
card game (TCG) and the information indicated by an indicator
according to the embodiment of the present invention.
[0014] FIG. 6 is a diagram illustrating an indicator according to a
modification of the present invention.
DETAILED DESCRIPTION
[0015] An exemplary embodiment of the present invention is
described in detail below with reference to the accompanying
drawings. Note that according to the embodiment described below,
the present invention is applied to, as an example of a game toy, a
toy with a set consisting of a play field having an indicator
integrated thereinto and game cards. However, the present invention
is applicable to any game toy which is played with two players and
which consists of a physical game component, a play field that
allows the physical game components arranged therein, and a
indicator for providing visual information as to which one of the
players takes this action turn.
Detailed Configuration of Game Toy
[0016] The configuration of a game toy used for a game play of the
trading card game (TCG) according to the present embodiment is
described in detail below with reference to the accompanying
drawings.
[0017] FIG. 1 illustrates the game toy in use at the time of game
play. As illustrated in FIG. 1, during the game play, a player
300a, which corresponds to a first player according to the present
invention, and a player 300b, which corresponds to a second player
according to the present invention, face each other and spread play
fields 100a and 100b in front, respectively, so that the play
fields 100a and 100b (play fields 100 of the first and second
players) are adjacent to each other. In addition, each of the
players places a group (deck) of game cards 200 in the play field
100 of their own. As described below, as the game progresses, the
game cards 200 are moved to a predetermined position in the play
field 100.
Game Card
[0018] According to the TCG of the present embodiment, game play
can be started by setting a deck of a set of cards for each of the
players. The deck includes a prescribed number of game cards.
Basically, each of the game cards is associated with one of two
types of game elements, that is, a character and an effect, and can
be visually identified by an image and text printed on the front
face of the card.
[0019] The game cards each associated with a character include an
avatar card which serves as an alter ego to the player in the game
and a unit card mainly used for the battle action. That is, the
game cards play different roles in the game and have different
composition thereof.
[0020] FIG. 2(a) illustrates an example of the appearance of an
avatar card 210. In addition to an avatar image 211 of the
associated character, the avatar card 210 has sections that
describe ability 212 which defines the actions the avatar (that is,
the player) can take in each of their action turns and the number
of available guardians 213 indicating the number of game cards
available as elements (guardians) that protect the avatar in game
play. As illustrated in FIG. 2(a), multiple abilities are defined
in ability 212, but currently usable abilities are determined in
accordance with the level of the avatar. The level of the avatar
can be increased during game play. According to the TCG of the
present embodiment, similar avatar cards 210 can be stacked one on
top of another in the play field 100 until the number of the avatar
cards 210 reaches the number of abilities set forth in the ability
212. The level of the avatar is determined by the number of avatar
cards 210 in the stack (the number of avatar cards=the level).
Accordingly, if only one avatar card 210 is placed in the play
field 100, only the ability corresponding to Level 1, which is set
forth together with the identification number "1" in FIG. 2(a), is
available. If three similar avatar cards 210 are stacked, any one
of the abilities set forth together with the identification numbers
"1" to "3" can be available in the action turn.
[0021] Due to the nature of the game, the actions that can be taken
by the player not having any card in their hand are limited.
Accordingly, the ability 212 of each of the avatar cards 210
includes an ability to take at least one game card 200 from a stock
among a plurality of decks. The stock includes the game cards 200
each having no specific role assigned thereto and being not placed
face upward.
[0022] In addition, FIG. 2(b) illustrates an example of the
appearance of a unit card 220. In addition to a unit image 221
associated with a character (a unit), the unit card 220 has
sections that describe a cost 222 basically required to enable a
battle action by placing the unit card in the play field, a
placement-time effect 223 describing a game effect that can be
produced when the unit card is placed in a play field, a power
value 224 referenced when determining the victor of the game after
the unit takes a battle action, and a guardian-time effect 225 that
can be produced when the unit card 220 is used as a guardian.
[0023] In addition, as illustrated in FIG. 2(c), in addition to an
effect image 231 of the associated effect, an effect card 230
associated with an effect has sections that describe a cost 232
required to place and use the game card in the play field (i.e., to
achieve the effect) and the usage-time effect 233 that describes
the game effect achieved when the effect card 230 is used. As is
described in detail later, unlike the unit card 220, the effect
card 230 is temporarily presented in the play field 100 in order to
present the effect. That is, the effect card 230 is not a card in
the layout that is a card placed in the play field 100 in order to
enable the card to be actionable after the effect is created (after
resolution of the effect). For this reason, in the present
specification, the term "use" or "present" is used to clearly
distinguish the effect card 230 from the unit card 220.
[0024] As described above, for each of the unit card 220 and the
effect card 230, the cost necessary for placing or presenting the
card from the player's hand into the play field 100 is
predetermined. In a TCG according to the present embodiment, the
action turn is given back to the opponent player in accordance with
cost consumption of each of the players.
[0025] In addition, the types of game cards used According to the
TCG of the present embodiment are only the avatar card 210, the
unit card 220, and the effect card 230. Unlike existing
technologies, the TCG does not include a game card used to earn
points for cost consumption.
Play Field
[0026] As described above, the TCG according to the present
embodiment is configured such that each of the players can arrange
the game cards 200 included in their deck in the play field 100 on
the basis of the roles of the game cards 200, and the play field
100 may be formed in, for example, a sheet shape. As illustrated in
FIG. 3(a), the play field 100 provided for one player has a variety
of zones each having a size substantially the same as the size of
the game card so that the player can visually understand which
group of the game cards 200 in the player's deck is placed in which
zone.
[0027] More specifically, as illustrated in FIG. 3(a), the play
field 100 according to the present embodiment includes an avatar
zone 101 in which avatar cards 210 are placed face upward, a
guardian zone 102 in which guardian game cards are placed face
downward, and a deck zone 104 in which the game cards other than
the above-described game cards in the deck are placed face downward
as a stock. In addition, the play field 100 includes a unit zone
103 in which a unit card 220 included in the player's hand is to be
placed as a card in the layout in order to enable the unit card 220
to take the action. The unit zone 103 corresponds to a first
placement region according to the present invention. Furthermore,
the play field 100 includes a trash zone 105 serving as a third
placement region according to the present invention. The trash zone
105 is used to place a game card that became unusable due to the
result of a battle action or resolution of an effect (an
inactionable unit card or a used effect card).
[0028] According to the TCG of the present embodiment, two players
(the players 300a and 300b) play in a face-to-face fashion. As
illustrated in FIG. 3(b), the upper sides of the play fields 100 of
the two players are brought into contact with each other. In this
manner, the game play can be performed. However, the implementation
of the present invention is not limited thereto. For example, the
play field may be configured in such a manner that two play fields
100 are connected to each other. That is, one play field may
include a variety of zones for two players.
Indicator
[0029] In addition, as illustrated in FIG. 3(a), the play field 100
according to the present embodiment further includes an indicator
110. The indicator 110 indicates which one of the players takes the
action turn during the game play. According to the present
embodiment, the indicator 110 is configured so as to be integrated
with the play field 100. The indicator 110 does not function with a
single play field 100. By connecting the play fields 100 of the two
players with each other as illustrated in FIG. 3(b), a single
indicator is achieved as illustrated in FIG. 4. During the game
play, a marker 120 is placed on the indicator 110, so that the
position of the marker 120 on the indicator 110 tells which player
is currently taking their action turn.
[0030] More specifically, as illustrated in FIG. 4, when the play
fields 100 are connected to each other, the indicator 110 is formed
so as to have an S-shaped movement path 111 that allows the marker
120 to be placed thereon. The movement path 111 serves as a second
placement region according to the present invention. Note that the
movement path 111 has a plurality of cells thereon, and each of the
cells indicates the position to which the marker 120 is moved and
placed. More specifically, the indicator 110 is partitioned into
two areas each belonging to one of the two connected play fields
100, that is, a first area 114 (belonging to the play field 100 for
the player 300a) and a second area 115 (belonging to the play field
100 for the player 300b), and a boundary area 116 corresponding to
the boundary between the first area 114 and the second area 115.
The player who takes an action turn is indicated by the area in
which the moved marker 120 is located. According to the present
embodiment, if as a result of movement, the marker 120 is placed in
the first area 114, the player 300a takes their action turn.
However, if the marker 120 is placed in the second area 115, the
player 300b takes their action turn.
[0031] In the example illustrated in FIG. 4, the movement path 111
in the boundary area 116 has one central cell 112. In addition, the
movement path 111 in the first area 114 and the second area 115 has
10 cells 113a and 10 cells 113b, respectively. The marker 120 is
moved along the movement path 111 over the cells 113 and the
central cell 112 equal in number to the cost consumed in the action
turn and is placed in the corresponding cell. When the player 300a
is in their action turn, the movement direction of the marker 120
is a direction from the first area 114 to the second area 115 along
the movement path 111. In contrast, when the player 300b is in
their action turn, the movement direction of the marker 120 is a
direction from the second area 115 to the first area 114 along the
movement path 111.
[0032] As illustrated in FIG. 4, numbers are allocated to the
central cell 112 and the cells 113 so that the player can easily
recognize the number of cells over which the marker 120 is to be
moved. In this example, "0" is printed in the central cell 112
located inside of the boundary area 116. In addition, the numbers
starting with "1" and going up by ones are printed on the cells
113a arranged along the movement path 111 in the first area 114
such that the number increases as the cell 113a is located farther
from the central cell 112. The same applies to the cells 113b
arranged in the second area 115. Accordingly, in the case where the
marker 120 is currently placed in the cell 113a labeled with "3" in
the first area 114 and the unit card 220 having the cost "7" is
placed in the unit zone 103 as a card in the layout (or an effect
card 230 having the same cost is used), the marker 120 is moved
forward along the movement path 111 seven cells and is placed in
the cell 113b labeled with "4" in the second area 115. Thus, the
action turn is passed from the player 300a to the player 300b.
[0033] According to the present embodiment, the numbers printed in
the cells 113 starting from the cell 113 closest to the central
cell 112 are natural numbers starting with "1" and going up by
ones. However, the embodiments of the present invention is not
limited thereto. In the movement path 111, a series of numbers that
goes up by any amount as the cell 113 is located farther from the
central cell 112 can be employed. In this case, it is desirable
that the amount be determined on the basis of a numerical value
that can be used as the cost. In the example illustrated FIG. 4,
the numbers printed in the central cell 112 and the cells 113 are
Arabic numerals. However, the numbers may be Roman numerals or any
symbols representing numbers.
[0034] During the game play, if the marker 120 is moved and placed
in the central cell 112 (the boundary area 116), the action turn is
determined in accordance with the position at which the marker 120
is located before the movement. That is, even when the marker 120
is moved and reaches the central cell 112 during the action turn,
the marker 120 has not reached the area of the indicator 110 on the
side of the opponent player. Accordingly, the action turn remains
unchanged. That is, if the marker 120 located in the first area 114
is moved and reaches the central cell 112, the player 300a
continuously takes their action turn. If the marker 120 located in
the second area 115 is moved and reaches the central cell 112, the
player 300b continuously takes their action turn.
[0035] Furthermore, while the present embodiment is described with
reference to the indicator 110 integrated with the play field 100,
it is appreciated that the indicator 110 may be separated from the
play field 100. That is, the indicator 110 may be an article that
has a surface on which the marker 120 is movably placed and that
can be placed in the play field 100. For example, the indicator 110
may be included in a game toy in the form of indicator cards
provided separately from game cards. Like the play field 100, by
bringing the sides of the cards of the players into contact with
each other, the indicator 110 may be formed. Alternatively, a
single card may include a connected indicator 110 (the entire
indicator 110).
Outline of Game
[0036] The game progress and visual information provided by the
indicator 110 according to the TCG of the present embodiment are
described below.
Preinitiation Period
[0037] To start playing the game, it is necessary to arrange the
game cards 200 in the play field 100 and to set the marker 120 on
the indicator 110. Each of the players 300 selects one avatar card
to be used and places the avatar card face upward in the avatar
zone 101 first. In addition, the player 300 shuffles the deck that
does not contain the avatar card 210 placed in the avatar zone 101,
stacks the game cards of the deck face downward, which are equal in
number to the number of available guardians 213 printed on the
avatar card 210. Thereafter, the player 300 places the game cards
in the guardian zone 102. Subsequently, the player 300 stacks the
remaining game cards of the deck face downward and places the game
cards in the deck zone 104. The remaining game cards form a
stock.
[0038] After the stock is placed, each of the players takes five
game cards from the stock in their own play field 100 as hands. In
addition, a player who takes the first action turn (a first player)
is determined by a dice roll or the like. At this time, the marker
120 is placed in the central cell 112 of the indicator 110, and the
game play can be started.
During Game Play
[0039] After game play is started, the two players alternately take
action turns, and the game progresses until the end condition is
satisfied. The action which the player can take in each action
turn, the movement of the game card caused by the action, and a
change in visual information provided by the indicator 110 are
described below with reference to the flowchart illustrated in FIG.
5.
[0040] In step S501, if the player who is in their action turn (an
action player) finds the game card that has completed the action
(due to the action performed in the previous action turn) in the
play field 100 of their own, the player sets the game card in a
not-yet-acted mode. In addition, if the uppermost game card in the
guardian zone 102 is face up, the action player moves the game card
into the trash zone 105. Whether the game card is in an
already-acted mode or the not-yet-acted mode may be determined by,
for example, determining whether the game card is placed in the
play field 100 vertically or horizontally.
[0041] In step S502, the action player selects the ability to be
invoked in the current action turn on the basis of the description
of the ability 212 of the avatar card 210 and resolves the action
or effect related to the ability. As mentioned above, the type of
ability of the avatar card 210 that can be invoked varies depending
on the avatar level, that is, the number of avatar cards 210
stacked in the avatar zone 101. The action player selects any one
of the abilities that can be invoked and resolves the action or the
effect on the basis of the printed descriptions. The abilities may
include, for example, acquisition of a game card from the stock and
movement of the marker 120 on the indicator 110.
[0042] In S503, the main phase related to the current action turn
is started, and the action player can take any of the following
actions as many times as desired as long as the action turn
continues. The actions that can be taken in the main phase include
the following four actions:
[0043] 1. Placing the avatar card 210 in hand on top of the avatar
card 210 in avatar zone 101
[0044] 2. Placing the unit card 220 in hand in the unit zone 103
and setting the unit card 220 in an actionable mode
[0045] 3. Exposing the effect card 230 in hand to use the effect
related to the card
[0046] 4. Setting, among the unit cards 220 arranged in the unit
zone 103, the card in a not-yet-acted mode to an already-acted mode
and performing a battle action related to the card
Among the above-described actions, Actions 2 and 3 require
consumption of the cost indicated by the game card.
[0047] Note that the use of the effect according to Action 3 is
performed according to the description printed in the usage-time
effect 233 of the corresponding unit card 220. The effect of the
unit card 220 may be applied to the unit card 220 placed in the
unit zone 103 of the play field 100 of the action player or the
opponent player, for example. After resolving the effect, the
action player moves the card into the trash zone 105.
[0048] In addition, the battle action related to Action 4 is
performed on the unit card 220 placed in the unit zone 103 or the
avatar card 210 placed in the avatar zone 101 of the play field 100
of the opponent player. Accordingly, when performing the battle
action related to the unit card 220, the action player selects
which one of the cards is the target of the action.
[0049] If the battle action is performed on the unit card 220
placed for the opponent player, the success or failure of the
action is determined by comparing the power value 224 of the unit
card 220 that takes the battle action with the power value 224 of
the target unit card 220. According to the TCG of the present
embodiment, the unit card 220 with a larger power value 224 wins
the battle action, and each of the players operates the
corresponding unit cards 220 in accordance with the result of the
battle action. That is, the unit card 220 that has won the battle
action is allowed to remain in the play field 100. In contrast, the
unit card 220 that has lost the battle action is moved to the trash
zone 105 of the play field 100 of the same player.
[0050] If the battle action is performed on the avatar card 210
placed for the opponent player, the success or failure of the
action changes depending on the game cards placed in the guardian
zone 102. According to the TCG of the present embodiment, the end
condition is satisfied at the time when the battle action against
the avatar card 210 is performed, and the player who has taken the
battle action using the unit card 220 wins. However, as described
above, the game cards are placed in the guardian zone 102 in order
to guard the avatar. Accordingly, if a game card is placed in the
guardian zone 102 of the opponent player, the target of the battle
action can be changed from the avatar card 210 to the uppermost
game card placed in the guardian zone 102. Thus, the condition that
the action player wins the game is satisfied if the action player
takes a battle action against the avatar card 210 of the opponent
player when no game card is placed in the guardian zone 102 of the
opponent player.
[0051] When a battle action against the avatar card 210 is
declared, the opponent player can request the action player to
change the declared target of the battle action to the uppermost
game card, since a game card is placed in the guardian zone 102. At
this time, if the game card in the guardian zone 102 is a face-down
card (if the uppermost game card is face down), the opponent player
turns up (opens) the face-down game card and reveals the game card
in the guardian zone 102. If the uppermost game card in the
guardian zone 102 is a unit card 220, the card can be used as a
target of the battle action against the avatar card 210. That is,
like the case where the battle action against the unit card 220
placed in the guardian zone 102 is declared, the result of the
battle can be obtained by comparing the power values 224 with each
other. At this time, if the unit card 220 of the action player
wins, the uppermost game card in the guardian zone 102 of the
opponent player is moved to the trash zone 105. However, if the
unit card 220 in the guardian zone 102 of the opponent player wins,
the unit card 220 can continuously remain in the guardian zone 102,
and the unit card 220 of the action player that took the battle
action is moved into the trash zone 105 of the action player.
[0052] If the uppermost game card in the guardian zone 102 is an
avatar card 210, the opponent player places the avatar card 210 on
top of the card in the avatar zone 101 similarly to the case where
the opponent player has the avatar card 210 in their hand. Thus,
the opponent player can increase the avatar level. However, if the
uppermost game card in the guardian zone 102 is an effect card 230,
the opponent player can add the effect card 230 to their hand and
use the effect card 230 when the opponent player takes their own
action turn. That is, in the case where a battle action against the
avatar card 210 is declared by the action player, if the uppermost
game card in the guardian zone 102 is not the unit card 220, the
opponent player moves the game card to a predetermined position.
Accordingly, the opponent player needs to repeat opening the game
card until the uppermost game card in the guardian zone 102 becomes
a unit card 220.
[0053] When one action taken by the action player is resolved, it
is determined in S504 whether the victor has been determined as a
result of the battle action taken by the action player. That is, it
is determined whether the action player declared a battle action
using the unit card 220 placed in the unit zone 103 and it is
determined whether the action taken against the avatar card 210 has
been achieved. If the victor has been determined as a result of the
battle action taken by the action player, the current game play
ends. However, if the victor has not been determined, the game play
proceeds to S505.
[0054] In step S505, it is determined whether the action is an
action that requires movement of the marker 120, that is, whether
the action is an action performed while consuming the costs. If one
of the actions performed is an action that requires the movement of
the marker 120, the game proceeds to S506. However, if the action
is an action that does not require movement of the marker 120, the
game play proceeds to S508.
[0055] In step S506, the action player moves the marker 120 on the
indicator 110 along the movement path the number of cells equal to
the costs consumed by placing the unit card 220 in hand in the unit
zone 103 or by using the effect card 230 in hand. Thus, the action
player 110 changes the cell in which the marker 120 is located.
[0056] If, in S507, the moved marker 120 is placed in the cell 113
in the area of the opponent player (that is, the second area 115
when the action player is the player 300a), the action turn of the
action player ends. Accordingly, the action turn is passed to the
opponent player, and the game play returns to S501 (the opponent
player becomes the next action player). However, if the moved
marker 120 is placed in the cell 113 in the area of the action
player (that is, the first area 114 when the action player is the
player 300b) or the central cell 112 in the boundary area 116, the
action player continuously takes the action turn. Accordingly, the
game play proceeds to S508.
[0057] In step S508, the action player determines whether to end
the action turn forcibly. According to the TCG of the present
embodiment, even when the marker 120 on the indicator 110 has not
been moved into the area of the opponent player, the action player
can forcibly end their action turn and declare that the opponent
player subsequently takes an action turn. That is, even when the
action player consumes all the costs in an action turn, the action
player can take into account the cards in their hand and the
exposed cards in the play field 100 of the opponent player and
strategically decide to pass their action turn to the opponent
player. If the action player forcibly ends their action turn,
inconsistency occurs in the visual information provided by the
indicator 110. Accordingly, the marker 120 is forcibly moved to and
set in a predetermined cell 113 (for example, a cell labeled "3")
in the area of the opponent player, and the action turn is passed
to the opponent player. Thereafter, the game play returns to S501.
However, if the action player does not end their action turn, the
game play returns to S503, where the action player performs another
action on the same turn.
[0058] As described above, according to the TCG provided by using
the game toy of the present embodiment, a situation that occurs in
existing technologies does not occur in which a player needs to
place a game card for earning points for cost consumption and
continue their turn until the player earns sufficient points does
not occur. As a result, it is possible to provide a game play that
gives the players a sense of tension. That is, according to the TCG
provided by using the game toy of the present embodiment, each time
the player takes their action turn, the player can take an action
that requires consumption of costs. In addition, since the action
turn is passed to the opponent player in accordance with the
consumption of costs, it is possible to provide the players with a
suitable play experience of the game while ensuring game balance
and strategic attack-defense interactions between the players.
Modification
[0059] According to the above-described embodiment, the indicator
110 has a placement section configured to allow the movable marker
120 to be placed thereon, and the player moves and places the
marker 120 in accordance with consumption of costs that occurs
during the progress of the game, so that the indicator tells which
player currently takes their action turn. However, implementation
of the present invention is not limited thereto.
[0060] That is, the indicator 110 can be any indicator configured
to be capable of acquiring information about the amount of cost
consumed in the action turn and configured to present, to the
players, movement of the marker 120 along the movement path on the
basis of the acquired information. For example, as illustrated in
FIG. 6, the indicator may be configured as a display device that
displays a screen related to the indicator 110 in a display area
601. According to an embodiment using the display device
illustrated in FIG. 6, the need for placing the marker 120 is
eliminated. By controlling displaying of a screen of the display
device, movement of a display element 602, which replaces the
marker 120, from a cell to a cell along the movement path can be
presented.
[0061] It should be noted that the configuration may be achieved
such that an operation member used to input the information about
the consumed amount of cost is provided, and the player may input
the information by using the operation member. Alternatively, for
example, each of the game cards may have cost consumption
information thereon, and a display device may include a reader
capable of acquiring the cost consumption information. In this
manner, the cost consumption information can be acquired from the
game card, and the player need not manually input the cost
consumption information.
REFERENCE SIGNS LIST
[0062] 100 play field [0063] 101 avatar zone [0064] 102 guardian
zone [0065] 103 unit zone [0066] 104 deck zone [0067] 105 trash
zone [0068] 110 indicator [0069] 111 movement path [0070] 112
central cell [0071] 113 cell [0072] 114 first area [0073] 115
second area [0074] 116 boundary area [0075] 120 marker [0076] 200
game card [0077] 210 avatar card [0078] 220 unit card [0079] 230
effect card
* * * * *