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CN-121971849-A - Excitation mahjong playing method based on double-identification-area card

CN121971849ACN 121971849 ACN121971849 ACN 121971849ACN-121971849-A

Abstract

The invention discloses an excitation mahjong playing method based on double-identification-area cards, and relates to the technical field of game methods. The playing method uses a set of cards to play games, each card can be physical or virtual, each card is provided with a first entertainment identification area and a second education identification area and comprises a plurality of super cards of various types, all players comprise entertainment players and learning players, all hold hands and play games according to the traditional mahjong rules, the learning players can selectively recite or confirm learning knowledge content of the second education identification area of the related cards when performing operation, corresponding points, super cards or physical rewards are given according to learning conditions, when the learning players obtain the super cards, replacement cards to be selected or not required to be replaced according to rules determined by negotiation, the super cards are classified into three types of card type enabling types, entertainment enhancement types and playing method upgrading types, the validity period and the use rules of the super cards are determined by negotiation of the players, and the games are played until the players form traditional card type winning. On the basis of keeping the traditional mahjong core playing method, the invention integrates the custom exchange rules and validity period mechanisms of multiple types of super cards and users, is suitable for entities and electronic game scenes, and meets the common participation of all people with learning requirements and entertainment requirements.

Inventors

  • Request for anonymity

Assignees

  • 杜春玲

Dates

Publication Date
20260505
Application Date
20260304

Claims (10)

  1. 1. The exciting mahjong playing method based on the cards in the double identification areas is characterized in that a set of cards are used for playing, wherein the cards can be entity cards or virtual cards, each card is provided with a first entertainment identification area and a second education identification area and comprises a plurality of super cards; The game process comprises the following steps: (1) All players play cards according to the traditional mahjong rule, and the entertainment player and the learning player have independent hands; (2) The players take turns to touch, deal, eat, bump and bar cards according to round making, and all players need to follow the traditional mahjong rules; (3) The learning player can selectively recite or confirm the learning knowledge content of the second educational identification area of the card concerned when performing any operation; (4) Giving corresponding rewards according to learning conditions of learning player's reciting or confirming learning content; (5) The rewards include point rewards, supercard rewards or physical rewards; (6) When learning that the player obtains the super card, according to the rule determined by the negotiation of the player, a card can be selected to be played from the hand as a replacement card, or the replacement card can be directly obtained without being played; (7) The game continues until there are players who make up the traditional card winner.
  2. 2. The exciting mahjong playing method according to claim 1, wherein when the cards are solid cards, playing cards are adopted, the size of the card surface is larger than that of the traditional mahjong cards so as to accommodate richer learning contents, and the second education identification area can be printed with letters, words, phrases, sentences, pictures or two-dimensional codes.
  3. 3. The exciting mahjong playing method according to claim 1, wherein when the cards are virtual cards, the second education identification area can display words, pictures, animation or interactive learning content through electronic screen display.
  4. 4. The motivational mahjong play method according to claim 1, wherein the learning condition includes at least one of accuracy of the pair of ideas, integrity of the ideas, difficulty level of learning content, initiative of the ideas, and continuity of the multiple ideas.
  5. 5. The motivational Mahjong play of claim 1, wherein the learning knowledge content of the second educational identification zone comprises letters, numbers, words, phrases, sentences, or graphical symbols, with different content corresponding to different difficulty levels.
  6. 6. The stimulated mah-jong playing method as claimed in claim 1, wherein the functions of said tile type energizing super tile include, but are not limited to, playing a tile type combination instead of any one tile, being used as two identical tiles, changing the suit or number of any one tile in the hand, and letting the player see one tile more.
  7. 7. The motivational mahjong play of claim 1 wherein the entertainment enhanced super tiles function includes, but is not limited to, allowing the player to skip one round of opponents, allowing the player to touch more than one tile, allowing the player to exchange one tile with an opponent, allowing the player to view an opponent's hand, allowing the player to double the score in the next round.
  8. 8. The motivational mahjong playing method according to claim 1, wherein the functions of the playing method upgrading super cards include, but are not limited to, allowing a player to customize a temporary rule, allowing the player to add additional points during the time of playing the game, allowing the player to combine any two cards in the hand into a new card, allowing the player to obtain additional learning opportunities at the end of the game, and allowing the player to continue enjoying the gain effect in a certain round.
  9. 9. The motivational mahjong play method according to claim 1 wherein the rules for the redemption of the super tiles include both forms of playing the replacement tile and not playing the replacement tile, as determined by the player's negotiation.
  10. 10. The motivational mahjong play of claim 1 wherein the validity period and usage rules of the super tiles include, but are not limited to, one or more combinations of intra-office continuous validity, single use, limited time effect, and final trigger.

Description

Excitation mahjong playing method based on double-identification-area card Technical Field The invention relates to the technical field of game methods, in particular to an excitation mahjong playing method based on double-identification-area cards, and especially relates to an interactive game method which is used for creating new rules on the basis of traditional mahjong, realizing the parallelism of entertainment requirements and learning requirements through double-identification-area cards, comprising a plurality of types of super cards, wherein the exchange rules (whether replacement cards need to be played) and the validity period of the super cards can be determined through negotiation by players, is suitable for entity cards and electronic game scenes, and meets all people with learning requirements and entertainment requirements. Background The traditional mahjong playing method takes specific cards (such as a cistron, a score and a playing card) as winning conditions, and has stronger entertainment and social property. However, the traditional mahjong playing method has the following defects that firstly, the playing method is single, only the pure entertainment requirement is met, learning content is difficult to integrate, secondly, knowledge learning is less integrated in the game process, thirdly, people with the learning requirement and people with the entertainment requirement are difficult to effectively interact on the same desktop, and fourthly, the rules of the traditional mahjong are fixed, and an incentive mechanism capable of flexibly changing according to the player requirement is lacked. In order to solve the above problems, some learning cards or educational games are presented on the market, but most of them are split between entertainment and learning, either pure learning cards or pure entertainment games, and lack a playing mechanism for deeply fusing the two. In addition, the existing learning cards mostly adopt simple rewards (such as answering pairs for giving points), and cannot be differentially stimulated according to the difficulty, accuracy, completeness and other multi-dimensions of learning contents, so that learning interests are difficult to continuously stimulate. Although the concept of universal cards such as 'mixed' and 'a person affected with favus on the head' exists in mahjong, the universal cards are usually set by random assignment or fixed rules before game start, are irrelevant to player behaviors, have single and fixed functions, and are mainly used for increasing game variables. On the basis of keeping all core rules of the traditional mahjong, a new excitation mechanism is created, and the mahjong game has entertainment and learning functions simultaneously through the design of double-identification-area cards and various types of super cards, so that the mahjong game is suitable for people with learning requirements and people with entertainment requirements to participate together. Disclosure of Invention The invention aims to provide an incentive mahjong playing method based on double-identification-area cards, which solves the problems of single mahjong playing method, lack of educational functions and single rewarding mechanism in the prior art, creates new rules on the basis of completely retaining the traditional mahjong core playing method, enables entertainment players to participate without learning, learns players to actively learn through the incentive mechanism, and greatly enriches the strategic and interesting of games through the arrangement of various types of super cards, and the flexible mechanism that the super card exchange rules (whether replacement cards need to be played) and the validity period are negotiated and determined by the players. In order to achieve the above purpose, the present invention provides the following technical solutions: The exciting mahjong playing method based on the cards in the double identification areas is characterized in that a set of cards are used for playing games, wherein the cards can be entity cards or virtual cards, each card is provided with a first entertainment identification area and a second education identification area and comprises a plurality of super cards of various types; The game process comprises the following steps: (1) All players play cards according to the traditional mahjong rule, and the entertainment player and the learning player have independent hands; (2) The players take turns to touch, deal, eat, bump and bar cards according to round making, and all players need to follow the traditional mahjong rules; (3) The learning player can selectively recite or confirm the learning knowledge content of the second educational identification area of the card concerned when performing any operation; (4) Giving corresponding rewards according to learning conditions of learning player's reciting or confirming learning content; (5) The rewards include point rewards, supercard rew