Game matching method, device and equipment of turn chess game and medium

By displaying the strategy mechanism of turn-based chess games in the form of cards, the problem of confusion in the game interface information is solved, the human-computer interaction efficiency is improved, and the decision-making process is simplified, which is suitable for novice players.

CN120437631APending Publication Date: 2025-08-08TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410178245.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-02-08
Publication Date
2025-08-08

AI Technical Summary

Technical Problem

The game interface information display of turn-based chess games is chaotic and the strategy mechanism is scattered, resulting in low human-computer interaction efficiency, making it difficult for players to make decisions in a short period of time.

Method used

The strategy mechanisms in the game are displayed in the form of cards, and different strategy mechanisms are realized through card types and acquisition conditions. Players only need to observe the hand area and perform card operations to make decisions, simplifying the decision process.

Benefits of technology

It improves human-computer interaction efficiency, reduces the amount of information and operations that players need to process in fast-paced games, is suitable for novice players and simplifies the decision-making process.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a match method, device and equipment for turn chess games and a medium, and relates to the field of man-machine interaction. The method comprises the following steps: displaying a match interface of the turn chess game; the game playing interface comprises a hand card area, the hand card area is used for displaying cards held by the party, and the cards comprise at least two card types; under the condition that a first obtaining condition corresponding to the first card type is met, a first card is additionally displayed in the hand card area; the first card is a card of the first card type, and different card types correspond to different acquisition conditions; and in response to a use operation on the first card, displaying a game match of the first card acting on the turn chess game. According to the method, the game content display mode of the turn chess game can be simplified, and the man-machine interaction efficiency is improved.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a method, device, equipment, and medium for playing a turn-based chess game. Background Art

[0002] Turn-based chess games are a new type of chess game. After the two opposing teams place their chess pieces on the chessboard area, the game application automatically controls the chess pieces on the board to fight and displays the results of the battle.

[0003] As a chess strategy game, turn-based chess games offer players a variety of strategic mechanisms, which require players to comprehensively consider in order to make game decisions. For example, the chess pieces deployed, their equipment, the benefits of the deployed pieces' faction combinations, the benefits of the deployed pieces' faction combinations, and the skills of the players involved.

[0004] In related art, the operation areas corresponding to various strategic mechanisms are located in different locations on the game interface. For example, the bottom of the game interface is the chess piece preparation area, where players can select chess pieces to be deployed, purchase pieces, and perform operations such as chess piece upgrades. On the right side of the game interface is the equipment area, where players can equip chess pieces with different equipment. On the left side of the game interface is the area for selecting player skills.

[0005] However, turn-based chess games typically feature a fast-paced pace, requiring both players to make decisions within a very short timeframe between turns. Multiple complex strategic mechanisms scattered across the game interface hinder player execution, resulting in confusing information display and inefficient human-computer interaction. Summary of the Invention

[0006] The embodiments of the present application provide a method, apparatus, device, and medium for playing a turn-based chess game, which can improve the efficiency of conveying information about changes in bond effects. The technical solution is as follows:

[0007] In one aspect, a method for playing a turn-based chess game is provided, the method comprising:

[0008] Displaying a game interface of the turn-based chess game; the game interface includes a hand area, the hand area is used to display the cards held by the player, and the cards include at least two card types;

[0009] When a first acquisition condition corresponding to a first card type is met, displaying a first card in the hand area; the first card is a card of the first card type, and different card types correspond to different acquisition conditions;

[0010] In response to a use operation of the first card, a display is provided showing that the first card affects a game match of the turn-based board game.

[0011] In another aspect, a device for playing a turn-based chess game is provided, the device comprising:

[0012] A display module is configured to display a game interface of the turn-based chess game; the game interface includes a hand area, the hand area is configured to display cards held by the player, and the cards include at least two types of cards;

[0013] The display module is configured to display a first card in the hand area when a first acquisition condition corresponding to the first card type is met; the first card is a card of the first card type, and different card types correspond to different acquisition conditions;

[0014] The display module is configured to display the effect of the first card on the game match of the turn-based chess game in response to a use operation on the first card.

[0015] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the turn-based chess game playing method as described above.

[0016] On the other hand, a computer-readable storage medium is provided, in which at least one program is stored. The at least one program is loaded and executed by a processor to implement the turn-based chess game playing method as described above.

[0017] In another aspect, embodiments of the present application provide a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to execute the turn-based chess game playing method provided in the aforementioned optional implementation.

[0018] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:

[0019] The various strategic mechanisms in turn-based chess games are presented as cards, providing a variety of different card types. Cards obtained by players are uniformly displayed in the hand area of the game interface. Players can execute any dimension of game decision-making by playing corresponding cards, simplifying the execution of game decisions. Different card types are used to implement different strategic mechanisms. By setting different acquisition conditions for different card types, different acquisition methods of chess pieces, equipment, effects, skills, and other combat elements in different strategic mechanisms are corresponding. During the game, players only need to observe the cards in the hand area and perform card use operations to quickly execute decision-making operations for different decision-making mechanisms, without distracting their attention to other areas of the game interface. This facilitates players to quickly execute game decisions in fast-paced turn-based chess games and improves the efficiency of human-computer interaction.

[0020] Furthermore, in turn-based chess games in the related art, players are required to actively acquire the battle elements (chess pieces, equipment, skills, etc.) for each strategy mechanism within the game. For example, the chess piece acquisition process in traditional auto chess is "massive screening in the store + gold coins to buy the chess pieces you want." Players are required to purchase the chess pieces they want from dozens of available chess pieces in the store. Since each chess piece generally has only one three-dimensional model and name, players need to understand and filter dozens of pieces of information. It can be seen that players need to select the battle elements they may need from a large number of available battle elements, actively plan acquisition strategies to obtain these battle elements, and use these battle elements to carry out strategic deployment and apply the battle elements to the game battle. It can be seen that players need to consider too much content and perform too complicated operations. The method provided in this application implements the battle elements in various strategy mechanisms as different types of cards. Different types of cards are automatically acquired according to the corresponding acquisition conditions, and the acquisition process of battle elements is changed to cards automatically distributed by the system. Players usually have only 2-8 cards in their hands, and players only need to understand and filter 2-8 pieces of information. Moreover, cards are naturally more suitable for carrying text information and are easier for players to understand and read. Therefore, the "random automatic card drawing + player manual replacement of disliked cards" in this application can better improve the efficiency of human-computer interaction, reduce the amount of information and operations that users need to process, and is more suitable for novice players. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0022] Figure 1This is a structural block diagram of a computer system provided by one embodiment of the present application;

[0023] Figure 2 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;

[0024] Figure 3 This is a schematic diagram of an interface for a turn-based chess game provided by one embodiment of the present application;

[0025] Figure 4 This is a card diagram of a chess piece card provided by one embodiment of the present application;

[0026] Figure 5 This is a card diagram of an effect card provided by one embodiment of the present application;

[0027] Figure 6 This is a card diagram of an equipment card provided by one embodiment of the present application;

[0028] Figure 7 This is a card diagram of a chess player card provided by one embodiment of the present application;

[0029] Figure 8 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;

[0030] Figure 9 This is a schematic diagram of a chess player selection interface provided by an embodiment of the present application;

[0031] Figure 10 This is a schematic diagram of a game interface in the preparation phase provided by an embodiment of the present application;

[0032] Figure 11 This is a schematic diagram of the interface for playing cards in the preparation phase provided by one embodiment of the present application;

[0033] Figure 12 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;

[0034] Figure 13 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;

[0035] Figure 14 This is a schematic diagram of a game interface during the battle phase provided by one embodiment of the present application;

[0036] Figure 15 This is a schematic diagram of a settlement interface provided by an embodiment of the present application;

[0037] Figure 16is a flowchart of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0038] Figure 17 This is a schematic diagram of an interface of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0039] Figure 18 is a schematic diagram of an effect card in a turn-based chess game playing method provided by another exemplary embodiment of the present application;

[0040] Figure 19 is a schematic diagram of equipment cards for a turn-based chess game game method provided by another exemplary embodiment of the present application;

[0041] Figure 20 is a schematic diagram of chess player cards in a turn-based chess game playing method provided by another exemplary embodiment of the present application;

[0042] Figure 21 is a flowchart of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0043] Figure 22 is a flowchart of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0044] Figure 23 is a flowchart of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0045] Figure 24 is a flowchart of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0046] Figure 25 This is a schematic diagram of an interface of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0047] Figure 26 is a schematic diagram of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0048] Figure 27 is a schematic diagram of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0049] Figure 28 is a schematic diagram of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0050] Figure 29 is a flowchart of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0051] Figure 30 is a device block diagram of a turn-based chess game device provided by another exemplary embodiment of the present application;

[0052] Figure 31 is a block diagram of a terminal provided by another exemplary embodiment of the present application. DETAILED DESCRIPTION

[0053] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.

[0054] First, the nouns involved in the embodiments of this application are introduced:

[0055] Turn-based chess games: These are chess games in which the "chess pieces" are arranged in advance before the game begins, and during the game, the "chess pieces" can automatically fight according to the pre-arranged layout. The "chess pieces" are usually represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game usually adopts a turn-based system. When all the "chess pieces" of one side are killed (i.e., the health points of the virtual characters are reduced to zero), that side is deemed the loser of the round. In some embodiments, in addition to the "chess piece-type virtual characters" that play the game, each side also has a chess player character representing the current user participating in the game. The chess player character cannot be moved as a "chess piece" to the battle area or chess piece candidate area. The chess player character is also equipped with health points (or health points). The health points of the chess player character are reduced accordingly (battle failure) or remain unchanged (battle victory) based on the results of each game. When the health points of the virtual character are reduced to zero, the user corresponding to the chess player character exits the game, and the remaining users continue to play. Optional, turn-based chess games include Auto Chess.

[0056] Auto Chess: It is a multiplayer, turn-based competitive game with collectible hero chess pieces. For example, there are eight or six players in the game, each of whom occupies an area on the board. Two of the multiple players compete one-on-one. Each round of a game consists of two stages: the preparation phase and the battle phase. In the preparation phase, users purchase chess pieces (heroes) from the store and arrange them on the board. In the battle phase, both teams lock their lineups, and the chess pieces will automatically engage until all of one team's pieces are dead. The player who destroys all of their chess pieces loses the round and will have a certain amount of health deducted. The game rounds are repeated, and new opponents are matched until a player's health is ≤ 0 and they are eliminated. The last remaining player wins the game (1st place).

[0057] Chessboard: refers to the area in the battle interface of a turn-based chess game used to prepare for and conduct battles. The chessboard can be any one of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard, and this application does not limit this.

[0058] The traditional Auto Chess board is divided into a battle area and a piece candidate area. The battle area includes several equally sized squares, which are used to place the pieces that will be used in the battle. The piece candidate area includes several candidate pieces, which are used to place candidate pieces. These candidate pieces do not participate in the battle but can be dragged and placed in the battle area during the preparation phase. The board area provided in the embodiments of this application does not include the piece candidate area, but only the battle area.

[0059] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, schematically, n is an integer multiple of 2, and two adjacent rows of chess squares are aligned, or two adjacent rows of chess squares are staggered. In addition, the battle area is divided into two parts according to the rows, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the upper and lower sides of the battle interface, and in the preparation stage, the users can only place chess pieces in the own battle area. In other embodiments, the battle area is divided into two parts according to the columns, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the left and right sides or the upper and lower sides of the battle interface. The shape of the chess square can be any one of square, rectangle, circle, and hexagon. The embodiment of the present application does not limit the shape of the chess square.

[0060] Cards: A common term for a game genre, originating from tabletop games. Unlike chess, where players manipulate chess pieces directly, cards represent game content on cards. Compared to chess pieces, cards are more convenient for carrying text descriptions, card attribute information, and key values. "Cardization" involves converting hero resources into card resources, making it easier for players to understand and categorize card effects, and to carry more diverse information.

[0061] Energy: A game resource. In this application, energy is defined as the resource used by players to play cards. When a card is played, the energy corresponding to the value marked on the card is consumed.

[0062] Equipment: In Auto Chess games, each chess piece can typically wear three pieces of equipment (or other equipment). Equipment provides attributes or effects such as attack power, defense, health, healing, penetration, and shields to the hero. Auto Chess games in related art typically include a jungle phase, where players defeat monsters and receive equipment dropped by them, which they then pick up and add to their backpacks. Equipment can also be combined individually to create higher-quality equipment.

[0063] Chess player (chess player avatar): refers to a virtual character played by a player. Each chess player has different special abilities that can help players better play the game.

[0064] Figure 1 The following is a block diagram of a computer system according to an exemplary embodiment of the present application: The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .

[0065] A first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 may be a turn-based chess game program. When the first terminal runs client 111, the user interface of client 111 is displayed on the screen of the first terminal 110. This client may be a client for an Auto Chess game. First terminal 110 is used by a first user 112. During the preparation phase of a game, first user 112 uses first terminal 110 to place chess pieces in the battle area of the chessboard. During the battle phase, first terminal 110 or server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.

[0066] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a turn-based chess game program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client can be the client of an Auto Chess game. The second terminal 130 is used by a second user 132. During the preparation phase of a game, the second user 132 uses the second terminal 130 to place chess pieces in the battle area of the chessboard. During the battle phase, the second terminal 130 or the server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.

[0067] Optionally, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located in different playing areas on the same chessboard, i.e., the first user and the second user are on the same chessboard in the same game. Alternatively, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located on different chessboards, i.e., the first user and the second user are on different chessboards in the same game. It should be noted that, in an optional embodiment, a game of a turn-based chess game is jointly participated in by six user accounts, and the six user accounts are matched up in pairs in each round, and the two matched user accounts play against each other on the same chessboard during that round.

[0068] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of the multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example. The first terminal 110 and the second terminal 130 can be the same or different device types, including at least one of a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiments are described using the example of a smartphone as the terminal.

[0069] Those skilled in the art will appreciate that the number of terminals may be greater or less. For example, there may be only one terminal (i.e., the user plays against the AI), or there may be six, eight, or more terminals. The present embodiment does not limit the number of terminals or device types.

[0070] Figure 1 Only two terminals are shown, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 are terminals corresponding to developers. A development and editing platform for a client that supports a virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0071] The first terminal 110 , the second terminal 130 , and the other terminals 140 are connected to the server 120 via a wireless network or a wired network.

[0072] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for clients supporting a three-dimensional virtual environment (turn-based chess game clients / Auto Chess game clients). Optionally, server 120 performs primary computing tasks, while terminals perform secondary computing tasks; alternatively, server 120 performs secondary computing tasks, while terminals perform primary computing tasks; alternatively, server 120 and terminals utilize a distributed computing architecture for collaborative computing.

[0073] In an illustrative example, server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-facing input / output interface (I / O interface) 125. Processor 122 is configured to load instructions stored in server 120 and process data in user account database 123 and battle service module 124. User account database 123 is configured to store user account data used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, user account nicknames, user account combat power indexes, and the service areas where user accounts are located. Battle service module 124 is configured to provide multiple battle rooms for users to engage in battles. User-facing I / O interface 125 is configured to establish communication and exchange data with first terminal 110 and / or second terminal 130 via a wireless or wired network.

[0074] The embodiment of the present application provides a turn-based chess game (auto chess) based on card operations. The various complicated operations involved in traditional auto chess, such as store purchases, store upgrades, chess piece preparations, chess piece deployments, chess piece upgrades, and chess piece equipment additions, are all simplified in the card playing process. On the one hand, the card-based playing process is relatively simple and suitable for use on small-screen terminals such as mobile phones and tablets; on the other hand, the three-dimensional model of the virtual chess piece can only carry limited text information, while the card face can carry more "labels", "values", "attributes", "entry effects" and other information, thereby improving the utilization efficiency of the display area where the card is located.

[0075] Figure 2 A flowchart of a game interaction method for a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment takes the method as an example executed by a terminal, in which a client supporting turn-based chess games is running.

[0076] The method includes:

[0077] Step 220: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area, wherein the hand area displays at least one card;

[0078] The game interface is where two player objects play against each other in a turn-based chess game. Player objects can be understood as at least one of the following concepts: user, account, player, chess player, or virtual chess player.

[0079] Combined with reference Figure 3 The game interface includes a chessboard area 10 and a hand area 11.

[0080] The chessboard area 10 is used to accommodate at least one friendly chess piece and at least one enemy chess piece participating in the battle. The chessboard area 10 includes a plurality of chess squares 12 arranged in an array. These chess squares 12 are always displayed or displayed only at certain times. Optionally, the chessboard area 10 is a two-dimensional chessboard or a three-dimensional chessboard. This embodiment illustrates the chessboard area 10 as a three-dimensional chessboard viewed from above. A three-dimensional chessboard in this context refers to the chessboard being located in a three-dimensional environment, not necessarily the chessboard itself being three-dimensional.

[0081] The hand area 11 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; excess cards are automatically discarded.

[0082] Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 11. The order of arrangement can be determined based on at least one of the following factors: the time of draw, the card type, the number of cards of the same type, the number of cards of the same card, and the quality of the cards. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. When the upper limit is exceeded, the excess cards are discarded. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different battle preparation functions.

[0083] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.

[0084] Step 240: In the preparation phase, in response to the play operation of at least one card, perform preparation operations related to the own side;

[0085] The playing operation refers to the operation of playing one or more cards held. Schematically, the playing operation is the operation of dragging a selected card toward the board area. Alternatively, the playing operation includes a first click operation and a second click operation, wherein the first click operation is the operation of clicking to select a card, and the second click operation is the operation of clicking a specific square in the board area. The embodiments of the present application do not limit the specific form of the playing operation. In some embodiments, a function of intelligently recommending playing cards can also be provided, whereby the player object plays cards on behalf of the player in certain rounds, such as the client intelligently recommending playing cards for novice players in the first few rounds.

[0086] At least one local chess piece is a virtual chess piece that has participated in at least one round (including the current round). If the chessboard area is a two-dimensional chessboard, the virtual chess piece is also a two-dimensional chess piece, displayed as a two-dimensional icon or two-dimensional image; if the chessboard area is a three-dimensional chessboard, the virtual chess piece is also a three-dimensional chess piece, displayed as a three-dimensional model or three-dimensional image. In the initial state, there may be zero local chess pieces on the chessboard area, and the local player object can add, delete, or supplement the chessboard area. Local chess pieces that did not die in the previous round are automatically carried over to the next round.

[0087] The display state of the selected card is different from the display state of the unselected card. Optionally, the selected card has a highlighting effect, which includes: a bold border, a highlighted border, a dynamic border, and the placement position in the card queue is moved a preset distance toward the board area.

[0088] Preparation operations include at least one of: increasing one's own chess pieces, reducing one's own chess pieces, upgrading one's own chess pieces, adding equipment to one's own chess pieces, reducing equipment to one's own chess pieces, and increasing the buff effect of one's own chess pieces.

[0089] Since different card types have different effects, a preparation operation is performed on at least one of the own chess pieces in the chessboard area based on the card type of the selected card.

[0090] During the preparation phase, the player object will prepare at least one of its own chess pieces in the chessboard area, and the enemy player object will prepare at least one enemy chess piece in the chessboard area.

[0091] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.

[0092] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.

[0093] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.

[0094] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.

[0095] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.

[0096] Classification of card types:

[0097] In some embodiments, the card type includes at least one of: a chess piece card, an effect card, an equipment card, and a chess player card.

[0098] Chess Cards:

[0099] Pawn cards are used to summon your own pieces in the chessboard area or upgrade the piece level of your own pieces. Figure 4 A schematic diagram of a chess piece card is shown. The chess piece card displays at least one of the following information: a chess piece image 21, a chess piece name 22, the energy consumed when the card is played 23, the chess piece type or faction 24 to which the chess piece belongs, the level of the chess piece after the card is played 25, and a description of the additional effects of the chess piece 26.

[0100] The chess piece image 21 may be at least one of a head portrait, an icon, a bust portrait, a full-body portrait, and a display animation of a virtual chess piece. Figure 4 In the example, the chess piece image 21 is a bust of a virtual chess piece.

[0101] The chess piece name 22 is the name of the virtual chess piece. For example, if the virtual chess piece is a hero, the chess piece name is the hero name.

[0102] The energy value 23 refers to the energy required to play this chess piece. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities requires different amounts of energy. For example, playing five cards of different qualities requires 0, 1, 2, 3, and 4 energy points, respectively.

[0103] Piece Type 24 is a categorization attribute that identifies the role a piece plays during combat. In one example, different pieces can be classified as at least one of the following: Tank, Warrior, Assassin, Mage, Shooter, or Support. Faction is a categorization attribute that identifies pieces belonging to the same group within the virtual worldview. In one example, different pieces can be classified into at least one of the following: Great Wall, Three Kingdoms, Xuanyong, Jigan, Yaotian, and Chang'an. For example, two pieces belonging to the same Great Wall Guards in the virtual worldview both belong to the Great Wall Faction. In various embodiments, piece type and faction can be considered the same categorization attribute; this embodiment uses piece type and faction as different categorization attributes as an example.

[0104] The level 25 that a piece is upgraded to after a card is played refers to the level that is increased after the card is played, if a piece with the same name (i.e., the same piece) already exists on the board. For example, if level 25 is 3 and the piece with the same name was originally at level 2, then after playing this card, the piece with the same name is upgraded to level 5. Alternatively, cards of different qualities can upgrade the same piece to different levels after being played. For example, five different quality cards can upgrade the same piece to levels 1, 2, 3, 4, and 5, respectively.

[0105] The additional effect description 26 of a chess piece is a description of the additional effect possessed by the chess piece. This additional effect can be triggered upon playing, or it can be activated when a trigger condition is met during the game. For example, chess piece 1 has an exclusive skill: when chess piece 1 is on the board, whenever another chess piece on the board is sold, a randomly selected chess piece of the "tank" type on the board is randomly selected, and the level of the randomly selected chess piece is increased by a first value, which is half the level of the sold chess piece.

[0106] Effect Cards:

[0107] Effect cards are cards used to apply effects to at least one game factor in the game. The at least one game factor includes chess pieces, skills, equipment, amplification effects, levels, combat processes, hand card acquisition processes, etc. Figure 5 A schematic diagram of an effect card is shown. The effect card displays at least one of the following information: an effect icon 31, an effect name 32, an energy value 33 consumed when the card is played, and an effect description 34 of the effect card.

[0108] The effect icon 31 may be an icon for representing the benefit effect of the effect card. Figure 5 The effect name 32 is the name of the effect card or the name of the gain effect.

[0109] The energy value 33 refers to the energy cost of playing this effect card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities may cost different amounts of energy. For example, playing five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively.

[0110] The effect description 34 of the effect card is used to describe the effect of the effect card after use. The effect of the effect card includes but is not limited to at least one of the following:

[0111] 1. Increase the probability and / or quantity of chess cards obtained by your players;

[0112] 2. Increase the probability or number of players obtaining chess cards with the same name as the chess pieces on the field;

[0113] 3. Reduce the energy consumed by your players when acquiring chess cards;

[0114] 4. Increase the number of chess cards that your players can exchange for;

[0115] 5. Reduce the energy consumed by your players when exchanging chess cards;

[0116] 6. Improve the level of at least one chess piece on the field;

[0117] 7. Add equipment to at least one chess piece on the field;

[0118] 8. Upgrade the equipment level of at least one chess piece on the field;

[0119] 9. Reduce energy consumption when playing / changing cards;

[0120] 10. Increase the probability of obtaining certain cards;

[0121] 11. Increase the number of cards that can be obtained;

[0122] 12. Increase the chance of changing cards, and so on, I will not go into details one by one.

[0123] For example, the effect of the "Two Players" card is: randomly obtain 2 identical hero cards; the effect of the "Talent Search" card is: choose 1 of 3 highest quality hero cards available at the current player level; the effect of the "Copy" card is: randomly obtain a card with the same name as a hero on the field; the effect of the "Abundant Harvest" card is: immediately replenish your hand to 5 cards; the effect of the "Random Strengthen" card is: increase the level of a random hero on the field by +5; the effect of the "One More Time" card is: draw 1 card, and get 1 extra free card exchange in this round; the effect of the "Wish" card is: -1 the energy value consumed by all cards; the effect of the "Add Card" card is: draw 2 cards.

[0124] In some embodiments, effect cards can be categorized as at least one of general effect cards, piece-type effect cards, and faction effect cards. General effect cards are effect cards whose attributes are unrelated to piece type or faction. Card attributes include at least one of: acquisition conditions, usage conditions, card effects, and range of effect. Piece-type effect cards are effect cards whose attributes are related to piece type. For example, only pieces of a specific piece type can acquire, use, or benefit from a card. Faction effect cards are effect cards whose attributes are related to faction. For example, only pieces of a specific faction can acquire, use, or benefit from a card.

[0125] For example, a certain chess piece type effect card can only be obtained with a certain probability when a chess piece card of that chess piece type is played.

[0126] Equipment Cards:

[0127] Equipment cards are used to equip at least one of your own chess pieces. Figure 6 A schematic diagram of an equipment card provided by an exemplary embodiment of the present application is shown. The equipment card displays at least one of the following information: an equipment icon 41, an equipment name 42, an energy value 43 consumed when the card is played, and an equipment description 44 of the equipment card.

[0128] The equipment icon 41 may be an icon used to represent an equipment image or equipment effect. Figure 6 The circular icon in the figure is used as an example. Equipment name 42 is the name of the equipment card or the name of the equipment. Different equipment can enhance the combat capability of the player's piece in different dimensions such as health, armor, defense, and mana, or weaken the combat capability of the enemy piece.

[0129] Energy value 43 refers to the amount of energy consumed when playing this equipment card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. The energy costs of different cards may also be adjusted periodically or irregularly based on game balance.

[0130] The equipment description 44 of the equipment card is used to describe the effect of the equipment after being worn.

[0131] Chess player cards:

[0132] Player cards are cards acquired through the player skills of a player avatar. Player cards can be acquired through a passive skill of a player avatar, cards that only a certain player avatar can acquire, cards that only a certain player avatar can use, cards that are exclusive to a certain player avatar, and so on, and this embodiment of the application does not limit this.

[0133] Figure 7 A schematic diagram of a chess player card provided by an exemplary embodiment of the present application is shown. The chess player card displays at least one of the following information: a card icon 51, a chess player card name 52, an energy value 53 consumed when the card is played, and a description of the equipment 54 of the chess player card.

[0134] The card icon 51 may be an icon used to represent the effect of the card. Figure 7 The player card name 52 is the name of the player card or the name of the effect.

[0135] The energy value 53 refers to the energy consumed by the player when playing a card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.

[0136] The effect description 54 of the player card is used to describe the effect that the player card can increase after use. The effect of the player card can be the same as or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect range of the chess piece card, equipment card, or effect card. In the possible designs of different embodiments, the effect of the player card can be designed to summon chess pieces, upgrade chess pieces, add equipment, add gain effects, reduce energy consumption, or affect the acquisition process of the hand cards in any form. The effect of the player card can be designed to affect any process or detail in the game, and the embodiments of the present application are not limited to this.

[0137] Based on the introduction of the above four types of cards:

[0138] On the one hand, different types of cards have different functions. Piece cards can eliminate the shop in traditional Auto Chess based on the gameplay characteristics of the cards. Effect cards can eliminate the effect buttons or controls in traditional Auto Chess. Equipment cards can eliminate the jungle phase in traditional Auto Chess. Player cards can incorporate the gameplay characteristics of each player. By simplifying the different mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle screen, simplify the operation of the player object, and improve the efficiency of human-computer interaction for the player object.

[0139] On the other hand, compared with three-dimensional chess pieces, two-dimensional cards cannot carry text information well because the text information that three-dimensional chess pieces can carry is limited. The card characteristics of two-dimensional cards can naturally carry more text information and icon information. Therefore, compared with the three-dimensional chess pieces in traditional preparation stages, two-dimensional cards can increase the amount of information carried within the limited display range of small-screen terminals and improve information transmission efficiency.

[0140] It should be noted that the above-mentioned cards can not only be played in the preparation phase, but some cards can also be played in the battle phase, such as certain equipment cards, effect cards that immediately draw 2 more cards, etc.

[0141] How to obtain cards:

[0142] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:

[0143] Obtaining Condition 1: Start a new round of turn-based battle. Each time a new round of turn-based battle starts, you will receive a certain number of cards. For example, the first round of turn-based battle will draw 4 cards, and the subsequent rounds of turn-based battle will draw 2 cards.

[0144] Acquisition Condition 2: Use a pre-set chess card. Pre-set chess cards are chess cards with additional abilities, such as drawing, adding, or duplicating cards. For example, a chess card with the same name as a currently playing chess piece will grant an additional effect card when played.

[0145] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.

[0146] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.

[0147] Acquisition condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange.

[0148] Acquisition condition 6: The player level of the chess player's virtual character is upgraded; after the chess player level is upgraded, higher quality or more cards can be unlocked.

[0149] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.

[0150] Obtaining condition 8: Purchase card operation.

[0151] Acquisition Condition 9: A preset player skill is triggered. A preset player skill is a passive skill that has the effect of extracting, adding, or duplicating cards. For example, you can extract a player card every two turns, or you can extract a player card every three cards played.

[0152] It should be noted that the above acquisition conditions can be combined. For example, some cards can only be obtained by using the preset player cards after reaching the player level 2. It should also be noted that the acquisition conditions for different types of cards can be completely different, completely the same, or some conditions can be the same and some different.

[0153] Figure 8 A flowchart of a method for interactively playing a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment uses the method executed by a terminal as an example. The method includes:

[0154] Player selection phase:

[0155] Step 320: Selecting a virtual chess player character of one's own side, where the virtual chess player character is used to represent a virtual character controlling at least one chess piece of one's own side;

[0156] Before each game begins, the player character selects their desired player avatar. Different player avatars have different player skills. Player skills are usually related to obtaining player cards, but can also be related to other game factors.

[0157] In some embodiments, different player skills have their own passive triggering mechanisms that allow the player character to obtain cards with special effects. For example, a player's skill effect is: every time three chess cards are played, the player obtains a Treasure Player card. The effect of this Treasure Player card is: consume 1 energy point and increase the level of a designated player on the board by 2.

[0158] For example, Figure 9 As shown, before starting a game, a player selection interface is displayed. This interface displays six virtual player characters selected by the player objects. Optionally, the virtual player character 61 selected by the player object is highlighted. For example, if the player object is player object 4, the virtual player character selected by player object 4 is highlighted in a standing, enlarged, and centered foreground manner. The virtual players selected by the other player objects are displayed in a normal sitting position, at normal size, and distributed on both sides.

[0159] On the player selection interface, several candidate player virtual characters 62 are displayed, for example, candidate players 1 to 5. Other candidate players can be viewed by swiping left or right, or all candidate players can be viewed by clicking the "All" button 63.

[0160] A player skill button 64 is also displayed on the player selection interface. In response to the player skill button 64 being clicked, the player skill name and effect description of the currently selected player virtual character can be viewed in the pop-up window on the right.

[0161] Optionally, the top of the player selection interface displays messages from other players, along with a countdown for selecting a player or entering a game. The left side of the player selection interface displays a button for sending text messages, a speaker off / on button, and a microphone off / on button. After the player object selects the player avatar, they can click the "Confirm" button 65 to enter the ready state.

[0162] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.

[0163] Preparation phase for each round:

[0164] Step 340: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area;

[0165] Combined with reference Figure 10 The board area 10 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of the board area 10 is used to place at least one enemy chess piece, and the lower half of the board area 10 is used to place at least one friendly chess piece. The hand area 11 is used to display at least one card held by the player object. In the initial state or in certain situations (such as when all cards for the current round have been played), the number of cards displayed in the hand area 11 is 0.

[0166] Optionally, attribute information for the n player objects participating in the current game is displayed in the upper left corner of the game interface. This attribute information includes at least one of the following: player nickname, player portrait, player health, and player level. Player skill buttons 64 are displayed in the lower left corner of the game interface. A card swap button 14 and an upgrade button 15 are also displayed in the lower right corner of the game interface. The card swap button 14 is used to replace one or more cards in the hand area 11. The upgrade button 15 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.

[0167] Optionally, an energy control 16 is displayed in the upper right corner of the game interface. This control displays the energy value of the player object. Energy is a game resource that may be consumed at various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading player levels requires energy.

[0168] Step 360: In response to the play operation of at least one card, execute a battle preparation operation related to the own chess piece;

[0169] Card types include: chess piece cards, equipment cards, effect cards, and player cards. Players can perform different functions of battle preparation operations by playing different chess piece cards. This step includes at least one of the following steps:

[0170] Step 362: In response to the play operation on the chess piece card, executing a battle preparation operation related to at least one own chess piece in the chessboard area;

[0171] Step 364: In response to the play operation of the equipment card, equip all or part of the at least one chess piece with virtual equipment;

[0172] Step 366: In response to the play operation on the effect card, executing a preparation operation to add an effect to at least one factor in the game;

[0173] Step 368: In response to the play operation on the player's card, perform a preparation operation related to at least one factor in the game.

[0174] Since the battle situation in each round of turn-based battle is different, each player object has different cards in hand, and each player object has different card-playing habits, the number of times and order in which the above steps 362, 364, 366, and 368 are executed in each round of turn-based battle may change, and this embodiment does not limit this.

[0175] Regarding step 362 (chess card):

[0176] In some embodiments, the cards in the hand area include a first chess piece card. In response to a play operation on the first chess piece card, a first local chess piece is added to the board area. The first local chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first local chess piece is a chess piece that has not been summoned to the board area.

[0177] That is, when the first own chess piece does not exist in the chessboard area, in response to the play operation on the first chess piece card, the first own chess piece is added to the chessboard area.

[0178] In response to a play operation on a first chess piece card, at least two candidate chess squares are displayed in the chessboard area, and a first indicator element corresponding to the first chess piece card is displayed, the first indicator element including at least one of a reduced first chess piece card, a first own chess piece, and a first indicator arrow; in response to a drag operation of dragging the first indicator element to the first candidate chess square, the first own chess piece is added to the first candidate chess square; wherein the first candidate chess square is one of the at least two candidate chess squares.

[0179] The at least two candidate squares may be all candidate squares or only candidate squares belonging to the player's side. The at least two candidate squares may be always displayed or only displayed when a card-playing operation is recognized.

[0180] The first chess card is Figure 10 Take the 4th card in as an example, combined with reference Figure 11 In response to a drag operation on the first chess piece card, a first own chess piece 17 and a first indicator arrow 18 are displayed. First own chess piece 17 is a three-dimensional piece that slides in response to the real-time position of the drag operation. First indicator arrow 18 starts at the position of the first chess piece card before it is played and ends at the real-time position of the drag operation. If the drag operation is released at the first candidate square, first own chess piece 17 is summoned to the first candidate square.

[0181] based on Figure 11 It can be seen that this interaction method cancels the chess piece preparation area, and the hand card area takes into account both the chess piece acquisition and preparation functions, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.

[0182] In some embodiments, the cards in the hand area include a second chess piece card. In response to a play operation on the second chess piece card and a second local chess piece already exists in the chessboard area, the chess piece level of the second local chess piece is upgraded in the chessboard area, where the second local chess piece is the chess piece corresponding to the second chess piece card.

[0183] Among them, the card-playing operation of the second chess piece card can also be a drag operation, but since there is already a second chess piece in the chessboard area, the release position of the drag operation can be completed at any position in the chessboard area, and it can take effect without the player object being accurately dragged to the second chess piece.

[0184] Regarding step 364 (equip the card):

[0185] In some embodiments, the cards in the hand area include equipment cards. In response to a play operation on the equipment card, a second indicator element corresponding to the equipment card is displayed, the second indicator element including at least one of a reduced equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow.

[0186] In response to a dragging operation of dragging the second indicator element to the second own chess piece, dressing the second own chess piece with virtual equipment;

[0187] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.

[0188] Regarding step 366 (effect card):

[0189] In some embodiments, the cards in the hand area include effect cards. In response to a play operation on the effect card, an effect is added to at least one of the own chess pieces, and / or an effect is added to the card acquisition process.

[0190] According to the objects of action, effect cards are divided into two categories:

[0191] Type 1: Increases the effect on the own chess pieces within the chessboard area;

[0192] Type 2: Adds effects to the card acquisition process.

[0193] In response to playing a Type 1 effect card, an effect is added to at least one of your own chess pieces, such as increasing a buff specific to the chess piece type, or a combined buff when at least two chess pieces from the same faction are present.

[0194] In response to the play operation on the type 2 effect card, an effect is added to the card acquisition process, for example, two identical chess pieces are drawn consecutively.

[0195] Regarding step 368 (player card):

[0196] In response to the play operation on the player's card, at least one of the following preparation operations is performed:

[0197] Increasing your own chess pieces, reducing your own chess pieces, upgrading your own chess pieces, adding effects to your own chess pieces, equipping your own chess pieces with props, operations related to card acquisition, operations related to card sales, operations related to card exchanges, operations related to subsequent rounds, and operations related to the health value of your own player objects.

[0198] In other words, the function of a player card is relatively special. It can be any of the functions of a chess piece card, an equipment card, or an effect card. It can also be a function related to the card acquisition process, or a function related to the player's health. In different design implementations, any function that can affect a certain factor in the game may be designed as a function of a player card, and this embodiment of the application does not limit this.

[0199] During the preparation phase, the player object on this side can also use at least one of the card exchange function, card deletion function, and player level upgrade function.

[0200] Card swap function:

[0201] During the preparation phase, your player can also swap one or more cards from their hand. Clicking the swap button allows you to swap one or more cards, which consumes energy. For example, you can only swap cards once per round, but you can swap multiple cards at once. Each card swap costs 1 energy.

[0202] Delete card function:

[0203] During the card play process, dragging a card to a designated location will delete or sell it. The resources consumed by deleted cards cannot be recovered, or a portion or a fixed amount of energy can be recovered. For example, each deleted card will gain 1 energy point.

[0204] Player level upgrade function:

[0205] The player object on this side obtains a certain amount of energy in each round. The energy not used in this round can be accumulated to the next round, and the energy can be used to upgrade the player level. The higher the player level, the higher the quality of the cards that can be drawn in each round, and at the same time, some new abilities will be unlocked, such as talents, purchasable equipment, etc. Optionally, the upgrade button 15 can display quality indicators of different colors. As the player level is upgraded, the quality indicator corresponding to the current player level will light up to indicate the quality of the cards that can be obtained at the current player level. The quality indicator can be as follows: Figure 12 The small rounded rectangle shown is used as an example, but other shapes or forms are also possible.

[0206] For example, when our player object reaches player level 1 / 2 / 3 / 4 / 5, cards of quality 1 / 2 / 3 / 4 / 5 will be unlocked respectively.

[0207] The battle phase of each round:

[0208] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area;

[0209] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.

[0210] Figure 13 The figure shows an automatic battle diagram of a player's chess piece 17 and an enemy chess piece 19 in a melee battle on the chessboard. The movement, skill release, and functions of the two chess pieces during the battle do not require manual control by the player.

[0211] Battle settlement phase:

[0212] Step 390: Calculate the life value of the virtual character of the chess player on your side, and start the next round of turn-based battle or end the current game based on the life value.

[0213] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.

[0214] When the health value is deducted to zero, the player is eliminated from the game.

[0215] When the health value has not been deducted to zero, the next round of turn-based battle will begin in this game, and the player will continue to fight with one of the n player objects until he is eliminated, or he will win the game as the last player who has not been eliminated.

[0216] In some embodiments, the damage calculation is based on the number of pieces remaining on the winning side's board. Figure 14 Shown is the animation effect of calculating the life value of the opponent's chess piece 19 when the opponent is the loser, and then calculating the life value of the opponent's chess piece virtual character 61. A life value progress bar can be displayed on the top of the chess piece virtual character 61.

[0217] Exemplary references Figure 15The settlement information of the current game is displayed on the settlement interface. The settlement information includes player rankings, players used by each player, lineups, chess piece types, and other information.

[0218] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.

[0219] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.

[0220] The method provided in this embodiment can eliminate the store in traditional Auto Chess based on the playing characteristics of the cards through chess piece cards. The tedious process that requires users to purchase the chess pieces they want from dozens of available chess pieces in the store is replaced by a process in which the game system automatically distributes several cards to the player, eliminating the need for users to manually select cards. This reduces the number of interactive operations required for users to obtain chess pieces and the amount of information that users need to process.

[0221] The method provided in this embodiment can eliminate effect buttons or controls in traditional Auto Chess through effect cards, eliminate the jungle phase in traditional Auto Chess through equipment cards, and incorporate the gameplay characteristics of each player through player cards. By simplifying the various mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle interface, reducing the time users spend actively searching for relevant function entries, simplifying the operation difficulty of the player object, and improving the efficiency of human-computer interaction for the player object.

[0222] Combined with the above introduction to the turn-based game and the description of the implementation environment, the game method of the turn-based chess game provided in the embodiment of the present application is described, with the execution subject of the method as Figure 1 The terminal shown, or the client running on the terminal, is used as an example. The client running on the terminal is a client of an application, which is a program for a turn-based chess game.

[0223] Figure 16The flowchart of the game method of a turn-based chess game provided by an exemplary embodiment of the present application is shown. Figure 1 The method is executed by any terminal in the system, or by a client running on any terminal, the client being a client of a turn-based chess game. The method comprises the following steps.

[0224] Step 410: Display the game interface of the turn-based chess game; the game interface includes a hand area, which is used to display the cards held by the player, and the cards include at least two types of cards.

[0225] Exemplarily, the method is executed by a terminal, or by a client on the terminal. The terminal is controlled by a first user / first player. The first user account is logged into the client.

[0226] Optionally, the game interface is an interface within a first game game, where the first game game is a game game in which the first user account participates. Any interface within the first game game can be referred to as a game interface. Exemplarily, in response to receiving an operation to start a game game, the client / server matches an opponent account for the first user account. Upon successful matching, the first game game is displayed, with the first user account and the matched opponent account participating in the first game game, and the game interface for the first game game is displayed. Optionally, the number of opponent accounts can be 5 or 7.

[0227] Optionally, the game interface of a turn-based chess game is displayed, and the game interface includes a chessboard area and a hand card area. Alternatively, the game interface of a turn-based chess game in the preparation stage is displayed, and the game interface includes a chessboard area and a hand card area. For example, Figure 3 As shown, the game interface includes a chessboard area 10 and a hand area 11.

[0228] The chessboard area is used to place chess pieces involved in the game. The hand area is used to place or display cards held by the first user account. Alternatively, if the first user account plays the role of the first chess player (the first chess player virtual character) in the first game, the hand area is used to place the cards held by the first chess player.

[0229] For example, the hand area in the embodiment of the present application refers to the own hand area, that is, the hand area of the first user account / first player. Moreover, the game interface only displays one hand area (the own hand area).

[0230] Illustratively, the hand area can display any number of cards, or no cards. Illustratively, the number of cards that can be displayed in the hand area has an upper limit, i.e., the number of cards a player can hold has an upper limit. For example, the upper limit is 10. Illustratively, a player can increase this upper limit by increasing their player level or by using effect cards or player cards. For example, using the first effect card increases the number of cards that can be displayed in the hand area from 10 to 12.

[0231] In certain embodiments, two hand areas can also be displayed in the game interface, one hand area is used to display the cards held by the party, the front of the card can be shown in the party's hand area (the front of the card shows the card specific information, for example, the card name, card type, card details introduction, etc.), another hand area is used to display the cards held by the other party, and the back of the card can be shown in the other party's hand area (the back of the card does not display the card specific information), that is, the user can see the quantity of the cards held by the other party through the other party's card area, but cannot see the specific card content. The other party's hand area is used to display the cards held by the opponent account / opponent player of the current game round. Of course, at least two opponent hand areas can also be displayed in the game interface, for example, showing the opponent hand areas corresponding to all opponent players participating in this game.

[0232] Turn-based chess games include a preparation phase and a battle phase. During the preparation phase, players can adjust their own pieces on the board. For example, they can use cards in their hand area to add new pieces to the board, play cards in their hand area to buff pieces in the board area, or sell pieces in the board area to gain energy. Optionally, during the battle phase, players can no longer adjust pieces in the board area, and pieces in the board area will automatically engage in battle with enemy pieces.

[0233] Optionally, during the preparation phase, the chessboard area is divided into a friendly chessboard area and an enemy chessboard area, and players can adjust chess pieces in their friendly chessboard area during the preparation phase; during the battle phase, the friendly chessboard area and the enemy chessboard area form a complete battlefield (complete chessboard area), and the chess pieces of the two sides fight in the complete battlefield.

[0234] The chessboard area is used to place chess pieces involved in the battle. When the battle phase begins, chess pieces within the chessboard area will engage in battle with enemy chess pieces. During the preparation phase, players can adjust the chess pieces within the chessboard area. When the preparation phase ends and the battle phase begins, the chessboard area is locked and cannot be adjusted. The chess pieces currently within the chessboard area will automatically engage in battle with enemy chess pieces. After the battle ends, the preparation phase begins again. Because the type, number, and arrangement of chess pieces within the chessboard area can affect the outcome of the battle, players need to quickly and appropriately adjust the positions of their pieces during the preparation phase to prepare for the next battle.

[0235] The timing of card usage can be restricted by at least one of the following methods:

[0236] Method 1: Since chess pieces cannot be adjusted during the battle phase, players cannot use cards during the battle phase. That is, cards cannot be used during the battle phase.

[0237] Method 2: Although chess pieces cannot be adjusted during the battle phase, players can still use cards during the battle phase. When using this method, card effects that cannot be immediately applied during the battle phase can be delayed until the battle phase ends. That is, cards can be used during the battle phase, but the card effects after use are delayed until the next preparation phase (or until the battle phase ends) to take effect. For example, a player uses the first chess piece card during the battle phase. After the first chess piece card is used, the first chess piece should be added to the chessboard area. However, since the game is currently in the battle phase, the number of chess pieces in the chessboard area cannot be increased. In this case, the use instruction of the first chess piece card is temporarily stored. After the battle phase ends, the use instruction of the first chess piece card is read and processed at the beginning of the preparation phase, and the first chess piece is added and displayed on the chessboard area.

[0238] Method 3: Cards can be used during the battle phase, and the card effect takes effect immediately after use. For example, if a player uses a card with a first effect during the battle phase, and the card effect after use is to immediately refresh the skill cooldown of all allied pieces in the chessboard area, then upon receiving the use instruction of the first effect card, the skill cooldown of all allied pieces in the chessboard area will be immediately adjusted.

[0239] For example, for different types of cards, the above different methods can be used to restrict the timing of card use.

[0240] For example, chess cards cannot be used during the battle phase, or chess cards can only be used during the preparation phase. Alternatively, chess cards can be used during the battle phase, but the card effects are delayed until the next preparation phase.

[0241] For another example, effect cards cannot be used during the battle phase, or effect cards can only be used during the preparation phase. Alternatively, effect cards are allowed to be used during the battle phase, but the card effects are delayed until the next preparation phase. Alternatively, effect cards are allowed to be used during the battle phase, and the card effects take effect immediately. Alternatively, effect cards are divided into in-battle effect cards and pre-battle effect cards according to the timing of their use, wherein in-battle effect cards are effect cards that are allowed to be used during the battle phase and take effect immediately, and pre-battle effect cards are effect cards that can only be used before the battle phase. In-battle effect cards are allowed to be used during the battle phase, and the card effects take effect immediately. Pre-battle effect cards, however, are not allowed to be used during the battle phase, or pre-battle effect cards are allowed to be used during the battle phase, but the card effects take effect delayed until the next preparation phase.

[0242] For example, equipment cards cannot be used during the combat phase, or equipment cards can only be used during the preparation phase. Alternatively, equipment cards can be used during the combat phase, but the card effects are delayed until the next preparation phase.

[0243] For another example, player cards cannot be used in the battle phase, or player cards can only be used in the preparation phase. Or, player cards are allowed to be used in the battle phase, but the card player takes effect when the card player is delayed to the next preparation phase. Or, player cards are allowed to be used in the battle phase, and the card player takes effect immediately. Or, according to the use timing of different player cards, player cards are divided into player cards in battle and player cards before battle, wherein, player cards in battle are player cards that are allowed to be used in the battle phase, and take effect immediately, and player cards before battle are player cards that can only be used before the battle phase. Then for player cards in battle, it can be allowed to be used in the battle phase, and the card player takes effect immediately. And player cards before battle are not allowed to be used in the battle phase, or, player cards before battle are allowed to be used in the battle phase, but the card player takes effect when the card player is delayed to the next preparation phase.

[0244] Step 420: If a first acquisition condition corresponding to the first card type is met, add and display the first card in the hand area; the first card is a card of the first card type, and different card types correspond to different acquisition conditions.

[0245] Exemplarily, when a first acquisition condition corresponding to a first card type is met, a card acquisition animation is displayed, and after the animation is played, the first card is added and displayed in the hand area.

[0246] Exemplarily, the at least two card types include at least two of the following card types: chess piece cards, effect cards, equipment cards, and player cards. The first card type may be at least one of these card types.

[0247] Among them, chess pieces cards are used to summon chess pieces or upgrade chess pieces. Figure 4 The figure shows a chess piece card. Different chess pieces have different names. Players use chess pieces to summon the corresponding chess piece on the board (the chess piece's name is the same as the name on the chess piece card. For example, if the name of the first chess piece card is Character A, then the first chess piece card is used to summon the chess piece: Character A).

[0248] If a piece with the same name already exists in the chessboard area (the piece name is the same as the piece name on the piece card), the piece level of the piece will be increased after using the piece card. Figure 17 As shown in (1), the first chess piece already exists in the chessboard area 10: character A, and the player uses the first chess piece card 501 (the first chess piece card has the same name as the first chess piece, both are character A). Figure 17 As shown in (2), after using the first chess piece card 501, the first chess piece in the chessboard area is upgraded from the original level 1 to the level 2.

[0249] For example, when a first chess piece card is selected and ready to be used, if a first chess piece with the same name as the first chess piece card already exists in the chess and card area, a prompt for the use effect of the first chess piece card is displayed. The prompt for the use effect is used to prompt the chess piece level that can be upgraded after the first chess piece card is used, and / or the prompt for the use effect is used to prompt the number of cards (or the number of effect cards) that can be obtained after the first chess piece card is used. For example, Figure 17 As shown in (2), a usage effect prompt 502 is displayed above the head of character A, wherein the +1 on the left indicates that the level of character A can be increased by 1 level after the first chess piece card 501 is used, and the +1 on the right indicates that 1 effect card can be obtained after the first chess piece card 501 is used.

[0250] When there is no chess piece with the same name in the chessboard area, the chess piece corresponding to the chess piece card will be summoned in the chessboard area after the chess piece card is used, or the chess piece corresponding to the chess piece card will be added and displayed in the chessboard area after the chess piece card is used.

[0251] Effect cards are used to gain buffs that affect the game. Any in-game effect can be achieved through the use of effect cards. Optionally, all in-game effects, except for adding chess pieces and equipment, can be achieved through the use of effect cards. For example, buffs to your own team, debuffs to the enemy team, display effects within the game, changes to the game rules, changes to the game rules for each round of the game, etc., can all be achieved through effect cards. Optionally, effect cards can also be called trick cards, skill cards, buff cards, and talent cards.

[0252] Here are some examples of the effects you can get after using effect cards, for example: Figure 18 As shown, the effect card: Talent Search 503, its effect is: choose 1 out of 3, the highest quality chess card available at the current chess player level. Effect card: Individual Training 504, its effect is: consume up to 10 extra energy points, and each extra energy point increases the designated [Warrior] level by +1. For another example, the effect after using a certain effect card may include at least one of the following: changing the virtual image of the chess player's virtual character, or replacing the chess player's virtual character (that is, replacing the chess player's virtual character during the game, thereby changing the chess player's skills), or making the chess player of the party have a bye in the next round (that is, the chess player of the party does not participate in the next round of the game and automatically wins the game in the next round), or changing the attributes of the chess pieces of the party (for example: chess piece type, camp, attack type, attack power, chess piece level / star level, gender, attack range, health value, defense power), or changing the attributes of the opponent's chess pieces, or changing the attributes of the opponent's chess pieces. Effect cards can change the card price of a player (for example, changing the card price of a player (the energy cost of using a card), replacing a player's card, changing the card type of a player, upgrading the card rank of a player, drawing a card from the opponent's hand and obtaining the card, increasing the upper limit of the number of cards in the player's hand area), or changing the opponent's card (for example, making the opponent discard a card, or exchanging the opponent's card with the player's card, or preventing the opponent from using the card in the next round), or controlling the player's avatar to participate in the game as a piece in the next round, etc. These examples are only for the sake of understanding the possible effects of effect cards, and the effects that effect cards can obtain are not limited to these.

[0253] Exemplarily, the effect card in the embodiment of the present application is a card obtained by playing a chess piece card with the same name. Optionally, a player obtains an effect card by playing a chess piece card with the same name as any of his own chess pieces in the chessboard area.

[0254] Of course, effect cards can also be obtained in other ways, for example, cards are distributed before each round, and the distributed cards may include effect cards; or, an effect card is obtained every time a player's piece kills an enemy piece; or, effect cards are obtained by replacing player cards, for example, three player cards can be replaced to obtain an effect card.

[0255] Optionally, the effect cards include at least one of exclusive effect cards and universal effect cards. Exclusive effect cards are associated with chess piece attributes, which include at least one of the chess piece's faction and type. For example, chess piece attributes are determined by the chess piece's faction and type. A Shu Kingdom mage has one chess piece attribute, which corresponds to a first set of exclusive effect cards; a Wu Kingdom warrior has another chess piece attribute, which corresponds to a second set of exclusive effect cards; and a Wu Kingdom assassin has yet another chess piece attribute, which corresponds to a third set of exclusive effect cards. Each exclusive effect card uniquely corresponds to a chess piece attribute. Universal effect cards, on the other hand, do not have an associated relationship with chess piece attributes.

[0256] For example, based on how to obtain effect cards, effect cards can be divided into exclusive effect cards and universal effect cards. Exclusive effect cards are effect cards obtained by using chess pieces with specific chess piece attributes; universal effect cards can be obtained by using chess pieces with any chess piece attributes.

[0257] Exemplarily, an exclusive effect card is obtained by playing a chess piece card with the same name and a specified attribute. Alternatively, a player can obtain an exclusive effect card corresponding to the first attribute by playing a first chess piece card with the same name as a first chess piece with the first attribute in the chessboard area. For example, if there is a Wei tank chess piece A in the chessboard area, then playing a chess piece card with A may result in obtaining an exclusive effect card corresponding to the Wei tank. Exemplarily, playing a chess piece card with the same name and a specified attribute has a probability of obtaining an exclusive effect card corresponding to that specified attribute. This probability can be preset by the backend, for example, 50%.

[0258] Universal effect cards do not restrict the properties of chess pieces with the same name. Players can obtain universal effect cards by playing chess pieces with the same name as any chess piece in the chessboard area.

[0259] For example, effect cards can be divided into exclusive effect cards and universal effect cards based on the objects they affect. Exclusive effect cards affect chess pieces with corresponding chess piece attributes. Universal effect cards affect chess pieces regardless of their attributes.

[0260] For example, when used, a dedicated effect card only affects pieces with the attributes associated with the card. For example, a dedicated effect card for a Wu assassin will only increase the attack power of the Wu assassin piece within the board area, but not other allied pieces. However, a universal effect card can be used on pieces of any attribute. For example, if a universal effect card also increases the attack power of all allied pieces, then using it will increase the attack power of all allied pieces within the board area.

[0261] Optionally, the objects of exclusive effect cards may not be limited to chess pieces with corresponding chess piece attributes. For example, the objects of some exclusive effect cards may be all chess pieces of the player's side, or the objects of some exclusive effect card pulling may not be chess pieces (for example, they may act on other aspects such as chess players, hand cards, battle rules, round matching mechanism, etc.).

[0262] Equipment cards are used to add equipment to chess pieces. For example, after using an equipment card, a piece of equipment can be obtained, and the player can wear the equipment for the chess piece in the chessboard area. For example, an equipment card can only obtain one piece of equipment, and one piece of equipment can only be added to one chess piece. Alternatively, an equipment card can obtain one piece of equipment, and one piece of equipment can be added to at least two chess pieces (for example, all chess pieces on the side are equipped with the equipment). Equipment can enhance the attributes of the chess pieces of the side (for example, attack power, defense power, health value, critical hit rate, critical hit damage, skill cooldown time, penetration, attack speed, cooldown reduction, blood recovery speed, movement speed, lifesucking, attack range, toughness, etc.), and can also provide combat effects for chess pieces (for example, providing a protective shield, providing a chance of resurrection, providing invincibility time).

[0263] For example, Figure 19 The following is an equipment card: Mingdao·Siming 505. The equipment effect is: when receiving fatal damage for the first time, it will enter a temporary invincible and unselectable state, which lasts for 1 second and cannot be stacked.

[0264] For example, equipment cards can be obtained by leveling up a player. Each time a player's level is increased, a certain number of equipment cards are automatically distributed to the player. Equipment cards can also be purchased. Of course, equipment cards can also be obtained through other means, such as by distributing cards at the beginning of each round. The distributed cards may include at least one of chess piece cards, equipment cards, effect cards, and player cards.

[0265] Player cards include cards acquired through the player skills of a player avatar. A player avatar is a virtual character used to control chess pieces. A chess piece avatar is a virtual character played by a user account during a game. For example, at the start of a game, each participating user account is required to select a player avatar to play in that game. Different player avatars have different player skills. Player cards unique to that player avatar can be acquired through player skills.

[0266] For example, if the first player's skill is to receive a player card after losing a round, then each time the first player loses a round, a player card will be automatically distributed to the first player. Player skills can be either passive or active.

[0267] For example, Figure 20 As shown, a chess player card is Treasure 506, and the card effect is: Level +2 for a designated chess piece.

[0268] Exemplarily, cards are drawn from a card pool, which is used to store at least one card. Exemplarily, the card pool can also be called a deck, and players draw cards from the deck to get their hands.

[0269] Different card types can correspond to different card pools. A game includes at least one of the following card pools: chess piece pool, effect pool, equipment pool, and player pool.

[0270] The chess card pool is used to store chess cards. It is a common pool shared by all players in a game. There is only one chess card pool in a game, and all players draw chess cards from the same chess card pool.

[0271] For example, the number of chess cards in a game is conserved. That is, the total number of chess cards in a game is conserved. The total number of chess cards includes: used chess cards (including used, discarded, sold, etc.), chess cards held by chess players, and chess cards in the chess card pool. Before the first game round of the game begins, the chess card pool contains all the chess cards for the game.

[0272] Optionally, used, discarded, or sold chess cards are not returned to the chess card pool. Alternatively, used chess cards are not returned to the chess card pool, while discarded and sold chess cards are returned. That is, in a game, the number of chess cards remaining in the chess card pool plus the number of chess cards taken from the chess card pool minus the number of chess cards added to the chess card pool is a fixed value.

[0273] The chess card pool contains at least two chess cards with the same name (chess cards with the same card name). The number of chess cards with the same name in the chess card pool has an upper limit, for example, the number of chess cards with the same name is 50. Optionally, the upper limit of the number of chess cards with different card names can be the same or different. For example, the upper limit of the number of chess cards for character A is 50, and the upper limit of the number of chess cards for character B is 60.

[0274] For example, before the game starts, there are 1,000 chess cards in the chess card pool, including 20 types of chess cards with the same name, with 50 cards of each type of chess card with the same name.

[0275] The Effect Card Pool is used to store effect cards. It is a common pool shared by all players in a game. There is no upper limit on the number of effect cards that can be stored in the Effect Card Pool. For example, a game may have only one Effect Card Pool, from which all players draw their effect cards. Alternatively, a game may have one exclusive Effect Card Pool, from which all players draw their exclusive effect cards; or one universal Effect Card Pool, from which all players draw their universal effect cards.

[0276] That is, the effect card pool includes at least one of the following: an exclusive effect card pool for storing exclusive effect cards, and a universal effect card pool for storing universal effect cards. There is no upper limit on the number of exclusive effect cards in the exclusive effect card pool, and there is no upper limit on the number of universal effect cards in the universal effect card pool.

[0277] Unlimited card pool size can mean that the pool has a fixed number of cards; drawing a card from the pool does not reduce the number of cards in the pool. In this case, the probability of drawing each card from the pool remains constant. For example, consider an effect pool. For example, the effect pool contains 100 effect cards, including 50 types of effect cards, with a count of 2 for each type. After the first player draws an effect card from the pool, there are still 100 effect cards in the pool, and the probability of drawing each effect card remains at 2%.

[0278] An unlimited number of cards in the pool can also mean that there's no fixed number of cards in the pool, only the probability of each card being drawn. In this case, the probability of each card being drawn in the pool is also fixed. For example, if the effect pool contains 50 card types, and the probability of each card being drawn is 2%, after the first player draws an effect card from the pool, the probability of each effect card being drawn remains 2%.

[0279] An unlimited number of cards in the pool can also mean that whenever the pool is reduced, an equal number of cards are added from the candidate pool. The candidate pool contains the same type of cards as the cards in the pool. In this case, the cards removed from the pool may be different from the cards added. As a result, the probability of drawing different types of cards in the pool may change after a player draws cards from the pool. For example, if the first player draws a first effect card from the effect pool and then adds a second effect card from the candidate pool to the effect pool, the probability of drawing both the first effect card and the second effect card in the effect pool will change.

[0280] The Equipment Pool is used to store equipment cards. The Equipment Pool is a common pool shared by all players in a game. For example, a game has only one Equipment Pool, and all players participating in the game draw equipment cards from the same Equipment Pool.

[0281] There is no upper limit on the number of equipment cards stored in the equipment card pool. For example, the equipment card pool also has no upper limit on the number of cards. For a specific explanation, please refer to the explanation of the effect card pool above.

[0282] The player card pool is used to store player cards. The player card pool corresponds to the player, and different players have different player card pools. For example, each player virtual character corresponds to its own player card pool, and each player draws player cards from its own player card pool.

[0283] It should be noted that in a game, different user accounts use different chess player virtual characters (no two user accounts use the same chess player virtual character), which will inevitably lead to each user account corresponding to its own chess player card pool.

[0284] In some embodiments, multiple user accounts may be allowed to use the same virtual character in a game. For example, a first user account and a second user account may both use the first chess virtual character. In this case, the user accounts using the same chess virtual character share the same chess player card pool, or the user accounts using the same chess virtual character each have a corresponding chess player card pool.

[0285] There is no upper limit on the number of player cards that can be stored in the player card pool. For example, the player card pool also has no upper limit on the number of cards. For a detailed explanation, please refer to the explanation of the effect card pool above.

[0286] Step 430 : In response to the use operation of the first card, display the effect of the first card on the game match of the turn-based chess game.

[0287] For example, a player can use any card in the hand area.

[0288] For example, when the first card is a chess piece card, in response to the use operation of the first card, if there is no chess piece with the same name corresponding to the first card in the chessboard area, the chess piece corresponding to the first card is added and displayed in the chessboard area; if there is a chess piece with the same name corresponding to the first card in the chessboard area, the chess piece level of the chess piece with the same name corresponding to the first card displayed in the chessboard area is increased.

[0289] For another example, when the first card is an effect card, in response to the use operation of the first card, the effect of the first card after use is displayed. For another example, when the first card is an equipment card, in response to the use operation of the first card, the equipment corresponding to the first card is obtained. For another example, when the first card is a chess player card, in response to the use operation of the first card, the effect of the first card after use is displayed.

[0290] In summary, the method provided in this embodiment presents various strategic mechanisms in a turn-based chess game in the form of cards, providing a variety of different card types. Cards obtained by players are uniformly displayed in the hand area of the game interface. Players can execute any dimension of game decision-making operations by playing corresponding cards, simplifying the execution of game decisions. Different strategic mechanisms are implemented using different card types. Different acquisition conditions are set for different card types to correspond to the different acquisition methods for game elements such as chess pieces, equipment, effects, and skills required for different strategic mechanisms. During a game, players only need to observe the cards in their hand area and perform card-use operations to quickly execute decision-making operations for different decision-making mechanisms, without having to distract their attention to other areas of the game interface. This facilitates players to quickly execute game decisions in fast-paced turn-based chess games, improving the efficiency of human-computer interaction.

[0291] Furthermore, in turn-based chess games in the related art, players are required to actively acquire the battle elements (chess pieces, equipment, skills, etc.) for each strategy mechanism within the game. For example, the chess piece acquisition process in traditional auto chess is "massive screening in the store + gold coins to buy the chess pieces you want." Players are required to purchase the chess pieces they want from dozens of available chess pieces in the store. Since each chess piece generally has only one three-dimensional model and name, players need to understand and filter dozens of pieces of information. As can be seen, players need to select the battle elements they may need from a large number of available battle elements, actively plan acquisition strategies to obtain these battle elements, and use these battle elements to carry out strategic deployment and apply the battle elements to the game battle. It can be seen that players need to consider too much content and perform too complicated operations. The method provided in this application implements the battle elements in various strategy mechanisms as different types of cards. Different types of cards will be automatically acquired according to the corresponding acquisition conditions, and the acquisition process of battle elements is changed to cards automatically distributed by the system. Players usually have only 2-8 cards in their hands, and players only need to understand and filter 2-8 pieces of information. Moreover, cards are naturally more suitable for carrying text information and are easier for players to understand and read. Therefore, the "random automatic card drawing + player manual replacement of disliked cards" in this application can better improve the efficiency of human-computer interaction, reduce the amount of information and operations that users need to process, and is more suitable for novice players.

[0292] For example, different types of cards can be obtained through different acquisition methods.

[0293] 1. Chess card.

[0294] Figure 21 The flowchart of the game method of a turn-based chess game provided by an exemplary embodiment of the present application is shown. Figure 2 , or executed by a client running on any terminal, which is a client of a turn-based chess game. Figure 16 In the illustrated embodiment, step 420 includes step 421 .

[0295] Step 421: At the beginning of a game round, a first number of chess pieces and cards are added and displayed in the hand area, where the first number of chess pieces and cards includes the first card.

[0296] Exemplarily, the first card type includes chess pieces; and a game game includes at least one round. Before each round begins, a first number of chess pieces are dealt to each player alive in the current game game. The number of chess pieces each player receives can be the same or different. For example, each player initially receives the same number of chess pieces each round, but some players can increase the number of chess pieces they receive each round by using effect cards or player cards.

[0297] Exemplarily, the first number of chess cards is drawn from a chess card pool. The terminal receives a first dealing result, which carries information indicating the first number of chess cards, which are randomly determined from the chess card pool. The first number of chess cards is then added and displayed in the hand area. For example, the terminal randomly draws the chess cards from the chess card pool, or the server randomly draws the chess cards from the chess card pool.

[0298] Exemplarily, chess piece cards can also be obtained by using effect cards or player cards. For example, the effect of an effect card / player card is to obtain a chess piece card after use. Then, when the player uses this effect card / player card, he can also obtain a chess piece card.

[0299] 2. Effect cards.

[0300] Figure 22 The flowchart of the game method of a turn-based chess game provided by an exemplary embodiment of the present application is shown. Figure 2 , or executed by a client running on any terminal, which is a client of a turn-based chess game. Figure 16 In the illustrated embodiment, step 420 includes step 422 .

[0301] Step 422: When a first chess piece is displayed in the own chessboard area and a use operation of a chess piece card corresponding to the first chess piece is received, a second number of effect cards are added and displayed in the hand card area, where the second number of effect cards includes the first card.

[0302] The first card type includes effect cards; the game interface also includes a own chessboard area, which is used to display the chess pieces that have been put into play. This embodiment of the present application provides a method for obtaining effect cards: using a chess piece card with the same name as a own chess piece in the chessboard area can obtain an effect card. For example, if the own chess pieces in the chessboard area include: a first chess piece, a second chess piece, a third chess piece, and a fourth chess piece, then the player can obtain an effect card by using the first chess piece card corresponding to the first chess piece, or by using the fourth chess piece card corresponding to the fourth chess piece; however, using the fifth chess piece card corresponding to the fifth chess piece does not obtain an effect card.

[0303] That is, effect cards are obtained by playing chess pieces. If the effect of a chess piece card is to add a chess piece to the board, no effect card is obtained. If the effect of a chess piece card is to increase the chess piece level of a chess piece already on the board, an effect card is given to the player. For example, there will be no duplicate chess pieces on the board. That is, there will only be one of each type of chess piece. If a chess piece of a certain type already exists, playing the chess piece card corresponding to that type of chess piece will only increase the chess piece level of the existing chess piece on the board, and no additional chess piece with the same name will appear on the board.

[0304] Exemplarily, the card type of the bonus effect card is related to the chess piece attributes of the played chess piece. The effect cards include at least one of exclusive effect cards and universal effect cards; the terminal randomly executes (for example, randomly selects one of the following two steps with a 50% probability) one of the following steps: adding a second number of universal effect cards to the hand area; or adding a second number of the first type of exclusive effect cards to the hand area, where the first type of exclusive effect cards corresponds to the chess piece attributes of the first chess piece.

[0305] That is, after playing a chess piece card with the same name, there is a 50% probability of obtaining a universal effect card, and a 50% probability of obtaining an exclusive effect card corresponding to the chess piece attributes of the chess piece card with the same name.

[0306] Exemplarily, the terminal receives a second deal result, which carries information indicating a second number of universal effect cards. The second number of universal effect cards is randomly determined from a universal effect card pool based on the player level of the player on the side. Alternatively, the universal effect cards can be drawn from the universal effect card pool by the terminal or by the server.

[0307] Exemplarily, the terminal receives a third deal result, which carries information indicating a second number of first-category exclusive effect cards, where the second number of first-category exclusive effect cards are randomly determined from an exclusive effect card pool based on the chess piece attributes of the first chess piece. Alternatively, the terminal can draw the exclusive effect cards from the exclusive effect card pool, or the server can draw the exclusive effect cards from the exclusive effect card pool.

[0308] For example, Figure 23 As shown, in step 601, after the player plays a chess piece with the same name as a chess piece on the board, a random check is performed to determine whether the dropped card is an exclusive effect card. If "yes", the process proceeds to step 602; if "no", the process proceeds to step 603. In step 602, the corresponding camp of the played card with the same name is queried, and one exclusive effect card is drawn from the exclusive effect card pool corresponding to that camp and added to the player's hand. In step 603, the universal effect card pool is filtered according to the current player's chess player level, and one universal effect card is drawn and added to the player's hand.

[0309] For example, when drawing universal effect cards from the universal effect card pool, some universal effect cards can be pre-screened from the universal effect card pool according to the player level. For example, some universal effect cards are not available for some player levels, then these universal effect cards can be first screened out from the universal effect card pool before drawing universal effect cards from the universal effect card pool.

[0310] For example, the method of obtaining equipment cards and player cards can be found in Figure 16 Description of the illustrated embodiment.

[0311] In summary, the method provided in this embodiment presents various strategic mechanisms in a turn-based chess game in the form of cards. It provides multiple card types, including player cards, piece cards, effect cards, and equipment cards. Cards obtained by a player are uniformly displayed in the hand area of the game interface. Players can execute any dimension of game decision-making by playing corresponding cards, simplifying the execution of game decisions. Different strategic mechanisms are implemented using different card types, and different acquisition conditions are set for different card types to correspond to the different ways of acquiring game elements such as pieces, equipment, effects, and skills required for different strategic mechanisms. For example, chess piece cards are automatically dealt at the beginning of a round, effect cards are obtained by playing chess piece cards, equipment cards are obtained when the chess player levels up, and chess player cards are obtained when the chess player's skills are triggered, satisfying the different acquisition methods of different decision-making mechanisms, and uniformly displaying the game decisions that can be executed by different decision-making mechanisms in the hand area. During the game, players only need to observe the cards held in the hand area and perform card usage operations to quickly execute decision operations of different decision-making mechanisms. There is no need to distract attention to other areas in the game interface, which makes it easier for players to quickly execute game decisions in fast-paced turn-based chess games and improves the efficiency of human-computer interaction.

[0312] For example, when performing a card swap operation, different types of cards can be replaced with new cards using different card swap methods.

[0313] Figure 24 The flowchart of the game method of a turn-based chess game provided by an exemplary embodiment of the present application is shown. Figure 2 , or executed by a client running on any terminal, which is a client of a turn-based chess game. Figure 16 In the illustrated embodiment, the method further includes step 440. Step 440 may be performed after step 410.

[0314] Step 440: In response to the card swap operation, the first set of cards is replaced with the second set of cards in the hand area, where the first set of cards includes the cards to be replaced selected by the card swap operation.

[0315] The second set of cards is determined based on the card types included in the first set of cards and the number of cards corresponding to each card type; the second set of cards does not overlap with the first set of cards.

[0316] For example, players can also perform a card swap operation. During the preparation phase of each round, players will receive one card swap opportunity. Optionally, if a player loses the previous round, they will receive an additional card swap opportunity, meaning that the losing player will receive two card swap opportunities in the next round. Players can use card swap opportunities to change their hand. For example, the number of cards that can be swapped in a single card swap operation can be unlimited, or there can be an upper limit on the number of cards that can be swapped in a single card swap operation.

[0317] For example, Figure 25 As shown in (1) in the game interface, a hand area and a change button 14 are displayed. There are 9 hand cards in the hand area. After the player triggers the change button 14, the following is displayed: Figure 25 The card exchange interface 507 shown in (2) in the figure displays a hand area 11 and a card exchange area 508. The player can select the cards he wants to replace in the hand area and move them to the card exchange area 508. For example, he can select 4 hand cards he wants to replace and then trigger the "Confirm Replacement" control to replace the 4 selected cards with new cards.

[0318] Exemplarily, the first set of cards is the hand that needs to be replaced, and the second set of cards is the newly obtained hand. Cards in the first set will not appear in the second set. That is, cards discarded in this replacement will not be regained through this replacement. Optionally, the probability of drawing these discarded cards can be reduced in subsequent draws. Exemplarily, the number of discarded cards is the same as the number of newly obtained cards. That is, as many cards are regained as the number of cards discarded.

[0319] Exemplarily, the type of new card to be obtained is determined based on the type of the discarded card. The card exchange follows at least one of the following methods.

[0320] Method 1: When the first set of cards includes the third number of chess piece cards, the second set of cards includes the third number of chess piece cards.

[0321] That is, the more chess cards you throw away, the more chess cards you will get back. Figure 26 As shown, the replacement of chess piece cards 509 is completed by the chess piece card pool. When a player requests to replace chess piece cards 509, an equal number of chess piece cards are drawn from the chess piece card pool and exchanged for the player.

[0322] Optionally, the discarded chess piece cards need to be returned to the chess piece card pool. The first set of cards includes a third number of chess piece cards; the terminal / server then returns the first set of cards to the chess piece card pool; and randomly determines a third number of chess piece cards from the candidate chess piece card pool to obtain a second set of cards; the candidate chess piece card pool includes a card pool obtained by removing first cards with the same name from the chess piece card pool, where the first cards with the same name include cards with the same card name as a chess piece card in the first set of cards.

[0323] For example, in order to ensure that the discarded chess piece cards will not be drawn, the chess piece card pool can be screened according to the discarded chess piece cards, and the cards with the same name can be removed to obtain a candidate chess piece card pool, and then the new chess piece cards obtained this time can be screened from the candidate chess piece card pool.

[0324] Method 2: When the total number of universal effect cards, exclusive effect cards, and player cards in the first set of cards is the fourth number, the second set of cards includes the fourth number of universal effect cards.

[0325] That is, the discarded general effect cards, exclusive effect cards, and player cards will be replaced with an equal number of general effect cards. Figure 27 As shown, the replacement of player cards 510, exclusive effect cards 511, and universal effect cards 512 is completed by the universal effect card pool. When a player requests to replace player cards 510, exclusive effect cards 511, or universal effect cards 512, an equal number of universal effect cards are drawn from the universal effect card pool and exchanged for the player.

[0326] For example, since there is no upper limit on the number of cards in the universal effect card pool, discarded universal effect cards, exclusive effect cards, and player cards do not need to be returned to their corresponding card pools. The total number of universal effect cards, exclusive effect cards, and player cards in the first set of cards is a fourth number; the second set of cards includes the fourth number of universal effect cards randomly determined from the candidate universal effect card pool; the candidate universal effect card pool includes the card pool obtained by removing the second card with the same name from the universal effect card pool, where the second card with the same name includes cards with the same card name as the universal effect cards in the first set of cards.

[0327] For example, in order to ensure that the discarded universal effect cards will not be drawn, the universal effect card pool can be screened according to the discarded universal effect cards, and the cards with the same name can be filtered out to obtain a candidate universal effect card pool, and then the new universal effect cards obtained this time can be screened from the candidate universal effect card pool.

[0328] Method 3: When the first set of cards includes the fifth number of equipment cards, the second set of cards includes the fifth number of equipment cards.

[0329] That is, if you throw away a few equipment cards, you will get a few equipment cards back. Figure 28 As shown, the replacement of equipment cards 513 is completed by the equipment card pool. When a player requests to replace equipment cards 513, an equal number of equipment cards are drawn from the equipment card pool and exchanged for the player.

[0330] Exemplarily, the first group of cards includes a fifth number of equipment cards; the second group of cards includes a fifth number of equipment cards randomly determined from the candidate equipment card pool; the candidate equipment card pool includes a card pool obtained by removing a third card with the same name from the equipment card pool, and the third card with the same name includes a card with the same card name as the equipment card in the first group of cards.

[0331] For example, in order to ensure that the equipment card discarded this time will not be drawn, the equipment card pool can be screened according to the equipment card discarded this time, and the cards with the same name can be removed to obtain the candidate equipment card pool, and then the new equipment card obtained this time can be screened from the candidate equipment card pool.

[0332] For example, Figure 29 As shown, in step 701, when a player performs a card swap operation, it is determined whether any cards have not been exchanged. If "yes", the process proceeds to step 703; if "no", the process proceeds to step 702. Step 702 determines the card type of the next card to be exchanged. If it is a "chess card", the process proceeds to step 704; if it is a "dedicated effect card", "player card", or "universal effect card", the process proceeds to step 705; if it is an "equipment card", the process proceeds to step 706. Step 704: The pool of exchangeable chess cards is filtered according to the draw rules, and all exchanged chess cards in this exchange are removed. One card is then drawn from the result card pool as the exchange result for the card to be exchanged. Upon completion, the process jumps to step 701. Step 705: The pool of exchangeable universal effect cards is filtered according to the player level, and all exchanged universal effect cards in this exchange are removed. One card is then drawn from the result card pool as the exchange result for the card to be exchanged. Upon completion, the process jumps to step 701. Step 706: Remove all exchanged equipment cards from the equipment card pool, and draw one card from the result card pool as the exchange result of the card to be exchanged. After the exchange result is completed, jump to step 701. Step 703: Add all the exchange result corresponding cards to the player's hand to complete the card exchange behavior.

[0333] In an optional embodiment, in response to the discard operation, the third set of cards is discarded in the hand area. Optionally, the third set of cards can be replaced with corresponding energy values, and the player can use the energy values to repurchase cards.

[0334] In summary, the method provided in this embodiment, since chess pieces are carded, the turn-based chess game automatically distributes random cards to players. These randomly distributed cards may not be the cards the players need. Based on this, the embodiment of the application also provides a method for replacing hand cards. Players can use the card swap operation to replace the cards they hold, discarding unwanted cards and obtaining new cards, thereby increasing the probability of obtaining the desired cards and facilitating the player's execution of the desired battle strategy.

[0335] In the related art, the auto chess game equipment, spells and heroes are all included in the same public card pool. The acquisition of equipment cards and effect cards mainly relies on being randomly drawn from the public card pool by stores and purchased as commodities. They are regarded as cards of the same level as hero cards.

[0336] Since there is no gradient difference and the appearance of effect cards and equipment cards is determined only by random probability, players cannot control the acquisition of cards. When expectations are not met, they can only draw again through refresh behavior. There is no effective means to control the variance fluctuation of the results.

[0337] Therefore, in response to the above problems, the embodiment of the present application proposes a mechanism for Auto Chess to divide cards into multiple card pool types, namely hero card pool / general effect card pool / exclusive effect card pool / equipment card pool. The card drawing method is fixed to obtain cards from the hero card pool, and the cards with the same name are randomly obtained from the general effect card pool and the exclusive effect card pool. When performing the card replacement behavior, new cards are obtained from the specified card pool according to the card pool type to which the replaced card belongs.

[0338] At the same time, when performing the card exchange behavior to obtain cards again, the probability of obtaining the replaced card is greatly reduced to prevent the probability of the replaced card being put into hand again.

[0339] This embodiment of the application converges expectations for obtaining effect cards. The primary way for players to obtain effect cards is by playing a card with the same name as an already-played character. The effect card is obtained from the same faction as the played card, ensuring that the obtained effect card is compatible with the current lineup and providing a certain level of learning guidance. Furthermore, only the hero card pool is used as the public card pool, limiting the number of cards with the same name, while the effect card pool is unlimited. This effectively controls the ratio of various card types players obtain during a game, ensuring that the player's game process is less frustrating and the resource allocation is more reasonable.

[0340] 1. Card type classification

[0341] Based on the card type, the cards in the game can be divided into:

[0342] (1) Hero Card Pool (Chess Card Pool)

[0343] This card pool only contains hero cards (chess cards) from all factions, and there is a limit on the number of cards with the same name. This card pool is a public card pool, and players retaining cards from this pool during a game will affect other players in the game.

[0344] (2) Effect Card Pool

[0345] The effect card pool is divided into: Pawn Type / Faction Effect Card Pool - Faction Effect Cards that are more compatible with the faction (exclusive effect cards);

[0346] Universal effect card pool - relatively general effect cards with no faction restrictions (universal effect cards).

[0347] There is no upper limit on the number of cards in this card pool.

[0348] (3) Equipment Card Pool

[0349] This card pool only contains equipment cards (equipment cards), and there is no upper limit on the number of cards in this card pool.

[0350] (4) Chess player cards

[0351] The card pool is determined by the player's chosen player at the start of the game, and there is no upper limit on the number of cards in the card pool.

[0352] 2. Card acquisition methods

[0353] (1) Draw cards at the beginning of the round

[0354] At the beginning of the round, 2 cards are replenished by default, and the card source is fixed to the hero card pool.

[0355] (2) Play a card with the same name as a character already on the field

[0356] Cards with the same name as the hero already on the field will be highlighted with special effects.

[0357] Playing a card with the same name will grant you a faction effect card or a universal effect card for the character's corresponding faction.

[0358] (3) Execute the card swap

[0359] During the card-playing phase, click the Change button to change cards.

[0360] Select any number of cards to exchange, up to a maximum of 10 cards, and click "Confirm Exchange" to complete the exchange.

[0361] 3. Card pool rules corresponding to card exchange results

[0362] (1) Hero Card Swap

[0363] Cards in the hero card pool can only be exchanged with each other. Executing an exchange is considered re-executing the logic of drawing hero cards, and the exchanged cards in this exchange will not be obtained in this exchange.

[0364] (2) Effect Card Swap

[0365] The exchange results of player effect cards, faction effect cards, and universal effect cards are all universal effect cards, and the effect cards exchanged in this exchange will not be obtained in this exchange.

[0366] (3) Equipment Card Exchange

[0367] Cards in the equipment pool can only be exchanged with each other, and the cards exchanged in this exchange will not be obtained in this exchange.

[0368] In summary, the method provided in the embodiment of the present application bases the acquisition of effect cards on repeatedly playing hero cards with the same name, and converges the possible results that may occur when different types of cards are exchanged:

[0369] 1) Ensure that the cards drawn by the player in the basic round are all hero cards, ensuring the player's basic lineup needs;

[0370] 2) The probability of card pool extraction has been converged, making it easier for players to control the card pool extraction strategy;

[0371] 3) It will be easier for players to understand the different card pool types, and they can distinguish the effects of cards in different card pools, making it easier for players to learn and understand the game;

[0372] 4) Control the ratio of various cards obtained by players in the game, so as to ensure a more reasonable ratio between the player's game process and the resources obtained.

[0373] The following are device embodiments of the present application. For details not described in detail in the device embodiments, reference may be made to the above method embodiments.

[0374] Figure 30 This is a block diagram of a turn-based chess game device provided by an exemplary embodiment of the present application. The device includes:

[0375] Display module 801, for displaying the game interface of the turn-based chess game; the game interface includes a hand area, the hand area is used to display the cards held by the side, and the cards include at least two card types;

[0376] The display module 801 is configured to display a first card in the hand area when a first acquisition condition corresponding to the first card type is met; the first card is a card of the first card type, and different card types correspond to different acquisition conditions;

[0377] The display module 801 is configured to display the effect of the first card on the game of the turn-based chess game in response to a use operation on the first card.

[0378] In an optional embodiment, the at least two card types include at least two of the following card types:

[0379] Piece cards, effect cards, equipment cards, player cards;

[0380] The chess piece cards are used to summon or upgrade chess pieces;

[0381] The effect card is used to obtain a gain effect acting on the game match;

[0382] The equipment cards are used to add equipment to chess pieces;

[0383] The player cards include cards obtained through the player skills of the player virtual character, and the player virtual character is a virtual character used to control the chess pieces.

[0384] In an optional embodiment, the game game includes at least one of the following card pools:

[0385] Chess card pool, effect card pool, equipment card pool, chess player card pool;

[0386] The chess card pool is used to store the chess cards, and the chess card pool is a public card pool shared by all chess players in the game;

[0387] The effect card pool is used to store the effect cards, and the effect card pool is a public card pool shared by all players in the game;

[0388] The equipment card pool is used to store the equipment cards, and the equipment card pool is a public card pool shared by all players in the game;

[0389] The player card pool is used to store the player cards. The player card pool corresponds to the player, and different players have different corresponding player card pools.

[0390] In an optional embodiment, before the first game round of the game begins, the chess card pool stores all the chess cards of the game; the number of chess cards in the game is conserved;

[0391] There is no upper limit on the number of effect cards stored in the effect card pool;

[0392] There is no upper limit on the number of equipment cards stored in the equipment card pool;

[0393] There is no upper limit to the number of player cards stored in the player card pool.

[0394] In an optional embodiment, the effect cards include at least one of exclusive effect cards and universal effect cards;

[0395] The effect card pool includes at least one of the following: an exclusive effect card pool for storing the exclusive effect cards, and a universal effect card pool for storing the universal effect cards;

[0396] The exclusive effect card is obtained by using a chess piece card with a specified chess piece attribute; the chess piece attribute includes at least one of a camp and a chess piece type;

[0397] The universal effect cards are allowed to be obtained by using chess piece cards of any chess piece attribute.

[0398] In an optional embodiment, the first card type includes chess cards; the game game includes at least one game round;

[0399] The display module 801 is configured to display a first number of chess pieces in the hand area at the beginning of a game round, where the first number of chess pieces includes the first card.

[0400] In an optional embodiment, the device further includes:

[0401] A receiving module 802 is configured to receive a first dealing result, the first dealing result carrying information indicating a first number of chess cards, the first number of chess cards being randomly determined from a chess card pool;

[0402] The display module 801 is configured to display the first number of chess pieces in the hand area.

[0403] In an optional embodiment, the first card type includes an effect card; the game interface further includes a own chessboard area, and the own chessboard area is used to display the chess pieces that have been put on the field;

[0404] The display module 801 is configured to display a second number of effect cards in the hand area when a first chess piece is displayed in the own chessboard area and a use operation of a chess piece card corresponding to the first chess piece is received, wherein the second number of effect cards includes the first card.

[0405] In an optional embodiment, the effect cards include at least one of exclusive effect cards and universal effect cards;

[0406] The display module 801 is configured to randomly execute one of the following steps:

[0407] Adding and displaying the second number of the universal effect cards in the hand area;

[0408] Alternatively, the second number of first-type exclusive effect cards are added and displayed in the hand area, and the first-type exclusive effect cards correspond to the chess piece attributes of the first chess piece.

[0409] In an optional embodiment, the device further includes:

[0410] a receiving module 802 configured to receive a second dealing result, the second dealing result carrying information indicating a second number of the universal effect cards, the second number of the universal effect cards being randomly determined from a universal effect card pool based on the player level of the own player;

[0411] The receiving module 802 is used to receive a third card dealing result, where the third card dealing result carries indication information of the second number of the first type of exclusive effect cards, where the second number of the first type of exclusive effect cards are randomly determined from the exclusive effect card pool based on the chess piece attributes of the first chess piece.

[0412] In an optional embodiment, the device further includes:

[0413] a card swap module 803 for replacing a first set of cards in the hand area with a second set of cards in response to a card swap operation, wherein the first set of cards includes the cards to be replaced selected by the card swap operation;

[0414] The second group of cards is determined based on the card types included in the first group of cards and the number of cards corresponding to each card type; and the second group of cards does not overlap with the first group of cards.

[0415] In an optional embodiment, when the first set of cards includes a third number of chess piece cards, the second set of cards includes the third number of chess piece cards;

[0416] When the total number of universal effect cards, exclusive effect cards, and the player cards in the first set of cards is a fourth number, the second set of cards includes the fourth number of universal effect cards;

[0417] In a case where a fifth number of equipment cards are included in the first set of cards, the second set of cards includes the fifth number of the equipment cards.

[0418] In an optional embodiment, the first set of cards includes a third number of chess pieces;

[0419] The card exchange module 803 is used to put the first set of cards back into the chess card pool;

[0420] The card changing module 803 is used to randomly determine the third number of chess piece cards from the candidate chess piece card pool to obtain the second group of cards; the candidate chess piece card pool includes a card pool obtained by removing first cards with the same name from the chess piece card pool, and the first cards with the same name include cards with the same card name as the chess piece cards in the first group of cards.

[0421] In an optional embodiment, the total number of universal effect cards, exclusive effect cards, and player cards in the first set of cards is a fourth number;

[0422] The second group of cards includes the fourth number of universal effect cards randomly determined from the candidate universal effect card pool; the candidate universal effect card pool includes a card pool obtained by removing second cards with the same name from the universal effect card pool, and the second cards with the same name include cards with the same card name as the universal effect cards in the first group of cards.

[0423] In an optional embodiment, the first set of cards includes a fifth number of equipment cards;

[0424] The second group of cards includes the fifth number of equipment cards randomly determined from the candidate equipment card pool; the candidate equipment card pool includes a card pool obtained by removing a third card with the same name from the equipment card pool, and the third card with the same name includes a card with a card name identical to the card name of the equipment card in the first group of cards.

[0425] It should be noted that the aforementioned embodiments of the turn-based chess game apparatus are merely illustrative of the division of the aforementioned functional modules. In actual applications, the aforementioned functions can be assigned to different functional modules as needed, i.e., the internal structure of the device can be divided into different functional modules to perform all or part of the functions described above. Furthermore, the aforementioned embodiments of the turn-based chess game apparatus and the turn-based chess game method embodiments share the same concept. The specific implementation process is detailed in the method embodiments and will not be further elaborated here.

[0426] The present application also provides a terminal, which includes a processor and a memory, wherein the memory stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the game method of the turn-based chess game provided by each of the above method embodiments. It should be noted that the terminal can be as follows Figure 31 The terminal provided.

[0427] Figure 31The following is a block diagram of a terminal 900 according to an exemplary embodiment of the present application. Terminal 900 may be a smartphone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer, or a desktop computer. Terminal 900 may also be referred to as user equipment, a portable terminal, a laptop terminal, a desktop terminal, or other similar names.

[0428] Typically, the terminal 900 includes a processor 901 and a memory 902 .

[0429] The processor 901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 901 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 901 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 901 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 901 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0430] The memory 902 may include one or more computer-readable storage media, which may be non-transitory. The memory 902 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 902 is used to store at least one instruction, which is used to be executed by the processor 901 to implement the turn-based chess game game method provided in the method embodiment of the present application.

[0431] In some embodiments, terminal 900 may optionally include a peripheral device interface 903 and at least one peripheral device. Processor 901, memory 902, and peripheral device interface 903 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 903 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 904, a display screen 905, a camera assembly 906, an audio circuit 907, a location assembly 908, and a power supply 909.

[0432] The peripheral device interface 903 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 901 and the memory 902. In some embodiments, the processor 901, the memory 902, and the peripheral device interface 903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 901, the memory 902, and the peripheral device interface 903 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0433] The RF circuit 904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 904 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 904 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the RF circuit 904 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The RF circuit 904 can communicate with other terminals via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 904 may also include circuits related to Near Field Communication (NFC), which is not limited in this application.

[0434] Display screen 905 is used to display a user interface (UI). This UI may include graphics, text, icons, videos, or any combination thereof. When display screen 905 is a touchscreen display, it is also capable of collecting touch signals on or above the surface of display screen 905. These touch signals can be input as control signals to processor 901 for processing. Display screen 905 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there can be a single display screen 905, located on the front panel of terminal 900. In other embodiments, there can be at least two display screens 905, located on different surfaces of terminal 900 or in a foldable design. In still other embodiments, display screen 905 can be a flexible display, located on a curved or foldable surface of terminal 900. Display screen 905 can also be configured as a non-rectangular, irregular shape, also known as a special-shaped screen. Display screen 905 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0435] The camera assembly 906 is used to capture images or videos. Optionally, the camera assembly 906 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal, and the rear camera is arranged on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 906 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.

[0436] The audio circuit 907 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals to be input into the processor 901 for processing, or input into the radio frequency circuit 904 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each located in different parts of the terminal 900. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 901 or the radio frequency circuit 904 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 907 may also include a headphone jack.

[0437] The location component 908 is used to locate the current geographic location of the terminal 900 to implement navigation or LBS (Location Based Service). The location component 908 can be a location component based on the GPS (Global Positioning System), Beidou system or Galileo system.

[0438] Power supply 909 is used to power various components in terminal 900. Power supply 909 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 909 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, while a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0439] In some embodiments, the terminal 900 further includes one or more sensors 910 , including but not limited to: an acceleration sensor 911 , a gyroscope sensor 912 , a pressure sensor 913 , an optical sensor 915 , and a proximity sensor 916 .

[0440] The accelerometer 911 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal 900. For example, the accelerometer 911 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 901 can control the display screen 905 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 911. The accelerometer 911 can also be used to collect game or user motion data.

[0441] The gyroscope sensor 912 can detect the orientation and rotation angle of the terminal 900. It can work with the accelerometer 911 to collect the user's 3D movements on the terminal 900. Based on the data collected by the gyroscope sensor 912, the processor 901 can implement the following functions: motion sensing (for example, changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0442] The pressure sensor 913 can be set on the side frame of the terminal 900 and / or the lower layer of the display screen 905. When the pressure sensor 913 is set on the side frame of the terminal 900, it can detect the user's grip signal of the terminal 900, and the processor 901 performs left and right hand recognition or shortcut operations based on the grip signal collected by the pressure sensor 913. When the pressure sensor 913 is set on the lower layer of the display screen 905, the processor 901 controls the operable controls on the UI interface based on the user's pressure operation on the display screen 905. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0443] The optical sensor 915 is used to detect ambient light intensity. In one embodiment, the processor 901 can control the display brightness of the display screen 905 based on the ambient light intensity detected by the optical sensor 915. Specifically, when the ambient light intensity is high, the display brightness of the display screen 905 is increased; when the ambient light intensity is low, the display brightness of the display screen 905 is decreased. In another embodiment, the processor 901 can also dynamically adjust the shooting parameters of the camera assembly 906 based on the ambient light intensity detected by the optical sensor 915.

[0444] Proximity sensor 916, also known as a distance sensor, is typically located on the front panel of terminal 900. Proximity sensor 916 is used to detect the distance between the user and the front of terminal 900. In one embodiment, when proximity sensor 916 detects that the distance between the user and the front of terminal 900 is gradually decreasing, processor 901 controls display screen 905 to switch from the screen-on state to the screen-off state. When proximity sensor 916 detects that the distance between the user and the front of terminal 900 is gradually increasing, processor 901 controls display screen 905 to switch from the screen-off state to the screen-on state.

[0445] Those skilled in the art will understand that Figure 31 The structure shown in the figure does not constitute a limitation on the terminal 900, and the terminal 900 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0446] The memory also includes one or more programs, which are stored in the memory, and the one or more programs include a method for playing a turn-based chess game provided in an embodiment of the present application.

[0447] The present application provides a computer-readable storage medium, in which at least one instruction is stored. The at least one instruction is loaded and executed by the processor to implement the turn-based chess game playing method provided by each of the above-mentioned method embodiments.

[0448] The present application also provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to execute the turn-based chess game playing method provided in the above-mentioned optional implementation.

[0449] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0450] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.

[0451] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.

[0452] It should be noted that before collecting the user's relevant data and during the process of collecting the user's relevant data, this application can display a prompt interface, pop-up window or output voice prompt information. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are collected with the user's consent and authorization, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of the relevant countries and regions.

Claims

1. A method for playing a turn-based chess game, characterized in that: The method comprises: Displaying a game interface of the turn-based chess game; the game interface includes a hand area, the hand area is used to display the cards held by the player, and the cards include at least two card types; When a first acquisition condition corresponding to a first card type is met, displaying a first card in the hand area; the first card is a card of the first card type, and different card types correspond to different acquisition conditions; In response to a use operation of the first card, a display is provided showing that the first card affects a game match of the turn-based board game.

2. The method according to claim 1, characterized in that The at least two card types include at least two of the following card types: Piece cards, effect cards, equipment cards, player cards; The chess piece cards are used to summon chess pieces or upgrade the chess pieces; The effect card is used to obtain a gain effect acting on the game match; The equipment card is used to add equipment to the chess piece; The player cards include cards obtained through the player skills of the player virtual character, and the player virtual character is a virtual character used to control the chess pieces.

3. The method according to claim 2, characterized in that The game game includes at least one of the following card pools: chess piece card pool, effect card pool, equipment card pool, and chess player card pool; The chess card pool is used to store the chess cards, and the chess card pool is a public card pool shared by all chess players in the game; The effect card pool is used to store the effect cards, and the effect card pool is a public card pool shared by all players in the game; The equipment card pool is used to store the equipment cards, and the equipment card pool is a public card pool shared by all players in the game; The player card pool is used to store the player cards. The player card pool corresponds to the player, and different players have different corresponding player card pools.

4. The method according to claim 3, characterized in that Before the first game round of the game begins, the chess card pool stores all the chess cards of the game; the number of the chess cards in the game is conserved; There is no upper limit on the number of effect cards stored in the effect card pool; There is no upper limit on the number of equipment cards stored in the equipment card pool; There is no upper limit to the number of player cards stored in the player card pool.

5. The method according to claim 3, characterized in that The effect cards include at least one of exclusive effect cards and universal effect cards; The effect card pool includes at least one of the following: an exclusive effect card pool for storing the exclusive effect cards, and a universal effect card pool for storing the universal effect cards; The exclusive effect card is obtained by using a chess piece card with a specified chess piece attribute; the chess piece attribute includes at least one of a camp and a chess piece type; The universal effect cards are allowed to be obtained by using chess piece cards of any chess piece attribute.

6. The method according to any one of claims 1 to 5, characterized in that: The first card type includes chess cards; the game game includes at least one game round; The method of adding and displaying the first card in the hand area when a first acquisition condition corresponding to the first card type is met includes: At the beginning of a game round, a first number of chess pieces are added and displayed in the hand area, where the first number of chess pieces includes the first card.

7. The method according to claim 6, characterized in that The step of adding and displaying a first number of chess cards in the hand area includes: receiving a first dealing result, the first dealing result carrying information indicating a first number of the chess piece cards, the first number of the chess piece cards being randomly determined from a chess piece card pool; The first number of chess pieces are added and displayed in the hand area.

8. The method according to any one of claims 1 to 5, characterized in that: The first card type includes effect cards; the game interface also includes a local chessboard area, and the local chessboard area is used to display the chess pieces that have been put on the field; The method of adding and displaying the first card in the hand area when a first acquisition condition corresponding to the first card type is met includes: When a first chess piece is displayed in the own chessboard area and a use operation of a chess piece card corresponding to the first chess piece is received, a second number of effect cards are additionally displayed in the hand card area, and the second number of effect cards includes the first card.

9. The method according to claim 8, characterized in that The effect cards include at least one of exclusive effect cards and universal effect cards; The adding and displaying a second number of effect cards in the hand area includes: Randomly perform one of the following steps: Adding and displaying the second number of the universal effect cards in the hand area; Alternatively, the second number of first-type exclusive effect cards are added and displayed in the hand area, and the first-type exclusive effect cards correspond to the chess piece attributes of the first chess piece.

10. The method according to claim 9, characterized in that Before adding and displaying the second number of universal effect cards in the hand card area, the method further includes: receiving a second dealing result, the second dealing result carrying information indicating a second number of the universal effect cards, the second number of the universal effect cards being randomly determined from a universal effect card pool based on a player level of the own player; Before adding and displaying the second number of first-category exclusive effect cards in the hand card area, the method further includes: A third dealing result is received, the third dealing result carrying indication information of the second number of the first type of exclusive effect cards, where the second number of the first type of exclusive effect cards are randomly determined from an exclusive effect card pool based on the chess piece attributes of the first chess piece.

11. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: In response to a card swap operation, replacing a first set of cards with a second set of cards in the hand area, the first set of cards including the card to be replaced selected by the card swap operation; The second group of cards is determined based on the card types included in the first group of cards and the number of cards corresponding to each card type; and the second group of cards does not overlap with the first group of cards.

12. The method according to claim 11, characterized in that The method further comprises at least one of the following: In the case where the first set of cards includes a third number of pawn cards, the second set of cards includes the third number of pawn cards; When the total number of universal effect cards, exclusive effect cards, and the player cards in the first set of cards is a fourth number, the second set of cards includes the fourth number of universal effect cards; In a case where a fifth number of equipment cards are included in the first set of cards, the second set of cards includes the fifth number of the equipment cards.

13. The method according to claim 12, characterized in that The first set of cards includes a third number of chess pieces; and the method further includes: Put the first set of cards back into the chess card pool; The second group of cards is obtained by randomly determining the third number of chess piece cards from a candidate chess piece card pool; the candidate chess piece card pool includes a card pool obtained by removing first cards with the same name from the chess piece card pool, and the first cards with the same name include cards with the same card name as the chess piece cards in the first group of cards.

14. The method according to claim 12, characterized in that The total number of common effect cards, exclusive effect cards, and player cards in the first set of cards is the fourth number; The second group of cards includes the fourth number of universal effect cards randomly determined from the candidate universal effect card pool; the candidate universal effect card pool includes a card pool obtained by removing second cards with the same name from the universal effect card pool, and the second cards with the same name include cards with the same card name as the universal effect cards in the first group of cards.

15. The method according to claim 12, characterized in that The first set of cards includes a fifth number of equipment cards; The second group of cards includes the fifth number of equipment cards randomly determined from the candidate equipment card pool; the candidate equipment card pool includes a card pool obtained by removing a third card with the same name from the equipment card pool, and the third card with the same name includes a card with a card name identical to the card name of the equipment card in the first group of cards.

16. A game device for a turn-based chess game, characterized in that: The device comprises: A display module is configured to display a game interface of the turn-based chess game; the game interface includes a hand area, the hand area is configured to display cards held by the player, and the cards include at least two types of cards; The display module is configured to display a first card in the hand area when a first acquisition condition corresponding to the first card type is met; the first card is a card of the first card type, and different card types correspond to different acquisition conditions; The display module is configured to display the effect of the first card on the game match of the turn-based chess game in response to a use operation on the first card.

17. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the turn-based chess game playing method as described in any one of claims 1 to 15.

18. A computer-readable storage medium, characterized in that The readable storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the turn-based chess game playing method according to any one of claims 1 to 15.

19. A computer program product or a computer program, characterized in that The computer program product or computer program includes computer instructions, which are stored in a computer-readable storage medium; a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes to implement the turn-based chess game playing method as described in any one of claims 1 to 15.