Goal interaction method, device and equipment for turn chess game and medium

By introducing a card mechanism in turn-based chess games, it provides stronger card change ability and simplifies the process of chess acquisition, which solves the disadvantage of economic compensation randomness of players who have failed continuously and the cumbersome acquisition of traditional chess pieces, and improves the efficiency of human-computer interaction and the controllability of card acquisition.

CN120437632APending Publication Date: 2025-08-08TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410178307.4
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

In the existing turn-based chess games, players who fail continuously have a random disadvantage in terms of economic compensation, and the traditional chess piece acquisition process is cumbersome and the human-computer interaction efficiency is low.

Method used

Introduce a card mechanism to provide stronger card change ability when the previous round fails, balance the disadvantages of randomly obtaining cards, and simplify the chess acquisition process for card distribution and card change operations.

Benefits of technology

It improves the human-computer interaction efficiency of novice players, reduces the amount of information processing, balances the randomness of card acquisition, and provides a backward catching-up mechanism, making players more likely to obtain the cards they want.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a match interaction method, device and equipment for turn chess games and a medium, and relates to the technical field of man-machine interaction. The method comprises the steps that a match interface of the round system chess game is displayed, the match interface comprises a chessboard area and a hand card area, the chessboard area is used for containing chess pieces participating in a match, the hand card area is used for displaying cards distributed by a first account, and the cards are used for executing a match preparation operation related to the party; under the condition that the combat result of the last round is failure, obtaining a first card changing capability aiming at the cards in the hand card area in the current round; under the condition that the combat result of the last round is winning, obtaining a second card changing capability aiming at the cards in the hand card area in the current round; the first card changing capability is higher than the second card changing capability. The invention provides a method for enabling players who fail to combat in the last round to obtain stronger card changing ability in the current round, and the disadvantage brought to the players by the randomness of passive receiving card distribution is balanced.
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Description

Technical Field

[0001] The present application relates to the field of human-computer interaction, and in particular to a method, device, equipment and medium for game interaction in 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 board, the game application automatically controls the chess pieces on the board to fight and displays the results of the battle.

[0003] In related technologies, players can receive financial compensation if they lose multiple consecutive rounds. The more consecutive rounds they lose, the more financial compensation they receive. For example, a player can receive an additional gold coin after losing the third consecutive round; a player can receive an additional two gold coins after losing the fourth consecutive round; a player can receive six gold coins after losing the fifth consecutive round, and so on. Summary of the Invention

[0004] The present invention provides a method, apparatus, device, and medium for interactive game play in a turn-based chess game. These methods enable players who lost a previous round to gain stronger card exchange abilities in the current round, increasing the probability of lagging players obtaining desired cards. This balances the disadvantages of passively receiving random card distribution in game mechanisms. The technical solution is as follows:

[0005] According to one aspect of the present application, a method for interactive play of a turn-based chess game is provided, the method comprising:

[0006] Displaying a game interface of the turn-based chess game, the game interface including a chessboard area and a hand area, the chessboard area being used to accommodate chess pieces involved in the game, the hand area being used to display cards dealt to the first account, and the cards being used to execute battle preparation operations related to the side;

[0007] If the result of the battle in the previous round was a loss, the first card exchange ability for the cards in the hand area is obtained in the current round; if the result of the battle in the previous round was a victory, the second card exchange ability for the cards in the hand area is obtained in the current round;

[0008] The first card-changing ability is stronger than the second card-changing ability.

[0009] According to another aspect of the present application, a game interaction device for a turn-based chess game is provided, the device comprising:

[0010] a display module, configured to display a game interface of the turn-based chess game, wherein the game interface includes a chessboard area and a hand area, wherein the chessboard area is configured to accommodate chess pieces involved in the game, and the hand area is configured to display cards dealt to the first account, wherein the cards are used to execute battle preparation operations related to the own side;

[0011] A replacement module is configured to obtain a first card replacement capability for the cards in the hand area in the current round if the result of the battle in the previous round was a loss; and to obtain a second card replacement capability for the cards in the hand area in the current round if the result of the battle in the previous round was a victory;

[0012] The first card-changing ability is stronger than the second card-changing ability.

[0013] According to another aspect of the present application, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the game interaction method of the turn-based chess game as described above.

[0014] According to another aspect of the present application, 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 the processor to implement the game interaction method of the turn-based chess game as described above.

[0015] According to another aspect of the present application, a computer program product is provided, wherein at least one program segment is stored in the computer program product, and the at least one program segment is loaded and executed by the processor to implement the game interaction method of the turn-based chess game as described above.

[0016] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:

[0017] First of all, the chess piece acquisition process of traditional auto chess is "massive screening in the store + gold coins to buy the chess pieces you want", which requires players to purchase the chess pieces they want from dozens or hundreds 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 screen hundreds of pieces of information; in this application, the chess piece acquisition process 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 screen 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 number of operations that users need to process, and is more suitable for novice players.

[0018] Secondly, since random automatic card drawing introduces a random factor, the cards in the player's hand may not be what he wants. Therefore, by allowing players who failed in the previous round to gain stronger card replacement capabilities in this round, a catch-up mechanism is provided, making it more likely that players who failed in the previous round will obtain the cards they want in this round, effectively balancing the disadvantages brought to players by the random factors of card acquisition in the process of players passively receiving card distribution. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] 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.

[0020] Figure 1 This is a structural block diagram of a computer system provided by one embodiment of the present application;

[0021] 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;

[0022] Figure 3 This is a schematic diagram of an interface of a turn-based chess game provided by an embodiment of the present application;

[0023] Figure 4 This is a card diagram of a chess piece card provided by one embodiment of the present application;

[0024] Figure 5 This is a card diagram of an effect card provided by one embodiment of the present application;

[0025] Figure 6 This is a card diagram of an equipment card provided by an embodiment of the present application;

[0026] Figure 7 This is a card diagram of a chess player card provided by one embodiment of the present application;

[0027] 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;

[0028] Figure 9 This is a schematic diagram of a chess player selection interface provided by an embodiment of the present application;

[0029] Figure 10 This is a schematic diagram of a game interface in the preparation phase provided by an embodiment of the present application;

[0030] 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;

[0031] Figure 12 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;

[0032] Figure 13 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;

[0033] Figure 14 This is a schematic diagram of a game interface during the battle phase provided by one embodiment of the present application;

[0034] Figure 15 This is a schematic diagram of a settlement interface provided by an embodiment of the present application;

[0035] Figure 16 This is a schematic diagram of an interface for a lagging catch-up mechanism in a turn-based chess game in related art;

[0036] Figure 17 This is a schematic diagram of an interface for replacing cards in a turn-based chess game provided by one embodiment of the present application;

[0037] Figure 18 This is a schematic diagram of the interface of the card exchange control provided by one embodiment of the present application;

[0038] Figure 19 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;

[0039] Figure 20 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;

[0040] Figure 21 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;

[0041] Figure 22 This is a structural block diagram of a turn-based chess game interaction device provided by one embodiment of the present application;

[0042] Figure 23 It is a block diagram of a computer device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION

[0043] 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.

[0044] First, the nouns involved in the embodiments of this application are introduced:

[0045] 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.

[0046] 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).

[0047] 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.

[0048] 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.

[0049] 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.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] Player: refers to a virtual character played by the player. Each player has different special abilities that can help the player to play the game better.

[0054] Swapping: A player's action in dealing with their hand of cards. Players possess a number of cards and can choose to swap them, returning some cards to increase their chances of obtaining the desired card. Typically, players can only swap once per turn; swapping consumes energy, and cannot be performed if the player's remaining energy is insufficient.

[0055] Figure 1The 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 .

[0056] 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.

[0057] 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.

[0058] 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 the round.

[0059] 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.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] In an illustrative example, the 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. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store user account data used by the first terminal 110, the 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 the user accounts are located. The battle service module 124 is configured to provide multiple battle rooms for users to engage in battles. The user-facing I / O interface 125 is configured to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 via a wireless network or a wired network.

[0065] 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.

[0066] 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.

[0067] The method includes:

[0068] 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;

[0069] 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.

[0070] Combined with reference Figure 3 The game interface includes a chessboard area 10 and a hand area 11.

[0071] 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.

[0072] 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.

[0073] 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.

[0074] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.

[0075] 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;

[0076] 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.

[0077] 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.

[0078] 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.

[0079] 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.

[0080] 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.

[0081] 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.

[0082] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] 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.

[0087] Classification of card types:

[0088] 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.

[0089] Chess Cards:

[0090] 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.

[0091] 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.

[0092] 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.

[0093] 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.

[0094] 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.

[0095] 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.

[0096] 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.

[0097] Effect Cards:

[0098] 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.

[0099] 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.

[0100] 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.

[0101] 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:

[0102] 1. Increase the probability and / or quantity of chess cards obtained by your players;

[0103] 2. Increase the probability or number of players obtaining chess cards with the same name as the chess pieces on the field;

[0104] 3. Reduce the energy consumed by your players when acquiring chess cards;

[0105] 4. Increase the number of chess cards that your players can exchange for;

[0106] 5. Reduce the energy consumed by your players when exchanging chess cards;

[0107] 6. Improve the level of at least one chess piece on the field;

[0108] 7. Add equipment to at least one chess piece on the field;

[0109] 8. Upgrade the equipment level of at least one chess piece on the field;

[0110] 9. Reduce energy consumption when playing / changing cards;

[0111] 10. Increase the probability of obtaining certain cards;

[0112] 11. Increase the number of cards that can be obtained;

[0113] 12. Increase the chance of changing cards, and so on, I will not go into details one by one.

[0114] 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.

[0115] 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.

[0116] 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.

[0117] Equipment Cards:

[0118] 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.

[0119] 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.

[0120] Energy value 43 refers to the amount of energy required to play this equipment card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may require different amounts of energy to play. For example, five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points to play, respectively. Optionally, the energy costs of different cards may be adjusted periodically or irregularly based on game balance.

[0121] The equipment description 44 of the equipment card is used to describe the effect of the equipment after being worn.

[0122] Chess player cards:

[0123] 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.

[0124] 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.

[0125] 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.

[0126] 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.

[0127] 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.

[0128] Based on the introduction of the above four types of cards:

[0129] 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.

[0130] 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.

[0131] 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.

[0132] How to obtain cards:

[0133] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:

[0134] 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.

[0135] 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.

[0136] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.

[0137] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.

[0138] Acquisition condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange.

[0139] 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.

[0140] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.

[0141] Obtaining condition 8: Purchase card operation.

[0142] 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.

[0143] 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.

[0144] 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:

[0145] Player selection phase:

[0146] 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;

[0147] 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.

[0148] 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.

[0149] For example, Figure 9As 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.

[0150] 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.

[0151] 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.

[0152] 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.

[0153] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.

[0154] Preparation phase for each round:

[0155] Step 340: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area;

[0156] 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.

[0157] 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.

[0158] 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.

[0159] Step 360: In response to the play operation of at least one card, execute a battle preparation operation related to the own chess piece;

[0160] 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:

[0161] 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;

[0162] 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;

[0163] 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;

[0164] 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.

[0165] 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.

[0166] Regarding step 362 (chess card):

[0167] 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.

[0168] 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.

[0169] 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.

[0170] 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.

[0171] 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.

[0172] 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.

[0173] 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.

[0174] 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.

[0175] Regarding step 364 (equip the card):

[0176] 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.

[0177] 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;

[0178] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.

[0179] Regarding step 366 (effect card):

[0180] 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.

[0181] According to the objects of action, effect cards are divided into two categories:

[0182] Type 1: Increases the effect on the own chess pieces within the chessboard area;

[0183] Type 2: Adds effects to the card acquisition process.

[0184] 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.

[0185] 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.

[0186] Regarding step 368 (player card):

[0187] In response to the play operation on the player's card, at least one of the following preparation operations is performed:

[0188] 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.

[0189] 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.

[0190] 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.

[0191] Card swap function:

[0192] 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.

[0193] Delete card function:

[0194] 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.

[0195] Player level upgrade function:

[0196] 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.

[0197] 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.

[0198] The battle phase of each round:

[0199] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area;

[0200] 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.

[0201] 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.

[0202] Battle settlement phase:

[0203] 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.

[0204] 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.

[0205] When the health value is deducted to zero, the player is eliminated from the game.

[0206] 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.

[0207] 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.

[0208] Exemplary references Figure 15 The 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.

[0209] 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.

[0210] 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.

[0211] 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.

[0212] 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.

[0213] In turn-based chess games, a certain compensation mechanism can be provided in the current round for players who lost in the previous round. In related technologies, for players who have fallen behind in the completed round, an economic compensation mechanism is used to help them catch up with other players. Figure 16As shown, the user interface displays a gold coin description 71, a losing streak 72, and a gold coin amount 73. Gold coin description 71 indicates that after the third and fourth consecutive rounds of losing, the player will receive one gold coin as compensation; after the fifth consecutive round of losing, the player will receive two gold coins as compensation; and after the sixth and subsequent consecutive rounds of losing, the player will receive three gold coins as compensation. Losing streak 72 records the current number of losing rounds, and gold coin amount 73 records the current number of gold coins. If losing streak 72 reaches a preset number, gold coin amount 73 will increase according to preset rules. However, the mechanism for providing financial compensation to players who lost in the previous round in related art is not applicable to the turn-based chess game based on card distribution in this application.

[0214] The turn-based chess game involved in this application changes the traditional chess piece purchasing process that requires users to actively choose to a process in which players passively receive distributed cards. Therefore, it has a certain random luck factor. Therefore, it is necessary to establish a catching-up mechanism for players who passively receive distributed cards, and provide certain compensation measures for players who temporarily fall behind in the game, so as to balance the disadvantages brought by luck when players passively receive card distribution.

[0215] In the technical solution proposed in this application, after a player loses the previous round, he can get an additional and lower-cost card exchange opportunity in this round, for example, an additional free card exchange opportunity in this round.

[0216] First, the process of the card changing operation in the technical solution proposed in this application is introduced. Figure 17 A schematic diagram of the user interface for performing a card swap operation in the technical solution proposed in this application is shown. As shown, the user interface displays a board area 10 and a hand area 11. The user interface also includes a card swap control 80, which displays the number "1" to indicate that the current card swap operation requires 1 energy value.

[0217] The player wishes to replace the "Pawn A" card 81 and the "Effect A" card 82 in the hand area 11. The player clicks the card exchange control 80, and the user interface displays a candidate card area 83 and a selected card area 84. The player selects the card they wish to replace in the candidate card area 83, and the selected card moves from the candidate card area 83 to the selected card area 84. As shown in the figure, the "Pawn A" card 81 and the "Effect A" card 82 move from the candidate card area 83 to the selected card area 84. After selecting the cards they wish to replace, the player clicks the confirmation control 85 on the user interface to confirm the replacement of the selected cards.

[0218] After the player confirms the card replacement, new cards equal to the selected replacement cards are replaced in the player's hand area; as shown in the figure, the hand area 11 displays the replaced cards, namely the "chess piece B" card 86 and the "effect B" card 87.

[0219] After the player has used up the number of times to change cards in this round, the card changing control 80 is displayed as "Cards Changed". Optionally, the card changing control 80 also cancels the highlighting.

[0220] Based on the above card swap mechanism, if a player fails in the previous round, the number of card swaps in this round will be increased, and the energy required for each additional card swap will be reduced. For example, if a player fails, the number of card swaps will be increased by 1, and the energy required for this additional card swap will be reduced to 0.

[0221] Figure 18 FIG1 shows an interface diagram of a card changing control provided by an exemplary embodiment of the present application. Figure 18 As shown in (a), the card-changing control represents that it currently requires 0 energy value to change cards; Figure 18 As shown in (b), the card-changing control represents that 1 energy value is currently required to change the card; Figure 18 (c) shows that the card swap control indicates that the number of card swaps for this round has been used up and the player cannot perform any more card swap operations. Figure 18 (a) and Figure 18 The card change control shown in (b) is highlighted; Figure 18 The card change control shown in (c) is unhighlighted.

[0222] In one possible implementation, if the player loses the previous round, he or she will get an extra free card exchange opportunity in this round, that is, the initial display of the card exchange control in this round is as follows: Figure 18 (a); After the free card exchange opportunity is used up, the player still has the number of regular card exchanges in each round. Regular card exchanges require 1 energy value, that is, after the free card exchange opportunity is used up, the card exchange control switches to display as shown below. Figure 18 (b) As shown; After the player has used up all the card exchange opportunities in this round, the card exchange control switches to the following Figure 18 (c) shown.

[0223] The technical solution proposed in this application can effectively compensate the lagging players, so that they can get the expected cards with a greater probability through stronger card exchange ability, and balance the disadvantages brought by the randomness of luck in the process of passively accepting card distribution.

[0224] Figure 19A 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 as an example of a terminal device executing the method, and the terminal device is logged in with a first account. The method includes:

[0225] Step 420: Displaying the game interface of the turn-based chess game;

[0226] The game interface of a turn-based chess game includes a chessboard area and a hand area. For example, Figure 3 The chessboard area 10 and the hand card area 11 on the battle interface shown in FIG.

[0227] The chessboard area is used to accommodate chess pieces involved in the game. Optionally, during the preparation phase, the chessboard area on the game interface only displays the chessboard area of the player's side, while during the battle phase, the chessboard area on the game interface displays the chessboard areas of both players.

[0228] The hand area is used to display the cards dealt to the first account, i.e., the cards obtained and unused by the first account. Optionally, if the first account holds more than one card, these cards are arranged in a fan-shaped pattern in the hand area 11. The order of arrangement can be determined by at least one factor: the time of draw, card type, number of cards of the same type, number of copies of the same card, and card quality. Optionally, at least one card held by the first account has an upper limit, such as a maximum of 8 or 10 cards. Excess cards will be discarded if this limit is exceeded. The first account can play all or part of its cards in each battle round.

[0229] Cards are used to perform battle preparation operations related to your side. Optionally, different cards have different card types. Different card types have different battle preparation functions, used to implement at least one of the following battle preparation operations: adding your own pieces, reducing your own pieces, upgrading your own pieces, adding equipment to your own pieces, removing equipment from your own pieces, and increasing buffs on your own pieces.

[0230] In some embodiments, the player card is selected before the game begins and cannot be changed during the game, so the cards in the hand area do not include the player card. The cards in the hand area include at least one of a chess piece card, an equipment card, and an effect card.

[0231] Step 440: If the battle result of the previous round is a failure, the first card exchange ability for the cards in the hand area is obtained in this round; if the battle result of the previous round is a victory, the second card exchange ability for the cards in the hand area is obtained in this round.

[0232] For players who lost the battle in the previous round, they need to be compensated in this round so that they have a chance to catch up with other players. Therefore, the card exchange ability they obtain for the cards in the hand area in this round is stronger than that of the players who won the previous round; that is, the first card exchange ability is stronger than the second card exchange ability.

[0233] The card swap ability includes at least one of the following: the energy cost of swapping cards; the number of times a card can be swapped; or the number of cards that can be swapped. The following describes the different card swap abilities.

[0234] (1) Card swapping ability is the energy consumed when swapping cards:

[0235] Exemplarily, when the battle result of the previous round is a failure, a first energy consumption value is obtained for the cards in the hand area in the current round, and the first energy consumption value is used to indicate that the energy consumption value when replacing the cards in the current round is the first value; when the battle result of the previous round is a victory, a second energy consumption value is obtained for the cards in the hand area in the current round, and the second energy consumption value is used to indicate that the energy consumption value when replacing the cards in the current round is the second value; wherein, the first value is less than the second value.

[0236] That is, players who lost in the previous round can exchange cards for a lower energy cost this round, helping the lagging players get a higher chance of obtaining the cards they're looking for. For example, the first value is 0 and the second value is 1; that is, the player who lost in the previous round can exchange cards for free this round, while the player who won the previous round needs to spend 1 energy to exchange cards this round.

[0237] In some embodiments, the game interface displays a card exchange control for triggering the card exchange function, and the card exchange control displays the energy consumption value when changing cards. That is, when the battle result of the previous round is a failure, the energy consumption value displayed on the card exchange control is a first value; or, when the battle result of the previous round is a victory, the energy consumption value displayed on the card exchange control is a second value; wherein the first value is less than the second value. For example, when the player failed in the battle in the previous round, the energy consumption value displayed on the card exchange control in this round is 0, such as Figure 18 (a) As shown; if the player wins the battle in the previous round, the energy consumption value displayed on the card exchange control in this round is 1, as shown in Figure 18 (b) shown.

[0238] In some embodiments, players who lost a previous round are eligible for a limited number of low-cost card swaps in the current round; after exceeding this threshold, the energy cost of swapping cards returns to its original level. Specifically, if a player lost a previous round and the number of card swaps in the current round reaches a third value, the energy cost displayed on the swap control changes from the first value to the second value, where the third value represents the additional number of card swaps in the current round resulting from the previous round's loss. For example, if the third value is 1, the player who lost the previous round receives one additional free card swap in the current round. After the free swap, the energy cost of swapping cards returns to the normal value of 1.

[0239] (2) Card swapping capacity is the number of times a card can be swapped:

[0240] Exemplarily, when the battle result of the previous round is a failure, a first remaining number of replacements for the cards in the hand area is obtained in the current round, and the first remaining number of replacements is used to indicate that the remaining number of replacements when replacing cards in the current round is a fourth value; when the battle result of the previous round is a victory, a second remaining number of replacements for the cards in the hand area is obtained in the current round, and the second remaining number of replacements is used to indicate that the remaining number of replacements when replacing cards in the current round is a fifth value; wherein, the fourth value is greater than the fifth value.

[0241] That is, players who lost in the previous round will receive more card swaps this round, helping the lagging players get a higher chance of obtaining the cards they're looking for. For example, if the fourth value is 2 and the fifth value is 1, the defeated player will have two card swaps this round, while the victorious player will only have one.

[0242] In some embodiments, the game interface displays a card swap control for triggering the card swap function, and the card swap control displays the number of remaining card swaps for the current round. If the previous round's battle result was a loss, the card swap control displays a fourth value for the remaining number of swaps; or, if the previous round's battle result was a victory, the card swap control displays a fifth value for the remaining number of swaps. For example, if the player lost the previous round, the card swap control displays a number of 2 for the current round; if the player won the previous round, the card swap control displays a number of 1 for the current round.

[0243] (3) Card swapping capacity is the number of cards that can be swapped:

[0244] Exemplarily, when the battle result of the previous round is a failure, a first remaining number of replaceable cards in the hand area is obtained in the current round, and the first remaining number of replaceable cards is used to indicate that the remaining number of replaceable cards when replacing cards in the current round is a sixth value; when the battle result of the previous round is a victory, a second remaining number of replaceable cards in the hand area is obtained in the current round, and the second remaining number of replaceable cards is used to indicate that the remaining number of replaceable cards when replacing cards in the current round is a seventh value; wherein, the sixth value is greater than the seventh value.

[0245] That is, players who lost in the previous round will receive more cards to replace in this round, helping the lagging players to get their desired cards with a higher probability. For example, the sixth value is 12 and the seventh value is 10; that is, the player who lost in the previous round can replace up to 12 cards in this round, while the player who won the previous round can replace up to 10 cards in this round.

[0246] In some embodiments, the game interface displays a card swap control for triggering the card swap function. The card swap control displays the number of cards remaining to be swapped in the current round. If the previous round's battle result was a loss, the card swap control displays a sixth value for the number of cards remaining to be swapped; or, if the previous round's battle result was a victory, the card swap control displays a seventh value for the number of cards remaining to be swapped. For example, if the player lost the previous round, the card swap control displays 12 cards remaining to be swapped in the current round; if the player won the previous round, the card swap control displays 10 cards remaining to be swapped in the current round.

[0247] It should be noted that the three card-changing abilities described above can be used individually or in combination. For example, the first card-changing ability can simultaneously have the advantages of lower energy consumption when changing cards and a greater number of card changes compared to the second card-changing ability. For another example, the first card-changing ability can simultaneously have the advantages of lower energy consumption when changing cards and a greater number of card changes compared to the second card-changing ability. This application does not impose any restrictions on this.

[0248] In some embodiments, in response to a player's swap operation, the first card in the hand area is replaced with a second card. Specifically, in response to the player's swap operation, if the previous round's battle result was a loss, the first card in the hand area is replaced with the second card according to the first swap ability; if the previous round's battle result was a victory, the first card in the hand area is replaced with the second card according to the second swap ability. Optionally, the first card and the second card are different cards. Alternatively, the first card is replaced with the second card according to card type, i.e., the first card and the second card are of the same type.

[0249] In summary, the method provided in the embodiment of the present application provides players with the opportunity to change cards after the system distributes cards, so that players only need to understand a small number of cards and have the opportunity to choose to change cards independently, avoiding players from understanding and screening a large amount of product information in the store, reducing the amount of information and the number of operations that players need to process, and improving the efficiency of human-computer interaction.

[0250] In addition, the method provided in the embodiment of the present application enhances the card-exchanging ability of players who lost the battle in the previous round in the current round, so that the lagging players have a higher probability of obtaining the cards they expect by exchanging cards in the current round, effectively balancing the disadvantages brought about by the random factors when players passively receive card distribution.

[0251] Figure 20 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 as an example of a terminal device executing the method, and the terminal device is logged in with a first account. The method includes:

[0252] Step 520: Displaying the game interface of the turn-based chess game;

[0253] The game interface of a turn-based chess game includes a chessboard area and a hand area. For example, Figure 3 The chessboard area 10 and the hand card area 11 on the battle interface shown in FIG.

[0254] The chessboard area is used to accommodate chess pieces involved in the game. Optionally, during the preparation phase, the chessboard area on the game interface only displays the chessboard area of the player's side, while during the battle phase, the chessboard area on the game interface displays the chessboard areas of both players.

[0255] The hand area is used to display the cards dealt to the first account, i.e., the cards obtained and unused by the first account. Optionally, if the first account holds more than one card, these cards are arranged in a fan-shaped pattern in the hand area 11. The order of arrangement can be determined by at least one factor: the time of draw, card type, number of cards of the same type, number of copies of the same card, and card quality. Optionally, at least one card held by the first account has an upper limit, such as a maximum of 8 or 10 cards. Excess cards will be discarded if this limit is exceeded. The first account can play all or part of its cards in each battle round.

[0256] Cards are used to perform battle preparation operations related to your side. Optionally, different cards have different card types. Different card types have different battle preparation functions, used to implement at least one of the following battle preparation operations: adding your own pieces, reducing your own pieces, upgrading your own pieces, adding equipment to your own pieces, removing equipment from your own pieces, and increasing buffs on your own pieces.

[0257] In some embodiments, the player card is selected before the game begins and cannot be changed during the game, so the cards in the hand area do not include the player card. The cards in the hand area include at least one of a chess piece card, an equipment card, and an effect card.

[0258] Step 542: If the battle result of the previous round was a loss, obtain a first energy consumption value for the card in the hand area in the current round; if the battle result of the previous round was a victory, obtain a second energy consumption value for the card in the hand area in the current round;

[0259] The first energy consumption value indicates that the energy consumed when changing cards in this round is a first value; the second energy consumption value indicates that the energy consumed when changing cards in this round is a second value. The first value is less than the second value. This means that players who lost in the previous round will have the opportunity to change cards at a lower energy cost in this round, thereby increasing the chances of losing players obtaining their desired cards in this round.

[0260] For example, the first value is 0 and the second value is 1; that is, the player who lost in the previous round can change cards for free in this round, while the player who won in the previous round needs to spend 1 energy value to change cards in this round.

[0261] In some embodiments, the game interface displays a card swap control for triggering a card swap function, and the card swap control displays the energy cost of swapping cards. Specifically, if the previous round of battle resulted in a loss, the energy cost displayed on the card swap control is a first value; or, if the previous round of battle resulted in a victory, the energy cost displayed on the card swap control is a second value; wherein the first value is less than the second value.

[0262] For example, if the player loses the battle in the previous round, the energy consumption value displayed on the card exchange control in this round is 0, such as Figure 18 (a) As shown; if the player wins the battle in the previous round, the energy consumption value displayed on the card exchange control in this round is 1, as shown in Figure 18 (b) shown.

[0263] In some embodiments, players who lost a previous round are eligible for a limited number of low-cost card swaps in the current round; after exceeding this threshold, the energy cost of swapping cards returns to normal. Specifically, if a player lost a previous round and the number of card swaps in the current round reaches a third value, the energy cost displayed on the swap control changes from the first value to the second value, where the third value represents the additional number of card swaps in the current round that would have occurred had the player lost the previous round. For example, if the first value is 0, the second value is 1, and the third value is 1, the player who lost the previous round receives one additional free card swap in the current round; after the player has swapped cards once for free, the energy cost of swapping cards returns to the normal value of 1.

[0264] Step 544: If the battle result of the previous round was a loss, obtain a first remaining number of replacements for the cards in the hand area in the current round; if the battle result of the previous round was a victory, obtain a second remaining number of replacements for the cards in the hand area in the current round;

[0265] The first remaining number of replacements indicates the fourth number of times a card can be replaced in this round, and the second remaining number of replacements indicates the fifth number of times a card can be replaced in this round. The fourth number is greater than the fifth number. This means that players who lost in the previous round will receive more replacements in this round, thereby increasing the chances of losing players obtaining their desired cards.

[0266] For example, the fourth value is 2 and the fifth value is 1; that is, the player who lost in the previous round can have 2 chances to change cards in this round, while the player who won in the previous round has only 1 chance to change cards in this round.

[0267] In some embodiments, for each card replacement opportunity, a threshold is set for the number of cards that can be replaced; for example, the maximum number of cards that can be replaced each time is set to 10. Optionally, when the player selects the cards to be replaced, the user interface displays the currently selected number of cards and the maximum threshold for the number of cards that can be replaced.

[0268] In some embodiments, the game interface displays a card swap control for triggering a card swap function, and the card swap control displays the number of remaining card swaps for the current round. If the previous round resulted in a loss, the card swap control displays the fourth value of the remaining card swaps; or if the previous round resulted in a victory, the card swap control displays the fifth value of the remaining card swaps.

[0269] For example, if the fourth value is 2 and the fifth value is 1, then if the player loses the battle in the previous round, the remaining number of changes displayed on the card exchange control in this round is 2; if the player wins the battle in the previous round, the remaining number of changes displayed on the card exchange control in this round is 1.

[0270] Step 546: If the battle result of the previous round was a loss, obtain a first remaining number of cards that can be replaced in the hand area in the current round; if the battle result of the previous round was a victory, obtain a second remaining number of cards that can be replaced in the hand area in the current round;

[0271] The first remaining number of replacements indicates the sixth value for the number of cards remaining to be replaced in this round, and the second remaining number of replacements indicates the seventh value for the number of cards remaining to be replaced in this round; the sixth value is greater than the seventh value. This means that players who lost in the previous round will receive more replacement cards in this round, thereby increasing the chances of players who are behind obtaining their desired cards.

[0272] For example, the sixth value is 12 and the seventh value is 10; that is, the player who lost in the previous round can replace up to 12 cards in this round, and the player who won in the previous round can replace up to 10 cards in this round.

[0273] In some embodiments, the game interface displays a card exchange control for triggering the card exchange function, and the card exchange control displays the remaining number of cards that can be replaced when replacing cards in this round; when the battle result of the previous round is a failure, the remaining number of cards that can be replaced is displayed on the card exchange control as a sixth value; or, when the battle result of the previous round is a victory, the remaining number of cards that can be replaced is displayed on the card exchange control as a seventh value.

[0274] For example, if the sixth value is 12 and the seventh value is 10, then if the player loses the battle in the previous round, the number of cards remaining to be replaced displayed on the card exchange control in this round is 12; if the player wins the battle in the previous round, the number of cards remaining to be replaced displayed on the card exchange control in this round is 10.

[0275] It should be noted that steps 542 to 546 described above can be performed separately or in combination. For example, by combining step 542 with step 544, the first card-changing ability can have the advantages of lower energy consumption when changing cards and a greater number of card changes compared to the second card-changing ability, and the card-changing control simultaneously displays the energy consumption for changing cards and the number of card changes remaining. For another example, by combining step 542 with step 546, the first card-changing ability can have the advantages of lower energy consumption when changing cards and a greater number of card changes compared to the second card-changing ability, and the card-changing control simultaneously displays the energy consumption for changing cards and the number of card changes remaining. This application does not impose any restrictions on this.

[0276] Step 550: Replace the first card in the hand area with the second card.

[0277] For example, in response to a player's swap operation, the first card in the hand area is replaced with the second card. That is, in response to the player's swap operation, if the previous round's battle result was a loss, the first card in the hand area is replaced with the second card according to the first swap ability; if the previous round's battle result was a victory, the first card in the hand area is replaced with the second card according to the second swap ability. The first swap ability is stronger than the second swap ability.

[0278] In some embodiments, if a player's card swapping operation exceeds the player's card swapping capacity, a prompt message is displayed on the user interface. For example, if the player's remaining energy is insufficient to perform a card swap operation, a prompt message indicating insufficient energy may be displayed on the user interface. For another example, if the player's remaining number of cards to be swapped is insufficient, a prompt message indicating insufficient cards may be displayed on the user interface.

[0279] In some embodiments, the game interface displays a card swap control for triggering a card swap function. In response to a selection operation on the card swap control, a candidate card area and a selected card area are displayed, wherein the candidate card area is used to display candidate cards that have not been selected for replacement, and the selected card area is used to display cards that have been selected for replacement. In response to a selection operation on a first card in the candidate card area, the first card is moved from the candidate card area to the selected card area. In response to confirming the card swap operation, the first card in the hand area of the game interface is replaced with a second card.

[0280] like Figure 17As shown, in response to a selection operation on the card exchange control 80 (e.g., a click operation on the card exchange control 80), the candidate card area 83 and the selected card area 84 are displayed; in response to a selection operation on the first card in the candidate card area 83 (e.g., a click operation on the first card), the first card is moved from the candidate card area 83 to the selected card area 84, as shown in the figure, the "chess piece A" card 81 and the "effect A" card 82 are moved from the candidate card area 83 to the selected card area 84; in response to a confirmation operation on the card exchange (e.g., a selection operation on the confirmation control 85), the first card in the hand area 11 of the battle interface is replaced with a second card, as shown in the figure, the "chess piece B" card 86 and the "effect B" card 87.

[0281] In some embodiments, the first card and the second card are different cards, i.e., the second card is drawn from a deck other than the first card. Alternatively, there is a chance that the first card and the second card are the same card, for example, by redrawing from all cards to obtain the second card; or, in another example, after reducing the chance of drawing the first card, redrawing from all cards to obtain the second card.

[0282] In some embodiments, the first card is replaced with the second card according to the card type, that is, the first card and the second card are the same type of card. That is, in response to confirming the card replacement operation, the first card in the hand area of the battle interface is replaced with the second card of the same card type. For example Figure 17 As shown, the "chess piece A" card 81 is replaced with a "chess piece B" card 86 of the same card type but different card content, and the "effect A" card 82 is replaced with an "effect B" card 87 of the same card type but different card content.

[0283] In some embodiments, when the card type is an effect card, the effect card includes primary and secondary effect cards, and the secondary effect card also includes at least one of a general effect card, a chess piece type effect card, and a faction effect card.

[0284] In some embodiments, the card types include primary and secondary types. In response to confirming a card swap operation, a first card in the hand area of the battle interface is replaced with a second card of the same primary and secondary types; or, in response to confirming a card swap operation, a first card in the hand area of the battle interface is replaced with a second card of the same primary and secondary types.

[0285] In some embodiments, the card types include primary types and secondary types. In response to confirming a card swap operation, a first card in the hand area of the battle interface is replaced with a second card of the same first type and the same secondary type under a first probability; and in response to confirming the card swap operation, a second card in the hand area of the battle interface is replaced with a second card of the same primary type and a different secondary type under a second probability; wherein the sum of the first probability and the second probability is one.

[0286] In summary, the method provided in the embodiment of the present application provides players with the opportunity to change cards after the system distributes cards, so that players only need to understand a small number of cards and have the opportunity to choose to change cards independently, avoiding players from understanding and screening a large amount of product information in the store, reducing the amount of information and the number of operations that players need to process, and improving the efficiency of human-computer interaction.

[0287] In addition, the method provided in the embodiment of the present application enhances the card-exchanging ability of players who lost the battle in the previous round in the current round, so that the lagging players have a higher probability of obtaining the cards they expect by exchanging cards in the current round, effectively balancing the disadvantages brought about by the random factors obtained when passively receiving card distribution in the game.

[0288] In addition, by making the first card and the second card belong to the same card type but different card content, players will not draw unwanted cards or other card categories again, which increases the probability of lagging players obtaining expected cards and further balances the disadvantages brought by the random factors obtained when passively receiving card distribution in the game.

[0289] Figure 21 A flowchart of an interactive method for a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment illustrates the method by interactive execution between a player and a computer device. In this embodiment, the example of a player who lost in the previous round receiving an additional free card exchange opportunity is used for illustration. The method includes:

[0290] Step 601: Determine whether the player failed in the previous round;

[0291] After entering the preparation phase of this round, the computer device obtains the player's game data in the previous round and determines whether the player failed in the previous round based on the game data.

[0292] If the player's battle result in the previous round was a failure, step 602 is executed, that is, the player obtains enhanced card exchange ability in this round; in addition to the card exchange opportunities inherent in each round, there are additional card exchange advantages; if the player's battle result in the previous round was a victory, step 605 is executed, that is, the player only has the card exchange opportunities inherent in each round in this round.

[0293] Step 602: Supplement one additional card exchange attempt with a cost of 0;

[0294] This step is performed when the player's battle result in the previous round was failure.

[0295] The player gets one extra card exchange opportunity in this round, and the energy consumed by using this card exchange is 0.

[0296] Step 603: Determine whether the player uses a card change;

[0297] The extra card exchange opportunity obtained by the player in this round is only valid in this round and cannot be accumulated to the number of card exchanges in the next round.

[0298] Determine whether the player uses the extra free card exchange opportunity in this round. If the player uses it, execute step 605; if the player does not use it, execute step 604.

[0299] Step 604: Repeat the number of card swaps for the next round;

[0300] Since the extra card exchange opportunities obtained by players in this round are used to compensate for the players' failure in the previous round, this card exchange opportunity is only valid in this round and cannot be accumulated to the number of card exchanges in the next round.

[0301] If the player does not use the extra card exchange opportunity in this round, the number of card exchanges will be reset in the next round, and the extra card exchange opportunities will not be accumulated to the next round.

[0302] Step 605: The number of card changes remains the same as normal.

[0303] This step is performed if the player won the previous round, or if the player lost the previous round and has used up their extra card swaps. That is, the inherent card swap rules for this round are executed, and the player expends a preset amount of energy to swap cards within a limited number of times.

[0304] Figure 22 The following is a block diagram of a turn-based chess game interaction device provided by an exemplary embodiment of the present application. The device includes:

[0305] Display module 720, configured to display a game interface of the turn-based chess game, wherein the game interface includes a chessboard area and a hand area. The chessboard area is configured to accommodate chess pieces involved in the game, and the hand area is configured to display cards dealt to the first account, which are used to perform battle preparation operations related to the player's side.

[0306] The replacement module 740 is configured to obtain a first card replacement capability for the cards in the hand area in the current round if the battle result of the previous round was a loss; and obtain a second card replacement capability for the cards in the hand area in the current round if the battle result of the previous round was a victory;

[0307] The first card-changing ability is stronger than the second card-changing ability.

[0308] In one possible embodiment, the replacement module 740 is used to obtain a first energy consumption value for the card in the hand area in the current round if the battle result of the previous round is a failure, and the first energy consumption value is used to indicate that the energy consumption value when replacing the card in the current round is a first value; and to obtain a second energy consumption value for the card in the hand area in the current round if the battle result of the previous round is a victory, and the second energy consumption value is used to indicate that the energy consumption value when replacing the card in the current round is a second value; wherein the first value is less than the second value.

[0309] In one possible embodiment, the game interface displays a card exchange control for triggering a card exchange function, and the card exchange control displays the energy consumption value when changing cards; the display module 720 is used to display the energy consumption value as the first value on the card exchange control when the battle result of the previous round is a failure; or, when the battle result of the previous round is a victory, display the energy consumption value as the second value on the card exchange control.

[0310] In one possible embodiment, the display module 720 is used to change the energy consumption value displayed on the card changing control from the first value to the second value when the previous round fails and the number of card changes in the current round reaches a third value, and the third value is the number of card changes increased in the current round when the previous round fails.

[0311] In one possible embodiment, the replacement module 740 is used to obtain a first remaining number of replacements for the cards in the hand area in the current round if the battle result of the previous round is a failure, and the first remaining number of replacements is used to indicate that the remaining number of replacements when the cards are replaced in the current round is a fourth value; and to obtain a second remaining number of replacements for the cards in the hand area in the current round if the battle result of the previous round is a victory, and the second remaining number of replacements is used to indicate that the remaining number of replacements when the cards are replaced in the current round is a fifth value; wherein the fourth value is greater than the fifth value.

[0312] In one possible embodiment, the game interface displays a card exchange control for triggering a card exchange function, and the card exchange control displays the remaining number of card exchanges when the card is replaced in the current round; the display module 720 is used to display the remaining number of card exchanges as the fourth value on the card exchange control when the battle result of the previous round is a failure; or, when the battle result of the previous round is a victory, display the remaining number of card exchanges as the fifth value on the card exchange control.

[0313] In one possible embodiment, the replacement module 740 is used to obtain a first remaining number of replaceable cards for the cards in the hand area in the current round if the battle result of the previous round is a failure, and the first remaining number of replaceable cards is used to indicate that the remaining number of replaceable cards when the cards are replaced in the current round is a sixth value; and to obtain a second remaining number of replaceable cards for the cards in the hand area in the current round if the battle result of the previous round is a victory, and the second remaining number of replaceable cards is used to indicate that the remaining number of replaceable cards when the cards are replaced in the current round is a seventh value; wherein the sixth value is greater than the seventh value.

[0314] In one possible embodiment, the game interface displays a card exchange control for triggering a card exchange function, and the card exchange control displays the remaining number of replaceable cards when replacing the cards in the current round; the display module 720 is used to display the remaining number of replaceable cards as the sixth value on the card exchange control when the battle result of the previous round is a failure; or, when the battle result of the previous round is a victory, display the remaining number of replaceable cards as the seventh value on the card exchange control.

[0315] In one possible embodiment, the game interface displays a card exchange control for triggering a card exchange function, and the exchange module 740 is used to display a candidate card area and a selected card area in response to a selection operation on the card exchange control, wherein the candidate card area is used to display candidate cards that have not been selected for exchange, and the selected card area is used to display cards selected for exchange; in response to a selection operation on the first card in the candidate card area, the first card is moved from the candidate card area to the selected card area; and in response to confirming the card exchange operation, the first card in the hand area of the game interface is replaced with the second card.

[0316] In a possible implementation, the replacement module 740 is configured to replace the first card in the hand area of the battle interface with the second card of the same card type in response to the confirmation of the card replacement operation.

[0317] In one possible embodiment, the card types include a primary type and a secondary type; the replacement module 740 is used to replace the first card in the hand area of the battle interface with a second card of the same primary type and the same secondary type in response to the confirmation of the card replacement operation; or, in response to the confirmation of the card replacement operation, replace the first card in the hand area of the battle interface with a second card of the same primary type and a different secondary type.

[0318] In one possible embodiment, the card types include primary types and secondary types; the replacement module 740 is used to, in response to the confirmation of the card replacement operation, replace the first card in the hand area of the battle interface with a second card of the same primary type and the same secondary type under a first probability; in response to the confirmation of the card replacement operation, replace the first card in the hand area of the battle interface with a second card of the same primary type and a different secondary type under a second probability; wherein the sum of the first probability and the second probability is one.

[0319] The replacement module 740 is used for the first-level type including effect cards, and the second-level type including at least one of: general effect cards, chess piece type effect cards, and faction effect cards.

[0320] Figure 23 13 is a schematic diagram illustrating the structure of a computer device according to an exemplary embodiment. The computer device may include a terminal or a server. The computer device 1300 includes a central processing unit (CPU) 1301, a system memory 1304 including a random access memory (RAM) 1302 and a read-only memory (ROM) 1303, and a system bus 1305 connecting the system memory 1304 and the central processing unit 1301. In some embodiments, the computer device 1300 may also include a basic input / output system (I / O system) 1306 for facilitating information transmission between various components within the computer device, and a mass storage device 1307 for storing an operating system 1313, application programs 1314, and other program modules 1315.

[0321] The basic input / output system 1306 includes a display 1308 for displaying information and an input device 1309, such as a mouse or keyboard, for user input. Both the display 1308 and the input device 1309 are connected to the central processing unit 1301 via an input / output controller 1310 connected to the system bus 1305. The basic input / output system 1306 may also include an input / output controller 1310 for receiving and processing input from a variety of other devices, such as a keyboard, mouse, or electronic stylus. Similarly, the input / output controller 1310 also provides output to a display screen, printer, or other types of output devices.

[0322] The mass storage device 1307 is connected to the central processing unit 1301 via a mass storage controller (not shown) connected to the system bus 1305. The mass storage device 1307 and its associated computer-readable medium provide non-volatile storage for the computer device 1300. In other words, the mass storage device 1307 may include computer-readable media (not shown) such as a hard disk or a CD-ROM drive.

[0323] Without loss of generality, the computer device readable medium may include computer device storage media and communication media. Computer device storage media include volatile and non-volatile, removable and non-removable media implemented by any method or technology for storing information such as computer device readable instructions, data structures, program modules or other data. Computer device storage media include RAM, ROM, Erasable Programmable Read-Only Memory (EPROM), Electrically Erasable Programmable Read-Only Memory (EEPROM), CD-ROM, Digital Video Disc (DVD) or other optical storage, tape cassettes, magnetic tapes, disk storage or other magnetic storage devices. Of course, those skilled in the art will appreciate that the computer device storage media is not limited to the above-mentioned ones. The above-mentioned system memory 1304 and mass storage device 1307 can be collectively referred to as memory.

[0324] According to various embodiments of the present disclosure, the computer device 1300 may also be connected to a remote computer device on a network such as the Internet for operation. That is, the computer device 1300 may be connected to the network 1311 via the network interface unit 1312 connected to the system bus 1305, or the network interface unit 1312 may be used to connect to other types of networks or remote computer device systems (not shown).

[0325] The memory also includes one or more programs, which are stored in the memory. The central processing unit 1301 implements all or part of the steps of the above-mentioned turn-based chess game interaction method by executing the one or more programs.

[0326] The present application provides a computer-readable storage medium, in which at least one program is stored. The at least one program is loaded by the processor and executes the game interaction method of the turn-based chess game provided by the above-mentioned various method embodiments.

[0327] The present application also provides a computer program product, in which at least one program is stored. The at least one program is loaded by the processor and executes the game interaction method for the turn-based chess game provided by the above-mentioned various method embodiments.

[0328] 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.

[0329] 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.

[0330] 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.

Claims

1. A method for interactive play in a turn-based chess game, characterized in that: The method is executed by a client logged in with a first account, and includes: Displaying a game interface of the turn-based chess game, the game interface including a chessboard area and a hand area, the chessboard area being used to accommodate chess pieces involved in the game, the hand area being used to display cards dealt to the first account, and the cards being used to execute battle preparation operations related to the side; If the result of the battle in the previous round was a loss, the first card exchange ability for the cards in the hand area is obtained in the current round; if the result of the battle in the previous round was a victory, the second card exchange ability for the cards in the hand area is obtained in the current round; The first card-changing ability is stronger than the second card-changing ability.

2. The method according to claim 1, characterized in that In the case where the battle result of the previous round is a failure, obtaining the first card exchange ability for the cards in the hand area in the current round includes: When the battle result of the previous round is a failure, obtaining a first energy consumption value for the card in the hand area in the current round, the first energy consumption value being used to indicate that the energy consumption value when replacing the card in the current round is a first value; When the battle result of the previous round is victory, the second card exchange ability for the cards in the hand area is obtained in the current round, including: When the battle result of the previous round is victory, obtaining a second energy consumption value for the card in the hand area in the current round, the second energy consumption value being used to indicate that the energy consumption value when replacing the card in the current round is a second value; The first value is less than the second value.

3. The method according to claim 2, characterized in that The game interface displays a card-changing control for triggering a card-changing function, and the card-changing control displays a value of energy consumed when changing cards; The method further comprises: When the battle result of the previous round is a failure, the energy consumption value is displayed as the first value on the card changing control; or, When the battle result of the previous round is victory, the energy consumption value displayed on the card changing control is the second value.

4. The method according to claim 3, characterized in that The method further comprises: When the previous round fails and the number of card changes in the current round reaches a third value, the energy consumption value displayed on the card change control changes from the first value to the second value, and the third value is the number of card changes increased in the current round when the previous round fails.

5. The method according to claim 1, characterized in that In the case where the battle result of the previous round is a failure, obtaining the first card exchange ability for the cards in the hand area in the current round includes: When the battle result of the previous round is a failure, obtaining a first remaining number of replacements for the card in the hand area in the current round, wherein the first remaining number of replacements is used to indicate that the remaining number of replacements when replacing the card in the current round is a fourth value; When the battle result of the previous round is victory, the second card exchange ability for the cards in the hand area is obtained in the current round, including: If the battle result of the previous round is victory, obtaining a second remaining number of replacements for the card in the hand area in the current round, the second remaining number of replacements being used to indicate that the remaining number of replacements when replacing the card in the current round is a fifth value; The fourth value is greater than the fifth value.

6. The method according to claim 5, characterized in that The game interface displays a card exchange control for triggering a card exchange function, and the card exchange control displays the remaining number of card exchanges in the current round; The method further comprises: In the case where the battle result of the previous round is a failure, the remaining number of card changes is displayed as the fourth value on the card change control; or, When the battle result of the previous round is victory, the remaining number of card changes is displayed on the card change control as the fifth value.

7. The method according to claim 1, characterized in that In the case where the battle result of the previous round is a failure, obtaining the first card exchange ability for the cards in the hand area in the current round includes: When the battle result of the previous round is a loss, a first remaining number of replaceable cards in the hand area is obtained in the current round, wherein the first remaining number of replaceable cards is used to indicate that the remaining number of replaceable cards when replacing the card in the current round is a sixth value; When the battle result of the previous round is victory, the second card exchange ability for the cards in the hand area is obtained in the current round, including: If the battle result of the previous round is victory, a second remaining number of replaceable cards in the hand area is obtained in the current round, where the second remaining number of replaceable cards is used to indicate that the remaining number of replaceable cards when replacing the card in the current round is a seventh value; The sixth value is greater than the seventh value.

8. The method according to claim 7, characterized in that The game interface displays a card exchange control for triggering a card exchange function, and the card exchange control displays the number of cards remaining to be exchanged when the card is exchanged in the current round; The method further comprises: When the battle result of the previous round is a failure, the remaining number of replaceable cards is displayed as the sixth value on the card replacement control; or, When the battle result of the previous round is victory, the remaining number of replaceable cards displayed on the card changing control is the seventh value.

9. The method according to claim 1, characterized in that The game interface displays a card swap control for triggering a card swap function, and the method further includes: In response to a selection operation on the card exchange control, a candidate card area and a selected card area are displayed, wherein the candidate card area is used to display candidate cards that have not been selected for exchange, and the selected card area is used to display cards that have been selected for exchange; In response to a selection operation on the first card in the candidate card area, moving the first card from the candidate card area to the selected card area; In response to confirming the card exchange operation, the first card in the hand area of the battle interface is replaced with the second card.

10. The method according to claim 9, characterized in that In response to confirming the card exchange operation, replacing the first card in the hand area of the battle interface with the second card includes: In response to the confirmed card exchange operation, the first card in the hand area of the battle interface is replaced with the second card of the same card type.

11. The method according to claim 10, characterized in that The card types include primary type and secondary type; In response to the confirmation of the card exchange operation, replacing the first card in the hand area of the battle interface with the second card of the same card type includes: In response to the confirmed card exchange operation, the first card in the hand area of the battle interface is replaced with a second card of the same primary type and the same secondary type; or In response to the confirmed card exchange operation, the first card in the hand area of the battle interface is replaced with a second card of the same primary type and a different secondary type.

12. The method according to claim 10, characterized in that The card types include primary type and secondary type; In response to the confirmation of the card exchange operation, replacing the first card in the hand area of the battle interface with the second card of the same card type includes: In response to the confirmed card exchange operation, replacing the first card in the hand area of the battle interface with a second card of the same primary type and the same secondary type under a first probability; In response to the confirmed card exchange operation, replacing the first card in the hand area of the battle interface with a second card of the same primary type and a different secondary type under a second probability; The sum of the first probability and the second probability is one.

13. The method according to claim 11 or 12, characterized in that The first-level type includes effect cards, and the second-level type includes at least one of: general effect cards, chess piece type effect cards, and faction effect cards.

14. A game interaction device for a turn-based chess game, characterized in that: The device comprises: a display module, configured to display a game interface of the turn-based chess game, wherein the game interface includes a chessboard area and a hand area, wherein the chessboard area is configured to accommodate chess pieces involved in the game, and the hand area is configured to display cards dealt to the first account, wherein the cards are used to execute battle preparation operations related to the own side; A replacement module is configured to obtain a first card replacement capability for the cards in the hand area in the current round if the result of the battle in the previous round was a loss; and to obtain a second card replacement capability for the cards in the hand area in the current round if the result of the battle in the previous round was a victory; The first card-changing ability is stronger than the second card-changing ability.

15. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the game interaction method of the turn-based chess game as described in any one of claims 1 to 13.

16. 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 game interaction method of the turn-based chess game as described in any one of claims 1 to 13.

17. A computer program product, characterized in that The computer program product stores at least one program segment, which is loaded and executed by a processor to implement the game interaction method for a turn-based chess game as described in any one of claims 1 to 13.