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

By displaying the deal controls in the game interface of turn-based chess games, players are allowed to trigger operations to obtain cards at any time, solving the problem of poor flexibility, and achieving more flexible card acquisition and accurate quantity management.

CN120459643APending Publication Date: 2025-08-12TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410177983.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-02-08
Publication Date
2025-08-12

AI Technical Summary

Technical Problem

In turn-based chess games, players can only obtain chess pieces before the start of each turn, and they have poor flexibility and cannot obtain cards at any moment.

Method used

The deal control is displayed in the game interface, allowing players to trigger actions to obtain cards at any time, and manage the number of cards through the Card Number Management module.

Benefits of technology

It improves players' flexibility in obtaining cards, enriches gameplay, and ensures that the number of cards is accurate.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention discloses a match interaction method, device and equipment for turn chess games and a storage medium, and belongs to the field of man-machine interaction. The method comprises the steps that a match interface of the turn chess game is displayed, a dealing control is displayed on the match interface, and the number of target cards corresponding to the dealing control represents the number of cards allowed to be issued to a chess player of the party; in response to a trigger operation on the dealing control, issuing cards to the chess player of the party under the condition that the target card number is greater than 0; and reducing the number of the target cards based on the number of the issued cards. According to the method and the device, the card can be obtained by executing the triggering operation on the card dealing control at any moment in the game, so that the flexibility is improved, more selection space is provided for the opportunity of obtaining the card, and the playing method of the round chess game is enriched.
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Description

Technical Field

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

[0002] A turn-based chess game is a game that uses chess pieces to conduct multiple rounds of battles. In the preparation phase before each round, players place chess pieces on the board and arrange their troops on the board. In the battle phase after each round, the game application automatically controls the chess pieces on the board to fight.

[0003] Usually, game applications will provide players with resources for purchasing chess pieces. Players can use resources to purchase chess pieces from the store before the start of each round. After each round starts, they will no longer be able to purchase chess pieces. Therefore, players can only obtain chess pieces before the start of each round, which has poor flexibility. Summary of the Invention

[0004] The embodiments of the present application provide a method, apparatus, device, and storage medium for interactive game play in a turn-based chess game, which allows triggering a card dealing control to obtain cards at any time, thereby improving flexibility. The technical solution is as follows:

[0005] In one aspect, a method for interactively playing a turn-based chess game is provided, the method comprising:

[0006] Displaying a game interface of a turn-based chess game, wherein the game interface displays a card dealing control, and a target card number corresponding to the card dealing control represents the number of cards allowed to be dealt to the chess player on the same side;

[0007] In response to a triggering operation on the card dealing control, dealing cards to the own player if the target card number is greater than 0;

[0008] Based on the number of cards dealt, the target card number is reduced.

[0009] In another aspect, a game interaction device for a turn-based chess game is provided, the device comprising:

[0010] A game display module, configured to display a game interface of a turn-based chess game, wherein the game interface displays a card dealing control, and a target card number corresponding to the card dealing control indicates the number of cards allowed to be dealt to the chess player on the same side;

[0011] a card issuing module, configured to issue cards to the own player in response to a triggering operation on the card issuing control when the target card number is greater than 0;

[0012] The card quantity management module is used to reduce the target card quantity based on the number of cards issued.

[0013] In one possible implementation, the card issuing module includes:

[0014] a selection interface display unit, configured to display a card selection interface in response to a triggering operation on the card dealing control when the target number of cards is greater than 0, wherein the card selection interface displays at least two alternative cards;

[0015] A card issuing unit is used to issue the selected card to the own player in response to an operation of selecting a card in the card selection interface.

[0016] In one possible implementation, the selection interface display unit is configured to, in response to a triggering operation on the card dealing control, display at least two alternative cards and the number of selectable cards based on the card selection interface when the target card number is greater than 0;

[0017] The number of selectable cards is the maximum number of cards allowed to be selected this time, and the number of selectable cards is less than or equal to the target number of cards.

[0018] In one possible implementation, the card selection interface further displays a cancel control, and the selection interface display unit is further configured to close the card selection interface in response to a triggering operation on the cancel control.

[0019] In a possible implementation, the target number of cards corresponding to the card dealing control includes a target number of cards corresponding to each type of card, and the target number of cards represents the number of cards of the type allowed to be dealt to the own player;

[0020] The card issuing module is configured to issue cards of the type to the own player in response to a triggering operation on the card issuing control when the target number of cards corresponding to any type is greater than 0;

[0021] The card quantity management module is used to reduce the target card quantity corresponding to the type based on the quantity and type of the cards issued.

[0022] In one possible implementation, the card quantity management module is further configured to respond to a target event occurring in the game and increase the target card quantity based on the target event.

[0023] In one possible implementation, the card quantity management module is configured to perform at least one of the following:

[0024] In response to the start of a new round, increasing the number of target cards;

[0025] In response to the start of a target round, increasing the target number of cards, the target round being the round in the game whose sequence number meets the target condition;

[0026] In response to the level of the own player being upgraded, increasing the number of target cards;

[0027] In response to the player using the target type of cards reaching a target number of times, increasing the target number of cards;

[0028] In response to the own player using a preset chess piece card, increasing the target card number, wherein the preset chess piece card is a chess piece card having a skill of increasing the card number;

[0029] In response to the own player using a preset effect card, increasing the target card number, wherein the preset effect card is an effect card having an effect of increasing the card number;

[0030] In response to the own player using a preset player card, increasing the target card number, the preset player card being a player card having an effect of increasing the card number;

[0031] In response to the preset player skill of the own player being triggered, the target card quantity is increased, and the preset player skill is a passive skill with the effect of increasing the card quantity.

[0032] In one possible implementation, the card quantity management module is configured to:

[0033] In response to the target event occurring in the game, the target card quantity is increased by a quantity corresponding to the event type to which the target event belongs, or,

[0034] In response to the target event occurring in the game, the target card quantity is increased by an amount corresponding to an event parameter of the target event.

[0035] In one possible implementation, the apparatus further includes:

[0036] The first prompt module is used to respond to the triggering operation of the card dealing control and, when the target number of cards is equal to 0, display a prompt message based on the game interface, wherein the prompt message is used to prompt that the card cannot be dealt.

[0037] In one possible implementation, the game display module is configured to:

[0038] Based on the game interface, display the card dealing control, and display the target card number in the display area of the card dealing control; or

[0039] Based on the game interface, the card dealing control is displayed, and the target card number is displayed in an area adjacent to the display area of the card dealing control.

[0040] In one possible implementation, the apparatus further includes:

[0041] The second prompt module is used to display a prompt message indicating that the number of target cards is reduced based on the game interface.

[0042] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the game interaction method for a turn-based chess game as described in the above aspects.

[0043] On the other hand, a computer-readable storage medium is provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the operations performed by the game interaction method of the turn-based chess game as described in the above aspects.

[0044] On the other hand, a computer program product is provided, comprising a computer program, wherein the computer program is loaded and executed by a processor to implement the operations performed by the game interaction method for a turn-based chess game as described in the above aspects.

[0045] The solution provided by the embodiments of the present application displays a card dealing control for dealing cards in the game interface of a turn-based chess game. The card dealing control can be triggered at any time to obtain cards. Therefore, the timing of obtaining cards is not limited to just before the start of a round. Players can independently control the timing of obtaining cards, which improves flexibility, provides more options for the timing of obtaining cards in turn-based chess games, and enriches the gameplay of turn-based chess games. Moreover, by managing the target number of cards corresponding to the card dealing control, the number of cards dealt can be guaranteed to be accurate, avoiding the situation where the number of cards is incorrect. BRIEF DESCRIPTION OF THE DRAWINGS

[0046] 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 embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0047] Figure 1 This is a structural block diagram of a computer system provided by one embodiment of the present application;

[0048] 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;

[0049] Figure 3 This is a schematic diagram of an interface of a turn-based chess game provided by an embodiment of the present application;

[0050] Figure 4 This is a card diagram of a chess piece card provided by one embodiment of the present application;

[0051] Figure 5 This is a card diagram of an effect card provided by one embodiment of the present application;

[0052] Figure 6 This is a card diagram of an equipment card provided by an embodiment of the present application;

[0053] Figure 7 This is a card diagram of a chess player card provided by one embodiment of the present application;

[0054] 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;

[0055] Figure 9 This is a schematic diagram of a chess player selection interface provided by an embodiment of the present application;

[0056] Figure 10 This is a schematic diagram of a game interface in the preparation phase provided by an embodiment of the present application;

[0057] 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;

[0058] Figure 12 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;

[0059] Figure 13 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;

[0060] Figure 14 This is a schematic diagram of a game interface during the battle phase provided by an embodiment of the present application;

[0061] Figure 15 This is a schematic diagram of a settlement interface provided by an embodiment of the present application;

[0062] Figure 16 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;

[0063] Figure 17 This is a flowchart of a game interaction method for a turn-based chess game provided by another embodiment of the present application;

[0064] Figure 18 This is a schematic diagram of a game interface provided by an embodiment of the present application;

[0065] Figure 19 is a schematic diagram of a game interface provided by another embodiment of the present application;

[0066] Figure 20 is a schematic diagram of a card selection interface provided by an embodiment of the present application;

[0067] Figure 21 is a schematic diagram of a game interface provided by another embodiment of the present application;

[0068] Figure 22 This is a schematic diagram of an operation process provided by an embodiment of the present application;

[0069] Figure 23 This is a flowchart of a game interaction method for a turn-based chess game provided by another embodiment of the present application;

[0070] Figure 24 This is a schematic diagram of the structure of a turn-based chess game interaction device provided by one embodiment of the present application;

[0071] Figure 25 This is a schematic diagram of the structure of a turn-based chess game interaction device provided by another embodiment of the present application;

[0072] Figure 26 This is a schematic diagram of the structure of a terminal provided by an embodiment of the present application;

[0073] Figure 27 This is a schematic diagram of the structure of a server provided in one embodiment of the present application. DETAILED DESCRIPTION

[0074] In order to make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.

[0075] It should be understood that the terms "first," "second," and the like, used herein may be used to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are used solely to distinguish one concept from another. For example, a first card could be referred to as a second card, and similarly, a second card could be referred to as a first card without departing from the scope of this application.

[0076] Here, "at least two" refers to two or more than two. For example, "at least two cards" can be two cards, three cards, or any integer greater than or equal to two. "Each" refers to each of the at least two. For example, "each card" refers to each card in the at least two cards. If the at least two cards are three cards, then "each card" refers to each card in the three cards.

[0077] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals (including but not limited to signals transmitted between terminals and other devices, etc.) involved in this application are all fully authorized by users or relevant parties, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.

[0078] First, the terms involved in the embodiments of this application are introduced as follows:

[0079] 1. 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 pieces automatically fight according to this pre-arranged arrangement. These pieces are typically represented by virtual characters, which can include virtual chess pieces, virtual people, virtual animals, anime characters, and virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game is usually played in turns. When all of a team's pieces are destroyed (i.e., their virtual characters' health points are reduced to zero), they lose the round. In some embodiments, in addition to having a "chess-piece-type virtual character" for the game, each of the two sides of the game also has a chess player character representing the current player object participating in the game. The chess player character cannot be moved as a "chess piece" to the game area or chess piece candidate area. The chess player character is also provided with a health value (or blood volume). The health value of the chess player character is reduced accordingly (battle failure) or remains unchanged (battle victory) according to the result of each game. When the health value of the virtual character is reduced to zero, the player object corresponding to the chess player character exits the game, and the remaining player objects continue to play. Optionally, the turn-based chess game includes Auto Chess.

[0080] 2. Auto Chess: This is a multiplayer, turn-based competitive game featuring collectible hero chess pieces. For example, there are eight or six players, each occupying a square on the board. Two of these players engage in one-on-one combat. Each round consists of two phases: the preparation phase and the battle phase. During the preparation phase, players acquire chess pieces (heroes) and deploy them on the board. During the battle phase, both teams lock their lineups, and the pieces automatically engage until all of one player's pieces are eliminated. The player who destroys all of their pieces loses the round and receives a certain amount of health points. The game repeats, matching new opponents until a player's health points fall below or equal to 0, resulting in elimination. The last remaining player wins the game (place 1), while the remaining players are ranked based on their health points at the time of elimination.

[0081] 3. 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.

[0082] 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.

[0083] Regarding the arrangement of the chess grids in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess grids, schematically, n is an integer multiple of 2, and two adjacent rows of chess grids are aligned, or two adjacent rows of chess grids 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 player objects participating in the battle are respectively located on the upper and lower sides of the battle interface, and in the preparation stage, the player objects 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 player objects participating in the battle are respectively located on the left and right sides or the upper and lower sides of the battle interface. The shape of the chess grid can be any one of square, rectangle, circle, and hexagon. The embodiment of the present application does not limit the shape of the chess grid.

[0084] 4. Cards: A common term for a game genre, originating from tabletop games. Unlike chess, where players directly manipulate chess pieces, cards store in-game resources on cards. These resources are then used by playing cards during a round. Compared to chess pieces, cards are more convenient for carrying text descriptions, card attribute information, and key values. "Cardization" involves converting in-game resources into card resources, making it easier for players to read and categorize card effects and carry more diverse information. Card types include at least one of: chess piece cards, effect cards, equipment cards, and player cards.

[0085] 5. The Dealer: This is a card-drawing mechanism based on the cardized chess pieces, used to provide cards for players to use. The Dealer is a more concrete representation of the card-drawing process, making it easier for players to understand the source of cards. The Dealer has a set target card count, which represents the number of cards allowed to be dealt to the player. The Dealer adjusts this target card count according to fixed rules. Players can open the Dealer at any time to receive cards by consuming the target card count. Alternatively, they can open the Dealer to view the available cards and then forgo receiving any cards.

[0086] 6. Equipment: In the Auto Chess game, each chess piece can generally wear 3 pieces of equipment (or other equipment). Equipment can provide the virtual character with attributes or effects such as attack power, defense power, health, treatment, penetration, shield, etc.

[0087] 7. Player: This refers to a virtual character played by a player object. Each player possesses unique abilities that help the player object better play the game. A player object can be understood as at least one of the following: user, account, or player.

[0088] 8. User Interface (UI) Controls: Visible or invisible controls or elements on an application's user interface, such as images, input boxes, text boxes, buttons, labels, and the like. For example, when UI controls are invisible, a player object can trigger these invisible controls by triggering designated areas on the user interface. Some UI controls respond to player object actions, such as a card dealing control that deals cards to a player object's player in response to a player object's card dealing action.

[0089] The game interaction method for a turn-based chess game provided in an embodiment of the present application is applied to a computer device, which includes a terminal or a server.

[0090] In one possible implementation, the computer program involved in the embodiments of the present application can be deployed and executed on a computer device, or on multiple computer devices located at one location, or on multiple computer devices distributed at multiple locations and interconnected through a communication network. Multiple computer devices distributed at multiple locations and interconnected through a communication network can constitute a blockchain system.

[0091] In one possible implementation, the computer device in the embodiment of the present application is a node in a blockchain system, which can store data in a turn-based chess game in the blockchain. Thereafter, the node or the node corresponding to other devices in the blockchain can query the data in the turn-based chess game by accessing the blockchain.

[0092] Figure 1 FIG1 is a schematic diagram of a computer system provided in an embodiment of the present application. The computer system 110 includes: a first terminal 110 , a server 120 , and a second terminal 130 .

[0093] 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.

[0094] 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.

[0095] Optionally, the chess pieces placed by the first user 112 via the first terminal 110 and by the second user 132 via the second terminal 130 are located in different playing areas on the same chessboard, i.e., the first user 112 and the second user 132 are on the same chessboard in the same game. Alternatively, the chess pieces placed by the first user 112 via the first terminal 110 and by the second user 132 via the second terminal 130 are located on different chessboards, i.e., the first user 112 and the second user 132 are on different chessboards in the same game. It should be noted that, in an optional embodiment, a game of a turn-based chess game is jointly participated in by six user accounts, and the six user accounts are matched up in pairs in each round, and the two matched user accounts play against each other on the same chessboard during that round.

[0096] 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 but not limited to: smartphones, tablets, laptops, desktop computers, smart watches, smart game consoles, smart TVs, etc.

[0097] 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.

[0098] 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.

[0099] 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.

[0100] 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.

[0101] 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.

[0102] 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.

[0103] 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.

[0104] The method includes:

[0105] 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;

[0106] 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.

[0107] Combined with reference Figure 3 The game interface includes a chessboard area 10 and a hand area 11.

[0108] 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.

[0109] 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.

[0110] 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.

[0111] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.

[0112] 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;

[0113] 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.

[0114] 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.

[0115] 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.

[0116] 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.

[0117] 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.

[0118] 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.

[0119] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.

[0120] 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.

[0121] 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.

[0122] 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 between 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 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.

[0123] 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.

[0124] Classification of card types:

[0125] 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.

[0126] Chess Cards:

[0127] 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.

[0128] 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.

[0129] 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.

[0130] 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.

[0131] 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.

[0132] 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.

[0133] 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.

[0134] Effect Cards:

[0135] 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.

[0136] 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.

[0137] 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.

[0138] 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:

[0139] 1. Increase the probability and / or quantity of chess cards obtained by your players;

[0140] 2. Increase the probability or number of players obtaining chess cards with the same name as the chess pieces on the field;

[0141] 3. Reduce the energy consumed by your players when acquiring chess cards;

[0142] 4. Increase the number of chess cards that your players can exchange for;

[0143] 5. Reduce the energy consumed by your players when exchanging chess cards;

[0144] 6. Improve the level of at least one chess piece on the field;

[0145] 7. Add equipment to at least one chess piece on the field;

[0146] 8. Upgrade the equipment level of at least one chess piece on the field;

[0147] 9. Reduce energy consumption when playing / changing cards;

[0148] 10. Increase the probability of obtaining certain cards;

[0149] 11. Increase the number of cards that can be obtained;

[0150] 12. Increase the chance of changing cards, and so on, I will not go into details one by one.

[0151] 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.

[0152] 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.

[0153] 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.

[0154] Equipment Cards:

[0155] 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.

[0156] The equipment icon 41 may be an icon used to represent an image of equipment or an effect of equipment. 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.

[0157] 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.

[0158] The equipment description 44 of the equipment card is used to describe the effect of the equipment after being worn.

[0159] Chess player cards:

[0160] 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.

[0161] 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.

[0162] 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.

[0163] 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.

[0164] 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.

[0165] Based on the introduction of the above four types of cards:

[0166] 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.

[0167] 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.

[0168] 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.

[0169] How to obtain cards:

[0170] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:

[0171] 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.

[0172] 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.

[0173] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.

[0174] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.

[0175] Acquisition condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange.

[0176] 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.

[0177] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.

[0178] Obtaining condition 8: Purchase card operation.

[0179] 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.

[0180] 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.

[0181] 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:

[0182] Player selection phase:

[0183] Step 320: Select a virtual chess player character of your side, where the virtual chess player character is used to represent a virtual character that controls at least one chess piece of your side.

[0184] Before each game begins, the player selects their desired player avatar. Different player avatars have different player skills. Player skills are typically related to obtaining player cards, but can also be related to other game factors.

[0185] 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.

[0186] For example, Figure 9 As shown, before starting a game, a player selection interface is displayed. This interface displays six virtual player characters selected by the player objects. Optionally, the virtual player character 61 selected by the player object is highlighted. For example, if the player object is player object 4, the virtual player character selected by player object 4 is highlighted in a standing, enlarged, and centered foreground manner. The virtual players selected by the other player objects are displayed in a normal sitting position, at normal size, and distributed on both sides.

[0187] 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.

[0188] 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.

[0189] 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.

[0190] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.

[0191] Preparation phase for each round:

[0192] Step 340: Displaying a game interface of a turn-based chess game, where the game interface includes a chessboard area and a hand card area.

[0193] 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.

[0194] 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.

[0195] 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.

[0196] Step 360: In response to the playing operation of at least one card, execute the preparation operation related to the own chess piece.

[0197] 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:

[0198] 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;

[0199] 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;

[0200] 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;

[0201] 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.

[0202] 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.

[0203] Regarding step 362 (chess card):

[0204] 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.

[0205] 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.

[0206] 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.

[0207] 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.

[0208] 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.

[0209] 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 the functions of chess piece acquisition and preparation at the same time, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.

[0210] 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.

[0211] 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.

[0212] Regarding step 364 (equip the card):

[0213] 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.

[0214] 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;

[0215] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.

[0216] Regarding step 366 (effect card):

[0217] 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.

[0218] According to the objects of action, effect cards are divided into two categories:

[0219] Type 1: Increases the effect on the own chess pieces within the chessboard area;

[0220] Type 2: Adds effects to the card acquisition process.

[0221] 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.

[0222] 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.

[0223] Regarding step 368 (player card):

[0224] In response to the play operation on the player's card, at least one of the following preparation operations is performed:

[0225] 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.

[0226] 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.

[0227] 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.

[0228] Card swap function:

[0229] 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.

[0230] Delete card function:

[0231] 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.

[0232] Player level upgrade function:

[0233] 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.

[0234] 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.

[0235] The battle phase of each round:

[0236] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.

[0237] 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.

[0238] 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.

[0239] Battle settlement phase:

[0240] 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.

[0241] 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.

[0242] When the health value is deducted to zero, the player is eliminated from the game.

[0243] 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.

[0244] 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.

[0245] Exemplary references Figure 15The settlement information of the current game is displayed on the settlement interface. The settlement information includes player rankings, players used by each player, lineups, chess piece types, and other information.

[0246] 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.

[0247] 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.

[0248] 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.

[0249] 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.

[0250] Figure 16 This is a flow chart of a game interaction method for a turn-based chess game provided by an embodiment of the present application. The embodiment of the present application is executed by a computer device, for example, the computer device includes Figure 1 Any terminal shown, see Figure 16 , the method comprising:

[0251] 1601. The computer device displays a game interface of a turn-based chess game.

[0252] The game interface is the interface in a turn-based chess game where at least two players engage in turn-based battles. After starting a game in a turn-based chess game, the computer device displays the game interface, which can display the game status of the turn-based chess game. A game consists of multiple rounds, each of which includes a preparation phase and a combat phase.

[0253] Turn-based chess games feature one or more types of cards. Cards are the carriers of resources available during a game. Playing a card allows the use of the resources within the card. Cards not only include available resources but also textual descriptions and attribute information, conveying a wider range of information and making it easier for players to read and categorize them. The game interface displays a card dealing control, which is used to deal cards to the player. The target card quantity corresponding to the card dealing control represents the number of cards allowed to be dealt to the player. In one possible implementation, the turn-based chess game features a card dealing machine. The card dealing control is the entry point for the card dealing machine. The target card quantity represents the number of cards the card dealing machine can deal to the player. Cards can be dealt by the card dealing machine, and the target card quantity can be increased or decreased based on events occurring during the game and the distribution of cards.

[0254] In one possible implementation, the card type includes at least one of: a chess piece card, an effect card, an equipment card, and a chess player card.

[0255] 1602. In response to the triggering operation on the card dealing control, the computer device deals cards to the own player when the target card number is greater than 0.

[0256] The triggering operation of the card dealing control is performed by the player object of the computer device. The player object can trigger the card dealing control at any time during the game according to the game situation, thereby issuing cards to its own players.

[0257] In turn-based chess games, a target card number is set for the card dealing control. This target card number represents the number of cards allowed to be dealt to the player. Cards are dealt to the player only when the target card number is greater than 0, and the number of cards dealt must not exceed the target card number. If the target card number is 0, no cards are dealt to the player.

[0258] In one possible implementation, a turn-based chess game is provided with a card pool for storing cards. A computer device selects cards from the card pool and distributes them to the player. The type and quantity of cards in the card pool are related to the player's level or the level of the card pool. For example, as the player's card pool level increases, higher-quality cards or a larger number of cards can be unlocked and stored in the card pool.

[0259] 1603. The computer device reduces the target card number based on the number of cards dealt.

[0260] In order to accurately manage the target number of cards, after each card is dealt, the target number of cards needs to be reduced by the number of cards dealt this time, so that the updated target number of cards accurately reflects the number of cards that the player can still obtain.

[0261] In the related art, players are required to use resources to purchase chess pieces from a store during the preparation phase before a round begins. Once a round begins, the player enters the battle phase and cannot obtain new pieces. However, in the embodiments of this application, the method of purchasing chess pieces from a store is eliminated, and the process of obtaining cards is no longer tied to the store. Instead, a card-dealing control is displayed, providing players with the opportunity to obtain cards at any time during the game. This is not restricted to a fixed card-dealing rhythm, making card distribution more flexible. Compared to purchasing chess pieces from a store, the process of obtaining cards initiated by the player can provide players with a stronger sense of achievement and enhance the user experience.

[0262] In summary, the method provided by the embodiments of the present application displays a card dealing control for dealing cards in the game interface of a turn-based chess game. The card dealing control can be triggered at any time to obtain cards. Therefore, the timing of obtaining cards is not limited to just before the start of a round. Players can independently control the timing of obtaining cards, which improves flexibility, provides more options for the timing of obtaining cards in turn-based chess games, and enriches the gameplay of turn-based chess games. Moreover, by managing the target number of cards corresponding to the card dealing control, the number of cards dealt can be guaranteed to be accurate, avoiding the situation where the number of cards is incorrect.

[0263] Furthermore, in related art, if a player purchases multiple chess pieces from a store, they need to quickly learn the information about each piece and decide how to deploy them, which places a significant burden on the player. However, in the present embodiment, the player actively triggers the card dealing control to obtain cards, and this can happen at any point during the game. The player can autonomously process card information at any turn, for example, when they are relatively idle, thereby reducing the burden on the player.

[0264] It should be noted that the embodiments of the present application are described using a computer device as an example execution subject. In one possible implementation, the computer device is a terminal. In another possible implementation, the computer device includes a terminal and a server, where the terminal is used to display a user interface, and the server is used to manage the target card number of the terminal's player in the background. The terminal then displays the game interface and, in response to a trigger operation on the card dealing control, sends a card distribution request to the server. The server distributes cards to the terminal's player if the target card number is greater than 0, and based on the number of cards distributed, reduces the player's target card number and sends the updated target card number to the terminal. In addition, the terminal and server can also use other methods to implement the method provided in the embodiments of the present application, and the embodiments of the present application are not limited to this.

[0265] In the above Figure 16 Based on the embodiment shown, the embodiment of the present application also provides another game interaction method for a turn-based chess game. Figure 17 is a flowchart of a game interaction method for a turn-based chess game provided by another embodiment of the present application. The embodiment of the present application is executed by a computer device, for example, the computer device includes Figure 1 Any terminal shown, see Figure 17 , the method comprising:

[0266] 1701. The computer device displays a game interface of a turn-based chess game.

[0267] See also Figure 18 The game interface includes a chessboard area 1801 and a hand area 1802 .

[0268] The chessboard area 1801 is used to place at least one own chess piece and at least one enemy chess piece.

[0269] The hand area 1802 is used to display at least one card held by the player. Cards may be of different types, each with different functions. Alternatively, by dragging a card from the hand area 1802 to the board area 1801 and releasing it, resources within that card can be used. For example, by dragging a chess piece card to a specific square in the board area 1801 and releasing it, the virtual character represented by that chess piece card can be placed as a chess piece on that square, allowing the virtual character to battle against other virtual characters. Alternatively, by dragging an equipment card to a specific virtual character's location in the board area 1801 and releasing it, the virtual character can be controlled to equip equipment. Alternatively, by dragging a skill card to the board area 1801, the skill can be activated.

[0270] The game interface displays a card dealing control, which is used to deal cards to the player on your side. The target card number corresponding to the card dealing control indicates the number of cards allowed to be dealt to the player on your side.

[0271] In one possible implementation, displaying the game interface includes: Figure 18 , based on the game interface, the card dealing control 1803 is displayed, and the target card number 1804 is displayed in the display area of the card dealing control 1803. Alternatively, see Figure 9 , based on the game interface, a card dealing control 1901 is displayed, and a target card number 1902 is displayed in an area adjacent to the display area of the card dealing control 1901.

[0272] The card dealing control is located anywhere within the game interface and can be a circular or rectangular control of any shape. The area enclosed by the edges of the card dealing control is the card dealing control's display area. An adjacent area to the card dealing control's display area can be located above, below, to the left, or to the right of the card dealing control's display area. Displaying the target card number within the display area or within an adjacent area of the display area facilitates the player object to quickly view the target card number and understand the current number of cards available.

[0273] In addition, during the game, the target card number may change. Each time it changes, the target card number displayed in the game interface will be updated.

[0274] 1702. In response to a trigger operation on a card dealing control, the computer device displays a card selection interface when the target number of cards is greater than 0, wherein the card selection interface displays at least two alternative cards.

[0275] The triggering operation for the dealing control is a click, long press, or drag operation. In an optional embodiment, the dealing control is always in a triggerable state in the game interface, and the player object can trigger the dealing control at any time during the game, including the preparation phase before a round begins or the battle phase after a round has begun. For example, the dealing control is in a triggerable state even when the target card number is equal to 0.

[0276] In response to the triggering operation of the card dealing control, the computer device detects whether the target number of cards is greater than 0. If the target number of cards is greater than 0, it means that the player can still obtain new cards, and then displays a card selection interface for the player object to select the cards he wants to obtain.

[0277] The cards available for selection in the card selection interface are determined by a computer device. In one possible implementation, the same cards are displayed each time the card selection interface is opened, i.e., the same set of cards are provided each time for the player to select the cards they wish to obtain. Alternatively, each time the card selection interface is opened, the cards available for selection are determined based on the current game situation. For example, the cards available for selection may vary depending on whether the player is leading or lagging in the current round. Alternatively, each time the card selection interface is opened, the cards available for selection are determined based on the player's current level, providing different cards for players of different levels.

[0278] In one possible implementation, the computer device displays at least two alternative cards and the number of selectable cards based on the card selection interface, where the number of selectable cards is the maximum number of cards allowed to be selected this time, and the number of selectable cards is less than or equal to the target number of cards.

[0279] For example, each time the card selection interface is displayed, the number of selectable cards is equal. For example, each time the card dealing control is triggered, only one card can be selected at most, and the number of selectable cards displayed in the card selection interface is equal to 1.

[0280] Alternatively, each time the card selection screen is displayed, the number of cards available for selection is equal to the number of times the card selection screen has been displayed in the current game. That is, as the card selection screen is displayed more times, the number of cards available for selection increases. Alternatively, the number of available cards is positively correlated with the level of the player on the team; the higher the level of the player on the team, the greater the number of available cards. Alternatively, the number of available cards is positively correlated with the sequence number of the current round in the game; the higher the sequence number of the current round, the greater the number of available cards.

[0281] In addition, the number of selectable cards needs to be less than or equal to the target number of cards. If the originally determined number of selectable cards is greater than the target number of cards, the number of selectable cards needs to be modified to be equal to the target number of cards before being displayed in the card selection interface.

[0282] 1703. In response to the operation of selecting a card in the card selection interface, the computer device distributes the selected card to the player on the same side.

[0283] If at least two cards are displayed in the card selection interface, the player object can determine which card to select by browsing the information displayed on each card.

[0284] In one possible implementation, the card selection interface displays a selection control corresponding to each card, and the operation of selecting a card is an operation of triggering the selection control corresponding to the card, or the operation of selecting a card is an operation of clicking the card or long pressing the card, etc.

[0285] After the card selection is completed, the computer device distributes the selected cards to the player. Exemplarily, the computer device adds the selected cards to the player's card library.

[0286] In one possible implementation, the game interface displays a board area and a hand area. The hand area is used to display the cards held by the player. If the player has a large number of cards, the hand area can be used to switch between different cards by sliding or clicking a switch control. The method further includes: after dealing cards to the player, the computer device displays the dealt cards in the player's hand area.

[0287] In one possible implementation, the card selection interface also displays a cancel control, and the method further includes: closing the card selection interface in response to triggering the cancel control. The cancel control indicates abandoning the card selection. After the player triggers the deal control, they review the cards in the card selection interface. If no suitable cards are found, they trigger the cancel control, abandoning their current selection opportunity. In this case, since no cards are dealt to their own player, the target card count remains unchanged.

[0288] See also Figure 20 , the top of the card selection interface displays a prompt text 2001 "Available selection: 1", prompt text 2001 indicates that the number of selectable cards is 1, and below prompt text 2001 displays three alternative cards 2002, and the bottom of the card selection interface displays a confirmation control 2003 "I have selected" and a cancel control 2004 "Give up", and the player object can click any card and then click the confirmation control 2003 to obtain the selected card, or click the cancel control 2004 to give up the current card selection.

[0289] In another possible implementation, in response to a triggering operation on the dealing control, the computer device displays a prompt message based on the game interface when the target card number is equal to 0, the prompt message being used to indicate that a card cannot be dealt. For example, the computer device displays the prompt message in the game interface, such as above the dealing control or in the center of the game interface, to indicate to the player object that the current target card number is equal to 0 and that no card can be obtained.

[0290] 1704. The computer device displays a prompt message indicating that the number of target cards is reduced based on the game interface.

[0291] By displaying a prompt message indicating that the target card number has decreased, the player object can quickly understand that their player has obtained the card and the target card number has been reduced accordingly.

[0292] In one possible implementation, the computer device displays a dynamic effect of changing the target card number before the reduction to the target card number after the reduction based on the game interface. Alternatively, after the computer device changes the target card number to the reduced target card number, it displays a prompt message based on the game interface. The prompt message includes a minus sign and the amount by which the target card number is reduced. After the display duration of the prompt message reaches the target duration, the prompt message is canceled. The prompt message is located above, below, to the left, or to the right of the target card number, and this embodiment of the application does not limit this. Figure 21 , the target card number changes from 3 to 2, and a prompt message 2101 of "-1" is displayed above the target card number "2" in the game interface.

[0293] It should be noted that a game includes multiple rounds, and as the rounds proceed in sequence, the target number of cards corresponding to the dealing control can be accumulated and used, and will not be affected by the start or end of the round. That is, the target number of cards accumulated in the previous round can be applied to the next round, and the player object can independently control in which round to use the dealing opportunity.

[0294] The method provided in the embodiments of the present application displays a card dealing control for dealing cards in the game interface of a turn-based chess game. The card dealing control can be triggered at any time to obtain cards. Therefore, the timing of obtaining cards is not limited to just before the start of a round. Players can independently control the timing of obtaining cards, which improves flexibility and provides more options for the timing of obtaining cards in turn-based chess games. This makes the timing of obtaining cards a game strategy point in turn-based chess games, provides players with more room to play, and enriches the gameplay of turn-based chess games. Moreover, by managing the target number of cards corresponding to the card dealing control, the number of cards issued can be guaranteed to be accurate, avoiding the situation where the number of cards is incorrect.

[0295] Additionally, triggering the deal control displays a card selection interface, providing players with more cards to choose from. This increases flexibility and prevents wasting card resources by dealing inappropriate cards to their players. Furthermore, the card selection interface displays the number of cards available for selection, increasing the amount of information displayed. This allows players to quickly understand the maximum number of cards available, allowing them to make their selections more quickly.

[0296] In addition, after the card selection interface is displayed, you can also give up the card selection by triggering the cancel control, which provides players with a variety of choices and improves flexibility.

[0297] In addition, when the target number of cards is equal to 0, a prompt message indicating that cards cannot be issued is displayed based on the game interface, which increases the amount of information displayed so that the player object can quickly know that cards cannot be issued at present, so as to make a decision quickly and avoid affecting the player object's subsequent operations.

[0298] In addition, the target card number is displayed in the display area of the card dealing control or in the adjacent area of the display area, which increases the amount of information displayed. The card dealing control and the target card number can be displayed in association with each other, making it convenient for the player object to quickly view the value of the target card number and quickly understand the number of cards that can be obtained.

[0299] In addition, when reducing the target number of cards, a prompt message indicating that the target number of cards has been reduced is displayed, which increases the amount of information displayed, so that the player object can quickly understand that the player has obtained the cards and the target number of cards has been reduced accordingly, without having to perform complex operations to confirm whether the operation is completed.

[0300] above Figure 16 and Figure 17 The illustrated embodiment describes the case of reducing the number of target cards, but in the embodiment of the present application, the number of target cards can also be increased.

[0301] In one possible implementation, at the beginning of the game, the same target number of cards is set for each player in the game, which is equivalent to providing the same number of initial cards to different player objects in the game, so that different player objects are at the same starting line at the beginning of the game.

[0302] In another possible implementation, in response to a target event occurring during a game, the target card count is increased based on the target event. The target event is an event that triggers an increase in the target card count. The target event is set by the computer device and can be an event that encourages the player object to perform. The target card count can be increased by a fixed amount or by an amount determined by the target event. By increasing the player object's target card count when the target event occurs, the player object is encouraged to perform the target event as often as possible to obtain more cards, thereby increasing the player object's motivation.

[0303] In one possible implementation, in response to a target event occurring in a game, the number of target cards is increased based on the target event, including any of the following:

[0304] 1. In response to a target event occurring during the game, increase the target card count by the amount corresponding to the event type to which the target event belongs.

[0305] There are multiple types of events that can occur during a game. The computer device can set a corresponding quantity for each event type. This quantity represents the increase in the number of target cards when an event of that type occurs. The quantities corresponding to different event types can be the same or different.

[0306] 2. In response to a target event occurring during the game, increase the target card quantity by an amount corresponding to the event parameters of the target event.

[0307] When a target event occurs during a game, event parameters are generated. For example, the event parameters for a player upgrade event include the player's level and the number of upgrades. The event parameters for a round start event include the round number and the time the round started. The event parameters for an equipment card play event include the type of equipment and the number of times the equipment card was played. The computer device can set corresponding quantities for different event parameters of a target event. These quantities represent the increase in the number of target cards when a target event with these event parameters occurs. The quantities corresponding to different event parameters for the same target event can be the same or different.

[0308] In another possible implementation, in response to a target event occurring in a game, increasing the target card quantity based on the target event includes at least one of the following:

[0309] 1. In response to the start of a new round, increase the number of target cards.

[0310] The target event includes the event that starts a round. The increase in the target card count can be a fixed amount, or determined based on the current round number, or determined in other ways. For example, at the start of a new round, the target card count can be increased by a fixed amount, or by an amount that is positively correlated with the current round number, such as by an amount equal to the current round number, or by an amount equal to the product of the current round number and the target multiple.

[0311] 2. In response to the start of the target round, increase the target card quantity. The target round is the round in the game whose sequence number meets the target conditions.

[0312] The target event includes a target round start event. For example, if the target condition is that the round number is even, then the target card number is increased in response to the start of an even-numbered round. Alternatively, if the target condition is that the round number is odd, then the target card number is increased in response to the start of an odd-numbered round. Alternatively, if the target condition is that the round number is greater than the target number, then the target card number is increased in response to the current round number being greater than the target number.

[0313] Furthermore, the increase in the target number of cards can be a fixed amount, or determined based on the sequence number of the current round, or determined in other ways. For example, in response to the start of the target round, the target number of cards is increased by a fixed amount, or the target number of cards is increased by an amount positively correlated with the sequence number of the current round, such as increasing the target number of cards by an amount equal to the sequence number of the current round, or increasing the target number of cards by an amount equal to the product of the sequence number of the current round and the target multiple.

[0314] 3. In response to the level increase of your players, increase the number of target cards.

[0315] Target events include player upgrade events, which increase the target number of cards when the player's level increases. The increase in the target number of cards can be a fixed amount, or determined based on the player's level after the upgrade, or determined in other ways. For example, in response to the player's level increasing, the target number of cards can be increased by a fixed amount, or by an amount positively correlated with the player's level after the upgrade, such as by an amount equal to the player's level after the upgrade, or by an amount equal to the product of the player's level after the upgrade and a target multiplier.

[0316] 4. In response to the number of times the player uses the target type of card reaching the target number of times, increase the number of target cards.

[0317] Target events include those where a target number of times a card of a target type is used. Cards in turn-based chess and card games can be of various types, and the target type can be any one or more of these types, such as chess piece cards, equipment cards, and player cards.

[0318] The increase in the target card count can be a fixed amount, determined based on the target type, or determined in some other manner. For example, in response to a player using a card of the target type reaching a target number of times, the target card count can be increased by a fixed amount, or by an amount corresponding to the target type. The computer device can configure a number corresponding to each card type, which indicates the increase in the target card count when the target number of uses of that type of card reaches the target number of times.

[0319] 5. In response to the player using a preset chess card, the target number of cards is increased, where the preset chess card is a chess card with a skill for increasing the number of cards;

[0320] Target events include events using preset chess pieces. Preset chess pieces are cards with the ability to increase the number of cards. If a player plays a preset chess piece that matches the current chess piece, the target number of cards is increased, providing more cards to the player. The increase in the target number of cards can be a fixed amount, determined based on the preset chess piece, or determined by other methods. For example, if a preset chess piece card indicates the number of cards that can be increased, and the player plays a preset chess piece that matches the current chess piece, the chess piece corresponding to the preset chess piece card is not increased, but the target number of cards is increased by the number indicated on the preset chess piece card.

[0321] 6. In response to your player using a preset effect card, increase the number of target cards.

[0322] Target events include events using preset effect cards. Preset effect cards are cards that increase the number of cards in the deck. When a player plays a preset effect card, the target card count is increased, providing more cards to the player. The increase in the target card count can be a fixed amount, determined based on the preset effect card, or determined by other methods. For example, if a preset effect card indicates the number of cards that can be increased, and the player plays the preset effect card, the target card count is increased by the amount indicated on the preset effect card.

[0323] 7. In response to the player using a preset player card, the target number of cards is increased. The preset player card is a player card that has the effect of increasing the number of cards.

[0324] Target events include events using preset player cards. Preset player cards are player cards that increase the number of cards. When a player plays a preset player card, the target card count is increased, providing more cards to the player. The increase in the target card count can be a fixed amount, determined based on the preset player card, or determined by other methods. For example, if a preset player card indicates the number of cards that can be increased, and the player plays the preset player card, the target card count is increased by the number indicated on the preset player card.

[0325] 8. In response to the preset player skill of the player being triggered, the number of target cards is increased. The preset player skill is a passive skill with the effect of increasing the number of cards.

[0326] A preset player skill is a passive skill that triggers once every two turns, or every three cards played. When a player's preset player skill is triggered, the target card count is increased, providing more cards to the player. The target card count can be increased by a fixed amount or any other amount.

[0327] It should be noted that the above eight target events can be combined in any form, for example, when the player level reaches level 2 and the preset player cards are used, the target card number is increased. In another embodiment, the target event can also include other events, which are not limited in this embodiment of the present application.

[0328] The method provided in the embodiments of the present application increases the number of target cards when a target event occurs during a game, providing the player with the opportunity to obtain more cards. This encourages the player to trigger as many target events as possible, increasing their motivation and enriching the gameplay of turn-based chess games. Furthermore, by setting multiple target events, diversity is increased. The occurrence of any target event during a game increases the number of target cards, allowing the player to obtain more cards, thus providing more room for player play in turn-based chess games.

[0329] In addition, by increasing the number of target cards by the number corresponding to the event type to which the target event belongs, or by increasing the number of target cards by the number corresponding to the event parameters of the target event, standardized management of the increase in the number of target cards is achieved to avoid affecting the fairness of the game.

[0330] In the above Figure 16 and Figure 17 Based on the embodiment shown, the embodiment of the present application also provides an operation process for issuing cards, see Figure 22 , the operation process includes:

[0331] 2201. Check whether the target event occurs during the game. If yes, execute step 2202. If no, execute step 2201 or 2203.

[0332] 2202. Increase the target card quantity corresponding to the card dealing control.

[0333] 2203. Click the card dealing control in the game interface.

[0334] 2204. Check whether the target card quantity is greater than 0. If so, execute step 2205. If not, display a prompt message indicating that the cards cannot be dealt.

[0335] 2205. Display the card selection interface and execute step 2206 or 2207.

[0336] 2206. The player object selects a card from the card selection interface, and the selected card is distributed to the player on the same side.

[0337] 2207. The player object gives up selecting cards and resumes displaying the game interface.

[0338] In an embodiment of the present application, multiple types of cards are provided in a turn-based chess game. In one possible implementation, the target number of cards corresponding to the card dealing control may be the total number of cards allowed to be dealt to the own player. When the target number of cards is greater than 0, the computer device may deal any type of cards to the own player each time.

[0339] Alternatively, in another possible implementation, to distinguish between different types of cards, the target card quantity corresponding to the dealing control includes a target card quantity for each card type, where the target card quantity indicates the number of cards of that type that can be dealt to the player. The computer device manages the target card quantity for each type and deals cards of each type based on the target card quantity.

[0340] Based on this possible implementation, the present application provides another method for interactive game play in a turn-based chess game. Figure 23 This is a flow chart of a game interaction method for a turn-based chess game provided by an embodiment of the present application. The embodiment of the present application is executed by a computer device, for example, the computer device includes Figure 1 Any terminal shown, see Figure 23 , the method comprising:

[0341] 2301. The computer device displays a game interface of a turn-based chess game, and the game interface displays a card dealing control.

[0342] Step 2301 is similar to the above steps 1601 and 1701 and will not be repeated here.

[0343] It should be noted that, in the embodiment of the present application, the target number of cards corresponding to the card dealing control includes the target number of cards corresponding to each type of card.

[0344] In one possible implementation, the game interface displays each card type and the target number of cards corresponding to each card type, so that the player subject can understand the number of cards of each type that can be obtained. And / or, the game interface displays the total number of target cards corresponding to multiple types, so that the player subject can understand the total number of cards that can be obtained.

[0345] For example, if the target card quantity corresponding to any one or more types is 0, the target card quantity corresponding to the one or more types will no longer be displayed. That is, the game interface displays the target card quantity that is not 0 and the types corresponding to the target card quantity that is not 0, so as to reduce the amount of redundant information in the game interface and avoid wasting the display space of the game interface.

[0346] 2302. In response to the triggering operation on the card dealing control, the computer device deals cards of that type to the own player when the number of target cards corresponding to any type is greater than 0.

[0347] In one possible implementation, if the target card counts for multiple types are all greater than 0, one or more types are randomly selected from the multiple types and dealt to the player on the team. Alternatively, the type with the largest target card count is selected from the multiple types and the cards of that type are dealt to the player on the team.

[0348] In one possible implementation, in response to a triggering operation on a card dealing control, the computer device displays a card selection interface, wherein the card selection interface displays at least two cards for selection, and the target number of cards corresponding to the types of the candidate cards is greater than 0. In response to the operation of selecting a card in the card selection interface, the selected card is dealt to the player on the team, and the number of cards of each type selected must be less than or equal to the target number of cards corresponding to each type.

[0349] Exemplarily, based on the card selection interface displaying at least two alternative cards, alternative types, and the number of selectable cards corresponding to the alternative types, the alternative type is a type whose corresponding target number of cards is not 0, and the number of selectable cards corresponding to the alternative type is less than or equal to the target number of cards corresponding to the alternative type. The player object views the card selection interface to determine the maximum number of cards of each type that can be selected.

[0350] 2303. The computer device reduces the number of target cards corresponding to the type based on the number and type of cards dealt.

[0351] After dealing cards to your own players, reduce the target number of cards corresponding to the type of card by the number of cards dealt to ensure that the target number of cards corresponding to the type is accurate.

[0352] In one possible implementation, after differentiating the target card counts for different card types, the computer device, in response to a target event occurring during a game, increases the target card count for any type. Alternatively, the computer device sets the type corresponding to the target event and, in response to a target event occurring during a game, increases the target card count for the type corresponding to the target event, while not increasing the target card counts for other types. This achieves a targeted increase in the card count. The process for increasing the target card count in this embodiment is similar to that in the above embodiment and will not be further described here.

[0353] The method provided in the embodiments of the present application displays a card dealing control for dealing cards in the game interface of a turn-based chess game. The card dealing control can be triggered at any time to obtain cards. Therefore, the timing of obtaining cards is not limited to just before the start of a round. Players can independently control the timing of obtaining cards, which improves flexibility, provides more options for the timing of obtaining cards in turn-based chess games, and enriches the gameplay of turn-based chess games. Moreover, by managing the target number of cards corresponding to the card dealing control, the number of cards dealt can be guaranteed to be accurate, avoiding the situation where the number of cards is incorrect.

[0354] In addition, different card types are distinguished, and the target number of cards corresponding to each type is managed separately, which refines the granularity of the target number of cards and enables the distribution of different types of cards in a more organized manner, thereby increasing the complexity of turn-based chess games and enriching the gameplay of turn-based chess games.

[0355] Figure 24 This is a schematic diagram of the structure of a turn-based chess game interactive device provided by an embodiment of the present application. Figure 24 , the device comprises:

[0356] The game display module 2401 is used to display the game interface of the turn-based chess game. The game interface displays a card dealing control. The target card number corresponding to the card dealing control indicates the number of cards allowed to be dealt to the chess player.

[0357] A card issuing module 2402 is configured to issue cards to the player in response to a trigger operation on the card issuing control when the target card number is greater than 0;

[0358] The card quantity management module 2403 is used to reduce the target card quantity based on the number of cards issued.

[0359] In one possible implementation, see Figure 25 , the card issuing module 2402 includes:

[0360] A selection interface display unit 2412 is configured to display a card selection interface in response to a trigger operation on the card dealing control when the target card number is greater than 0, wherein the card selection interface displays at least two cards for selection;

[0361] The card issuing unit 2422 is used to issue the selected card to the player in response to the operation of selecting a card in the card selection interface.

[0362] In one possible implementation, the selection interface display unit 2412 is configured to, in response to a triggering operation on the card dealing control, display at least two alternative cards and the number of selectable cards based on a card selection interface when the target number of cards is greater than 0;

[0363] Among them, the number of optional cards is the maximum number of cards allowed to be selected this time, and the number of optional cards is less than or equal to the target number of cards.

[0364] In one possible implementation, the card selection interface further displays a cancel control, and the selection interface display unit 2412 is further configured to close the card selection interface in response to a triggering operation on the cancel control.

[0365] In a possible implementation, the target number of cards corresponding to the card dealing control includes a target number of cards corresponding to each card type, where the target number of cards represents the number of cards of the type allowed to be dealt to the player on the same side;

[0366] The card issuing module 2402 is used to respond to the triggering operation of the card issuing control and issue a card of a certain type to the player on the same side when the number of target cards corresponding to any type is greater than 0;

[0367] The card quantity management module 2403 is used to reduce the target number of cards corresponding to a type based on the number and type of cards issued.

[0368] In one possible implementation, the card quantity management module 2403 is further configured to respond to a target event occurring during a game and increase the target card quantity based on the target event.

[0369] In one possible implementation, the card quantity management module 2403 is configured to perform at least one of the following:

[0370] In response to the start of a new round, the number of target cards is increased;

[0371] In response to the start of a target round, the target number of cards is increased, where the target round is the round in the game whose sequence number meets the target condition;

[0372] In response to the level increase of the player on your side, the number of target cards is increased;

[0373] In response to the player using the target type of card reaching a target number of times, increasing the number of target cards;

[0374] In response to the player using a preset chess piece card, the target card number is increased, where the preset chess piece card is a chess piece card with a skill of increasing the card number;

[0375] In response to the player using a preset effect card, the number of target cards is increased, where the preset effect card is an effect card having an effect of increasing the number of cards;

[0376] In response to the player using a preset player card, the target card number is increased, where the preset player card is a player card having an effect of increasing the card number;

[0377] In response to a preset player skill of the player on the side being triggered, the number of target cards is increased, and the preset player skill is a passive skill with the effect of increasing the number of cards.

[0378] In one possible implementation, the card quantity management module 2403 is configured to:

[0379] In response to a target event occurring during the game, the target card quantity is increased by a quantity corresponding to the event type to which the target event belongs, or,

[0380] In response to a target event occurring during a game, the target card quantity is increased by an amount corresponding to an event parameter of the target event.

[0381] In one possible implementation, see Figure 25 , the device further comprises:

[0382] The first prompt module 2404 is used to respond to the triggering operation of the card dealing control and display a prompt message based on the game interface when the target number of cards is equal to 0, where the prompt message is used to prompt that the card cannot be dealt.

[0383] In one possible implementation, the game display module 2401 is configured to:

[0384] Based on the game interface, display the card dealing control, and display the target card number in the display area of the card dealing control; or,

[0385] Based on the game interface, a card dealing control is displayed, and a target card number is displayed in an area adjacent to the display area of the card dealing control.

[0386] In one possible implementation, see Figure 25 , the device further comprises:

[0387] The second prompt module 2405 is used to display a prompt message indicating that the number of target cards is reduced based on the game interface.

[0388] It should be noted that the above-described embodiments of the interactive device for a turn-based chess game are merely illustrative of the division of the aforementioned functional modules. In actual applications, the aforementioned functions can be assigned to different functional modules as needed, i.e., the internal structure of the computer device can be divided into different functional modules to perform all or part of the functions described above. Furthermore, the above-described embodiments of the interactive device for a turn-based chess game and the embodiments of the interactive method for a turn-based chess game are based on the same concept. The specific implementation process is detailed in the method embodiments and will not be further described here.

[0389] An embodiment of the present application also provides a computer device, which includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed in the game interaction method of the turn-based chess game in the above embodiment.

[0390] Optionally, the computer device is provided as a terminal. Figure 26 A schematic structural diagram of a terminal 2600 provided by an exemplary embodiment of the present application is shown.

[0391] The terminal 2600 includes a processor 2601 and a memory 2602 .

[0392] The processor 2601 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2601 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 2601 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2601 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2601 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0393] The memory 2602 may include one or more computer-readable storage media, which may be non-transitory. The memory 2602 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2602 is used to store at least one computer program, which is used by the processor 2601 to implement the game interaction method for the turn-based chess game provided in the method embodiment of the present application.

[0394] In some embodiments, terminal 2600 may optionally include a peripheral device interface 2603 and at least one peripheral device. Processor 2601, memory 2602, and peripheral device interface 2603 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 2603 via a bus, signal lines, or circuit boards. Optionally, the peripheral device includes at least one of a radio frequency circuit 2604, a display screen 2605, a camera assembly 2606, and a power supply 2607.

[0395] The peripheral device interface 2603 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 2601 and the memory 2602. In some embodiments, the processor 2601, the memory 2602, and the peripheral device interface 2603 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2601, the memory 2602, and the peripheral device interface 2603 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0396] The radio frequency circuit 2604 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 2604 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 2604 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 2604 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The radio frequency circuit 2604 can communicate with other devices via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, metropolitan area networks, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the radio frequency circuit 2604 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.

[0397] The display screen 2605 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 2605 is a touch screen display, the display screen 2605 also has the ability to collect touch signals on the surface or above the surface of the display screen 2605. The touch signal can be input as a control signal to the processor 2601 for processing. At this time, the display screen 2605 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one display screen 2605, which is set on the front panel of the terminal 2600; in other embodiments, there can be at least two display screens 2605, which are respectively set on different surfaces of the terminal 2600 or in a folding design; in other embodiments, the display screen 2605 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal 2600. Even more, the display screen 2605 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 2605 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0398] The camera assembly 2606 is used to capture images or videos. Optionally, the camera assembly 2606 includes a front camera and a rear camera. The front camera is set on the front panel of the terminal 2600, and the rear camera is set on the back of the terminal 2600. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 2606 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.

[0399] Power supply 2607 is used to power various components in terminal 2600. Power supply 2607 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 2607 includes a rechargeable battery, the rechargeable battery can support wired charging or wireless charging. The rechargeable battery can also be used to support fast charging technology.

[0400] Those skilled in the art will understand that Figure 26The structure shown in the figure does not constitute a limitation on the terminal 2600, and the terminal 2600 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0401] Optionally, the computer device is provided as a server. Figure 27 This is a schematic diagram of the structure of a server provided by an embodiment of the present application. The server 2700 may vary significantly due to different configurations or performance, and may include one or more processors (Central Processing Units, CPUs) 2701 and one or more memories 2702. The memories 2702 store at least one computer program, which is loaded and executed by the processor 2701 to implement the methods provided by the above-mentioned various method embodiments. Of course, the server may also have components such as a wired or wireless network interface, a keyboard, and input and output interfaces for input and output. The server may also include other components for implementing device functions, which will not be described in detail here.

[0402] An embodiment of the present application also provides a computer-readable storage medium, which stores at least one computer program. The at least one computer program is loaded and executed by a processor to implement the operations performed by the turn-based chess game interaction method of the above embodiment.

[0403] An embodiment of the present application also provides a computer program product, including a computer program, which is loaded and executed by a processor to implement the operations performed by the game interaction method for a turn-based chess game as described in the above embodiment.

[0404] Those skilled in the art will understand that all or part of the steps of implementing the above embodiments may be accomplished by hardware, or by programs instructing related hardware to accomplish the steps. The programs may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk, or an optical disk, etc.

[0405] The above are only optional embodiments of the embodiments of the present application and are not intended to limit the embodiments of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the embodiments of the present application should be included in the scope of protection of this application.

Claims

1. A method for interactive play in a turn-based chess game, characterized in that: The method comprises: Displaying a game interface of a turn-based chess game, wherein the game interface displays a card dealing control, and a target card number corresponding to the card dealing control represents the number of cards allowed to be dealt to the chess player on the same side; In response to a triggering operation on the card dealing control, dealing cards to the own player if the target card number is greater than 0; Based on the number of cards dealt, the target card number is reduced.

2. The method according to claim 1, characterized in that In response to the triggering operation of the card dealing control, the cards are dealt to the own player when the target card number is greater than 0, comprising: In response to a triggering operation on the card dealing control, displaying a card selection interface when the target card number is greater than 0, wherein the card selection interface displays at least two alternative cards; In response to an operation of selecting a card in the card selection interface, the selected card is dealt to the own player.

3. The method according to claim 2, characterized in that The method of displaying a card selection interface in response to a triggering operation on the card dealing control when the target card quantity is greater than 0 includes: In response to a triggering operation on the card dealing control, when the target card quantity is greater than 0, displaying at least two alternative cards and the number of selectable cards based on the card selection interface; The number of selectable cards is the maximum number of cards allowed to be selected this time, and the number of selectable cards is less than or equal to the target number of cards.

4. The method according to claim 3, characterized in that The card selection interface further displays a cancel control, and the method further includes: In response to the triggering operation of the cancel control, the card selection interface is closed.

5. The method according to claim 1, wherein The target number of cards corresponding to the card dealing control includes the target number of cards corresponding to each type of card, and the target number of cards represents the number of cards of the type allowed to be dealt to the own player; In response to the triggering operation of the card dealing control, the cards are dealt to the own player when the target card number is greater than 0, comprising: In response to a triggering operation on the card dealing control, when the target number of cards corresponding to any type is greater than 0, cards of the type are dealt to the own player; The reducing the target number of cards based on the number of cards dealt includes: Based on the number and type of cards dealt, the target number of cards corresponding to the type is reduced.

6. The method according to claim 1, characterized in that The method further comprises: In response to a target event occurring in the game, the target card quantity is increased based on the target event.

7. The method according to claim 6, characterized in that In response to a target event occurring in the game, increasing the target card quantity based on the target event includes at least one of the following: In response to the start of a new round, increasing the number of target cards; In response to the start of a target round, increasing the target number of cards, the target round being the round in the game whose sequence number meets the target condition; In response to the level of the own player being upgraded, increasing the number of target cards; In response to the player using the target type of cards reaching a target number of times, increasing the target number of cards; In response to the own player using a preset chess piece card, increasing the target card number, wherein the preset chess piece card is a chess piece card having a skill of increasing the card number; In response to the own player using a preset effect card, increasing the target card number, wherein the preset effect card is an effect card having an effect of increasing the card number; In response to the own player using a preset player card, increasing the target card number, the preset player card being a player card having an effect of increasing the card number; In response to the preset player skill of the own player being triggered, the target card quantity is increased, and the preset player skill is a passive skill with the effect of increasing the card quantity.

8. The method according to claim 6, characterized in that In response to a target event occurring in the game, increasing the target card quantity based on the target event includes: In response to the target event occurring in the game, the target card quantity is increased by a quantity corresponding to the event type to which the target event belongs, or, In response to the target event occurring in the game, the target card quantity is increased by an amount corresponding to an event parameter of the target event.

9. The method according to any one of claims 1 to 8, characterized in that The method further comprises: In response to a triggering operation on the card dealing control, when the target number of cards is equal to 0, a prompt message is displayed based on the game interface, wherein the prompt message is used to prompt that cards cannot be dealt.

10. The method according to any one of claims 1 to 8, characterized in that The game interface for displaying a turn-based chess game includes: Based on the game interface, display the card dealing control, and display the target card number in the display area of the card dealing control; or Based on the game interface, the card dealing control is displayed, and the target card number is displayed in an area adjacent to the display area of the card dealing control.

11. The method according to claim 10, characterized in that The method further comprises: Based on the game interface, a prompt message indicating that the number of target cards is reduced is displayed.

12. A game interaction device for a turn-based chess game, characterized in that: The device comprises: A display module is used to display a game interface of a turn-based chess game, wherein the game interface displays a card dealing control, and the target card number corresponding to the card dealing control represents the number of cards allowed to be dealt to the chess player on the same side; a card issuing module, configured to issue cards to the own player in response to a triggering operation on the card issuing control when the target card number is greater than 0; The card quantity management module is used to reduce the target card quantity based on the number of cards issued.

13. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the game interaction method for a turn-based chess game as described in any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that The computer-readable storage medium stores at least one computer program, which is loaded and executed by the processor to implement the operations performed by the game interaction method for a turn-based chess game as described in any one of claims 1 to 11.

15. A computer program product comprising a computer program, characterized in that The computer program is loaded and executed by a processor to implement the operations performed by the game interaction method for a turn-based chess game according to any one of claims 1 to 11.