Game matching method, device and equipment based on turn chess game and medium

By introducing card and energy resource mechanisms in turn-based chess games, players use cards to layout in the preparation stage by consuming energy values, solving the problem of single traditional layout strategies and improving the game's strategic space and economic operation experience.

CN120459645APending Publication Date: 2025-08-12TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410179152.6
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 traditional turn-based chess games, players' layout strategies during the preparation stage are too single and lack diversity, resulting in insufficient space for game strategies.

Method used

Introduce card and energy resource mechanisms, players use cards to layout by consuming energy values during the preparation stage, considering the energy value allocation to formulate a card play strategy.

Benefits of technology

It enriches the game's strategic space and economic operation experience, and improves the combat effectiveness of the chess pieces in the battle stage by reasonably allocating energy values.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a match method, device and equipment based on turn chess games and a medium, and belongs to the field of man-machine interaction. The method comprises the following steps: displaying a match interface of the turn chess game, wherein the match interface comprises a chessboard area and a hand card area; obtaining at least one card and at least one energy value of the current round of the player object; in the battle preparation stage, responding to the situation that the energy value consumed by the use operation of the at least one card does not exceed the at least one energy value, executing battle preparation operation corresponding to the at least one card, and deducting the energy value consumed by the use operation; and in the fight stage, displaying that the chess pieces of the local party and the chess pieces of the enemy automatically fight in the chessboard area. According to the method, two resource modes of'card 'and'energy' are introduced into the turn chess game, and more strategy space and richer economic operation experience are provided for the game through mutual application of the two resources in the hands of players.
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Description

Technical Field

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

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

[0003] In traditional turn-based chess games, players receive a certain amount of gold coins each round, which can be stored and used to collect interest each round. Players can also use the gold coins to purchase chess pieces in the store. The purchased chess pieces are placed on the player's preparation seat, and the player drags some or all of the chess pieces on the preparation seat onto the chessboard to start the battle.

[0004] In the above-mentioned traditional game, during the preparation stage, players select one or more pieces from the preparation seat and arrange them on the chessboard. They only need to consider the layout strategy between the pieces on the preparation seat, and generally choose the stronger pieces on the preparation seat for arrangement. This layout method is too simple. Summary of the Invention

[0005] The embodiments of the present application provide a method, apparatus, device, and medium for playing a turn-based chess game. The technical solution is as follows:

[0006] In one aspect, a method for playing a turn-based chess game is provided, wherein the turn-based battle in the turn-based chess game includes a preparation phase and a battle phase, and the method includes:

[0007] Displaying a game interface of the turn-based chess game, the game interface including a board area and a hand area, the board area being a chessboard for accommodating the player's own chess pieces and the enemy's chess pieces, the hand area being used to display the cards held by the player's own party, and the cards being used to perform preparation operations in the preparation phase;

[0008] Obtain at least one card and at least one energy value of the player object in the current round;

[0009] In the preparation phase, in response to the energy value consumed by the use operation of the at least one card not exceeding the at least one energy value, performing the preparation operation corresponding to the at least one card, and deducting the energy value consumed by the use operation;

[0010] During the battle phase, the own chess piece and the enemy chess piece are displayed to automatically engage in battle in the chessboard area.

[0011] In another aspect, a game device based on a turn-based chess game is provided, wherein the turn-based battle in the turn-based chess game includes a preparation phase and a battle phase, and the device includes:

[0012] A display module, configured to display a game interface of the turn-based chess game, wherein the game interface includes a chessboard area and a hand area, wherein the chessboard area is used to accommodate the battle chessboard of the player and the enemy chess, and the hand area is used to display the cards held by the player object, and the cards are used to perform the preparation operations in the preparation phase;

[0013] An acquisition module, configured to acquire at least one card and at least one energy value of the player object in the current round;

[0014] an execution module configured to, during the preparation phase, in response to the energy value consumed by the use operation of the at least one card not exceeding the at least one energy value, execute the preparation operation corresponding to the at least one card and deduct the energy value consumed by the use operation;

[0015] The display module is used to display the automatic battle between the own chess piece and the enemy chess piece in the chessboard area during the battle phase.

[0016] On the other hand, a computer device is provided, comprising: a processor and a memory, wherein the memory stores at least one program; the processor is configured to execute the at least one program in the memory to implement the turn-based chess game playing method as described above.

[0017] On the other hand, a computer-readable storage medium is provided, in which executable instructions are stored. The executable instructions are loaded and executed by a processor to implement the turn-based chess game playing method as described above.

[0018] On the other hand, a computer program product or computer program is provided, which includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the computer device reads and executes the computer instructions from the computer-readable storage medium to implement the turn-based chess game playing method as described above.

[0019] The beneficial effects of the technical solution provided by the embodiments of the present application are:

[0020] The method provided in this application introduces two resource modes, "cards" and "energy", into turn-based chess games. During the preparation stage of the game, players can obtain at least one card and at least one energy value. Since each card played consumes energy, players need to consider the distribution of energy values while using cards to lay out on the board. By reasonably distributing energy values among cards, a card-playing strategy for at least one card is formulated, so that the chess pieces laid out on the board can exert higher combat strength during the battle stage. This method provides the game with more strategic space and a richer economic operation experience through the mutual use of the two resources in the hands of players. BRIEF DESCRIPTION OF THE DRAWINGS

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0038] Figure 17 This is a schematic diagram of a game resource purchase interface provided by an embodiment of the present application;

[0039] Figure 18 This is a flowchart of a method for playing a turn-based chess game provided by one embodiment of the present application;

[0040] Figure 19 This is a flowchart of a method for playing cards in a game provided by one embodiment of the present application;

[0041] Figure 20 This is a schematic diagram of the card-playing logic in a game provided by one embodiment of the present application;

[0042] Figure 21 This is a schematic diagram of a turn-based chess game device provided by one embodiment of the present application;

[0043] Figure 22 This is a structural block diagram of a computer device provided in one embodiment of the present application. DETAILED DESCRIPTION

[0044] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.

[0045] First, the nouns involved in the embodiments of this application are introduced:

[0046] Turn-based chess games: These are chess games in which the "chess pieces" are arranged in advance before the game begins, and during the game, the "chess pieces" can automatically fight according to the pre-arranged layout. The "chess pieces" are usually represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game usually adopts a turn-based system. When all the "chess pieces" of one side are killed (i.e., the health points of the virtual characters are reduced to zero), that side is deemed the loser of the round. In some embodiments, in addition to the "chess piece-type virtual characters" that play the game, each side also has a chess player character representing the current user participating in the game. The chess player character cannot be moved as a "chess piece" to the battle area or chess piece candidate area. The chess player character is also equipped with health points (or health points). The health points of the chess player character are reduced accordingly (battle failure) or remain unchanged (battle victory) based on the results of each game. When the health points of the virtual character are reduced to zero, the user corresponding to the chess player character exits the game, and the remaining users continue to play. Optional, turn-based chess games include Auto Chess.

[0047] Auto Chess: It is a multiplayer, turn-based competitive game with collectible hero chess pieces. For example, there are eight or six players in the game, each of whom occupies an area on the board. Two of the multiple players compete one-on-one. Each round of a game consists of two stages: the preparation phase and the battle phase. In the preparation phase, users purchase chess pieces (heroes) from the store and arrange them on the board. In the battle phase, both teams lock their lineups, and the chess pieces will automatically engage until all of one team's pieces are dead. The player who destroys all of their chess pieces loses the round and will have a certain amount of health deducted. The game rounds are repeated, and new opponents are matched until a player's health is ≤ 0 and they are eliminated. The last remaining player wins the game (1st place).

[0048] 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.

[0049] 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.

[0050] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, schematically, n is an integer multiple of 2, and two adjacent rows of chess squares are aligned, or two adjacent rows of chess squares are staggered. In addition, the battle area is divided into two parts according to the rows, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the upper and lower sides of the battle interface, and in the preparation stage, the users can only place chess pieces in the own battle area. In other embodiments, the battle area is divided into two parts according to the columns, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the left and right sides or the upper and lower sides of the battle interface. The shape of the chess square can be any one of square, rectangle, circle, and hexagon. The embodiment of the present application does not limit the shape of the chess square.

[0051] Cards: A common term for a game genre, originating from tabletop games. Unlike chess, where players manipulate chess pieces directly, cards represent game content on cards. Compared to chess pieces, cards are more convenient for carrying text descriptions, card attribute information, and key values. "Cardization" involves converting hero resources into card resources, making it easier for players to understand and categorize card effects, and to carry more diverse information.

[0052] Energy: A game resource. In this application, energy is defined as the resource used by players to play cards. When a card is played, the energy corresponding to the value marked on the card is consumed.

[0053] Equipment: In Auto Chess games, each chess piece can typically wear three pieces of equipment (or any other number of pieces). Equipment provides attributes or effects such as attack power, defense, health, healing, penetration, and shields to the hero. Auto Chess games in related art typically include a jungle phase, where players defeat monsters and receive equipment dropped by them, which they then pick up and add to their backpacks. Equipment can also be combined individually to create higher-quality equipment.

[0054] Player: refers to a virtual character played by the player. Each player has different special abilities that can help the player to play the game better.

[0055] Figure 1 The following is a block diagram of a computer system according to an exemplary embodiment of the present application: The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .

[0056] A first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 may be a turn-based chess game program. When the first terminal 110 runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. This client may be a client for an Auto Chess game. The first terminal 110 is used by a first user 112. During the preparation phase of a game, the first user 112 uses the first terminal 110 to place chess pieces in the battle area of the chessboard. During the battle phase, the first terminal 110 or the server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.

[0057] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a turn-based chess game program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client can be the client of an Auto Chess game. The second terminal 130 is used by a second user 132. During the preparation phase of a game, the second user 132 uses the second terminal 130 to place chess pieces in the battle area of the chessboard. During the battle phase, the second terminal 130 or the server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.

[0058] Optionally, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located in different playing areas on the same chessboard, i.e., the first user and the second user are on the same chessboard in the same game. Alternatively, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located on different chessboards, i.e., the first user and the second user are on different chessboards in the same game. It should be noted that, in an optional embodiment, a game of a turn-based chess game is jointly participated in by six user accounts, and the six user accounts are matched up in pairs in each round, and the two matched user accounts play against each other on the same chessboard during the round.

[0059] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of the multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example. The first terminal 110 and the second terminal 130 can be the same or different device types, including at least one of a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiments are described using the example of a smartphone as the terminal.

[0060] Those skilled in the art will appreciate that the number of terminals may be greater or less. For example, there may be only one terminal (i.e., the user plays against the AI), or there may be six, eight, or more terminals. The present embodiment does not limit the number of terminals or device types.

[0061] Figure 1 Only two terminals are shown, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 are terminals corresponding to developers. A development and editing platform for a client that supports a virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0062] The first terminal 110 , the second terminal 130 , and the other terminals 140 are connected to the server 120 via a wireless network or a wired network.

[0063] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for clients supporting a three-dimensional virtual environment (turn-based chess game clients / Auto Chess game clients). Optionally, server 120 performs primary computing tasks, while terminals perform secondary computing tasks; alternatively, server 120 performs secondary computing tasks, while terminals perform primary computing tasks; alternatively, server 120 and terminals utilize a distributed computing architecture for collaborative computing.

[0064] In an illustrative example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-facing input / output interface (I / O interface) 125. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store user account data used by the first terminal 110, the second terminal 130, and other terminals 140, such as user account avatars, user account nicknames, user account combat power indexes, and the service areas where the user accounts are located. The battle service module 124 is configured to provide multiple battle rooms for users to engage in battles. The user-facing I / O interface 125 is configured to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 via a wireless network or a wired network.

[0065] The embodiment of the present application provides a turn-based chess game (auto chess) based on card operations. The various complicated operations involved in traditional auto chess, such as store purchases, store upgrades, chess piece preparations, chess piece deployments, chess piece upgrades, and chess piece equipment additions, are all simplified in the card playing process. On the one hand, the card-based playing process is relatively simple and suitable for use on small-screen terminals such as mobile phones and tablets; on the other hand, the three-dimensional model of the virtual chess piece can only carry limited text information, while the card face can carry more "labels", "values", "attributes", "entry effects" and other information, thereby improving the utilization efficiency of the display area where the card is located.

[0066] Figure 2 A flowchart of a game interaction method for a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment takes the method as an example executed by a terminal, in which a client supporting turn-based chess games is running.

[0067] The method includes:

[0068] Step 220: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area, wherein the hand area displays at least one card;

[0069] The game interface is where two players engage in turn-based chess games. Player objects can be understood as at least one of the following concepts: user, account, player, chess player, or chess player avatar.

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

[0071] The chessboard area 10 is used to accommodate at least one friendly chess piece and at least one enemy chess piece participating in the battle. The chessboard area 10 includes a plurality of chess squares 12 arranged in an array. These chess squares 12 are always displayed or displayed only at certain times. Optionally, the chessboard area 10 is a two-dimensional chessboard or a three-dimensional chessboard. This embodiment illustrates the chessboard area 10 as a three-dimensional chessboard viewed from above. A three-dimensional chessboard in this context refers to the chessboard being located in a three-dimensional environment, not necessarily the chessboard itself being three-dimensional.

[0072] The hand area 11 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; excess cards are automatically discarded.

[0073] Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 11. The order of arrangement can be determined based on at least one of the following factors: the time of draw, the card type, the number of cards of the same type, the number of cards of the same card, and the quality of the cards. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. When the upper limit is exceeded, the excess cards are discarded. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different battle preparation functions.

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

[0075] Step 240: In the preparation phase, in response to the play operation of at least one card, perform preparation operations related to the own side;

[0076] The playing operation refers to the operation of playing one or more cards held. Schematically, the playing operation is the operation of dragging a selected card toward the board area. Alternatively, the playing operation includes a first click operation and a second click operation, wherein the first click operation is the operation of clicking to select a card, and the second click operation is the operation of clicking a specific square in the board area. The embodiments of the present application do not limit the specific form of the playing operation. In some embodiments, a function of intelligently recommending playing cards can also be provided, whereby the player object plays cards on behalf of the player in certain rounds, such as the client intelligently recommending playing cards for novice players in the first few rounds.

[0077] At least one local chess piece is a virtual chess piece that has participated in at least one round (including the current round). If the chessboard area is a two-dimensional chessboard, the virtual chess piece is also a two-dimensional chess piece, displayed as a two-dimensional icon or two-dimensional image; if the chessboard area is a three-dimensional chessboard, the virtual chess piece is also a three-dimensional chess piece, displayed as a three-dimensional model or three-dimensional image. In the initial state, there may be zero local chess pieces on the chessboard area, and the local player object can add, delete, or supplement the chessboard area. Local chess pieces that did not die in the previous round are automatically carried over to the next round.

[0078] The display state of the selected card is different from the display state of the unselected card. Optionally, the selected card has a highlighting effect, which includes: a bold border, a highlighted border, a dynamic border, and the placement position in the card queue is moved a preset distance toward the board area.

[0079] Preparation operations include at least one of: increasing one's own chess pieces, reducing one's own chess pieces, upgrading one's own chess pieces, adding equipment to one's own chess pieces, reducing equipment to one's own chess pieces, and increasing the buff effect of one's own chess pieces.

[0080] Since different card types have different effects, a preparation operation is performed on at least one of the own chess pieces in the chessboard area based on the card type of the selected card.

[0081] During the preparation phase, the player object will prepare at least one of its own chess pieces in the chessboard area, and the enemy player object will prepare at least one enemy chess piece in the chessboard area.

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

[0083] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.

[0084] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.

[0085] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact 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 passively receiving distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.

[0086] Especially for turn-based chess games played on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.

[0087] Classification of card types:

[0088] In some embodiments, the card type includes at least one of: a chess piece card, an effect card, an equipment card, and a chess player card.

[0089] Chess Cards:

[0090] Pawn cards are used to summon your own pieces in the chessboard area or upgrade the piece level of your own pieces. Figure 4 A schematic diagram of a chess piece card is shown. The chess piece card displays at least one of the following information: a chess piece image 21, a chess piece name 22, the energy consumed when the card is played 23, the chess piece type or faction 24 to which the chess piece belongs, the level of the chess piece after the card is played 25, and a description of the additional effects of the chess piece 26.

[0091] The chess piece image 21 may be at least one of a head portrait, an icon, a bust portrait, a full-body portrait, and a display animation of a virtual chess piece. Figure 4 In the example, the chess piece image 21 is a bust of a virtual chess piece.

[0092] The chess piece name 22 is the name of the virtual chess piece. For example, if the virtual chess piece is a hero, the chess piece name is the hero name.

[0093] The energy value 23 refers to the energy required to play this chess piece. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities requires different amounts of energy. For example, playing five cards of different qualities requires 0, 1, 2, 3, and 4 energy points, respectively.

[0094] Piece Type 24 is a categorization attribute that identifies the role a piece plays during combat. In one example, different pieces can be classified as at least one of the following: Tank, Warrior, Assassin, Mage, Shooter, or Support. Faction is a categorization attribute that identifies pieces belonging to the same group within the virtual worldview. In one example, different pieces can be classified into at least one of the following: Great Wall, Three Kingdoms, Xuanyong, Jigan, Yaotian, and Chang'an. For example, two pieces belonging to the same Great Wall Guards in the virtual worldview both belong to the Great Wall Faction. In various embodiments, piece type and faction can be considered the same categorization attribute; this embodiment uses piece type and faction as different categorization attributes as an example.

[0095] The level 25 that a piece is upgraded to after a card is played refers to the level that is increased after the card is played, if a piece with the same name (i.e., the same piece) already exists on the board. For example, if level 25 is 3 and the piece with the same name was originally at level 2, then after playing this card, the piece with the same name is upgraded to level 5. Alternatively, cards of different qualities can upgrade the same piece to different levels after being played. For example, five different quality cards can upgrade the same piece to levels 1, 2, 3, 4, and 5, respectively.

[0096] The additional effect description 26 of a chess piece is a description of the additional effect possessed by the chess piece. This additional effect can be triggered upon playing, or it can be activated when a trigger condition is met during the game. For example, chess piece 1 has an exclusive skill: when chess piece 1 is on the board, whenever another chess piece on the board is sold, a randomly selected chess piece of the "tank" type on the board is randomly selected, and the level of the randomly selected chess piece is increased by a first value, which is half the level of the sold chess piece.

[0097] Effect Cards:

[0098] Effect cards are cards used to apply effects to at least one game factor in the game. The at least one game factor includes chess pieces, skills, equipment, amplification effects, levels, combat processes, hand card acquisition processes, etc. Figure 5 A schematic diagram of an effect card is shown. The effect card displays at least one of the following information: an effect icon 31, an effect name 32, an energy value 33 consumed when the card is played, and an effect description 34 of the effect card.

[0099] The effect icon 31 may be an icon for representing the benefit effect of the effect card. Figure 5 The effect name 32 is the name of the effect card or the name of the gain effect.

[0100] The energy value 33 refers to the energy cost of playing this effect card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities may cost different amounts of energy. For example, playing five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively.

[0101] The effect description 34 of the effect card is used to describe the effect of the effect card after use. The effect of the effect card includes but is not limited to at least one of the following:

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

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

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

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

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

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

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

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

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

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

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

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

[0114] For example, the effect of the "Two Players" card is: randomly obtain 2 identical hero cards; the effect of the "Talent Search" card is: choose 1 of 3 highest quality hero cards available at the current player level; the effect of the "Copy" card is: randomly obtain a card with the same name as a hero on the field; the effect of the "Abundant Harvest" card is: immediately replenish your hand to 5 cards; the effect of the "Random Strengthen" card is: increase the level of a random hero on the field by +5; the effect of the "One More Time" card is: draw 1 card, and get 1 extra free card exchange in this round; the effect of the "Wish" card is: -1 the energy value consumed by all cards; the effect of the "Add Card" card is: draw 2 cards.

[0115] In some embodiments, effect cards can be categorized as at least one of general effect cards, piece-type effect cards, and faction effect cards. General effect cards are effect cards whose attributes are unrelated to piece type or faction. Card attributes include at least one of card acquisition conditions, usage conditions, card effects, and range of effect. Piece-type effect cards are effect cards whose attributes are related to piece type. For example, only pieces of a specific piece type can acquire, use, or benefit from a card. Faction effect cards are effect cards whose attributes are related to faction. For example, only pieces of a specific faction can acquire, use, or benefit from a card.

[0116] For example, a certain chess piece type effect card can only be obtained with a certain probability when a chess piece card of that chess piece type is played.

[0117] Equipment Cards:

[0118] Equipment cards are used to equip at least one of your own chess pieces. Figure 6A schematic diagram of an equipment card provided by an exemplary embodiment of the present application is shown. The equipment card displays at least one of the following information: an equipment icon 41, an equipment name 42, an energy value 43 consumed when the card is played, and an equipment description 44 of the equipment card.

[0119] The equipment icon 41 may be an icon used to represent an 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.

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

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

[0122] Chess player cards:

[0123] Player cards are cards acquired through the player skills of a player avatar. Player cards can be acquired through a passive skill of a player avatar, cards that only a certain player avatar can acquire, cards that only a certain player avatar can use, cards that are exclusive to a certain player avatar, and so on, and this embodiment of the application does not limit this.

[0124] Figure 7 A schematic diagram of a chess player card provided by an exemplary embodiment of the present application is shown. The chess player card displays at least one of the following information: a card icon 51, a chess player card name 52, an energy value 53 consumed when the card is played, and a description of the effect of the chess player card 54.

[0125] The card icon 51 may be an icon used to represent the effect of the card. Figure 7 The player card name 52 is the name of the player card or the name of the effect.

[0126] The energy value 53 refers to the energy consumed by the player when playing a card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.

[0127] The effect description 54 of the player card is used to describe the effect that the player card can increase after use. The effect of the player card can be the same as or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect range of the chess piece card, equipment card, or effect card. In the possible designs of different embodiments, the effect of the player card can be designed to summon chess pieces, upgrade chess pieces, add equipment, add gain effects, reduce energy consumption, or affect the acquisition process of the hand cards in any form. The effect of the player card can be designed to affect any process or detail in the game, and the embodiments of the present application are not limited to this.

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

[0129] On the one hand, different types of cards have different functions. Piece cards can eliminate the shop in traditional Auto Chess based on the gameplay characteristics of the cards. Effect cards can eliminate the effect buttons or controls in traditional Auto Chess. Equipment cards can eliminate the jungle phase in traditional Auto Chess. Player cards can incorporate the gameplay characteristics of each player. By simplifying the different mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle screen, simplify the operation of the player object, and improve the efficiency of human-computer interaction for the player object.

[0130] On the other hand, compared with three-dimensional chess pieces, two-dimensional cards cannot carry text information well because the text information that three-dimensional chess pieces can carry is limited. The card characteristics of two-dimensional cards can naturally carry more text information and icon information. Therefore, compared with the three-dimensional chess pieces in traditional preparation stages, two-dimensional cards can increase the amount of information carried within the limited display range of small-screen terminals and improve information transmission efficiency.

[0131] It should be noted that the above-mentioned cards can not only be played in the preparation phase, but some cards can also be played in the battle phase, such as certain equipment cards, effect cards that immediately draw 2 more cards, etc.

[0132] How to obtain cards:

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

[0134] Card Acquisition 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 battles will draw 2 cards.

[0135] Card acquisition condition 2: Use preset effect cards; preset effect cards refer to cards with effects such as drawing, adding, or copying cards.

[0136] Card acquisition condition 3: Use preset player cards; preset player cards refer to cards that have the effects of extracting, adding, or copying cards.

[0137] Card acquisition condition 4: Consume your own resources in exchange; for example, consume energy to extract or exchange.

[0138] Card acquisition condition 5: 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.

[0139] Card acquisition condition 6: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.

[0140] Card acquisition condition 7: Purchase card operation.

[0141] Card Acquisition Condition 8: Preset Player Skills are triggered. Preset Player Skills are passive skills that have the effect of extracting, adding, or duplicating cards. For example, you can draw a player card every two rounds, or you can draw a player card every three cards played.

[0142] Card Acquisition Condition 9: If the current round is not the first round of turn-based battle, unused cards from the previous round of battle are inherited.

[0143] Card Acquisition Condition 10: 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.

[0144] That is, when there are unused cards in the current round, the unused cards are carried over to the next round as a way to obtain cards in the next round.

[0145] It should be noted that the aforementioned card acquisition conditions can be combined. For example, some cards can only be obtained by using preset player cards after reaching 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 partially the same and partially different.

[0146] 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:

[0147] Player selection phase:

[0148] Step 320: Selecting a virtual chess player character of one's own side, where the virtual chess player character is used to represent a virtual character controlling at least one chess piece of one's own side;

[0149] Before each game begins, the player character selects their desired player avatar. Different player avatars have different player skills. Player skills are usually related to obtaining player cards, but can also be related to other game factors.

[0150] 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.

[0151] 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.

[0152] 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.

[0153] The player selection interface also displays a player skill button 64. In response to a click on the player skill button 64, the player skill name and the effect description of the player skill of the currently selected player virtual character can be viewed in the pop-up window on the right.

[0154] 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 66 to enter the ready state.

[0155] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.

[0156] Preparation phase for each round:

[0157] Step 340: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area;

[0158] 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.

[0159] Optionally, attribute information for the n player objects participating in the current game is also displayed in the upper left corner of the game interface. This attribute information includes at least one of the following: player nickname, player avatar, 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.

[0160] 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.

[0161] Step 360: In response to the play operation of at least one card, execute a battle preparation operation related to the own side;

[0162] 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 cards. This step includes at least one of the following steps:

[0163] 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;

[0164] 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;

[0165] 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;

[0166] 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.

[0167] Since the battle situation in each round of turn-based battle is different, the cards of each player object are different, and the playing habits of each player object are different, 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.

[0168] Regarding step 362 (chess card):

[0169] 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.

[0170] 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.

[0171] 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.

[0172] 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.

[0173] 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.

[0174] 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.

[0175] 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.

[0176] 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.

[0177] Regarding step 364 (equip the card):

[0178] 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.

[0179] In response to a dragging operation of dragging the second indicating element to a second own chess piece, the second own chess piece is equipped with virtual equipment; wherein the second own chess piece is an own chess piece that already exists in the chessboard area.

[0180] Regarding step 366 (effect card):

[0181] 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.

[0182] According to the objects of action, effect cards are divided into two categories:

[0183] Type 1: Increases the effect on the own chess pieces within the chessboard area;

[0184] Type 2: Adds effects to the card acquisition process.

[0185] 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.

[0186] 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.

[0187] Regarding step 368 (player card):

[0188] In response to the play operation on the player's card, at least one of the following preparation operations is performed:

[0189] 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.

[0190] 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.

[0191] 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.

[0192] Card swap function:

[0193] 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.

[0194] Delete card function:

[0195] During the play process, dragging a card to a designated location will delete or sell it. The resources consumed by a deleted card cannot be recovered, or a portion or a fixed amount of energy can be recovered. For example, deleting a card will return 1 energy point, even if you delete multiple cards. Selling a card can return a fixed amount of resources, such as 2 energy points per card sold. Alternatively, selling a card can return some or all of the resources consumed when the card was played. For example, if a card consumed 2 energy points when played, selling it will return 1 or 2 energy points.

[0196] Player level upgrade function:

[0197] 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. 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 Taking the small circle inner rectangle as an example, the change of the filling color of the small circle inner rectangle corresponds to the change of quality, and it can also be other shapes or forms.

[0198] 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.

[0199] The battle phase of each round:

[0200] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area;

[0201] 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.

[0202] 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.

[0203] Battle settlement phase:

[0204] 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.

[0205] 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.

[0206] When the health value is deducted to zero, the player is eliminated from the game.

[0207] If 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 r player objects until being eliminated, or the player who is the last one not eliminated will win the game.

[0208] 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.

[0209] Exemplary, reference Figure 15 The settlement information of the current game is displayed on the settlement interface. The settlement information includes player rankings, players used by each player, lineups, chess piece types, and other information.

[0210] In summary, the method provided in this embodiment introduces a "card" mechanism into a turn-based chess game. During the battle preparation process, chess pieces are arranged on the board by playing chess cards, equipment cards are played to equip chess pieces on the board, and effect cards and player cards are played to enhance the efficiency of factors in the game. Various battle preparation operations are simplified and integrated into the card playing process of multiple cards, and the concept of a store is eliminated. Players do not need to complete the acquisition, upgrade and battle of chess pieces based on multiple interactions between multiple sub-areas such as the store, chess piece preparation area, and chess piece battle area on the traditional battle interface. The traditional chess piece purchase process that requires users to actively select is changed to passively receiving distributed cards. The game system replaces some of the user's tedious operations. Users only need to use card playing operations that are basically the same as card games to complete various battle preparation operations, thereby improving the efficiency of human-computer interaction.

[0211] Especially for turn-based chess games played on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.

[0212] 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.

[0213] 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.

[0214] Figure 16 A flowchart of a method for playing 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 the turn-based chess game is running.

[0215] The method includes:

[0216] Step 420: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area;

[0217] The game interface is the interface where two players play against each other in a turn-based chess game. Player objects can be understood as at least one of the concepts of user, account, player, chess player, and chess player virtual character. Figure 3 , the game interface includes the chessboard area and the hand area.

[0218] The chessboard area is used to accommodate the battle chessboard of your own chess pieces and enemy chess pieces, such as Figure 10 As shown, a chess piece is placed in chessboard area 10. This piece can be a friendly chess piece or an enemy chess piece. Optionally, chessboard area 10 is a two-dimensional chessboard or a three-dimensional chessboard. This embodiment uses a three-dimensional chessboard area 10 as an example, 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.

[0219] The hand area is used to display the cards held by the player object. Cards are used to perform preparation operations in the preparation phase. The hand area can display one or more cards, such as Figure 10As shown, the hand area 11 displays four cards. Exemplarily, one or more of these cards are automatically drawn randomly or according to a certain drawing rule by the game backend for the player. Multiple cards are displayed in the hand area according to a specific layout rule. Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 11. The arrangement order can be determined by at least one of the following factors: the time of drawing, card type, number of cards of the same type, number of cards of the same card, and card quality. Optionally, different cards have different card types. As mentioned above, card types include at least one of: chess piece cards, effect cards, equipment cards, and player cards. Different card types have different battle preparation functions.

[0220] The game interface also displays an energy control, which is used to display the energy value of the player on your side. Energy is a game resource that may be used in various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading the player level requires energy. Figure 10 As shown, an energy control 16 is displayed in the game interface, and the energy value of the player on this side is displayed on the energy control 16 as 2. Figure 17 As shown, the upgrade control 51 displays the energy value required for the upgrade operation as 3.

[0221] Step 440: Obtain at least one card and at least one energy value of the player object in the current round;

[0222] A round of a turn-based board game consists of multiple rounds.

[0223] Each time a new round of turn-based battle is started, at least one card is obtained. Optionally, if at least one of the 10 card acquisition conditions described above is met, at least one card of the player object in the current round is obtained. Exemplarily, if the card acquisition condition 1 described above is met, at least one card of the player object in the current round is obtained. Optionally, the number of cards obtained in the first round of turn-based battle and the number of cards obtained in the other rounds of turn-based battle (i.e., the rounds other than the first round of turn-based battle in the multiple rounds) are the same or different. Exemplarily, the number of cards obtained in the first round of turn-based battle is different from the number of cards obtained in the other rounds of turn-based battle, and the number of cards obtained in the other rounds of turn-based battle is the same. For example, the first round of turn-based battle will draw 4 cards, and the subsequent rounds of turn-based battles will draw 2 cards.

[0224] How to obtain energy value:

[0225] The player object obtains at least one energy value when the energy acquisition conditions are met. The energy acquisition conditions include at least one of the following:

[0226] Energy acquisition condition 1: Start a new round of turn-based battle; each time a new round of turn-based battle is started, a certain amount of energy will be obtained.

[0227] Optionally, the amount of energy values obtained in each round of turn-based battles in multiple rounds is the same, for example, 2 energy values are obtained each time a new round of turn-based battle is started; or, the amount of energy values obtained in each round of turn-based battles in multiple rounds is different, for example, rounds 1, 2, 3, 4, 5, 6... will obtain 2, 3, 4, 5, 6... energy values in turn; or, the amount of energy values obtained in some round-based battles in multiple rounds is the same, and the amount of energy values obtained in other round-based battles is different, for example, rounds 1, 2, 3, 4 will obtain 2, 3, 4, 5 energy values in turn, and subsequent rounds 5, 6, 7, 8... will all obtain a fixed amount of 6 energy values.

[0228] Energy Acquisition Condition 2: If the current round is not the first round of turn-based combat, the unused energy value from the previous round (i.e., the previous round of turn-based combat) is inherited as part or all of the energy value available for use in the current round.

[0229] In other words, if there are unused energy points in the current round, they will be carried over to the next round. For example, if there are 3 unused energy points in the first round, the second round will inherit the 3 unused energy points from the first round as part or all of the energy points that can be used in the second round.

[0230] Energy Acquisition Condition 3: During the preparation phase of a certain round, sell / delete cards in the hand area to gain energy.

[0231] Optionally, in response to a card deletion operation, the energy value corresponding to the deletion operation is increased. Alternatively, in response to a card sale operation, the energy value corresponding to the sale operation is increased. For example, in response to a card deletion operation on the third card in the opponent's card area, a third energy value corresponding to the deletion operation is increased for that round of turn-based combat. The third energy value may be equivalent to part or all of the energy value required to play the third card.

[0232] For example, during the preparation phase of a certain round, by selling / deleting cards in the hand area, such as selling / deleting low-level cards, cards that are not needed in the current round, part of multiple duplicate cards, etc., you can obtain part or all of the energy value required to play the sold / deleted cards.

[0233] Energy Acquisition Condition 4: During the preparation phase of a round, if the number of cards in the hand area exceeds the card number threshold, discard some of the cards in the hand area to keep the number of cards in the hand area below the card number threshold, and obtain part or all of the energy value required to play the discarded cards.

[0234] For example, during the preparation phase of a round, after acquiring cards and displaying them in the hand area, if the number of cards in the hand area exceeds a card count threshold, some of the cards in the hand area are discarded, the number of cards in the hand area is kept within the card count threshold, and some or all of the energy required to play the discarded cards is obtained. That is, during the preparation phase of a round, if cards are acquired through at least one of the 10 aforementioned card acquisition conditions, such as inheriting unused cards from the previous round or obtaining cards to replenish for the current round, and the number of cards displayed in the hand area exceeds the card count threshold, some of the cards in the hand area are discarded.

[0235] The player object can set the card discard method when the number of cards exceeds the card number threshold, such as setting it to discard randomly, automatically discard according to certain rules, or let the player object choose the cards to discard.

[0236] For example, during the preparation phase of a certain round, if the number of cards in the hand area exceeds the card number threshold, some of the cards displayed in the hand area are randomly selected and discarded to keep the number of cards in the hand area equal to the card number threshold, as well as to obtain part or all of the energy value required to play the discarded cards.

[0237] For another example, during the preparation phase of a certain round, if the number of cards in the hand area exceeds a card number threshold, the player object is guided to select and discard some of the cards displayed in the hand area, so as to keep the number of cards in the hand area within the card number threshold and obtain part or all of the energy value required to play the discarded cards.

[0238] For example, during the preparation phase of a certain round, if the number of cards in the hand area exceeds the card number threshold, the first part of the cards displayed in the hand area will be automatically discarded in the order in which the cards were obtained, so as to keep the number of cards in the hand area equal to the card number threshold and part or all of the energy value required to play the discarded cards.

[0239] Optionally, in the above-mentioned energy acquisition conditions 3 and 4, the energy value obtained by deleting, selling or discarding a card is unrelated to the grade of the card. For example, the third energy value is unrelated to the grade of the third card. For example, the energy value obtained by deleting, selling or discarding all cards is 1, or, for the cards of the same hero, regardless of whether the hero's card is of first-order quality, second-order quality, or higher-order quality, the energy value obtained by deleting, selling or discarding the hero's card is 1.

[0240] Exemplarily, after acquiring at least one card and at least one energy value for the current round, the acquired at least one card is displayed in the hand area, and the at least one energy value is displayed in the energy control. For example, after inheriting the cards from the previous round, the acquired new card is arranged after the cards from the previous round and displayed; after inheriting the energy value from the previous round, the energy value from the previous round is added to the energy value acquired in the current round, and the added energy value is displayed in the energy control.

[0241] Step 460: During the preparation phase, in response to the energy value consumed by the use operation of the at least one card not exceeding at least one energy value, executing the preparation operation corresponding to the at least one card, and deducting the energy value consumed by the use operation;

[0242] During the preparation phase, the player object can perform preparation operations by playing or exchanging cards. For example, the preparation operation can be at least one of the preparation operations in steps 362 to 368. Specifically, during the preparation phase, the player object arranges the chess pieces on the board, upgrades and enhances the effectiveness of the chess pieces, equips them with equipment, and even upgrades the virtual player object, thereby improving the overall combat strength of the team involved in the battle and achieving victory in the current round.

[0243] In some embodiments, the at least one card includes a first card; in response to a first energy value consumed by a play operation on the first card not exceeding at least one energy value, a preparation operation corresponding to the first card is performed, and the first energy value is deducted. The first energy value is the energy value required to consume when the first card is played.

[0244] After executing the preparation operation corresponding to the first card, the display of the first card on the hand area is canceled, and the preparation operation corresponding to the first card is executed, such as displaying the chess piece corresponding to the first card on the chessboard area, executing the synergy function corresponding to the first card on the chess piece on the chessboard area, wearing the equipment corresponding to the first card for the chess piece on the chessboard area, and upgrading the level of the chess piece on the chessboard area, etc.; and displaying the energy value after deducting the first energy value on the energy control. Figure 3As shown, in the upper figure, the first chess piece card 13 is displayed on the hand area 11; in response to the drag operation on the first chess piece card, the first chess piece card 13 is no longer displayed on the hand area 11 in the lower figure, and the first own chess piece 17 is displayed on the chessboard area 10; playing the first chess piece card 13 in the preparation phase requires 1 energy value, and the 2 displayed on the energy control in the upper figure becomes 1 displayed on the energy control in the lower figure.

[0245] Optionally, at least two cards have different energy values consumed for playing operations. For example, among multiple cards, some cards have the same energy value consumed for playing operations, while others have different energy values consumed for playing operations. For example, there are four cards, and the energy value consumed when playing the first and second cards is 1, the energy value consumed when playing the third card is 2, and the energy value consumed when playing the fourth card is 3.

[0246] Alternatively, as Figure 11 As shown, the chessboard area 10 includes a plurality of chess grids 12 arranged in an array, which are always displayed or only displayed at certain times. For example, when a card in the hand area is dragged to move, the chess grids are displayed on the chessboard area, and the chess pieces corresponding to the card are placed on the chess grids.

[0247] In other embodiments, at least one card includes a second card; in response to the second energy value consumed by the card swap operation on the second card not exceeding at least one energy value, the card swap operation corresponding to the second card is performed, and the second energy value is deducted. Figure 10 A card exchange button 14 is displayed on the game interface. In response to a click operation on the card exchange button 14, a card exchange operation is performed on some or all cards in the opponent's card area, and 1 energy value is deducted.

[0248] For example, the second card may be one or more cards in the hand area, and the card swap operation may be replacing one or more cards in the opponent area. Optionally, the card swap operation may be replacing some or all of the multiple cards; or, a portion of the replaced card may be the same as a portion or all of the cards before the replacement.

[0249] Optionally, the second card is one or more cards, and the second energy value is independent of the number of second cards.

[0250] For example, a card swap operation corresponds to a fixed energy value required to be consumed, for example, each card swap operation requires a certain energy value to be consumed.

[0251] Optionally, the second card is one or more cards, and the second energy value is related to the player's level. That is, the energy required to swap cards is related to the player's level. For example, a higher player level indicates a greater second energy value, i.e., more energy is required to swap cards. The player's level may also be related to the level of the swapped cards; for example, a higher player level indicates a greater energy requirement to swap cards, and a higher probability of obtaining a higher-level card.

[0252] After completing the battle layout for the current round, execute the following step 480.

[0253] Step 480: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.

[0254] The automatic battle between the own and enemy chess pieces on the chessboard area does not require manual control by the own player object. The client or server automatically controls the battle between the two chess pieces based on factors such as the chess piece positions on the chessboard, chess piece attributes, chess piece levels, chess piece skills, chess piece attributes, and the joint enhancement attributes between the chess pieces, until all of the chess pieces on one side are defeated. For example, the client or server has battle rules set based on factors such as chess piece positions, chess piece attributes, chess piece levels, chess piece skills, and the joint enhancement attributes between the chess pieces. For example, the battle rules may include rules for the movement of chess pieces between chessboard squares and rules for the mutual restraint between chess piece attributes. The client or server controls the chess pieces on the chessboard square positions of the own and enemy chess pieces according to the battle rules, and automatically battles until all of the chess pieces on one side are defeated.

[0255] refer to Figure 13 , which shows a schematic diagram of an automatic battle between a player's chess piece 17 and an enemy chess piece 19 in a melee on the chessboard area. The movement, skill release, and functions of the two chess pieces during the battle do not require manual control by the player.

[0256] In summary, the method provided by this application introduces two resource modes, "cards" and "energy", into turn-based chess games. In the preparation stage of the game, players can obtain cards and energy values through the various methods mentioned above, such as the cards and energy allocated and inherited in each round, and new cards and more energy values obtained through card application, deletion, replacement, etc., and then use the cards and energy obtained in each round to reasonably allocate energy values to the cards you want to use, to formulate card playing strategies, and complete the layout of chess pieces on the board, so that in the chess piece combination arranged on the board, the chess pieces can better cooperate in battle, so as to exert higher combat strength in the battle stage.

[0257] In this method, unused cards and energy values in each round can be inherited to the next round. Therefore, when planning each battle, it is necessary to consider the energy value distribution in the current round of card playing and card exchange operations, and also to consider the energy value distribution in each round of the entire game to ensure that the energy value is insufficient in subsequent round-based battles, and to avoid the situation where the combat power of the deployed chess pieces cannot fight against the enemy chess pieces. Therefore, the mutual use of the two resources in the hands of players provides the game with more strategic space and a richer economic operation experience.

[0258] Figure 16 In the embodiment shown, two preparation operations of playing cards and changing cards are shown. In addition, preparation operations can also include purchase operations, upgrade operations, etc. For example, entering the purchase interface, purchasing game resources, or even upgrading the player level.

[0259] In other embodiments, in response to a purchase operation, game resources required for turn-based combat are purchased, and a fourth energy value consumed by the purchase operation is deducted.

[0260] The above game resources can be used in turn-based battles to increase combat power.

[0261] For example, the above-mentioned game resources may include talents, virtual equipment, chess pieces, virtual props, etc. For example, talents refer to the abilities that one possesses, and one or more talents can be given to chess pieces or chess player virtual characters through purchase, such as a chess piece's talent being a passive skill that restores 10% of its health. Figure 17 As shown, when the chess player level reaches level 2, some game resources, such as game resource 52, can be unlocked, so that the player can purchase game resources by consuming energy value. Figure 17 The above-mentioned game resources can be talents, such as card exchange ability, energy, damage ability, etc., and can also be equipment, as well as more effect resources.

[0262] Exemplarily, the game resources may be game resources for chess pieces or game resources for chess player avatars. Optionally, the game resources include resources related to attributes of chess pieces or chess player avatars, such as equipment related to the attributes.

[0263] Optionally, the game resources include one or more types, and at least two of the multiple game resources require the same energy value to purchase, and / or at least two of the multiple game resources require different energy values to purchase. For example, purchasing a battle armor requires 3 energy points, while purchasing a hammer requires 2 energy points. Exemplarily, the energy value required to purchase a game resource may be related to the level, attributes, and type of the game resource, such that, for example, higher-level game resources require more energy to purchase.

[0264] In other embodiments, the player object has a virtual chess player character, which is used to represent a virtual character that controls at least one chess piece of the player; in response to an upgrade operation, the player level of the virtual chess player character is increased, and the fifth energy value required for the upgrade operation is deducted.

[0265] For example, players can spend energy to upgrade their player level. After the player level is upgraded, higher quality game resources can be unlocked, such as higher level cards.

[0266] Optionally, different types of chess player virtual characters of the same level require the same energy value to upgrade.

[0267] Optionally, there are multiple types of chess player virtual characters, and there are at least two types of chess player virtual characters of the same level, and the energy values required for their upgrade are the same; and / or, there are at least two types of chess player virtual characters of the same level, and the energy values required for their upgrade are different.

[0268] In summary, the method in the embodiment of the present application introduces an application mechanism of two resources, "cards" and "energy", in turn-based chess games. The chess pieces on the board can be arranged by obtaining and consuming energy values. For example, energy values can be consumed to purchase game resources, upgrade chess pieces, and place chess pieces on the board. Energy values can be obtained by deleting or selling cards. Unused energy values from the previous round can also be inherited. The distribution of energy values in each round of the entire game is considered to ensure insufficient energy values in subsequent turn-based battles, and to avoid the situation where the combat power of the arranged chess pieces cannot fight against the enemy chess pieces. Therefore, the mutual use of the two resources in the hands of players provides the game with more strategic space and a richer economic operation experience.

[0269] Figure 18 A flowchart of a method for playing 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 the turn-based chess game is running.

[0270] The method includes:

[0271] Step 501, start.

[0272] Step 502: Is this the first round?

[0273] Determine whether the current round is the first round of turn-based combat among multiple rounds; if the current round is the first round of turn-based combat, execute step 503; if the current round is not the first round of turn-based combat, execute step 504.

[0274] Step 503: Obtain 4 initial cards.

[0275] The server or client randomly draws 4 initial cards for the player object.

[0276] Step 504: Add 2 cards.

[0277] In the current round, the unused cards from the previous round are inherited. At the same time, the server or client randomly replenishes 2 cards for the player object.

[0278] Step 505: Select a card to play.

[0279] The player selects one or more cards from the hand area and plays them. Players can play each of the multiple cards one by one, or they can select multiple cards and play them all at once.

[0280] Step 506: Is it the preparation stage?

[0281] Determine whether the current stage is the preparation stage; if the current stage is the preparation stage, execute step 507; if the current stage is not the preparation stage, execute step 508.

[0282] Step 507: Check whether the energy value is sufficient.

[0283] Determine whether the energy value consumed by playing the card does not exceed the unused energy value in the current round. If it does not exceed the unused energy value in the current round, execute step 512; if it exceeds the unused energy value in the current round, execute step 510.

[0284] Step 508: Whether to allow online battle round to be played.

[0285] Determine whether the card you want to play is allowed to be played in the online battle round, that is, determine whether the card you want to play is allowed to be used in the online battle round (that is, the battle phase); if the card is allowed to be used in the battle phase, execute step 507; if the card is not allowed to be used in the battle phase, execute step 511.

[0286] Step 509: Consume energy and play cards.

[0287] The energy consumed by playing a card is deducted from the unused energy value of the current round, and the card playing operation is performed, such as dragging chess cards to the chessboard area, placing chess pieces on the chessboard area, and dragging equipment cards and effect cards to chess pieces to equip chess pieces and enhance the skills of chess pieces.

[0288] Step 510: prompt the player that the energy is insufficient.

[0289] Exemplarily, a first prompt message is displayed on the game interface, for example, in the form of a text bubble, to prompt the player that the energy is insufficient.

[0290] For example, Figure 19 As shown, the process of playing a card can be shown in the following steps:

[0291] Step 601, select a card.

[0292] Step 602: Drag upward to play the card.

[0293] Step 603: Get the energy cost X of this card and get the unused energy Y of the current round.

[0294] Step 604: determine whether X is greater than Y.

[0295] If X is greater than Y, execute step 605; if X is less than or equal to Y, execute step 606. Wherein, X and Y are non-negative numbers.

[0296] Step 605: prompt the player that the energy is insufficient.

[0297] Step 606: Play the card to trigger the card effect.

[0298] Playing a card may involve placing a chess piece on the board, equipping a chess piece with equipment, or upgrading the level of a chess piece, etc.

[0299] Step 511, prompt the player that the card cannot be played.

[0300] For example, a second prompt message is displayed on the game interface, such as a second prompt message in the form of a text bubble that "this card cannot be played during the battle phase" to prompt the player that the card cannot be played, that is, the player does not have enough energy to play the card; for another example, the card dragged out of the hand area is moved back to the hand area for display.

[0301] Step 512, enter the battle phase - battle ends.

[0302] After the preparation phase, the game phase begins. During the game phase, the player's chess piece and the enemy's chess piece automatically engage in battle on the board until one of the chess pieces is defeated and the game ends. After the game ends, the game continues with step 513, or the game enters the settlement phase to complete the game.

[0303] Step 513: Check whether the number of cards is greater than 8.

[0304] There is a limit on the number of cards in the hand area. The cards held by the player cannot exceed the card number threshold. When the card number threshold is set to 8, determine whether the number of cards in the hand area in the current round is greater than 8. If the number of cards in the hand area is greater than 8, execute step 514; if the number of cards in the hand area is less than or equal to 8, execute step 515.

[0305] Step 514: randomly discard up to 8 cards, and replenish the energy value of the discarded cards.

[0306] For example, each discarded card can gain q energy points, and if p cards are randomly discarded, (q×p) energy points will be replenished in the current round, where q and p are positive integers. After executing step 514, continue to execute step 515.

[0307] Step 515, enter the next preparation stage.

[0308] The battle ends, that is, the current round ends, and the preparation phase for the next round begins, and the process returns to step 502.

[0309] refer to Figure 20 , shows a timing diagram between the player, the game client presentation layer (referred to as "presentation layer"), and the game client logic layer (referred to as "logic layer") in an embodiment of the present application. The process is as follows:

[0310] Step 701, the preparation phase begins, and the player does not need to input.

[0311] Step 702: The presentation layer retrieves the energy values consumed by all cards from the logic layer.

[0312] Step 703: The logic layer displays to the presentation layer which cards meet the release conditions and which cards do not meet the release conditions.

[0313] This shows which cards consume less energy than the unused energy in the current round, and which cards consume more energy than the unused energy in the current round. It can also be understood as which cards can be played and which cards cannot be played.

[0314] Step 704: The presentation layer informs the player of this information.

[0315] Exemplarily, the presentation layer prompts the player with the information in step 703 in at least one manner on the game interface.

[0316] Step 705: The player determines which card to play.

[0317] The player chooses one or more cards to play from the cards whose energy consumption value is not higher than the energy value not used in the current round.

[0318] Step 706: The player plays a card.

[0319] Step 707: The presentation layer updates the result to the logic layer, and again determines the energy value required for the card and the energy value not used in the current round.

[0320] Step 708: Display which cards meet the release conditions and which cards do not meet the release conditions.

[0321] The logic layer deducts the used energy value, updates the unused energy value, and updates the unused cards, and again shows the presentation layer which cards among the unused cards meet the release conditions and which cards do not meet the release conditions.

[0322] In summary, the method provided by the present application introduces two resource modes, "cards" and "energy", into turn-based chess games. In the preparation stage of the game, players obtain cards and energy values, and reasonably allocate energy values to the cards they want to use. The unused cards and energy values in each round can be inherited to the next round. Therefore, when laying out each battle, it is necessary to consider the energy value distribution in the current round's card playing and card exchange operations, and also to consider the energy value distribution in each round of the entire game to formulate a card playing strategy and complete the layout of the chess pieces on the chessboard, so that the chess pieces in the chessboard combination can better cooperate in battle, and ensure that the energy value is insufficient in subsequent turn-based battles to avoid the situation where the combat power of the laid-out chess pieces cannot fight against the enemy chess pieces. Therefore, through the mutual use of the two resources in the hands of players, the game provides more strategic space and a richer economic operation experience.

[0323] Figure 21 The embodiment of the present application provides a game device based on a turn-based chess game. The turn-based battle in the turn-based chess game includes a preparation phase and a battle phase. The device includes:

[0324] Display module 810 is used to display the game interface of the turn-based chess game. The game interface includes a chessboard area and a hand area. The chessboard area is used to accommodate the battle chess pieces of the player and the enemy chess pieces. The hand area is used to display the cards held by the player object. The cards are used to perform preparation operations in the preparation phase.

[0325] An acquisition module 820 is used to acquire at least one card and at least one energy value of the player object in the current round;

[0326] An execution module 830 is configured to, during the preparation phase, in response to the energy value consumed by the use operation of the at least one card not exceeding at least one energy value, execute the preparation operation corresponding to the at least one card and deduct the energy value consumed by the use operation;

[0327] The display module 810 is used to display the automatic battle between the own chess pieces and the enemy chess pieces in the chessboard area during the battle phase.

[0328] In other embodiments, the at least one card includes a first card;

[0329] The execution module 830 is configured to execute a preparation operation corresponding to the first card and deduct the first energy value in response to the first energy value consumed by the playing operation on the first card not exceeding at least one energy value.

[0330] In other embodiments, there are at least two cards whose corresponding playing operations consume different energy values.

[0331] In other embodiments, the at least one card includes a second card;

[0332] The execution module 830 is configured to execute the card swap operation corresponding to the second card and deduct the second energy value in response to the second energy value consumed by the card swap operation on the second card not exceeding at least one energy value.

[0333] In other embodiments, the second card is one or more cards, and the second energy value is independent of the number of second cards.

[0334] In other embodiments, the at least one card includes a third card;

[0335] The execution module 830 is further configured to, in response to a deletion operation on the third card, increase a third energy value corresponding to the deletion operation.

[0336] In other embodiments, the third energy value is unrelated to the grade of the third card.

[0337] In some other embodiments, the execution module 830 is further configured to, if there are unused cards in the current round, carry over the unused cards to the next round.

[0338] In some other embodiments, the execution module 830 is further configured to, if there is unused energy value in the current round, inherit the unused energy value to the next round.

[0339] In other embodiments, the execution module 830 is further configured to purchase game resources required for the turn-based combat in response to a purchase operation, and deduct a fourth energy value consumed by the purchase operation.

[0340] In some other embodiments, the player object of the own side has a chess player virtual character, and the chess player virtual character is used to represent a virtual character that controls at least one chess piece of the own side;

[0341] The execution module 830 is further configured to, in response to an upgrade operation, upgrade the player level of the virtual character of the player and deduct the fifth energy value consumed by the upgrade operation.

[0342] It should be noted that the aforementioned embodiments of the apparatus for playing a turn-based chess game, when triggering a game, are merely exemplified by the division of the aforementioned functional modules. In actual applications, the aforementioned functions can be assigned to different functional modules as needed, i.e., the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. Furthermore, the apparatus for playing a turn-based chess game and the embodiment of the method for playing a turn-based chess game, as provided in the aforementioned embodiments, share the same concept. The specific implementation process is detailed in the method embodiments and will not be further elaborated here.

[0343] 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 program, and the at least one program is loaded and executed by the processor to implement the turn-based chess game game method provided by the above-mentioned method embodiments.

[0344] The computer device may be a terminal (such as a game terminal) or a server; for example, Figure 22 It is a structural block diagram of a computer device provided by an exemplary embodiment of the present application.

[0345] Typically, the computer device 900 includes a processor 901 and a memory 902 .

[0346] The processor 901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 901 may be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), and programmable logic array (PLA). The processor 901 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a central processing unit (CPU); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 901 may be integrated with a graphics processing unit (GPU), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 901 may also include an artificial intelligence (AI) processor, which is used to process computing operations related to machine learning.

[0347] The memory 902 may include one or more computer-readable storage media, which may be non-transitory. The memory 902 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 902 is used to store at least one instruction, which is used to be executed by the processor 901 to implement the game method based on the turn-based chess game provided in the method embodiment of the present application.

[0348] In some embodiments, the computer device 900 may further optionally include: an input interface 903 and an output interface 904. The processor 901, the memory 902, and the input interface 903 and the output interface 904 may be connected via a bus or a signal line. Each peripheral device may be connected to the input interface 903 and the output interface 904 via a bus, a signal line, or a circuit board. The input interface 903 and the output interface 904 may be used to connect at least one peripheral device related to input / output (I / O) to the processor 901 and the memory 902. In some embodiments, the processor 901, the memory 902, and the input interface 903 and the output interface 904 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 901, the memory 902, the input interface 903, and the output interface 904 may be implemented on a separate chip or circuit board, which is not limited in the embodiments of the present application.

[0349] Those skilled in the art will appreciate that the above structure does not limit the computer device 900 , and the computer device 900 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0350] In an exemplary embodiment, a chip is also provided, which includes a programmable logic circuit and / or program instructions. When the chip runs on a computer device, it is used to implement the game method based on the turn-based chess game described in the above aspects.

[0351] In an exemplary embodiment, a computer program product or computer program is also provided. The computer program product or computer program includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the turn-based chess game playing method provided in each of the above method embodiments.

[0352] In an exemplary embodiment, a computer-readable storage medium is also provided, in which at least one program code is stored. When the program code is loaded and executed by a processor of a computer device, the turn-based chess game playing method provided by the above-mentioned method embodiments is implemented.

[0353] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.

[0354] The above description is only a preferred embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application should be included in the scope of protection of the present application.

Claims

1. A method for playing a turn-based chess game, characterized in that: The turn-based battle in the turn-based chess game includes a preparation phase and a battle phase, and the method includes: Displaying a game interface of the turn-based chess game, the game interface including a board area and a hand area, the board area being a chessboard for accommodating the player's own chess pieces and the enemy's chess pieces, the hand area being used to display the cards held by the player's own party, and the cards being used to perform preparation operations in the preparation phase; Obtain at least one card and at least one energy value of the player object in the current round; In the preparation phase, in response to the energy value consumed by the use operation of the at least one card not exceeding the at least one energy value, performing the preparation operation corresponding to the at least one card, and deducting the energy value consumed by the use operation; During the battle phase, the own chess piece and the enemy chess piece are displayed to automatically engage in battle in the chessboard area.

2. The method according to claim 1, characterized in that The at least one card includes a first card; in response to the energy value consumed by the use operation of the at least one card not exceeding the at least one energy value, executing the preparation operation corresponding to the at least one card, and deducting the energy value consumed by the use operation, include: In response to a first energy value consumed by a play operation on the first card not exceeding the at least one energy value, a preparation operation corresponding to the first card is executed, and the first energy value is deducted.

3. The method according to claim 2, characterized in that There are at least two cards corresponding to different energy values consumed in the card-playing operations.

4. The method according to claim 1, wherein The at least one card includes a second card; in response to the energy value consumed by the use operation of the at least one card not exceeding the at least one energy value, performing the preparation operation corresponding to the at least one card, and deducting the energy value consumed by the use operation, include: In response to a second energy value consumed by the swap operation on the second card not exceeding the at least one energy value, the swap operation corresponding to the second card is performed, and the second energy value is deducted.

5. The method according to claim 4, characterized in that The second card is one or more cards, and the second energy value is irrelevant to the number of the second cards.

6. The method according to any one of claims 1 to 5, characterized in that: The at least one card includes a third card, the method further comprising: In response to a deletion operation on the third card, a third energy value corresponding to the deletion operation is increased.

7. The method according to claim 6, characterized in that The third energy value is irrelevant to the grade of the third card.

8. The method according to any one of claims 1 to 7, characterized in that: The method further comprises: If there are unused cards in the current round, the unused cards are carried over to the next round.

9. The method according to any one of claims 1 to 7, characterized in that: The method further comprises: If there is unused energy value in the current round, the unused energy value is inherited to the next round.

10. The method according to any one of claims 1 to 7, characterized in that: The method further comprises: In response to the purchase operation, the game resources required for the turn-based battle are purchased, and the fourth energy value required for the purchase operation is deducted.

11. The method according to any one of claims 1 to 7, characterized in that: The local player object has a chess player virtual character, and the chess player virtual character is used to represent the virtual character that controls the at least one local chess piece; The method further comprises: In response to the upgrade operation, the player level of the player virtual character is increased, and the fifth energy value required for the upgrade operation is deducted.

12. A game device based on a turn-based chess game, characterized in that: The turn-based battle in the turn-based chess game includes a preparation phase and a battle phase, and the device includes: A display module, configured to display a game interface of the turn-based chess game, wherein the game interface includes a chessboard area and a hand area, wherein the chessboard area is used to accommodate the battle chessboard of the player and the enemy chess, and the hand area is used to display the cards held by the player object, and the cards are used to perform the preparation operations in the preparation phase; An acquisition module, configured to acquire at least one card and at least one energy value of the player object in the current round; an execution module configured to, during the preparation phase, in response to the energy value consumed by the use operation of the at least one card not exceeding the at least one energy value, execute the preparation operation corresponding to the at least one card and deduct the energy value consumed by the use operation; The display module is used to display the automatic battle between the own chess piece and the enemy chess piece in the chessboard area during the battle phase.

13. A computer device, characterized in that: The computer device includes: a processor and a memory, wherein the memory stores at least one program; the processor is used to execute the at least one program in the memory to implement the above-mentioned turn-based chess game method 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 executable instructions, which are loaded and executed by a processor to implement the above-mentioned turn-based chess game playing method according to any one of claims 1 to 11.