Game playing methods, devices, terminal equipment, and storage media

CN122558081APending Publication Date: 2026-08-14NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-06-24
Publication Date
2026-08-14

AI Technical Summary

Technical Problem

在该类实现方式下,终端在对局进程中需周期性处理大量重复性的状态同步信令与界面渲染任务,容易产生数据处理冗余和运算资源占用

Benefits of technology

[0008]本公开提供的游戏对局方法、装置、终端设备、存储介质,通过将虚拟道具机制与玩家出牌行为深度绑定,在玩家打出目标虚拟卡牌时自动触发对应道具效果并实时更新双方属性值,以属性值归零或手牌数量归零作为双重结束条件控制对局结束,实现了在传统虚拟卡牌游戏中引入动态属性值博弈维度的技术效果。该方案有效拓宽了游戏的策略深度,使玩家的每一次出牌行为既具有牌型层面的博弈意义,又对双方属性值产生实质影响,增强了对局的变化性、紧张感和玩家的游戏沉浸感,显著改善了传统牌类游戏策略单一的用户体验问题,并有助于减少游戏系统在重复性交互处理中的数据处理冗余。

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Abstract

This disclosure provides a game match method, including: displaying virtual cards corresponding to a first account; the first account and a second account participating in a game match based on virtual cards; the first account being configured with a first attribute and at least one virtual item; and the second account being configured with a second attribute; responding to the first account playing a target virtual card, controlling the triggering of a target item effect corresponding to the target virtual item among the at least one virtual item; wherein the target item effect is used to affect at least the attribute value of the first attribute and / or the second attribute; updating the first attribute and / or the second attribute based on the target item effect; and controlling the termination of the game match when the attribute value of the first attribute or the second attribute meets a first termination condition, or when the number of virtual cards in the first account or the second account meets a second termination condition.
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Description

Technical Field

[0001] This disclosure relates to the field of human-computer interaction technology, and in particular to a game playing method, apparatus, terminal device, and storage medium. Background Technology

[0002] In card games, terminal devices typically only respond to players' card-playing actions based on fixed card type rules, and execute win / loss determination and status updates according to a single card-playing logic. With this implementation, the terminal needs to periodically process a large number of repetitive status synchronization signaling and interface rendering tasks during the game, easily leading to data processing redundancy and excessive computing resources. Furthermore, since game parameters are completely determined at the start of the game and lack a dynamic adjustment mechanism during the game, the terminal cannot adaptively adjust its data processing strategy according to the real-time game situation, resulting in consistently high memory resources and network signaling overhead, making it difficult to meet diverse interaction needs. Summary of the Invention

[0003] This disclosure provides a game playing method, apparatus, terminal device, and computer-readable storage medium to at least partially solve the aforementioned problems existing in the related art.

[0004] In a first aspect, this disclosure provides a game match method, comprising: displaying virtual cards corresponding to a first account, the first account and a second account participating in a game match based on virtual cards, the first account being configured with a first attribute and at least one virtual item, and the second account being configured with a second attribute; responding to the first account playing a target virtual card, controlling the triggering of a target item effect corresponding to the target virtual item among the at least one virtual item; wherein the target item effect is at least used to affect the attribute values ​​of the first attribute and / or the second attribute; updating the first attribute and / or the second attribute based on the target item effect; and controlling the termination of the game match when the attribute value of the first attribute or the second attribute meets a first termination condition, or when the number of virtual cards in the first account or the second account meets a second termination condition.

[0005] Secondly, this disclosure provides a game playing device, comprising: a display module for displaying virtual cards corresponding to a first account, wherein the first account and a second account participate in a game based on virtual cards, the first account being configured with a first attribute and at least one virtual item, and the second account being configured with a second attribute; a triggering module for controlling the triggering of a target item effect corresponding to the target virtual item among the at least one virtual item in response to the first account playing a target virtual card; wherein the target item effect is used to affect at least the attribute value of the first attribute and / or the second attribute; an updating module for updating the first attribute and / or the second attribute based on the target item effect; and a settlement module for controlling the termination of the game when the attribute value of the first attribute or the second attribute meets a first termination condition, or when the number of virtual cards of the first account or the second account meets a second termination condition.

[0006] Thirdly, this disclosure provides a terminal device, including a memory and a processor; the memory stores a computer program, and the processor executes the computer program to implement any of the above methods.

[0007] Fourthly, this disclosure provides a computer-readable storage medium on which a computer program is stored, and which, when executed by a processor, implements any of the above methods.

[0008] The game playing method, device, terminal equipment, and storage medium disclosed herein deeply bind the virtual item mechanism with the player's card-playing behavior. When a player plays a target virtual card, the corresponding item effect is automatically triggered, and the attribute values ​​of both players are updated in real time. The game ends with either attribute value reaching zero or the number of cards in hand reaching zero as a dual termination condition. This achieves the technical effect of introducing a dynamic attribute value game dimension into traditional virtual card games. This solution effectively broadens the strategic depth of the game, making each card-playing behavior not only meaningful at the card type level but also having a substantial impact on the attribute values ​​of both players. This enhances the variability, tension, and player immersion in the game, significantly improves the user experience problem of the single strategy in traditional card games, and helps reduce data processing redundancy in repetitive interactions within the game system. Attached Figure Description

[0009] To more clearly illustrate the technical solutions in the embodiments of this disclosure, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0010] Figure 1This is a schematic diagram of the game system architecture for the hardware environment provided in one implementation of this disclosure; Figure 2 This is a flowchart illustrating the game gameplay method provided in one implementation of this disclosure; Figure 3 This is a schematic diagram of the game playing device provided in one implementation of this disclosure; Figure 4 This is a schematic diagram of the hardware structure of the terminal device provided in one implementation of this disclosure. Detailed Implementation

[0011] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0012] For ease of understanding, the prior art involved in this disclosure will first be described in detail: In the realm of card games, poker games, represented by Dou Dizhu (Landlord), are a widely popular traditional card game. In traditional Dou Dizhu, the game system uses a fixed card dealing mechanism at the start of the game, distributing a predetermined number of cards to each player at once. Players can only use the cards initially dealt to them throughout the game; there is no additional way to replenish cards. After receiving their cards, players take turns playing to gain the right to play, with the strength of their hand determining whether they can beat the opponent's play. The first player to play all their cards wins. The game features various card types, including single cards, pairs, three-of-a-kind with one extra card, straights, consecutive pairs, full houses (airplanes), and bombs. Different card types have clear strength relationships, requiring players to deduce their opponents' hand distribution by counting cards and then formulate the optimal playing strategy based on their own hand combinations. In addition, some variant versions of Dou Dizhu have introduced auxiliary props such as revealing cards, exchanging cards, and card counting tools, but the use of these props mainly stays at the information level and does not directly affect the game's strategic logic.

[0013] The aforementioned existing technologies have the following obvious shortcomings: First, the condition for determining victory or defeat is that all cards in the hand are played. When a player receives a poor hand in the initial dealing phase, their room for reversal is extremely limited, easily leading to a negative prediction that "the game is already lost," which in turn causes negative behaviors such as idling or playing cards randomly, affecting the game experience. Second, the value of items is insufficient. Existing items mainly serve an informational support function and cannot have a substantial impact on the numerical variables of the status of both sides in the game. The strategic value and depth of the game are seriously lacking. Third, the card dealing mechanism is rigid. The source of cards is limited to the initial dealing. In the mid-to-late game, players cannot adjust the number of cards in their hand through specific in-game mechanisms. If the initial hand is at a significant disadvantage, the player's room for maneuver is extremely limited.

[0014] To address the aforementioned issues, this disclosure proposes the following technical concept: By introducing a virtual item mechanism into a game based on virtual cards, at least one virtual item is pre-bound and configured with a first account (player). During the game, when the first account plays a target virtual card, the game system responds to this card-playing behavior by triggering the item effect of the target virtual item corresponding to the target virtual card in real time. This item effect can substantially affect the attribute values ​​(first attribute and / or second attribute) of both players. The game system dynamically updates the attribute values ​​of both players based on the settlement result of the item effect, and controls the end of the game and determines the winner when the attribute value meets the first end condition (such as the attribute value returning to zero) or the number of virtual cards meets the second end condition (such as one side playing all their cards). Through this technical means, this disclosure upgrades the traditional card game's single-line strategy mode of "card-playing strategy" to a dual-line strategy mode that deeply integrates "card-playing strategy" and "attribute value management strategy." This ensures that each card-playing action not only affects the competition for the right to play at the card type level but also substantially impacts the status values ​​of both players at the attribute value level, enriching the game's strategic dimensions and gameplay depth. Overall, this technical solution significantly weakens the decisive influence of initial hand randomness on victory or defeat by introducing multi-dimensional game elements such as item combination strategies, attribute value management strategies, and card-playing timing judgments. It enhances the possibility of players turning the tide in unfavorable situations through items and strategies, improves the problem of monotonous strategies and a monotonous experience in traditional card games, increases the variability and fun of the game, and motivates players to continue participating. It also helps reduce data processing redundancy in repetitive interactions within the game system.

[0015] Based on the above, the specific details of each technical solution provided in this disclosure will be described in detail below.

[0016] First, the hardware environment required for this disclosure will be introduced.

[0017] In one optional implementation, the game playing method, apparatus, storage medium, and terminal device provided in this disclosure can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, smart TV, wearable smart device, smart vehicle terminal, etc., and may also include a client, which can be a game client, browser client, instant messaging client, or mini-program. The server can be a standalone physical server, a server cluster consisting of multiple physical servers, or a distributed game system. It can also be a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.

[0018] For example, when this disclosure is applied to a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present game visuals and receive commands generated by the player interacting with the game visuals. The game visuals may include a portion of a virtual game scene, which is a virtual world where virtual characters interact. The processor is used to store the game application, run the game, generate game visuals, respond to commands, and control the display of the game visuals on the display screen. When the player interacts with the game visuals through the display screen, the game visuals can control the local content of the terminal device in response to the received operation commands. The terminal device may provide the graphical user interface to the player in various ways, such as rendering the display on the terminal device's screen or presenting the graphical user interface through holographic projection.

[0019] For example, when this disclosure is run on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes servers and client devices. The execution of the game application and the presentation of the game screen are separate; the storage and execution of the game application are completed on the server, while the presentation of the game screen is completed on the client. The client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. During gameplay, the player operates the client to send commands to the server. The server controls the game operation according to the commands, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.

[0020] It should be noted that the executing entity in this disclosure can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This application does not limit the type of executing entity.

[0021] For example, in conjunction with the above description, Figure 1 A game system for implementing this disclosure is shown. The game system may include at least one client device 10, at least one server 20, and a network 30. The client device 10 held by a user can connect to different servers 20 via the network 30. The client device 10 is any device with computing hardware capable of supporting and executing game-related software applications.

[0022] In the aforementioned game system, players log in to the game application using their registered game accounts to control the virtual character corresponding to those accounts and participate in the game. During the player's participation in the game through the application, the client device 10 and server 20 exchange data. The client device 10 sends various information to the server 20, and the server 20 determines the display data for the client device 10 based on the game mechanics and the received information, then sends the display data back to the client device 10 so that the client device 10 can display the data sent by the server 20 to the player.

[0023] In potential application scenarios, different client devices 10 may be served by different servers 20, or they may be served by the same server 20. When the game system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Furthermore, the game system may include at least one database for continuously storing game-related information when different users are playing multi-user games online.

[0024] It should be noted that in this disclosure, multiple terminal devices run the same virtual game, and data interaction between these devices can be achieved through a game server. Sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the game server, and the game server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the game server, which is the same data that terminal device 2 sent to the game server. Alternatively, a game server may not exist, and terminal device 1 can directly send game data to terminal device 2.

[0025] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system described in this disclosure is intended to more clearly illustrate the technical solutions of this disclosure and does not constitute a limitation on the technical solutions provided in this disclosure. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this disclosure are equally applicable to similar technical problems.

[0026] The preceding text described the hardware environment required for this disclosure. The following text, based on the aforementioned hardware environment and using a terminal device as the execution entity, will detail various embodiments of the game playing method provided by this disclosure. The terminal device can be either the aforementioned client device or the aforementioned local terminal device.

[0027] Please refer to Figure 2 The figure shows a flowchart of a game playing method provided in one implementation of this disclosure. As shown, the game playing method includes the following steps: Step S1: Display the virtual cards corresponding to the first account. The first account and the second account participate in a game based on the virtual cards. The first account is configured with a first attribute and at least one virtual item, and the second account is configured with a second attribute.

[0028] In card games, virtual cards are digitally presented on the game interface for players to hold and play. Virtual cards carry specific card information (including rank and suit) and are the basic operational unit for players to participate in the game and initiate card-playing actions. In one optional implementation, virtual cards can be displayed in a fan-shaped or horizontal row in the hand area of ​​the graphical user interface. Each card clearly displays its rank and suit information, and players can pre-select or play virtual cards by clicking or swiping. For example, in games like Dou Dizhu (a popular Chinese card game), virtual cards can be presented in the style of standard playing cards, including ranks from A to K and four suits: spades, hearts, clubs, and diamonds, as well as the two jokers. The game system displays these virtual cards in the player's hand area, from which players can select and combine them into specific card combinations for playing. In another alternative implementation, the virtual cards can be presented in a game-specific art style, adding visual elements such as card background patterns, rarity indicators, and special effects particle animations to the standard playing card points and suits, in order to enhance the game's visual experience and immersion. Players can intuitively view all the virtual cards they currently hold and their card type information through the hand area.

[0029] The "first account" refers to the identity identifier registered by a player participating in a game within the game system. This first account is linked to the specific player's actions and game status data during the game, serving as an identifier for the game system to identify and record player behavior. In an optional implementation, the first account can be the player account currently operating the game through the first terminal device. The game system uses this first account to maintain and track all of the player's status data during the game, including the list of virtual cards held, attribute value data, and configured virtual items. For example, when player A logs into the game platform using their game account and joins a virtual card battle, player A's game account becomes the first account. The game system establishes an independent status data structure for this first account to record and update all relevant data during the game.

[0030] The first attribute refers to a quantifiable status value configured by the first account during a game. This attribute value dynamically changes during the game due to various game events (such as item triggers, card play resolution, etc.), serving as a quantitative indicator of the player's game status. In one optional implementation, the first attribute can be represented as the player character's health points (HP), initially configured as a fixed value (e.g., 100 points). During the game, it decreases with damage taken and increases with recovery effects. When the health points drop to zero, a game-ending judgment is triggered. For example, if player A's initial first attribute value is set to 100 points, after the game starts, whenever the second account (player B) plays a specific card type and triggers its configured offensive virtual item, player A's first attribute value will decrease by the corresponding number of points according to the item's effect parameters. The game interface displays the current change in the first attribute value in real time from player A's perspective. In another optional implementation, the first attribute can also be represented as other types of status values, such as defense value, energy value, etc. The specific attribute type can be flexibly configured according to the gameplay design, but all follow the same attribute value update and termination condition judgment logic.

[0031] In this context, "at least one virtual item" refers to an item object pre-configured by the first account during the game and triggered by specific card-playing actions. Each virtual item corresponds to a specific item effect, which can increase or decrease the attribute values ​​of both players. In an optional implementation, virtual items can include various types such as offensive items (dealing damage to the second account's second attribute), defensive items (restoring or increasing the first account's first attribute value), and auxiliary items (applying a continuous effect on both players' attribute values). Before the game, players select and equip the required items from the item library through the item configuration interface. For example, before entering the game, player A selects and configures two virtual items: "Flame Slash Card" (associated with the bomb card type, dealing 30 points of damage to player B after triggering) and "Iron Wall Defense Card" (associated with the pair card type, restoring 15 points of health to themselves after triggering). These two items become player A's "at least one virtual item" after the game starts, waiting to be triggered by specific card-playing conditions. In another alternative implementation, at least one virtual item can also support a level progression mechanism, whereby the item's effect value can be gradually increased as the player accumulates game experience, enhancing the item's strategic value and further enriching the game's progression experience.

[0032] In this context, the second account refers to the opposing player's account in the same game as the first account. Its game status data is maintained independently from the first account, and the two accounts influence each other's attribute values ​​through card plays and item triggers. In an optional implementation, the second account can be the opposing player operating the game through a second terminal device. The game system also establishes an independent status data structure for the second account, maintaining its list of virtual cards, attribute value data, and configured virtual items. For example, in a 1v1 virtual card game, player A's (first account) opponent, player B, is the second account. The game system independently maintains player B's game status data and synchronizes player B's card plays and item trigger events to player A's first terminal device in real time to ensure that the game status data of both players remains consistent.

[0033] The second attribute refers to a quantifiable state value configured by the second account during a game, corresponding to the first attribute of the first account. Its definition and function are the same as the first attribute, but it is state data independently maintained by the second account. In an optional implementation, the second attribute can also be represented as the second account's health points (HP), with an initial value the same as the first attribute (e.g., 100 points). During the game, this value changes due to the first account playing specific card combinations and triggering the effects of corresponding virtual items. For example, if player A (the first account) plays a bomb card combination and triggers the configured "Flame Slash Card" item, the item effect deals 30 points of damage to player B's second attribute. The game system subtracts 30 points from player B's second attribute value and synchronizes the updated value to the data layer of both players' terminals. Simultaneously, it determines whether to display the updated value on the game interface according to attribute visibility rules.

[0034] Step S2: In response to the first account playing the target virtual card, control the triggering of the target item effect corresponding to the target virtual item among the at least one virtual item; wherein, the target item effect is used to affect the attribute value of the first attribute and / or the second attribute at least.

[0035] Playing a target virtual card refers to the action of the first account submitting a selected virtual card from their hand area to the play area during the current turn, thus completing the formal play operation. This action is a prerequisite event for triggering virtual item effects. After detecting this play action, the game system immediately enters the item triggering judgment process. In one optional implementation, playing a target virtual card can be accomplished by a swipe gesture performed by the player on a touchscreen device. For example, after selecting one or more virtual cards from the hand area in the game interface, the player swipes upwards to the play area. The game system responds to this swipe operation, completes the play process, and simultaneously sends the play information to the game server, triggering the subsequent item activation judgment logic. In another optional implementation, in the PC game, the player can select one or more virtual cards by left-clicking the mouse and then click the "Play" button on the interface to complete the play operation of the target virtual card. After the game system verifies that the selected card combination constitutes a valid card type, it formally confirms the play and triggers the subsequent item effect processing process.

[0036] In this context, the target virtual item refers to the item selected by the game system from at least one virtual item as the response item for the current card-playing action when the first account plays a target virtual card. Its corresponding item effect will be triggered and executed during this card-playing event. In an optional implementation, the determination of the target virtual item is based on the matching relationship between the card type formed by the target virtual card and the preset associated card types of each virtual item. After the first account completes the card-playing or card-selecting operation, the game system automatically searches all the virtual items configured by the first account and finds the virtual item whose associated card type matches the current card type as the target virtual item. For example, if player A plays / selects a "three-of-a-kind with one" card type in the current round, the game system searches player A's configured item list and finds that the "Combo Boost Card" is configured to be associated with the "three-of-a-kind with one" card type. Therefore, the "Combo Boost Card" is determined as the target virtual item corresponding to this card play, triggering its item effect. In another optional implementation, when player A plays / selects a bomb card combination, the game system searches player A's item list and finds that the "Armor-Piercing Strike Card" is configured to be associated with the bomb card combination. It identifies the card as the target virtual item and triggers the high-damage item effect corresponding to the "Armor-Piercing Strike Card", causing a significant reduction in player B's secondary attribute value.

[0037] The target item effect refers to the specific effect on the attribute values ​​of both players after the target virtual item is triggered, including increasing or decreasing the first attribute of the first account and / or increasing or decreasing the second attribute of the second account. In an optional implementation, the target item effect can be manifested as a damage effect on the second attribute value of the second account. When the target virtual item is triggered, the game system calculates the amount of reduction in the second attribute value caused by the item effect according to the preset damage value parameters of the target virtual item (such as a fixed damage value or a floating damage value linked to the strength of the card type). For example, when player A's "Combo Amplification Card" is triggered, its item effect is set to a base damage value of 10 points plus an additional damage of 3 points based on the number of cards played. If player A plays a three-of-a-kind with one additional card, the damage of the target item effect is 10 + 4 × 3 = 22 points, and the game system reduces player B's second attribute value by 22 points. In another alternative implementation, the effect of the target item can also be manifested as a restoration effect on the first account's first attribute value. For example, when the "Life Drain Card" configured by player A is triggered, its item effect is set to convert 30% of the damage to the second account into life value restoration to the first account, achieving a "life drain" effect. While player A plays a powerful card to reduce player B's attribute value, he can also replenish his own first attribute value, increasing the strategic depth of the game.

[0038] Step S3: Update the first attribute and / or the second attribute based on the effect of the target item.

[0039] In this context, "updating" refers to the game system performing addition and subtraction calculations on the first attribute value of the first account and / or the second attribute value of the second account based on the specific numerical parameters of the target item's effect. The calculation result is then stored in the game status data as the updated attribute value, simultaneously triggering a refresh of the attribute value display on the game interface. In an optional implementation, the attribute value update operation is first calculated on the game server side. The server performs mathematical operations on the current attribute value according to the calculation rules of the target item's effect (e.g., subtraction represents damage consumption, addition represents recovery buffs), and synchronously pushes the latest calculated attribute value to both terminal devices. After receiving the update data, both terminal devices refresh the locally cached attribute values ​​and update the attribute value display on their respective game interfaces according to the attribute visibility rules (the first attribute is only visible to the first account, and the second attribute is only visible to the second account). For example, Player A plays a straight and triggers the "Successful Breakthrough Card" item. The item's effect deals 18 damage to Player B. The game server subtracts 18 from Player B's current second attribute value of 75, resulting in 57, and pushes this new attribute value of 57 to Player B's second terminal device. Player B's game interface displays in real time that their health has decreased from 75 to 57. In another optional implementation, when the target item effect simultaneously affects the attribute values ​​of both players (such as causing damage and healing effects simultaneously), the game system updates the first and second attributes sequentially according to the calculation order set by the item effect, ensuring that both attribute values ​​are accurately and promptly updated. After both updates are completed, the system pushes the update to both players' terminal devices to refresh the interface.

[0040] In an optional implementation, attribute value updates also need to consider boundary condition handling. For example, when the damage value of the target item effect is greater than the second account's current second attribute value (i.e., this damage will cause the second account's second attribute value to drop below 0), the game system updates the second attribute value to 0 instead of a negative number, and immediately triggers the first termination condition judgment logic after the update operation is completed, controlling the end of the game and confirming the first account's victory. Similarly, when the recovery amount of a recovery item effect exceeds the attribute value limit, the attribute value update result is based on the limit value, and the attribute value is not allowed to exceed the preset maximum value range. This boundary condition handling mechanism ensures that the attribute value is always maintained within a reasonable range throughout the game, guaranteeing the correctness and stability of the game logic.

[0041] Step S4: When the attribute value of the first attribute or the second attribute meets the first termination condition, or when the number of virtual cards in the first account or the second account meets the second termination condition, control the game to end.

[0042] The first termination condition refers to the game termination trigger condition set based on the attribute value status of both players. When the attribute value of either player reaches a preset threshold, this condition is met, triggering the game termination process. In an optional implementation, the first termination condition can be set as "the attribute value of either player drops to zero". After each attribute value update operation, the game system automatically checks whether the updated attribute value has reached zero. If the first attribute value drops to zero, the second account is determined to win and the game ends; if the second attribute value drops to zero, the first account is determined to win and the game ends. For example, in a game, player A (the first account) continuously reduces player B's second attribute value by using high-powered items. When player B's second attribute value is finally reduced to zero, the game system immediately triggers the first termination condition, determines player A to win, and displays the game settlement result on both players' game interfaces, including the winner's identifier, game duration, attribute value change history, and other information. In another alternative implementation, the first termination condition can also be configured as a more flexible trigger threshold, such as setting the termination condition to "the attribute value drops to a certain percentage below the initial value" (e.g., below 30%), so that the game system can trigger the termination judgment in advance when the attribute value is in a critical state, increasing the tension of the game and creating a faster start condition for the next round.

[0043] The second termination condition refers to the game termination trigger condition set based on the number of virtual cards held by both players. When either player's virtual card count reaches a preset value, this condition is met, triggering the game termination process. In an optional implementation, the second termination condition can be set as "one player's virtual card count is zero." That is, when one player's account plays all their cards, the game system immediately triggers the second termination condition, determines that account as the winner, and ends the game. At the same time, the attribute values ​​of the other player's account are reset to zero to clarify the win / loss relationship. For example, in a game, player A gradually plays all 17 virtual cards in their hand through skillful card combinations. When player A plays their last virtual card, the game system detects that player A's virtual card count has dropped to zero, immediately triggering the second termination condition and determining player A as the winner ("complete hand kill"). This dual termination condition design gives players two paths to victory in the game—depleting the opponent's attribute values ​​through continuous damage from items, or triggering a complete hand kill by quickly playing all their cards, thus enriching the strategic choices available in the game.

[0044] In one specific application, Player A (first account) and Player B (second account) engage in a match in a virtual card battle game that incorporates an RPG-style health system. Before the match begins, Player A selects and equips three virtual items from the item pool in the equipment configuration interface: "Overbearing Bomb Card" (linked to the bomb card type, dealing 35 damage to the opponent upon activation), "Double-Edged Blade" (linked to the straight card type, dealing 20 damage to the opponent and restoring 8 health points to Player A upon activation), and "Iron Wall Armor Card" (linked to the pair card type, restoring 12 health points to Player A upon activation). The game system randomly assigns the first move to Player B. Player A, as the second mover, receives an additional compensation card, giving them 18 virtual cards. Player B receives 17 virtual cards, and both players start with 100 health points (the first and second attributes each have an initial value of 100). The game interface displays 18 virtual cards in Player A's hand from Player A's perspective, along with Player A's current health (primary attribute value), but does not display Player B's health (secondary attribute value). In the third round, Player A plays a "3-3-3-4" hand, forming a three-of-a-kind with a single card. The game system searches Player A's virtual item list but finds no item associated with the three-of-a-kind with a single card; therefore, this play does not trigger any additional virtual item effects. In the fifth round, Player A plays a five-card straight. The game system searches its virtual item list, confirms the "Double-Edged Sword" is associated with the straight hand, identifies it as the target virtual item, and triggers its effect. This deals 20 damage to Player B's secondary attribute value and simultaneously restores 8 health points to Player A. The game system then updates Player B's secondary attribute value from 82 to 62. Player A's first attribute value is updated from 76 to 84. In the ninth round, Player A plays a bomb card, triggering the "Overbearing Bomb Card" item effect, which deals 35 damage to Player B's second attribute value. The game system updates Player B's second attribute value from 39 to 4. At this point, the first end condition (attribute value of zero) has not yet been met, and the game continues. In the eleventh round, Player A triggers the item effect again by playing a card, updating Player B's second attribute value to zero. The first end condition is met, and the game system immediately ends the game, declaring Player A (first account) the winner, and displays the game settlement information on both players' interfaces.

[0045] Through the steps described above, the game method disclosed herein deeply integrates the virtual item mechanism with the player's card-playing behavior. When a player plays a target virtual card, the corresponding item effect is automatically triggered, and the attribute values ​​of both players are updated in real time. The game ends with either attribute value reaching zero or the number of cards in hand reaching zero as a dual termination condition. This achieves the technical effect of introducing a dynamic attribute value game dimension into traditional virtual card games. This solution effectively broadens the strategic depth of the game, making each player's card-playing behavior not only meaningful in terms of card type but also substantially affecting the attribute values ​​of both players. This enhances the variability, tension, and player immersion in the game, significantly improving the user experience problem of the single-strategy nature of traditional card games.

[0046] Furthermore, in one embodiment of this disclosure, before the step of the first account playing the target virtual card, the method further includes: The system controls the selection of a virtual card from the virtual cards pre-selected by the first account during the current round as the target virtual card; or controls the selection of a virtual card played by the first account when it wins the current round as the target virtual card.

[0047] In this context, the pre-selected virtual cards in the current turn refer to one or more virtual cards that a player actively selects from their hand area and prepares to play during the turn when it is the first account's turn. Pre-selection is a prerequisite for playing a card; after pre-selection, players can further confirm their play or modify their selection. In one optional implementation, a player completes a single pre-selection by clicking on a virtual card in their hand area. The pre-selected card is highlighted or raised on the screen to distinguish it from unselected cards. Players can continuously click to select multiple virtual cards to create specific card combinations. For example, clicking on three cards of the same rank and one additional card in sequence pre-selects a "three-of-a-kind with one additional card" combination. For instance, Player A selects three Queens and one 5 from their hand during their turn, forming a "three-of-a-kind with one additional card" pre-selected card combination. The four selected cards are raised on the screen to indicate their selected state, and these four pre-selected cards then become the target virtual cards. In another optional implementation, players can also quickly complete the pre-selection through the "intelligent recommendation" function. The game system automatically highlights and recommends the best pre-selection scheme based on the card type requirements of the current round and the player's hand combination. Players only need to click to confirm to quickly complete the pre-selection and play it, improving the convenience of operation.

[0048] The virtual card played to win the current round refers to the virtual card used when the first account successfully beats the second account's card in a particular round, thus winning the right to play that round. This triggering method binds the determination of the target virtual card to the round victory event. Players do not need to perform additional item triggering operations before playing a card; instead, the item effect is naturally triggered by the act of winning the right to play. In an optional implementation, in a multi-player game mode, when the strength of the card played by the first account is higher than the highest card played by other players in the current round, and all other players pass, the game system determines that the first account has won the round, and determines the virtual card played by that account when winning as the target virtual card for this round, and then enters the item triggering judgment process. For example, in a game, Player B plays a pair of 8s, and Player A then plays a pair of Aces (with a higher rank). Player B chooses to pass and continue playing. The game system determines that Player A wins the round with the "pair of Aces," designates the two Aces played by Player A as target virtual cards, and checks if Player A's configured virtual items contain any virtual items associated with the "pair" hand type. If so, the corresponding virtual item effect is triggered. In another optional implementation, this triggering method based on "playing when winning" can effectively incentivize players to actively compete for the right to play, because winning a round not only means gaining the first move in the next round, but also triggering the configured virtual item effect, giving each round's victory additional strategic value.

[0049] Through the above steps, the game method provided in this disclosure clearly distinguishes between two methods of determining target virtual cards: "pre-selection card play trigger" and "round win trigger." This allows the item triggering mechanism to achieve precise item activation control when players actively play cards, and to automatically trigger reward item effects when players win rounds. This creates a richer and more flexible item triggering system, further enhancing the substantial impact of virtual items on game strategy and increasing the strategic depth and operational enjoyment for players when making card play decisions.

[0050] Furthermore, in one embodiment of this disclosure, each virtual prop among the at least one virtual prop is configured with a corresponding associated card type; before the step of controlling and triggering the effect of the target virtual prop corresponding to the target virtual prop among the at least one virtual prop, the method further includes: Based on the target card type corresponding to the target virtual card and the associated card type corresponding to each of the virtual items, the target virtual item is determined from the at least one virtual item.

[0051] In this context, "associated card types" refer to the trigger condition card types pre-set by the player or the game system for each virtual item during the pre-game configuration phase. A virtual item is only eligible to be triggered when the target card type played by the player matches its associated card type. Associated card types bind the activation conditions of virtual items to specific card types, deeply integrating the triggering of virtual items with card-playing strategies. Players need to plan their card-playing order based on the associated card types of virtual items to trigger the most suitable virtual item effect at the optimal time. In an optional implementation, the associated card types for each virtual item are fixed during the virtual item design phase. Players can view the associated card type information for each candidate virtual item on the item selection interface, thus choosing the most suitable virtual item combination based on their hand strategy. For example, the game provides the following virtual items: the "Fiery Slash Card" is associated with a "Straight," the "Royal Flush Card" is associated with a "Bomb," and the "Quick Attack Card" is associated with a "Single Card." Players can choose to equip the corresponding virtual item according to their playing style, and the virtual item's effect is automatically triggered when the corresponding card type is played. In another optional implementation, the associated card types can also support range configuration, that is, a virtual item can be configured with multiple associated card types at the same time. For example, the "Wild Enhancement Card" is set to be associated with "Bomb or Consecutive Pairs." As long as the player plays either a Bomb or a Consecutive Pair, the virtual item's effect will be triggered, increasing the flexibility of virtual item triggering.

[0052] The target card type refers to the specific card type formed by the target virtual cards, which is the core basis for the game system to determine the trigger matching of virtual props. After the first account completes the card playing operation, the game system automatically analyzes the combination of target virtual cards, identifies and determines its card type category. In an optional implementation, the game system analyzes the combination of target virtual cards, determines the card type formed by the target virtual cards according to the game's preset card type rule library (such as a straight requires at least 5 cards of consecutive ranks, a bomb requires 4 cards of the same rank, etc.), and inputs the identification result as the target card type into the prop matching logic. For example, if player A plays 5 virtual cards of consecutive ranks (such as 5-6-7-8-9), the game system confirms that the target card type is "straight" after card type identification and analysis, and then inputs the target card type information into the prop matching logic to compare it with the associated card types of player A's various virtual props. In another optional implementation, card type recognition can further distinguish the specific specifications of the same type of card type. For example, straights can be subdivided into 5-card straights, 6-card straights, 7-card straights, etc., according to the number of cards, and different matching rules can be set for straights of different specifications. This allows players to configure advanced virtual props that are "only associated with straights of 7 cards or more", making the triggering conditions of virtual props more refined and increasing the strategic level.

[0053] In a specific application, Player A configured two virtual items: Virtual Item 1 is "Tornado Blade" (related card type: Airplane), and Virtual Item 2 is "Iron Wall Defense" (related card type: Pair). In a certain round, Player A plays the hand "777-888-5-9" (Airplane with two single cards). The game system identifies the target hand as "Airplane" and then matches it with the related card types of the two items: Virtual Item 1 "Tornado Blade" is associated with "Airplane," so the match is successful; Virtual Item 2 "Iron Wall Defense" is associated with "Pair," so the match fails. The game system determines Virtual Item 1 "Tornado Blade" as the target virtual item from at least one virtual item and triggers its effect to damage Player B's second attribute value.

[0054] Through the above steps, the game method provided in this disclosure, by configuring associated card types for each virtual item and accurately determining the target virtual item from multiple configured items based on the matching relationship between the target card type and the associated card types, achieves precise binding between item triggering and card type playing. This effectively avoids the problem of insufficient strategic depth caused by random or unconditional item triggering, requiring players to consider both card type selection and item triggering conditions when playing cards, thereby significantly improving the strategic complexity and the fun of the game.

[0055] Furthermore, in one embodiment of this disclosure, the step of determining the target virtual item from the at least one virtual item based on the matching relationship between the target card type and the associated card type includes: Based on the matching relationship between the target card type and the associated card type, an available virtual item is determined from the at least one virtual item, and the target virtual item is automatically determined from the available virtual items; or based on the matching relationship between the target card type and the associated card type, an available virtual item is determined from the at least one virtual item; and in response to the selection of a first virtual item from the available virtual items, the system controls the first virtual item to be determined as the target virtual item.

[0056] In this context, "available virtual props" refers to the set of virtual props that, in the current card-playing event, successfully match the target card type and meet the triggering qualification. The range of available virtual props is the defined range of target virtual props. The game system further filters within the range of available virtual props or provides them to the player for selection. In one optional implementation, the availability of virtual props is determined by iterating through all virtual props configured by the first account, comparing the associated card type of each virtual prop with the target card type one by one, and filtering out available virtual props whose associated card type is the same as or matches the target card type, thus forming the list of available virtual props for this card-playing event. For example, if player A has configured three virtual props, where virtual prop A is associated with "bomb", virtual prop B is associated with "straight", and virtual prop C is associated with "bomb", when player A plays a bomb card, the game system determines that props A and C both match the bomb card type, and virtual props A and C constitute the set of available virtual props for this event. In another optional implementation, when all the virtual items configured by the player do not match the target card type, the available virtual item set is empty, and no item effect is triggered in this card play. The game system skips the item triggering process and directly enters the next stage.

[0057] The automatic selection of the target virtual item from the available virtual items means that when a set of available virtual items exists, the game system directly selects one virtual item as the target virtual item according to preset rules, without requiring the player to make any further manual selection. This automatic selection mechanism reduces the number of steps players need to take during the card-playing process, improving the smoothness of the game. In one optional implementation, the automatic selection rule can be based on the priority order of item effects. The game system presets a priority value for each virtual item. When multiple virtual items exist in the available set, the game system automatically selects the virtual item with the highest priority as the target virtual item. For example, if Player A has configured a "Critical Strike Enhancement Card" with a priority of 3 and a "Normal Attack Card" with a priority of 1, and both are in the list of available virtual items, the game system automatically selects the "Critical Strike Enhancement Card" with the higher priority as the target virtual item. In another optional implementation, when the set of available virtual items contains only one virtual item, the game system directly determines that virtual item as the target virtual item without any additional judgment logic.

[0058] In this context, the first virtual item refers to a specific virtual item manually selected by the player from the set of available virtual items. In manual selection mode, after determining the set of available virtual items, the game system displays a selection interface containing all available virtual items. The player actively specifies the target virtual item for this trigger through interactive operations such as clicking; the selected virtual item is the first virtual item. In an optional implementation, when multiple virtual items exist in the set, the game system displays all available virtual items and their effect descriptions in a list format. Players can compare the effect values ​​of each virtual item and choose the virtual item most suitable for the current situation.

[0059] In a specific application, Player A holds two virtual items associated with straight card combinations: "Lightning Multi-Strike" (related to a straight, effect: 25 damage) and "Continuous Momentum Card" (related to a straight, effect: 10 damage and makes the next round's play unaffected). When Player A plays / pre-selects a straight, the game system determines that both virtual items are usable. If the current game mode is set to manual selection, the game system will pop up an item selection interface after Player A plays a card, displaying the effect descriptions of the two usable virtual items. After analyzing the current situation, Player A chooses to trigger "Continuous Momentum Card" to gain the advantage of unaffected card combinations in the next round. After clicking on the usable virtual item, the game system will designate "Continuous Momentum Card" as the first virtual item (i.e., the target virtual item) and trigger its effect. If the current mode is set to automatic triggering, the game system will automatically designate "Lightning Multi-Strike," which has the higher effect damage, as the target virtual item and trigger it directly according to the preset priority.

[0060] Through the above steps, the game method provided in this disclosure offers two ways to determine target virtual items: automatic triggering and manual selection. In simple scenarios, the automatic triggering mechanism ensures smooth operation and reduces the operational burden on players. In complex scenarios with multiple items, it provides players with the space for manual selection and supports refined item strategy decisions. This achieves an effective balance between ease of operation and strategic depth, improving the game experience satisfaction of different types of players.

[0061] Furthermore, in one embodiment of this disclosure, when the target virtual card is a virtual card pre-selected by the first account in the current round, the method further includes: in response to a play instruction for the target virtual item and the target virtual card, controlling the first account to play the target virtual card and trigger the target virtual item; when the target virtual card is a virtual card played by the first account when winning, the method further includes: in response to a trigger operation for the target virtual item, controlling the triggering of the target virtual item.

[0062] The "play" command refers to the operation instruction issued to the game system by the player after pre-selecting the target virtual card and determining the target virtual item, simultaneously completing the action of playing the target virtual card and triggering the target virtual item. The key feature of the play command is that it combines the card-playing and item-triggering actions into a single operation. The player can complete both game events simultaneously with a single play command, effectively reducing the player's operational steps. In an optional implementation, the play command can be triggered by the player clicking the "Play" confirmation button on the game interface. The game system responds to this "Play" button click by simultaneously performing the actions of playing the target virtual card and activating the target virtual item. For example, Player A pre-selects three Kings and one 3 to form a "three-of-a-kind with one extra card". The game system automatically matches the virtual item "Triple Slash" (associated with three-of-a-kind with one extra card) as the target virtual item and highlights it on the game interface to indicate that the virtual item will be triggered. After viewing the prompt, Player A clicks the "Play Card" button. The game system responds to this play command, simultaneously playing the three-of-a-kind with one extra card to the play area and triggering the "Triple Slash" item effect, causing damage to Player B's second attribute value. In another optional implementation, the play command can also be executed via a drag-and-drop gesture. After pre-selecting and confirming the virtual item, the player drags the selected card combination from the hand area to the play area and releases it. This drag-and-drop operation constitutes the play command. Upon detecting this operation, the game system simultaneously completes the play and item triggering.

[0063] The triggering operation refers to the separate activation operation performed by the player after winning a round when the target virtual card is a virtual card played by the first account upon winning. Since the target virtual card played upon winning has already completed the card-playing action upon winning the round, the triggering of the target virtual item requires the player to perform an additional triggering operation after winning to activate the item's effect, reflecting the game design logic of "gaining extra rewards after winning." In an optional implementation, when the first account wins the current round, the game system displays the item icons of the available virtual items that can be triggered by this win on the game interface. The player clicks on an item icon to perform the aforementioned triggering operation, and the game system responds to this triggering operation by controlling the triggering of the corresponding target virtual item. For example, if Player A plays two Queens and wins a round with a pair, the game system recognizes that Player A's "Iron Wall Defense Card" (associated with a pair) meets the trigger conditions. The "Iron Wall Defense Card" item icon pops up in the game interface. Player A clicks on the item icon, and the game system triggers the "Iron Wall Defense Card" item effect, restoring 12 health points to Player A, and updating the primary attribute value accordingly.

[0064] Through the above steps, the game gameplay method provided in this disclosure designs corresponding interaction methods (playing instructions and triggering operations) for two different playing scenarios: "pre-selection of cards" and "winning trigger". This allows the item triggering interaction and the card playing interaction to be naturally integrated. While ensuring that the operation is intuitive and simple, it provides a reasonable interaction entry point for item triggering in different scenarios, reduces the learning cost for players, and improves the smoothness and naturalness of the game interaction experience.

[0065] Furthermore, in one embodiment of this disclosure, the at least one virtual prop includes: a first type of prop configured to be associated with any card type, and a second type of prop configured to be associated with a specific card type; wherein the prop effect of the first type of prop is related to the card type, and the prop effect of the second type of prop is unrelated to the card type.

[0066] The first type of item refers to virtual items configured to be triggered in association with any card type. The specific value or strength of its effect dynamically changes according to the strength of the target card type played when triggered. The "card type related" characteristic of the first type of item allows the same virtual item to produce different levels of effect when paired with card types of different strengths, encouraging players to prioritize using high-strength card types to trigger more powerful item effects. In an optional implementation, the virtual item effect bonus of the first type of item can be calculated based on the preset strength coefficient of the target card type. For example, the "Card Power Enchantment Card" is a first type of item with a base damage value of 5 points, and is multiplied according to the card type strength coefficient: single card strength coefficient 1.0, pair strength coefficient 1.5, three-of-a-kind with one card strength coefficient 2.0, straight strength coefficient 2.5, and bomb strength coefficient 5.0. When a player plays a pair, triggering the virtual item deals 7.5 points of damage, and when playing a bomb, triggering the virtual item deals 25 points of damage, encouraging players to accumulate powerful card types to obtain the maximum virtual item effect. In another alternative implementation, the first type of props can also have their effect bonus determined by the number of cards played rather than the type of card. For example, the base value of the prop effect is 3 points, and each additional card played adds 2 points to the effect value. When a player plays a 5-card straight, the prop is triggered and gains 3 + 5 × 2 = 13 points of effect value. When a player plays an 8-card pair, the prop is triggered and gains 3 + 8 × 2 = 19 points of effect value, thus encouraging players to maximize the value of the prop by playing large numbers of cards.

[0067] The second type of item refers to virtual items configured to trigger only when associated with a specific preset card combination. The numerical value of the virtual item's effect is fixed and does not change with the strength of the target card combination; each trigger produces the same magnitude of effect. This "card combination-independent" characteristic of the second type of item makes configuring and using it more intuitive for players—they only need to remember the associated card combination, and playing that combination will trigger the fixed effect, reducing the strategic complexity of using virtual items. In an optional implementation, typical examples of the second type of item include: virtual items that inflict continuous debuffs (such as the "Poison Claw Card," associated with a straight, which inflicts a poison effect on the opponent, causing a loss of 3 health points per round for 3 rounds, with a fixed effect amount that does not change with the card combination), and instant recovery virtual items (such as the "Life Shield Card," associated with a pair, which immediately restores a fixed value of 15 health points upon triggering). For example, Player A has configured a "Paralyzing Toxin Card" (a second-type item, associated with a single card, which, upon triggering, inflicts a continuous debuff on Player B, causing a loss of 5 health points per round for 2 rounds; the effect is fixed and unaffected by card strength). Regardless of the single card Player A plays (A, K, 2, etc.), as long as the card is a single card, the virtual item will be triggered, and the effect will always be the same: inflicting 5 points of poison damage per round on Player B for 2 rounds. In another optional implementation, the second-type item can also be designed as a global buff, such as an "Attack Enhancement Card" (associated with a bomb, which, upon triggering, increases the damage of the player's subsequent 5 item triggers by 10%). The increase percentage of this virtual item effect is fixed at 10%, regardless of the strength of the card played at the time of triggering; the player can enjoy the fixed percentage damage increase for 5 times after triggering the effect by playing a bomb.

[0068] Through the above steps, the game gameplay method disclosed herein constructs a diverse item effect system by dividing virtual items into a first category of items whose effects change dynamically with the card type and a second category of items with fixed effects. This provides players who pursue strategic depth with an advanced strategic space of "strong cards with strong effects," while also providing players who pursue stability with fixed item options with predictable effects. This satisfies the needs of players with different game styles and effectively enhances the strategic level of the game and the personalized experience of players.

[0069] Furthermore, in one embodiment of this disclosure, the step of controlling the triggering of the target item effect corresponding to the target virtual item among the at least one virtual item includes: When the target virtual item is the first type of item, the item effect bonus coefficient for the target virtual item is determined based on the preset strength parameter of the target card type; the target item effect corresponding to the target virtual item is triggered based on the item effect bonus coefficient; when the target virtual item is the second type of item, the game buff effect that is globally continuous / instantaneous is added to the first account, and / or the game debuff effect that is globally continuous / instantaneous is added to the second account.

[0070] The preset strength parameter refers to a quantitative value pre-set based on the overall strength of each card type in the game's card type system. This value reflects the relative strength of each card type within the game rules and is the core input parameter for calculating the first type of item effect bonus coefficient. In an optional implementation, the game system establishes a strength parameter mapping table for each card type. For example: the strength parameter for a single card is 1, the strength parameter for a pair is 2, the strength parameter for three-of-a-kind with one card is 3, the strength parameter for a straight (5 cards) is 4, the strength parameter for a full house (without any other cards) is 5, the strength parameter for a bomb is 8, and the strength parameter for a royal flush is 10. During the game design phase, these strength parameter values ​​are comprehensively set by the game planners based on the game value of each card type in actual combat and are fixed in the game system's rule database. For example, when Player A plays a bomb (strength parameter 8) to trigger the first type of item, "Full Speed ​​Dash Card," the game system reads the bomb's strength parameter 8 as the calculation input; when Player A plays a pair (strength parameter 2) to trigger the same item, the game system reads the pair's strength parameter 2 as the calculation input. The two triggers, based on different strength parameters, will result in different item effect bonus coefficients. In another optional implementation, the strength parameter of straight-type hand types can also be dynamically calculated based on the number of consecutive cards in the straight. For example, a 5-card straight has a strength parameter of 4, a 6-card straight has a strength parameter of 5, a 7-card straight has a strength parameter of 6, and so on, further refining the strength grading of straight-type hand types and making the differentiation of item effects more precise.

[0071] The item effect bonus coefficient refers to a multiplier parameter calculated using a preset formula based on the target card type's preset strength parameter, multiplied by the item's base effect value. This coefficient determines the final effect magnitude of the first type of item in this trigger. In an optional implementation, the item effect bonus coefficient can be calculated using a linear ratio, with the formula: Bonus Coefficient = Target Card Type Strength Parameter × Base Coefficient, where the base coefficient is determined by the specific item's design value (e.g., a base coefficient of 0.5). When Player A plays a bomb (strength parameter 8) to trigger the item, the bonus coefficient = 8 × 0.5 = 4.0, and the item effect = base effect value × 4.0; when playing a pair (strength parameter 2), the bonus coefficient = 2 × 0.5 = 1.0, and the item effect = base effect value × 1.0. In another optional implementation, the item effect bonus coefficient can also adopt a tiered threshold design: when the strength parameter is in the range of 1-3, the bonus coefficient is 1.0 (no bonus); when the strength parameter is in the range of 4-6, the bonus coefficient is 1.5 (50% bonus); when the strength parameter is in the range of 7-10, the bonus coefficient is 2.5 (150% bonus), so as to guide players to rationally plan the timing of playing high-strength card types with a tiered bonus structure.

[0072] Among them, a globally continuous game buff refers to a positive effect that, once triggered, continues to act on the first account for the entire remaining game or for a preset number of rounds. This effect automatically takes effect at the end of each round without requiring further player intervention. In an optional implementation, the globally continuous buff can manifest as: automatically restoring a certain amount of the first attribute value after each round of play (e.g., restoring 3 health points per round), or increasing the trigger effect values ​​of all items on the first account by a fixed percentage during the duration (e.g., increasing all damage values ​​by 20%). For example, after Player A's "Continuous Charge Card" (a second-type item, associated with the Airplane card type) is triggered, it adds a globally continuous buff effect of "automatically restoring 5 health points per round" to Player A. This effect automatically takes effect in the next 3 rounds of play, and Player A's first attribute value automatically increases by 5 points after each round of play, without requiring any additional action.

[0073] In this context, an immediate-effect game buff refers to a positive effect that, upon triggering, immediately impacts the attribute value or game state of the first account at the current moment. The effect is consumed immediately after it takes full effect at the moment of triggering. In an optional implementation, an immediate buff can manifest as: immediately restoring the first account's primary attribute value (e.g., immediately restoring 15 health points), or immediately granting the first account a one-time extra card-playing opportunity (e.g., being able to play an extra card after the current round ends). For example, if Player A's "First Aid Card" (a second-type item, associated with a single card) is triggered, it immediately restores Player A's primary attribute value by 15 points. This restoration effect is completed the moment the item is triggered and does not continue to take effect in subsequent rounds.

[0074] Among them, the globally continuous game debuffs and the instantly effective game debuffs correspond to the definitions and activation mechanisms of the aforementioned buffs, but their direction of action is negative, applied to the second account, and used to weaken the opponent's attribute values ​​or game status. In an optional implementation, the continuous debuff effect can manifest as a continuous damage effect that reduces a fixed value per round on the second account (such as the "poisoned" status, which loses 4 points of the second attribute value per round, lasting for 3 rounds), while the instantly effective debuff effect can manifest as immediately reducing the second account's second attribute value by a fixed amount (such as immediately causing 20 points of damage).

[0075] In a specific application, Player A is equipped with a "Balanced Offense and Defense Card" (a first-class item, associated with any card type, trigger damage = card type strength parameter × 3 points; simultaneously adds an instant buff to Player A: restores 5 health points). When Player A plays a "plane" card type (strength parameter 5), the item effect bonus coefficient = 5, triggering and dealing 5 × 3 = 15 points of instant damage (debuff) to Player B, while simultaneously restoring 5 health points to Player A (buff); Player A is also equipped with a "Burning Poison Card" (a second-class item, associated with a bomb, triggering and adding a continuous debuff to Player B: losing 8 points of secondary attribute value per round, lasting 2 rounds). When Player A plays a bomb, this item is triggered, and Player B loses 8 points of secondary attribute value in each of the next 2 rounds of settlement.

[0076] Through the above steps, the game method provided in this disclosure, by introducing a dynamic bonus coefficient calculation mechanism based on card strength parameters for the first type of items, realizes a differentiated effect system in which the effect of items dynamically adjusts with the strength of the cards played; for the second type of items, it provides two effect modes: global continuous and immediate effect, covering both positive and negative aspects, making the item effect system highly diverse and flexible. This provides players with a rich strategic space to choose and combine different item combinations according to their strategic intentions during the game, significantly improving the strategic complexity and sustained game appeal of the game.

[0077] Further, in one embodiment of this disclosure, the first termination condition includes: the attribute value of the first attribute or the second attribute is zero; the step of controlling the end of the game when the attribute value of the first attribute or the second attribute satisfies the first termination condition includes: determining that the second account wins and controlling the end of the game when the attribute value of the first attribute is zero; or determining that the first account wins and controlling the end of the game when the attribute value of the second attribute is zero.

[0078] The first attribute value being zero refers to the state where the attribute value (such as health points) of the first account drops to zero due to continuous reduction caused by item damage during the game. This state constitutes one of the triggering events for the first termination condition. In an optional implementation, after each first attribute value update operation, the game system automatically checks whether the updated attribute value has dropped to zero or below. If the check result meets the condition, the game system immediately executes the game termination process: first, it locks the current game state and prevents any new card-playing operations from being submitted; then, it determines the second account as the winner of this game, writes the win / loss result into the game settlement data, and sends a game termination notification to both parties' terminal devices. Both parties' game interfaces display the game settlement screen (including win / loss indicators, game progress, item trigger statistics, etc.). For example, Player B (second account) reduces Player A's (first account) primary attribute value from 15 points to -5 points (actually updated to 0 points) by triggering high-powered attack items in two consecutive rounds. The game system detects the zero primary attribute value, immediately locks the game, declares Player B the winner, and displays the results screen on both players' interfaces. Player A's interface displays a "Defeat" indicator, and Player B's interface displays a "Victory" indicator. Both players can view the complete game data. In another optional implementation, when the primary attribute value drops to zero, the game system can also perform a special animation before the game ends, such as playing a "Life Exhausted" effect animation, enhancing the dramatic tension and visual impact at the end of the game and improving the player's immersive gaming experience.

[0079] In this context, a zero value for the second attribute refers to the second account's attribute value dropping to zero during the game due to the first account triggering an item effect. This state also constitutes the triggering event for the first termination condition, and the first account is determined to win upon triggering it. In an optional implementation, the logic for determining a zero value for the second attribute is completely symmetrical to the logic for determining a zero value for the first attribute. That is, the game system automatically checks whether the value has dropped to zero after each update of the second attribute value. If the condition is met, the first account is immediately determined to win and the game ends. For example, Player A (the first account) triggers a "Royal Flush Stunning Card" in the 8th round of play through a carefully planned item combo strategy, dealing 40 points of damage and updating Player B's (the second account) second attribute value from 35 points to 0 points (actually reducing it by 35 points). The first termination condition is met, the game system immediately determines Player A to win, Player A's interface displays a special "Victory!" victory message, and Player B's interface displays a game loss screen. In another alternative implementation, to increase the tension of the game, the game system can display a special prompt effect on the first account's interface when the second attribute value enters the "danger zone" (such as below 20% of the initial value), indicating that the opponent's attribute value is in danger (such as a flashing red animation in the opponent's attribute value display area), but does not reveal to the second account that the opponent is aware of its dangerous state, thus maintaining the characteristics of asymmetric information game.

[0080] Through the above steps, the game method provided in this disclosure constructs a game termination mechanism based on attribute value game by taking "either side's attribute value dropping to zero" as the first termination condition and clarifying the corresponding win / loss determination rules. This creates a sense of pressure for both sides, as they may lose at any time due to the depletion of their attribute values. This motivates players to be proactive and make reasonable use of items during the game, effectively avoiding the passive game mentality of "relying on card type and luck to wait for the opponent to make a mistake" in the later stages of traditional card games. It significantly enhances the tension and strategic initiative throughout the game.

[0081] Further, in one embodiment of this disclosure, the second termination condition includes: the number of virtual cards held by the first account or the second account is zero; the step of controlling the termination of the game when the number of virtual cards in the first account or the second account meets the second termination condition includes: when the number of virtual cards in the first account is zero, controlling the clearing of the second attribute of the second account, determining that the first account has won, and controlling the termination of the game; or when the number of virtual cards in the second account is zero, controlling the clearing of the first attribute of the first account, determining that the second account has won, and controlling the termination of the game.

[0082] In this context, "zero virtual cards for the first / second account" refers to the state where the first / second account has played all its virtual cards and no longer holds any virtual cards in its hand area during the game. This state constitutes one of the triggering events for the second ending condition, reflecting the inheritance and evolution of the traditional Dou Dizhu rule of "winning by running out of cards." In an optional implementation, the game system tracks the number of cards in the hands of the first / second account in real time, updating the hand count after each play. When the first / second account plays its last card or last set of virtual cards, the hand count returns to zero, and the game system immediately detects that the second ending condition is met, triggering the "complete hand elimination" settlement process. For example, if player A uses a clever card combination strategy to play out its virtual cards one after another, and plays its last remaining pair in the 12th round (reducing the hand count from 2 to 0), the game system detects that player A (first account) has zero cards in its hand, immediately triggering the complete hand elimination mechanism, resetting player B's (second account) attribute value to zero, and determining player A as the winner. In another optional implementation, when the first account plays its penultimate hand (with 1 card remaining), the game system can provide the opponent (second account) with a special visual warning on the game interface, such as displaying a prominent warning at the edge of the interface that "The opponent has 1 card left!", prompting the second account to quickly adjust its strategy to deal with the impending threat of a complete wipeout.

[0083] The "clearing the second attribute of the second account / the first attribute of the first account" refers to the operation whereby the game system forcibly updates the second attribute value of the second account / the first attribute value of the first account to zero when the first account / second account finishes playing all their cards and triggers a "finished hand" victory. This operation is used to uniformly present the game end state in the form of "attribute value of zero," ensuring consistency between winning by finishing all cards and winning by exhausting attribute values ​​at the data level. In an optional implementation, the clearing operation is executed immediately after the first account / second account is determined to have won, directly writing the second attribute value of the second account / the first attribute value of the first account to zero, and then triggering the game settlement process; the game interface displays the settlement process of the "finished hand" victory by playing a "finished hand" special effect animation, such as the attribute value display area of ​​the second account / first account being reduced to zero with an explosion animation effect, enhancing the visual impact of the "finished hand" victory. For example, after Player A plays their last card, triggering a "finishing hand" kill, the game system forcibly resets Player B's second attribute value (assuming it's currently 47 points) to 0. Player B's life bar on the screen explodes in red and displays the text "Finishing hand kill!" followed by Player A's winning settlement screen. In another optional implementation, the finishing hand kill reset operation can also include an additional punitive damage display: before resetting the second attribute value to zero, the game system first calculates and displays the "killing hand damage" (e.g., killing hand damage = the current attribute value of the player being killed × 200%). Even if the second attribute value is less than 1 point, the finishing hand kill will still be displayed as excess damage on the settlement screen, enhancing the dramatic effect and sense of accomplishment of the kill.

[0084] In one specific application, Player A (the first account), through careful hand management, rapidly depleted their hand while maintaining a certain offensive advantage with certain items. By round 15, Player A had only 3 cards left (a three-of-a-kind with a single card), while Player B still had 52 points in their secondary attribute. When it was Player A's turn, they played their last 3 cards to form the three-of-a-kind with a single card, reducing their hand size from 3 to 0. The game system detected that the second ending condition was met and immediately triggered the "Complete Hand Elimination" process: Player B's secondary attribute value was forcibly updated from 52 to 0, confirming Player A's (the first account's) victory. The interface for both players displayed the settlement screen: "Complete Hand Elimination! Player A Wins!" It is worth noting that even though Player A's primary attribute value was only 10 points at that time, a significant disadvantage, they still achieved a comeback victory by playing all their cards to trigger the "Complete Hand Elimination" rule, demonstrating the rich reversal possibilities provided by the dual ending condition design.

[0085] Through the above steps, the game method disclosed herein uses "triggering the clearing of the opponent's attributes after playing all your cards" as the second ending condition (a "complete hand kill"). While retaining the traditional Dou Dizhu rule of "first to play all your cards wins," it gives this rule the killing effect of clearing attribute values. This means that playing all your cards not only clears your own hand but also forces the opponent's attribute values ​​to zero. The parallel design of the two ending conditions provides players with an attribute value disadvantage with a path to turn the tide by playing cards quickly. This effectively avoids the problem of "the game losing suspense prematurely after the attribute value difference becomes too large" in traditional attribute value games, significantly improving the tension and fairness of the game.

[0086] Furthermore, in one embodiment of this disclosure, the method further includes: Before the start of the game, in response to the selection operation of candidate virtual items in the virtual item library, the selected candidate virtual item is used as the at least one virtual item configured by the first account after the start of the game.

[0087] The virtual item library refers to a resource warehouse provided by the game system for players, containing a collection of candidate virtual items with all available configurations. Players can browse and select the required items to equip before a match through the item configuration interface. In an optional implementation, the virtual item library is presented in a categorized manner, sorted and filtered according to item type (attack, defense, support), item rarity (common, rare, epic, legendary), or item-related card type (single card, pair, straight, bomb, etc.). Players can quickly locate the required items by searching keywords or switching category tags.

[0088] Candidate virtual items refer to specific items that players have unlocked and can choose to equip in the virtual item library. Each candidate virtual item has corresponding detailed information in the item library (including item name, associated card type, item effect description, effect value, item icon, etc.). Players can view the complete item details before selecting an item to make a reasonable configuration decision. In an optional implementation, candidate virtual items can be unlocked through the in-game achievement system, leveling up, or purchasing with in-game currency, ensuring that the player's item library expands continuously as the game progresses. For example, Player A initially has 5 basic candidate virtual items. After playing 50 games, the rare item "Royal Flush Stunning Card" is unlocked, and after reaching level 20, the epic item "Inferno Card" is unlocked. The gradual expansion of the item library gives players increasingly rich configuration space in terms of strategic choices. In another alternative implementation, the number of candidate virtual items that can be equipped can also be set to a maximum. For example, a maximum of 3 virtual items can be equipped per game. Players need to select 3 items from the candidate item library that best fit the current battle strategy. The limitation on the number of items increases the strategic nature of item selection, requiring players to make trade-offs among multiple high-quality items, thus enhancing the depth of strategic decision-making.

[0089] The selection operation refers to the interactive behavior of a player specifying candidate virtual items from the virtual item library and adding them to the current game's equipment list in the item configuration interface. In an optional implementation, the selection operation can be triggered by clicking an item icon. When a player clicks on the display card of a candidate item in the virtual item library, the item is highlighted as "selected" and automatically added to the "This Game's Equipment" area on the right side of the interface. The player can deselect the selected item using the same click operation. After confirming the item configuration, the list of selected candidate virtual items becomes at least one virtual item configured by the first account in this game. For example, if Player A clicks to select "Overpowering Bomb Card" (related to bombs) and "Straight Break Card" (related to straights) in sequence in the item configuration interface, the equipment area will display 2 / 3 of the selected items. Player A clicks the "Confirm Equipment" button to complete the selection operation, and these two candidate virtual items will officially become at least one virtual item for Player A after entering the game. In another optional implementation, if a player does not complete the item configuration before entering the game or skips the step, the game system can automatically equip player A with a default item combination (such as the most recently used item configuration) to ensure that the game can start normally and that the game process is not affected by the player's omission of the configuration step.

[0090] Through the steps described above, the game method disclosed herein allows players to pre-plan their strategic intentions by setting up an item configuration stage before the start of the game. This enables players to independently select and equip virtual items from a virtual item library, extending the formulation of game strategies from the in-game stage to the pre-game preparation stage. This enhances the strategic depth of the game and the player's sense of control over the game's pace. At the same time, the personalized selection of item configurations gives each game a unique strategic direction and game-playing characteristics, significantly enhancing the game's replayability and long-term appeal.

[0091] Furthermore, in one embodiment of this disclosure, at the start of the game, a first number of virtual cards are allocated to the first account and the second account respectively, and the unallocated virtual cards are used as a common card pool; the method further includes: in response to a card replenishment instruction, displaying a second number of replenished virtual cards drawn from the common card pool; in response to a card receiving instruction, controlling the addition of at least a portion of the replenished virtual cards to the virtual cards of the first account; or in response to a card discard instruction, controlling the first account to skip the current card replenishment from the common card pool.

[0092] The "first quantity" refers to the initial hand size that the game system distributes equally among all virtual cards to each participating account at the start of the game. This first quantity must strike a balance between ensuring sufficient hand size for both players and maintaining a certain reserve in the shared card pool, allowing for both ample initial strategic space and multiple card draws throughout the game. In one optional implementation, the game uses a standard 54-card virtual deck. In 1v1 mode, the game system distributes 17 cards each to the first and second accounts as initial hands, totaling 34 cards. The remaining 20 unallocated virtual cards are reserved as a shared card pool for subsequent card draws. For example, at the start of a game, the game system randomly distributes 17 virtual cards to player A (first account) from 54 cards, and then randomly distributes 17 cards to player B (second account) from the remaining 37 cards. The remaining 20 cards form a common card pool. The game interface displays each player's initial hand of 17 cards in their respective hand areas, and simultaneously displays the number of cards remaining in the common card pool in the common area of ​​the interface (but does not show the specific cards). In another optional implementation, the value of the first number can also be flexibly configured according to the game mode. For example, the first number is set to 10 cards in fast-paced mode (to speed up the game process), 17 cards in standard mode, and 20 cards in grand mode, to meet the needs of players with different game experience preferences.

[0093] The public pool refers to the set of remaining virtual cards that are not assigned to any account at the start of the game and serve as the source of cards for both players' subsequent draws. The existence of the public pool means that the number of cards in each player's hand is no longer fixed but dynamically changes with each draw, introducing an additional strategic dimension to hand resource management. In one optional implementation, the virtual cards in the public pool are arranged in a sequence randomly determined by the game system at the start of the game, and are drawn sequentially from the top of the pool during draws. The current number of remaining cards in the public pool is visible to both players, but the specific card faces are not visible to either player, maintaining information symmetry in the public pool. For example, if the public pool initially contains 20 virtual cards, and each draw is performed sequentially from the top of the pool after each round, when the number of remaining cards in the public pool drops to 0, the game continues but no more draws are provided, and both players must rely entirely on their existing hands to complete the game.

[0094] The card replenishment command refers to a card replenishment request sent by the game system to the first account or a card replenishment trigger command issued by the player when the card replenishment timing conditions are met (such as after each round). This command initiates the process of drawing replenished virtual cards from the public card pool. In an optional implementation, the card replenishment command can be automatically sent by the game system to both accounts after each round (when either player "cannot play" and the round ends). The game interface displays the message "This round is over, cards can be replenished from the public card pool," and shows the second quantity that can be replenished (e.g., a maximum of 3 cards per round). The player clicks the "Replenish Cards" button to confirm triggering the card replenishment command. After the game system responds, it draws the corresponding number of virtual cards from the public card pool and displays them face down (hiding the card faces), waiting for the player to decide whether to accept them. In another alternative implementation, the card replenishment command can also be actively triggered by the player under specific conditions. For example, when the number of cards in the player's hand drops to a certain threshold (such as less than 5 cards), the interface displays a prompt "Insufficient cards, you can apply for card replenishment". The player clicks to trigger the card replenishment process, making the timing of card replenishment more flexible.

[0095] The second quantity refers to the number of virtual cards drawn from the public pool and displayed to the player each time a card replenishment command is triggered. In one optional implementation, the second quantity can be set to a fixed two cards each time. The game system draws two virtual cards sequentially from the top of the public pool and displays them to the player each time a card replenishment command is triggered. After viewing the two replenishment cards, the player decides whether to accept both, accept some, or pass on both. For example, at the end of each round, the game system displays two replenishment virtual cards drawn from the public pool (face up) to player A. Player A can choose to accept both cards and add them to their hand, accept only one (passing the other), or pass on both card replenishment opportunities. In another optional implementation, the second quantity can be linked to the current round number. For example, three cards are replenished each round from rounds 1 to 5, two cards are replenished each round from rounds 6 to 10, and one card is replenished each round after round 11. This reduces the card replenishment efficiency as the game progresses, ensuring that the game does not continue indefinitely due to excessive card replenishment in the later stages.

[0096] The "card receiving" command refers to the player's instruction to add all or part of the supplementary virtual cards to their hand. In one optional implementation, after viewing the displayed supplementary virtual cards, the player can choose whether to receive them one by one by clicking the "Receive" button or dragging the card into the hand area. The game system then adds the received supplementary virtual cards to the first account's virtual card list and displays them in the hand area. The "abandon card drawing" command refers to the player's decision not to receive any supplementary virtual cards, triggered by clicking the "Skip Card Drawing" or "Abandon" button. The game system then returns the displayed supplementary virtual cards to the public card pool or discards them, ending the card drawing process, while the player's hand size remains unchanged. In one optional implementation, strategic considerations for abandoning card drawing may include: having enough cards in hand, having a complete hand type that doesn't require additional cards, or actively reducing the number of cards in hand to accelerate the triggering of the "finish" condition. This selective card drawing mechanism makes the card drawing decision itself a strategic choice.

[0097] In one specific application, after the fourth round of card play, the game system prompts Player A (the first account, currently holding 14 cards) to draw cards. Player A clicks the draw button, and the game system draws two virtual cards from the top of the common card pool (12 cards remaining) and displays them face up: one is the Ace of Spades (a single high card), and the other is the 7 of Clubs (a regular single card). After examining the cards, Player A determines that they already have a combination card corresponding to the Ace of Spades in their hand. Receiving the Ace of Spades would allow them to form a pair, but the 7 of Clubs wouldn't significantly help their current hand combination. Therefore, they issue a card receiving command to receive only the Ace of Spades (issuing a card receiving command to receive only the Ace of Spades). The game system adds the Ace of Spades to Player A's hand (increasing the hand size from 14 to 15 cards), and removes the 7 of Clubs from the common card pool. In the draw opportunity after the seventh round, Player A already had 20 cards in hand and a complete hand. The assessment was that drawing cards would only increase the number of cards in hand and delay the finishing of the game. Therefore, the player issued a draw-abandon instruction to skip this draw, and the number of cards in hand remained unchanged at 20.

[0098] Through the steps described above, the game method disclosed herein, by introducing a public card pool and a dynamic card replenishment mechanism, effectively breaks the problem of "unfavorable hands being powerless to recover" caused by the fixed initial card dealing in traditional card games. Players can improve the quality of their hands and optimize their card combinations by making reasonable use of card replenishment opportunities, or accelerate the process of hand consumption by strategically giving up card replenishment. This allows for more strategic thinking in the new strategic dimension of hand management, further enhancing the strategic depth of the game and the differentiated experience of each game.

[0099] Furthermore, in one embodiment of this disclosure, before the start of the first round of the game, the method further includes: In response to the second account gaining priority in playing cards, control is applied to the first account, which has not gained priority in playing cards, to allocate a third number of virtual cards drawn from the public card pool.

[0100] The right to play first refers to the qualification to play first, determined by the game system through a random mechanism (such as dice rolling or random drawing) before the start of the first round of the game. The account that gains the right to play first has the right to play before the opponent in the first round, giving them an advantage in acquiring information and establishing a playing rhythm. In one optional implementation, the right to play first can be determined by simulating a dice roll: the game system automatically performs a virtual dice roll after both players enter the game, displaying a scrolling animation of the dice roll on both players' game interfaces, randomly determining an integer between 0 and 6, and awarding the account with the higher roll the right to play first. For example, if Player A (first account) rolls a 4 and Player B (second account) rolls a 6, the game system determines that Player B has the right to play first with the higher roll, and Player B plays first in the first round. If both players have the same roll, the game system re-rolls until a winner is determined. In another alternative implementation, the priority play right can also be adjusted according to the difference in level between the two sides. For example, the player with the lower level can be given the priority play right by default to balance the strength gap between the two sides, or a specific rank matching algorithm can be used to determine the first move in an evenly matched game in a purely random way to ensure the fairness of the game.

[0101] The third quantity refers to the number of virtual cards that the game system additionally draws from the common card pool and allocates to the first account when the first account fails to gain the right to play first (i.e., the second account gains the first move). This compensation mechanism is based on the following design logic: Since the second account needs to respond to the first account's moves in the first round, it is in a somewhat passive position in terms of information. To compensate for this initial disadvantage caused by information asymmetry, the game system allocates several additional virtual cards as compensation, ensuring that the second account has more cards in its initial hand than the first account, thus balancing the first account's information advantage with the advantage in the number of cards. In an optional implementation, the third quantity can be set to 1 card. That is, the second account (the first account) draws an additional compensation card from the common card pool, making its initial hand total 17+1=18 cards, while the first account (the second account) starts with 17 cards. After the dice roll result is determined, the game system automatically draws 1 virtual card from the top of the common card pool and adds it to the first account's hand list, and updates the first account's hand area with 18 cards. For example, if player B (the second account) rolls a higher dice result and gains the first move, the game system automatically draws 1 virtual card (such as the 8 of Diamonds) from the common card pool and assigns it to player A (the first account). Player A's initial hand increases from 17 to 18 cards (including the newly acquired 8 of Diamonds), and the game officially begins, with player B playing first. In another alternative implementation, the third quantity can also be dynamically determined based on the difference in dice rolls between the two sides. The greater the difference in rolls, the more compensation cards the second-hand account receives. For example, if the difference in rolls is 1, one card is compensated; if the difference in rolls is 3 or more, two cards are compensated. This more refined differentiated compensation balances the gap in the advantage of going first.

[0102] Through the above steps, the game method provided in this disclosure introduces a random first-player determination mechanism before the game begins and provides additional hand cards to the second-player account. While retaining the strategic layering effect brought about by the difference between first and second players in card games, it effectively balances the informational disadvantage of the second-player player through hand card quantity compensation. From the perspective of game fairness, it improves the rationality of the game design, so that players, whether first or second, can feel a sense of fair participation in the game, enhancing players' recognition of the fairness of the game rules and their satisfaction with the game experience.

[0103] Furthermore, in one embodiment of this disclosure, during the game, the first attribute is configured not to be displayed to the second account, and the second attribute is configured not to be displayed to the first account.

[0104] The configuration of not displaying the first attribute to the second account refers to the game system setting the attribute values ​​(such as health points) of the first account to be visible only to the first account and not to the second account during the game, an asymmetric information display rule. This configuration, by restricting the second account's access to the real-time attribute value information of the first account, creates an information asymmetric game environment at the attribute value level between the two players. This prevents the second account from accurately grasping the current health status of the first account, requiring it to estimate the opponent's attribute values ​​through damage calculations triggered by its own items or subjective judgment, increasing the game dimension at the information judgment level. In an optional implementation, this configuration is technically implemented as follows: when the game system pushes game status data to the second terminal device (the terminal of the second account), it marks the first attribute value field of the first account as "hidden," and filters or replaces the actual value of this field when sending data packets, ensuring that the data packets received by the second terminal device do not contain the real value of the first attribute; when rendering the game interface, the second terminal device cannot display the real attribute value of the first account, and may only display "?" or an unknown status indicator. For example, Player A (the first account)'s interface shows that their current health is 28 points, while Player B (the second account)'s interface does not show Player A's health. This position is replaced by "???" or a hidden indicator. Player B needs to estimate Player A's current approximate health range based on the damage caused by their previous item triggers (20 points, 15 points, 18 points, etc.).

[0105] In this system, the second attribute is configured not to be displayed to the first account. This means the game system applies the same asymmetric information display rules to the attribute value of the second account as to the first attribute. Specifically, the attribute value of the second account is only visible to the second account itself and not to the first account; neither party can know the other's true attribute value. In an optional implementation, this bidirectional asymmetric attribute information hiding mechanism creates a symmetric information-blocking environment—both parties can only know their own attribute value precisely and can only estimate the other party's attribute value through deduction. This design eliminates the obvious information advantage arising from one party's transparent attribute value, placing both parties in a relatively fair information position in the attribute value game. For example, player A cannot directly see player B's second attribute value and can only infer whether the opponent's life value is in a dangerous range based on the opponent's card-playing behavior characteristics during the game (such as whether they tend to play conservatively or frequently use defensive items). Similarly, player B cannot directly know player A's first attribute value, and both parties make strategic decisions with limited information. In another alternative implementation, the rules for hiding attribute values ​​can also be combined with specific game events to achieve partial disclosure: for example, when a player's attribute value drops to a specific danger threshold (such as below 20% of the initial value), the game system displays a general message on the other player's interface that the account is in "attribute crisis" but does not disclose the specific value, providing the other player with limited reference information on the attribute status, thus achieving a balance between complete information hiding and complete transparency.

[0106] Through the above steps, the game method provided in this disclosure introduces an attribute value information game layer between the two players by configuring the attribute values ​​of both sides to be mutually invisible asymmetric information display rules. This requires each player to consider not only the card type and item effect when formulating item triggering strategies, but also to estimate the opponent's attribute status through information inference. This adds an information judgment game layer on top of the existing strategy dimension, further enhancing the strategic depth of the game and the game thrill brought by uncertainty. It avoids the monotonous game mode of "calculating the optimal solution" caused by completely public attribute values, and significantly enhances the tension, suspense and sustained appeal of the game.

[0107] Secondly, this disclosure also provides a game playing device.

[0108] Please refer to Figure 3 This is a schematic diagram of the structure of a game playing device provided in one implementation of this disclosure. As shown in the figure, the game playing device 100 may include: Display module 101 is used to display the virtual cards corresponding to the first account. The first account and the second account participate in a game based on the virtual cards. The first account is configured with a first attribute and at least one virtual item, and the second account is configured with a second attribute. Trigger module 102 is used to respond to the first account playing a target virtual card and control the triggering of the target item effect corresponding to the target virtual item among the at least one virtual item; wherein, the target item effect is used to affect the attribute value of the first attribute and / or the second attribute at least; Update module 103 is used to update the first attribute and / or the second attribute based on the effect of the target item; The settlement module 104 is used to control the end of the game when the attribute value of the first attribute or the second attribute meets the first end condition, or when the number of virtual cards of the first account or the second account meets the second end condition.

[0109] It should be noted that the above is only a brief description of the game playing device 100 provided in this disclosure. The process steps and / or functions performed by the game playing device 100 provided in this disclosure are generally consistent with the steps and / or functions described in the various embodiments of the game playing method provided in the foregoing text, so they will not be described in detail here.

[0110] As described above, the game device 100 provided in this disclosure deeply integrates the virtual item mechanism with the player's card-playing behavior. When a player plays a target virtual card, the corresponding item effect is automatically triggered, and the attribute values ​​of both players are updated in real time. The game ends with either attribute value reaching zero or the number of cards in hand reaching zero as a dual termination condition. This achieves the technical effect of introducing a dynamic attribute value game dimension into traditional virtual card games. This solution effectively broadens the strategic depth of the game, making each card-playing behavior not only meaningful in terms of card type but also substantially affecting the attribute values ​​of both players. This enhances the variability, tension, and player immersion in the game, significantly improving the user experience problem of the single-strategy nature of traditional card games.

[0111] Then, a terminal device is also provided.

[0112] See Figure 4 The figure shows a schematic diagram of the hardware architecture of a terminal device provided in one implementation of this disclosure. As shown, the terminal device 200 includes a processor 201, a memory 202, a communication interface, and a bus 203. The processor 201, the communication interface, and the memory 202 are connected via the bus 203. Memory 202 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. Bus 203 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 4 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0113] Processor 201 may be an integrated circuit chip with signal processing capabilities. The aforementioned processor 201 can also be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. A general-purpose processor can be a microprocessor or any conventional processor.

[0114] In an alternative implementation, memory 202 stores computer-executable instructions that can be executed by processor 201. Processor 201 executes these computer-executable instructions to implement the aforementioned game mode, specifically including the following steps: The virtual cards corresponding to the first account are displayed. The first account and the second account participate in a game based on the virtual cards. The first account is configured with a first attribute and at least one virtual item, and the second account is configured with a second attribute. In response to the first account playing a target virtual card, the system controls the triggering of the target item effect corresponding to the target virtual item among the at least one virtual item; wherein the target item effect is used to affect the attribute values ​​of the first attribute and / or the second attribute at least; Update the first attribute and / or the second attribute based on the effect of the target item; The game session ends when the value of the first attribute or the second attribute meets the first termination condition, or when the number of virtual cards in the first account or the second account meets the second termination condition.

[0115] It should be noted that the above is only a brief description of the terminal device 200 provided in this disclosure. The process steps and / or functions performed by the terminal device 200 when it is working are largely consistent with the steps and / or functions described in the various embodiments of the game playing method provided in the above text. Therefore, they will not be described in detail here.

[0116] As described above, the terminal device 200 provided in this disclosure deeply integrates the virtual item mechanism with the player's card-playing behavior. When a player plays a target virtual card, the corresponding item effect is automatically triggered, and the attribute values ​​of both players are updated in real time. The game ends with either attribute value reaching zero or the number of cards in hand reaching zero as a dual termination condition. This achieves the technical effect of introducing a dynamic attribute value game dimension into traditional virtual card games. This solution effectively broadens the strategic depth of the game, making each card-playing action not only meaningful in terms of card type but also substantially affecting the attribute values ​​of both players. This enhances the variability, tension, and player immersion in the game, significantly improving the user experience problem of the single-strategy nature of traditional card games.

[0117] Finally, this disclosure also provides a computer-readable storage medium.

[0118] In an alternative implementation, the computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the above method, specifically including the following steps: The virtual cards corresponding to the first account are displayed. The first account and the second account participate in a game based on the virtual cards. The first account is configured with a first attribute and at least one virtual item, and the second account is configured with a second attribute. In response to the first account playing a target virtual card, the system controls the triggering of the target item effect corresponding to the target virtual item among the at least one virtual item; wherein the target item effect is used to affect the attribute values ​​of the first attribute and / or the second attribute at least; Update the first attribute and / or the second attribute based on the effect of the target item; The game session ends when the value of the first attribute or the second attribute meets the first termination condition, or when the number of virtual cards in the first account or the second account meets the second termination condition.

[0119] It should be noted that the above is only a brief description of the computer-readable storage medium provided in this disclosure. The process steps and / or functions performed by the computer-readable storage medium provided in this disclosure are generally consistent with the steps and / or functions described in the various embodiments of the game playing method provided in the foregoing text disclosure, so they will not be described in detail here.

[0120] As described above, the computer-readable storage medium provided in this disclosure deeply integrates the virtual item mechanism with the player's card-playing behavior. When a player plays a target virtual card, the corresponding item effect is automatically triggered, and the attribute values ​​of both players are updated in real time. The game ends with either attribute value reaching zero or the number of cards in hand reaching zero as a dual termination condition. This achieves the technical effect of introducing a dynamic attribute value game dimension into traditional virtual card games. This solution effectively broadens the strategic depth of the game, making each card-playing action not only meaningful in terms of card type but also substantially affecting the attribute values ​​of both players. This enhances the variability, tension, and player immersion in the game, significantly improving the user experience problem of the single-strategy nature of traditional card games.

[0121] The embodiments described above are merely illustrative of several implementations of this disclosure, and while the descriptions are relatively specific and detailed, they should not be construed as limiting the scope of this patent disclosure. Furthermore, the technical features of the above embodiments can be combined arbitrarily. For the sake of brevity, not all possible combinations of the technical features in the above embodiments have been described; however, as long as the combinations of these technical features do not contradict each other, they should be considered within the scope of this specification. It should be noted that those skilled in the art can make various modifications and improvements without departing from the concept of this disclosure, and these all fall within the protection scope of this disclosure.

Claims

1. A game playing method, characterized in that, The method includes: The virtual cards corresponding to the first account are displayed. The first account and the second account participate in a game based on the virtual cards. The first account is configured with a first attribute and at least one virtual item, and the second account is configured with a second attribute. In response to the first account playing a target virtual card, the system controls the triggering of the target item effect corresponding to the target virtual item among the at least one virtual item; wherein the target item effect is used to affect the attribute values ​​of the first attribute and / or the second attribute at least; Update the first attribute and / or the second attribute based on the effect of the target item; The game session ends when the value of the first attribute or the second attribute meets the first termination condition, or when the number of virtual cards in the first account or the second account meets the second termination condition.

2. The method as described in claim 1, characterized in that, Before the step of the first account playing the target virtual card, the method further includes: The system controls the selection of a virtual card from the virtual cards pre-selected by the first account during the current round as the target virtual card; or controls the selection of a virtual card played by the first account when it wins the current round as the target virtual card.

3. The method as described in claim 2, characterized in that, Each of the at least one virtual item is configured with a corresponding associated card type; before the step of controlling and triggering the effect of the target virtual item corresponding to the target virtual item among the at least one virtual item, the method further includes: Based on the target card type corresponding to the target virtual card and the associated card type corresponding to each of the virtual items, the target virtual item is determined from the at least one virtual item.

4. The method as described in claim 3, characterized in that, The step of determining the target virtual item from the at least one virtual item based on the target card type corresponding to the target virtual card and the associated card types corresponding to each virtual item includes: Based on the matching relationship between the target card type and the associated card type, usable virtual items are determined from the at least one virtual item, and the target virtual item is automatically determined from the usable virtual items; or Based on the matching relationship between the target card type and the associated card type, an available virtual item is determined from the at least one virtual item; and in response to the selection of a first virtual item from the available virtual items, the system controls the first virtual item to be identified as the target virtual item.

5. The method as described in claim 3, characterized in that, When the target virtual card is a virtual card pre-selected by the first account in the current round of play, the method further includes: in response to the play command for the target virtual item and the target virtual card, controlling the first account to play the target virtual card and trigger the target virtual item; When the target virtual card is a virtual card played by the first account when winning, the method further includes: controlling the triggering of the target virtual item in response to a triggering operation on the target virtual item.

6. The method as described in claim 1, characterized in that, The at least one virtual item includes: a first type of item configured to be associated with any card type, and a second type of item configured to be associated with a specific card type; wherein the item effect of the first type of item is related to the card type, and the item effect of the second type of item is unrelated to the card type.

7. The method as described in claim 6, characterized in that, The step of controlling the triggering of the target item effect corresponding to the target virtual item among the at least one virtual item includes: When the target virtual item is the first type of item, the item effect bonus coefficient for the target virtual item is determined based on the preset strength parameter of the target card type; the target item effect corresponding to the target virtual item is triggered based on the item effect bonus coefficient; When the target virtual item is the second type of item, control the addition of a globally continuous / instantly effective game buff to the first account, and / or the addition of a globally continuous / instantly effective game debuff to the second account.

8. The method as described in claim 1, characterized in that, The first termination condition includes: the value of either the first attribute or the second attribute is zero; the step of controlling the termination of the game when the value of either the first attribute or the second attribute satisfies the first termination condition includes: When the value of the first attribute is zero, the second account is determined to have won and the game is ended; or when the value of the second attribute is zero, the first account is determined to have won and the game is ended.

9. The method as described in claim 1, characterized in that, The second termination condition includes: the number of virtual cards held by the first account or the second account is zero; the step of controlling the end of the game when the number of virtual cards in the first account or the second account meets the second termination condition includes: When the number of virtual cards in the first account is zero, control the clearing of the second attribute of the second account, determine the first account as the winner, and control the end of the game; or when the number of virtual cards in the second account is zero, control the clearing of the first attribute of the first account, determine the second account as the winner, and control the end of the game.

10. The method as described in claim 1, characterized in that, The method further includes: Before the start of the game, in response to the selection operation of candidate virtual items in the virtual item library, the selected candidate virtual item is used as the at least one virtual item configured by the first account after the start of the game.

11. The method as described in claim 1, characterized in that, At the start of the game, the first account and the second account are each assigned a first number of virtual cards, and the unassigned virtual cards are used as a shared card pool; the method further includes: In response to a card replenishment command, a second number of replenishment virtual cards are drawn from the public card pool; In response to a card receiving instruction, control to add at least a portion of the supplementary virtual cards to the virtual cards of the first account; or in response to a discard instruction, control the first account to skip the current draw from the public card pool.

12. The method as described in claim 1, characterized in that, The method further includes: before the start of the first round of the game, the method further includes: In response to the second account gaining priority in playing cards, control is applied to the first account, which has not gained priority in playing cards, to allocate a third number of virtual cards drawn from the public card pool.

13. The method as described in claim 1, characterized in that, In the game, the first attribute is configured not to be displayed to the second account, and the second attribute is configured not to be displayed to the first account.

14. A game playing device, characterized in that, include: The display module is used to display the virtual cards corresponding to the first account. The first account and the second account participate in a game based on the virtual cards. The first account is configured with a first attribute and at least one virtual item, and the second account is configured with a second attribute. A triggering module is used to respond to the first account playing a target virtual card and control the triggering of the target item effect corresponding to the target virtual item among the at least one virtual item; wherein, the target item effect is used to affect the attribute values ​​of the first attribute and / or the second attribute at least; The update module is used to update the first attribute and / or the second attribute based on the effect of the target item; The settlement module is used to control the end of the game when the attribute value of the first attribute or the second attribute meets the first end condition, or when the number of virtual cards of the first account or the second account meets the second end condition.

15. A terminal device, characterized in that, It includes a processor and a memory, wherein the memory stores a computer program that, when executed by the processor, implements the method as described in any one of claims 1-13.

16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, implements the method as described in any one of claims 1-13.