Method and apparatus for playing match in turn-based chess game, and device and medium

By introducing a card mechanism in turn-based chess games, the process of playing cards for various strategies has been simplified, and the problems of difficulty in game decision-making and high resource consumption in turn-based chess games have been solved, which improves human-computer interaction efficiency and shortens the game duration.

WO2025167718A1PCT designated stage Publication Date: 2025-08-14TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2025/074530
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-02-08
Filing Date
2025-01-24
Publication Date
2025-08-14

AI Technical Summary

Technical Problem

Turn-based chess games have fast game pace, and a variety of complex strategy mechanisms are scattered on the game interface, which makes players difficult to execute game decisions, low human-computer interaction efficiency, long game time, and large server resources consumption.

Method used

Introduce a card mechanism to simplify the operation of store purchase, chess piece preparation, chess piece upgrade and other operations into card playing processes. Different strategy mechanisms are implemented through different card types. Players can make decisions by playing cards, simplifying the game decision-making process.

Benefits of technology

It improves human-computer interaction efficiency, shortens game game duration, and saves server resources. It is especially suitable for operating on small-screen terminals such as mobile phones and tablets.

✦ Generated by Eureka AI based on patent content.

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Abstract

A method and apparatus for playing a match in a turn-based chess game, and a device and a medium, which relate to the field of human-computer interaction. The method comprises: displaying cards held by one's own side, wherein the cards comprise at least two card types (410); when a first acquisition condition corresponding to a first card type is met, adding a first card and displaying same, wherein the first card is a card of the first card type, different card types correspond to different acquisition conditions, and the first card type is any one of the at least two card types (420); and in response to a usage operation performed on the first card, displaying the first card being utilized in a game match of a turn-based chess game (430). The method can simplify a match content presentation mode for a turn-based chess game, improve the efficiency of human-computer interaction, and saving server resources.
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Description

Method, device, equipment and medium for playing turn-based chess games

[0001] This application claims priority to Chinese patent application No. 202410178245.7, filed on February 8, 2024, entitled “Method, device, equipment and medium for playing turn-based chess games”, the entire contents of which are incorporated herein by reference. Technical Field

[0002] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a method, device, equipment, and medium for playing a turn-based chess game. Background Art

[0003] Turn-based chess games are a new type of chess game. After the two opposing teams place their chess pieces on the chessboard area, the game application automatically controls the chess pieces on the board to fight and displays the results of the battle.

[0004] As a chess strategy game, turn-based chess games offer players a variety of strategic mechanisms. Players need to comprehensively consider these mechanisms to make game decisions. For example, the chess pieces deployed, their equipment, the benefits of the deployed pieces' faction combinations, and the skills of the players involved. Summary of the Invention

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

[0006] In one aspect, a method for playing a turn-based chess game is provided, the method being executed by a computer device and comprising:

[0007] Display the cards held by the party, wherein the cards include at least two card types;

[0008] If a first acquisition condition corresponding to a first card type is met, a first card is added for display; the first card is a card of the first card type, the first card type being any one of the at least two card types, and different card types correspond to different acquisition conditions;

[0009] In response to a use operation of the first card, a display is provided showing that the first card affects a game match of the turn-based board game.

[0010] In another aspect, a device for playing a turn-based chess game is provided, the device comprising:

[0011] A display module, configured to display the cards held by the party, wherein the cards include at least two card types;

[0012] The display module is configured to add and display a first card when a first acquisition condition corresponding to the first card type is met; the first card is a card of the first card type, the first card type being any one of the at least two card types, and different card types corresponding to different acquisition conditions;

[0013] The display module is configured to display the effect of the first card on the game match of the turn-based chess game in response to a use operation on the first card.

[0014] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor so that the computer device implements the turn-based chess game playing method described above.

[0015] On the other hand, a non-volatile computer-readable storage medium is provided, in which at least one program is stored. The at least one program is loaded and executed by a processor to enable the computer to implement the turn-based chess game playing method as described above.

[0016] In another aspect, embodiments of the present application provide a computer program product or computer program, comprising computer instructions stored in a non-volatile computer-readable storage medium. A processor of a computer device reads the computer instructions from the non-volatile computer-readable storage medium and executes the computer instructions, causing the computer device to perform the turn-based chess game playing method provided in the aforementioned optional implementation.

[0017] This system presents various strategic mechanisms in turn-based chess games as cards, offering a variety of card types. Players' acquired cards are displayed uniformly, allowing them to execute any dimension of game decision-making by playing the corresponding card, simplifying the execution of game decisions. Different card types enable different strategic mechanisms, and by setting different acquisition conditions for each card type, they correspond to the different ways of acquiring game elements such as pieces, equipment, effects, and skills required for each strategy mechanism. During a game, players only need to observe their cards and perform card-use operations to quickly execute decisions related to different strategic mechanisms, eliminating the need to distract players from other information. This facilitates rapid game decision-making in fast-paced turn-based chess games, improves human-computer interaction efficiency, and ultimately shortens game sessions, reducing the time it takes for servers to service game sessions and conserving server resources. BRIEF DESCRIPTION OF THE DRAWINGS

[0018] FIG1 is a block diagram of a computer system according to an embodiment of the present application;

[0019] FIG2 is a flow chart of a method for interactively playing a turn-based chess game according to an embodiment of the present application;

[0020] FIG3 is a schematic diagram of an interface of a turn-based chess game provided by one embodiment of the present application;

[0021] FIG4 is a card diagram of a chess piece card provided by one embodiment of the present application;

[0022] FIG5 is a schematic diagram of an effect card provided by one embodiment of the present application;

[0023] FIG6 is a card diagram of an equipment card provided by one embodiment of the present application;

[0024] FIG7 is a card diagram of a chess player card provided by one embodiment of the present application;

[0025] FIG8 is a flowchart of a game interaction method for a turn-based chess game provided by another embodiment of the present application;

[0026] FIG9 is a schematic diagram of a player selection interface provided by one embodiment of the present application;

[0027] FIG10 is a schematic diagram of a game interface in the preparation phase according to an embodiment of the present application;

[0028] FIG11 is a schematic diagram of an interface for playing cards in the preparation phase according to an embodiment of the present application;

[0029] FIG12 is a schematic diagram of an upgrade process of an upgrade button provided by one embodiment of the present application;

[0030] FIG13 is a schematic diagram of a game interface during a battle phase according to an embodiment of the present application;

[0031] FIG14 is a schematic diagram of a game interface during a battle phase according to another embodiment of the present application;

[0032] FIG15 is a schematic diagram of a settlement interface provided by an embodiment of the present application;

[0033] FIG16 is a flowchart of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0034] FIG17 is a schematic diagram of an interface of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0035] FIG18 is a schematic diagram of an effect card in a game method of a turn-based chess game provided by another exemplary embodiment of the present application;

[0036] FIG19 is a schematic diagram of equipment cards in a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0037] FIG20 is a schematic diagram of chess player cards in a game method of a turn-based chess game provided by another exemplary embodiment of the present application;

[0038] FIG21 is a flowchart of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0039] FIG22 is a flowchart of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0040] FIG23 is a flowchart of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0041] FIG24 is a flowchart of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0042] FIG25 is a schematic diagram of an interface of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0043] FIG26 is a schematic diagram of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0044] FIG27 is a schematic diagram of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0045] FIG28 is a schematic diagram of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0046] FIG29 is a flowchart of a method for playing a turn-based chess game provided by another exemplary embodiment of the present application;

[0047] FIG30 is a device block diagram of a turn-based chess game game device provided by another exemplary embodiment of the present application;

[0048] FIG31 is a block diagram of a terminal provided by another exemplary embodiment of the present application. DETAILED DESCRIPTION

[0049] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.

[0050] First, the nouns involved in the embodiments of this application are introduced:

[0051] Turn-based chess games: These are chess games in which the "chess pieces" are arranged in advance before the game begins, and during the game, the "chess pieces" can automatically fight according to the pre-arranged layout. The "chess pieces" are usually represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game usually adopts a turn-based system. When all the "chess pieces" of one side are killed (i.e., the health points of the virtual characters are reduced to zero), that side is deemed the loser of the round. In some embodiments, in addition to the "chess piece-type virtual characters" that play the game, each side also has a chess player character representing the current user participating in the game. The chess player character cannot be moved as a "chess piece" to the battle area or chess piece candidate area. The chess player character is also equipped with health points (or health points). The health points of the chess player character are reduced accordingly (battle failure) or remain unchanged (battle victory) based on the results of each game. When the health points of the virtual character are reduced to zero, the user corresponding to the chess player character exits the game, and the remaining users continue to play. Optional, turn-based chess games include Auto Chess.

[0052] Auto Chess: It is a multiplayer, turn-based competitive game with collectible hero chess pieces. For example, there are eight or six players in the game, each occupying an area on the board. Two of the multiple players compete one-on-one. Each round of a game consists of two phases: the preparation phase and the battle phase. During the preparation phase, users purchase chess pieces (heroes) from the store and arrange their troops on the board. During the battle phase, both teams lock their lineups, and the pieces automatically engage until all of one side's pieces are dead. The player who destroys all of their pieces loses the round and loses a certain amount of health. The game rounds repeat, matching new opponents, until a player's health is ≤ 0 and they are eliminated. The last remaining player wins the game (1st place).

[0053] Chessboard: refers to the area in the battle interface of a turn-based chess game used to prepare for and conduct battles. The chessboard can be any one of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard, and this application does not limit this.

[0054] The traditional Auto Chess board is divided into a battle area and a piece candidate area. The battle area includes several equally sized squares, which are used to place the pieces that will be used in the battle. The piece candidate area includes several candidate pieces, which are used to place candidate pieces. These candidate pieces do not participate in the battle but can be dragged and placed in the battle area during the preparation phase. The board area provided in the embodiments of this application does not include the piece candidate area, but only the battle area.

[0055] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, schematically, n is an integer multiple of 2, and two adjacent rows of chess squares are aligned, or two adjacent rows of chess squares are staggered. In addition, the battle area is divided into two parts according to the rows, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the upper and lower sides of the battle interface, and in the preparation stage, the users can only place chess pieces in the own battle area. In other embodiments, the battle area is divided into two parts according to the columns, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the left and right sides or the upper and lower sides of the battle interface. The shape of the chess square can be any one of square, rectangle, circle, and hexagon. The embodiment of the present application does not limit the shape of the chess square.

[0056] Cards: A common term for a game genre, originating from tabletop games. Unlike chess, where players manipulate chess pieces directly, cards represent game content on cards. Compared to chess pieces, cards are more convenient for carrying text descriptions, card attribute information, and key values. "Cardization" involves converting hero resources into card resources, making it easier for players to understand and categorize card effects, and to carry more diverse information.

[0057] Energy: A game resource. In this application, energy is defined as the resource used by players to play cards. When a card is played, the energy corresponding to the value marked on the card is consumed.

[0058] Equipment: In Auto Chess games, each chess piece can typically wear three pieces of equipment (or any other number of pieces). Equipment provides attributes or effects such as attack power, defense, health, healing, penetration, and shields to the hero. Auto Chess games in related art typically include a jungle phase, where players defeat monsters and receive equipment dropped by them, which they then pick up and add to their backpacks. Equipment can also be combined individually to create higher-quality equipment.

[0059] Player: A virtual character played by a player. Each player possesses unique abilities that help players better play the game. In some embodiments, a player may also be referred to as a player avatar, a player character, or the like.

[0060] As a chess strategy game, turn-based chess games offer players a variety of strategic mechanisms. Players need to comprehensively consider these mechanisms to make game decisions. For example, the chess pieces deployed, their equipment, the benefits of the deployed pieces' faction combinations, and the skills of the players involved.

[0061] In related art, the operation areas corresponding to various strategic mechanisms are located in different locations on the game interface. For example, the bottom of the game interface is the chess piece preparation area, where players can select chess pieces to be deployed, purchase pieces, and perform operations such as chess piece upgrades. On the right side of the game interface is the equipment area, where players can equip chess pieces with different equipment. On the left side of the game interface is the area for selecting player skills.

[0062] However, turn-based chess games typically feature a fast-paced pace, requiring both players to make decisions within a very short timeframe between turns. Multiple complex strategic mechanisms scattered across the game interface hinder players' ability to make decisions, leading to cluttered information display and inefficient human-computer interaction. This results in longer game sessions, longer server lifespans, and significant resource consumption.

[0063] 1 is a block diagram of a computer system according to an exemplary embodiment of the present application. The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .

[0064] A first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 may be a turn-based chess game program. When the first terminal 110 runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. This client 111 may be the client of an Auto Chess game. The first terminal 110 is used by a first user 112. During the preparation phase of a game, the first user 112 uses the first terminal 110 to place chess pieces in the battle area of ​​the chessboard. During the battle phase, the first terminal 110 or the server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.

[0065] A virtual environment is the environment provided (or displayed) by a client when it is running on a terminal. This can be a 2D, 2.5D, or 3D virtual environment. It can be a simulation of the real world, a semi-simulation of the real world, or a purely imaginary environment.

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

[0067] Optionally, the chess pieces placed by the first user 112 via the first terminal 110 and by the second user 132 via the second terminal 130 are located in different playing areas on the same chessboard, i.e., the first user 112 and the second user 132 are on the same chessboard in the same game. Alternatively, the chess pieces placed by the first user 112 via the first terminal 110 and by the second user 132 via the second terminal 130 are located on different chessboards, i.e., the first user 112 and the second user 132 are on different chessboards in the same game. It should be noted that, in an optional embodiment, a game of a turn-based chess game is played by six user accounts. In each round, the six user accounts are matched up in pairs, and the two matched user accounts play against each other on the same chessboard during that round.

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

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

[0070] FIG1 shows only two terminals, but in different embodiments, multiple other terminals 140 may be connected to the server 120. Optionally, one or more terminals 140 may be terminals corresponding to developers, and a client development and editing platform supporting a virtual environment may be installed on the terminal 140. The developer may edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 may then download the client installation package from the server 120 to update the client.

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

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

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

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

[0075] FIG2 shows a flow chart of a method for interactive play in a turn-based chess game, provided by an exemplary embodiment of the present application. The method can be executed by a computer device, which can include a terminal or a server. This embodiment illustrates the method as being executed by a terminal, which runs a client supporting turn-based chess games. The method includes the following steps 220 to 260:

[0076] Step 220: Displaying a game interface of a turn-based chess game, where the game interface includes a chessboard area and a hand area, where at least one card is displayed in the hand area.

[0077] The game interface is the interface where two player objects in a turn-based chess game play against each other. Player objects can be understood as at least one of the following concepts: user, account, user account, player, player, player avatar, player avatar, or virtual player.

[0078] With reference to FIG3 , the game interface includes a chessboard area 10 and a hand area 11 .

[0079] The chessboard area 10 is used to accommodate at least one friendly chess piece and at least one enemy chess piece participating in the battle. The chessboard area 10 includes a plurality of chess squares 12 arranged in an array. These chess squares 12 are always displayed or displayed only at certain times. Optionally, the chessboard area 10 is a two-dimensional chessboard or a three-dimensional chessboard. This embodiment illustrates the chessboard area 10 as a three-dimensional chessboard viewed from above. A three-dimensional chessboard in this context refers to the chessboard being located in a three-dimensional environment, not necessarily the chessboard itself being three-dimensional.

[0080] The hand area 11 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; excess cards are automatically discarded.

[0081] Optionally, the at least one card is arranged in a fan-shaped pattern in the hand area 11. The order of arrangement can be determined based on at least one of the following factors: the time of draw, the card type, the number of cards of the same type, the number of cards of the same card, and the quality of the cards. The card quality of a card is used to measure the overall value of the card in the turn-based chess game. The higher the card quality of a card, the greater the overall value of the card in the turn-based chess game, and the greater the likelihood of victory for the player object using the card in the turn-based chess game. The card quality of a card can be set by the developer based on experience or flexibly adjusted according to the game rules of the turn-based chess game, and this embodiment of the present application is not limited thereto. Optionally, the at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. Excess cards will be discarded if the upper limit is exceeded. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different combat functions. In some embodiments, different cards can also have the same card type, that is, the player object can hold multiple cards of the same card type.

[0082] A round of a turn-based chess game includes at least one round. Each round includes a preparation phase and a battle phase. In some embodiments, a round of a battle can also be referred to as a game round.

[0083] Step 240: In the preparation phase, in response to the playing operation of at least one card, perform preparation operations related to the own side.

[0084] The playing operation refers to the operation of playing one or more cards held. Schematically, the playing operation is the operation of dragging the selected card to the chessboard area. Alternatively, the playing operation includes a first click operation and a second click operation, wherein the first click operation is the operation of clicking to select the card, and the second click operation is the operation of clicking a chess square in the chessboard area. Alternatively, the playing operation includes a double-click operation on the selected card. Alternatively, the playing operation includes a sliding operation on the selected card. The embodiments of the present application do not limit the specific form of the playing operation. In some embodiments, a function of intelligently recommending playing cards can also be provided, which replaces the player object in playing cards in certain rounds, such as the client intelligently recommending playing cards for novice players in the first few rounds.

[0085] At least one local chess piece is a virtual chess piece that has participated in at least one round (including the current round). If the chessboard area is a two-dimensional chessboard, the virtual chess piece is also a two-dimensional chess piece, displayed as a two-dimensional icon or two-dimensional image; if the chessboard area is a three-dimensional chessboard, the virtual chess piece is also a three-dimensional chess piece, displayed as a three-dimensional model or three-dimensional image. In the initial state, there may be zero local chess pieces on the chessboard area, and the local player object can add, delete, or supplement the chessboard area. Local chess pieces that did not die in the previous round are automatically carried over to the next round.

[0086] The display state of the selected card is different from the display state of the unselected card. Optionally, the selected card has a highlighting effect, which includes: a bold border, a highlighted border, a dynamic border, and the placement position in the card queue is moved a preset distance toward the board area.

[0087] The battle preparation operations include at least one of: increasing one's own chess pieces, reducing one's own chess pieces, upgrading one's own chess pieces, adding equipment to one's own chess pieces, reducing equipment to one's own chess pieces, and increasing gain effects to one's own chess pieces.

[0088] Since different card types have different effects, a preparation operation is performed on at least one of the own chess pieces in the chessboard area based on the card type of the selected card.

[0089] During the preparation phase, the player object will prepare at least one of its own chess pieces in the chessboard area, and the enemy player object will prepare at least one enemy chess piece in the chessboard area.

[0090] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.

[0091] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.

[0092] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.

[0093] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact between multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, and users only need to use the same card playing operations as in a card game to complete various battle preparation operations. This improves the efficiency of human-computer interaction, helps shorten game matches, shortens the time it takes for servers to provide services for game matches, and conserves server resources.

[0094] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.

[0095] Classification of card types:

[0096] In some embodiments, card types include at least one of: chess piece cards, effect cards, equipment cards, and player cards. In some embodiments, each card type is a two-dimensional card. Two-dimensional cards naturally carry more text and icon information, allowing them to carry more information within the limited display area of ​​a small-screen terminal than traditional three-dimensional chess pieces, thereby improving information transmission efficiency.

[0097] Chess Cards:

[0098] A chess piece card is used to summon or upgrade one's own chess pieces within the chessboard area. Figure 4 shows a schematic diagram of a chess piece card. The chess piece card displays at least one of the following information: a chess piece image 21, a chess piece name 22, the energy consumed when the card is played 23, the chess piece type or faction to which the piece belongs 24, the level the piece increases after the card is played 25, and a description of the card's additional effects 26. It should be noted that the chess pieces referenced in the information displayed on the chess piece card refer to the chess pieces corresponding to the chess piece card. The chess pieces corresponding to the chess piece card refer to the chess pieces summoned by the chess piece card or the chess pieces whose levels are upgraded by the chess piece card. In some embodiments, chess pieces may also be referred to as virtual chess pieces.

[0099] The chess piece image 21 can be at least one of a head portrait, an icon, a bust, a full-length portrait, and a display animation of a virtual chess piece. FIG4 illustrates an example in which the chess piece image 21 is a bust of a virtual chess piece.

[0100] The chess piece name 22 is the name of the virtual chess piece. Taking the virtual chess piece as an example, the name of the virtual chess piece is the hero name.

[0101] Energy value 23 refers to the energy required to play this chess piece. This energy value is a non-negative number and, illustratively, can be either an integer or a decimal. Energy is a resource in turn-based chess games. Optionally, chess pieces of different qualities require different amounts of energy to play. For example, playing five chess pieces of different qualities may require 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy values ​​of different chess pieces can be adjusted regularly or irregularly based on actual gameplay to maintain fairness and fun.

[0102] The chess piece type or faction 24 in chess piece type is a categorization attribute that identifies the role a chess piece plays during combat. In one example, different chess pieces can be classified into at least one of the following: tank, warrior, assassin, mage, shooter, or support. The faction in chess piece type or faction 24 is a categorization attribute that identifies chess pieces belonging to the same chess group in the virtual worldview. In one example, different chess pieces can be classified into at least one of the following factions: Great Wall, Three Kingdoms, Xuan Yong, Ji Ji, Yao Tian, ​​and Chang An. For example, two chess pieces belonging to the same Great Wall Guard in the virtual worldview both belong to the faction of Great Wall. In various embodiments, chess piece type and faction can be considered the same categorization attribute; this embodiment uses chess piece type and faction as different categorization attributes as an example.

[0103] The level 25 that the chess piece is upgraded to after a card is played refers to the level of the chess piece that is upgraded to after the card is played, if there is already a chess piece with the same name (i.e., the same chess piece) in the chessboard area. For example, if the level 25 is level 3 and the chess piece with the same name was originally level 2, then after the card is played, the chess piece with the same name is upgraded to level 5. The chess piece with the same name includes the chess piece whose name is the same as the chess piece name on the chess piece card. Alternatively, chess pieces of different qualities can be upgraded to different levels after being played. For example, the levels of the chess pieces with the same name upgraded by five different qualities after being played are 1, 2, 3, 4, and 5, respectively.

[0104] The card's additional effect description 26 describes the additional effect of the card. This additional effect can be triggered upon playing the card, or it can take effect when a trigger condition is met during the game. For example, the additional effect of Chess Card 1 is as follows: When Chess Card 1 corresponds to Chess Card 1, whenever another Chess Card in the chessboard area is sold, a randomly selected Chess Card with the "Tank" Chess Type will be randomly selected and its Level will be increased by a first value, which is half the Level of the sold Chess Card. In some embodiments, the additional effect can also be called an exclusive skill.

[0105] Effect Cards:

[0106] Effect cards are used to apply an effect to at least one gameplay factor within a game. This factor can include pieces, skills, equipment, buffs, levels, combat progress, and the card acquisition process. Figure 5 shows a schematic diagram of an effect card. The effect card displays at least one of the following information: an effect icon 31, an effect name 32, the energy cost of playing the card 33, and a description of the effect card's effect 34.

[0107] The effect icon 31 may be an icon used to represent the buff effect of the effect card. FIG5 illustrates an icon with a hexagonal outer frame. The effect name 32 is the name of the effect card or the name of the buff effect.

[0108] Energy value 33 refers to the energy required to play this effect card. This energy value is a non-negative number and, illustratively, can be either an integer or a decimal. Energy is a resource in turn-based chess and card games. Optionally, effect cards of different qualities require different amounts of energy to play. For example, five effect cards of different qualities may require 0, 1, 2, 3, and 4 energy points to play, respectively. Optionally, the energy values ​​consumed by different effect cards can be adjusted regularly or irregularly based on actual game conditions to maintain game fairness and fun.

[0109] The effect description 34 of the effect card is used to describe the effect of the effect card after use. The effect of the effect card after use includes but is not limited to at least one of the following:

[0110] 1. Increase the probability and / or quantity of chess cards obtained by your players;

[0111] 2. Increase the probability or number of players obtaining chess cards with the same name as the chess pieces on the field;

[0112] 3. Reduce the energy consumed by your players when acquiring chess cards;

[0113] 4. Increase the number of chess cards that your players can exchange for;

[0114] 5. Reduce the energy consumed by your players when exchanging chess cards;

[0115] 6. Improve the level of at least one chess piece on the field;

[0116] 7. Add equipment to at least one chess piece on the field;

[0117] 8. Upgrade the equipment level of at least one chess piece on the field;

[0118] 9. Reduce energy consumption when playing / changing cards;

[0119] 10. Increase the probability of obtaining certain cards;

[0120] 11. Increase the number of cards that can be obtained;

[0121] 12. Increase the chance of changing cards, and so on, I will not go into details one by one.

[0122] For example, the effect of the "Two Players" card is: randomly obtain 2 identical hero cards; the effect of the "Talent Search" card is: choose 1 of 3 highest quality hero cards available at the current player level; the effect of the "Copy" card is: randomly obtain a card with the same name as a hero on the field; the effect of the "Abundant Harvest" card is: immediately replenish your hand to 5 cards; the effect of the "Random Strengthen" card is: increase the level of a random hero on the field by +5; the effect of the "One More Time" card is: draw 1 card, and get 1 extra free card exchange in this round; the effect of the "Wish" card is: -1 the energy value consumed by all cards; the effect of the "Add Card" card is: draw 2 cards.

[0123] In some embodiments, effect cards can be divided into at least one of: general effect cards, chess piece type effect cards, and faction effect cards. General effect cards are effect cards whose card attributes are unrelated to chess piece type / faction. Card attributes include at least one of: acquisition conditions, usage conditions, card effects, and scope of effect. Chess piece type effect cards are effect cards whose card attributes are related to chess piece type. For example, cards whose effects can only be obtained, used, or enjoyed by chess pieces of the reference chess piece type. Faction effect cards are effect cards whose card attributes are related to factions. For example, cards whose effects can only be obtained, used, or enjoyed by chess pieces of the reference faction. The reference chess piece type can include one or more chess piece types, and the reference faction can include one or more factions.

[0124] For example, a certain chess piece type effect card can only be obtained with a certain probability when a chess piece card of that chess piece type is played.

[0125] Equipment Cards:

[0126] An equipment card is used to equip at least one of your own chess pieces. Figure 6 shows a schematic diagram of an equipment card provided by an exemplary embodiment of the present application. The equipment card displays at least one of the following information: an equipment icon 41, an equipment name 42, the energy consumed when the card is played 43, and an equipment description 44.

[0127] Equipment icon 41 can be an icon representing the image or effect of an equipment. Figure 6 illustrates this with an icon in a circular frame. Equipment name 42 is the name of the equipment card or equipment. Different equipment can enhance the combat capabilities of your own pieces, or weaken the combat capabilities of enemy pieces, in terms of health, armor, defense, mana, and other dimensions.

[0128] Energy value 43 refers to the energy value required to play the equipment card. This energy value is a non-negative number. Schematically, this energy value can be an integer or a decimal. Energy is a resource in turn-based chess games. Optionally, equipment cards of different qualities require different amounts of energy to play. For example, five equipment cards of different qualities require 0, 1, 2, 3, and 4 energy points to play, respectively. Optionally, the energy values ​​consumed by different equipment cards can be adjusted regularly or irregularly based on the actual game situation to maintain the fairness and fun of the game. For example, the energy values ​​consumed by different equipment cards may be adjusted regularly or irregularly based on the balance of the game.

[0129] The equipment description 44 of the equipment card is used to describe the effect of the equipment after being worn.

[0130] Chess player cards:

[0131] Player cards are cards acquired through the player skills of a player avatar. Player cards can be triggered by the passive skills of the player avatar. Passive skills are skills that do not require active manipulation by the player object to trigger, but are instead activated continuously or automatically when specific conditions are met. For example, player cards can be cards that only a certain player avatar can acquire, cards that only a certain player avatar can use, cards that are exclusive to a certain player avatar, and so on, although this embodiment of the present application is not limited to this.

[0132] FIG7 shows a schematic diagram of a chess player card provided by an exemplary embodiment of the present application. The chess player card displays at least one of the following information: a card icon 51, a chess player card name 52, an energy value 53 consumed when the card is played, and a description of the equipment 54 of the chess player card.

[0133] The card icon 51 may be an icon used to represent a card effect. An icon with a hexagonal outer frame is used as an example in Figure 7. The player card name 52 is the name of the player card or the name of the effect.

[0134] Energy value 53 refers to the energy value required to play the player card. This energy value is a non-negative number. For example, this energy value can be an integer or a decimal. Energy is a resource in turn-based chess games. Optionally, different player cards of different qualities require different amounts of energy to play. For example, five different player cards of different qualities require 0, 1, 2, 3, and 4 energy points to play, respectively. Optionally, the energy values ​​consumed by different player cards can be adjusted regularly or irregularly based on the actual game situation to maintain the fairness and fun of the game. For example, the energy values ​​consumed by different player cards may be adjusted regularly or irregularly based on game balance.

[0135] The effect description 54 of the player card is used to describe the effect that the player card can increase after use. The effect that the player card can increase after use can be the same or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect scope of the chess piece card, equipment card, or effect card. In the possible designs of different embodiments, the effect that the player card can increase after use can be designed to summon chess pieces, upgrade chess pieces, add equipment, add gain effects, reduce energy consumption, or affect the acquisition process of the hand. The effect that the player card can increase after use can be designed to affect any process or details in the game, and the embodiments of the present application are not limited to this.

[0136] Based on the introduction of the above four types of cards:

[0137] On the one hand, different types of cards have different functions. Piece cards can eliminate the shop in traditional Auto Chess based on the gameplay characteristics of the cards. Effect cards can eliminate the effect buttons or controls in traditional Auto Chess. Equipment cards can eliminate the jungle phase in traditional Auto Chess. Player cards can incorporate the gameplay characteristics of each player. By simplifying the different mechanics of turn-based chess games into the card-playing process based on different card types, this not only reduces the number of user interface elements required to be displayed on the battle screen, but also simplifies the operation of the player object, improving the efficiency of human-computer interaction for the player object.

[0138] On the other hand, compared with three-dimensional chess pieces, two-dimensional cards cannot carry text information well because the text information that three-dimensional chess pieces can carry is limited. The card characteristics of two-dimensional cards can naturally carry more text information and icon information. Therefore, compared with the three-dimensional chess pieces in traditional preparation stages, two-dimensional cards can increase the amount of information carried within the limited display range of small-screen terminals and improve information transmission efficiency.

[0139] It should be noted that the above-mentioned cards can not only be played in the preparation phase, but some cards can also be played in the battle phase, such as certain equipment cards, effect cards that immediately draw 2 more cards, etc.

[0140] How to obtain cards:

[0141] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:

[0142] Obtaining Condition 1: Start a new round of turn-based battle. Each time a new round of turn-based battle starts, you will receive a certain number of cards. For example, the first round of turn-based battle will draw 4 cards, and the subsequent rounds of turn-based battle will draw 2 cards.

[0143] Acquisition Condition 2: Using a preset chess piece card; a preset chess piece card is one that has additional abilities, such as drawing, adding, or duplicating cards. For example, a chess piece card with the same name as a currently playing piece will receive an additional effect card when played. In some embodiments, additional abilities may also be referred to as additional effects.

[0144] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.

[0145] Acquisition condition 4: Use preset player cards; preset player cards refer to player cards that have effects such as drawing, adding, or copying cards.

[0146] Acquisition condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange.

[0147] Acquisition condition 6: The player level of the chess player's virtual character is upgraded; after the chess player level is upgraded, higher quality or more cards can be unlocked.

[0148] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.

[0149] Obtaining condition 8: Purchase card operation.

[0150] Acquisition Condition 9: A preset player skill is triggered. A preset player skill is a passive skill that has the effect of extracting, adding, or duplicating cards. For example, you can extract a player card every two turns, or you can extract a player card every three cards played.

[0151] It should be noted that the above acquisition conditions can be combined. For example, some cards can only be obtained by using the preset player cards after reaching the player level 2. It should also be noted that the acquisition conditions for different types of cards can be completely different, completely the same, or some conditions can be the same and some different.

[0152] FIG8 shows a flow chart of a method for interactive play in a turn-based chess game provided by an exemplary embodiment of the present application. The method can be executed by a computer device, which may include a terminal or a server. This embodiment illustrates the method executed by a terminal. The method includes the following steps 320 to 390:

[0153] Player selection phase:

[0154] Step 320: Select a virtual chess player character of your side, where the virtual chess player character is used to represent a virtual character that controls at least one chess piece of your side.

[0155] Before each game begins, the player character selects their desired player avatar. Different player avatars have different player skills. Player skills are usually related to obtaining player cards, but can also be related to other game factors.

[0156] In some embodiments, different player skills have their own passive triggering mechanisms that allow the player character to obtain cards with special effects. For example, a player skill may have the effect of: for every three chess pieces played, the player obtains a Treasure Player Card. The effect of this Treasure Player Card is: consume 1 energy point to increase the level of a designated player on the board by 2.

[0157] In some embodiments, before starting a game, a player selection interface is displayed. The player selection interface displays the player virtual characters selected by each player object participating in the game. Optionally, the player virtual character selected by one's own player object is highlighted in the player selection interface, and the player virtual characters selected by other player objects are conventionally displayed in the player selection interface. Highlighting and conventional display are two different display modes. Schematically, the mode of highlighting may include but is not limited to controlling the player virtual character to be in at least one of a standing posture, amplified display, centered display, foreground display, flickering display, highlighted display, and bold display of a frame. The mode of conventional display may include but is not limited to controlling the player virtual character to be in at least one of a sitting posture, normal size display, distribution on both sides display, background display, non-flickering display, non-highlighted display, and normal thickness display of a frame.

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

[0159] In some embodiments, a plurality of candidate player virtual characters are displayed on the player selection interface, and the player virtual character selected by the player object is a player virtual character from the plurality of candidate player virtual characters. Optionally, all candidate player virtual characters can be directly displayed in the player selection interface. Optionally, the player selection interface can also display some candidate player virtual characters, and in response to a sliding operation, other candidate player virtual characters are displayed. Optionally, the player selection interface can also display some candidate player virtual characters and a viewing control, and in response to a triggering operation of the viewing control, all candidate player virtual characters are displayed. The viewing control can be a button or a triggerable icon. For example, the viewing control can be marked with the word "all" to prompt the player object to view all candidate player virtual characters by triggering the viewing control. The triggering operation of the viewing control can be a click operation or other operation, which is not limited in this embodiment of the application.

[0160] 9 , a number of candidate player virtual characters 62 are displayed on the player selection interface, such as candidate players 1 to 5. Other candidate player virtual characters can be viewed by swiping left or right, or all candidate player virtual characters can be viewed by clicking the “All” button 63.

[0161] In some embodiments, a player skill control is also displayed on the player selection interface. In response to a triggering operation of the player skill control, a description of the player skills of the currently selected player virtual character is displayed. Optionally, the player skill control can be a button or a triggerable icon. The triggering operation of the player skill can be a click operation or other operation. The description of the player skill can include but is not limited to the name of the player skill and a description of the effect. Optionally, the description of the player skill of the currently selected player virtual character can be displayed in any area of ​​the player selection interface, or in a pop-up window around the player skill control. Optionally, the surrounding area of ​​the player skill control can include but is not limited to the right side or left side of the player skill control.

[0162] 9 , a player skill button 64 is also displayed on the player selection interface. In response to the player skill button 64 being clicked, the player skill name and effect description of the currently selected player virtual character can be viewed in the pop-up window on the right.

[0163] Optionally, the player selection interface may also display at least one of messages sent by other player objects, a countdown for selecting a player or entering a game, a text message sending control, a speaker off / on control, a microphone off / on control, and a confirmation control. Different content is displayed in different areas of the player selection interface. The control may be a button or a triggerable icon. Illustratively, after determining the selected player virtual character, the player object can trigger the confirmation control to put the selected player virtual character into a ready state. In other words, in response to the triggering operation of the confirmation control, the player virtual character selected by the player is controlled to enter a ready state. The ready state refers to the state of being ready to participate in the game. The triggering operation of the confirmation control may be a click operation or other operations.

[0164] For example, referring to FIG9 , the top of the player selection interface displays messages 66 sent by other player objects, as well as a countdown 67 for selecting a player or entering a game. The left side of the player selection interface displays a text message send button 68, a speaker off / on button 69, and a microphone off / on button 70. After the player object selects the player avatar, they can click the "Confirm" button 65 (confirmation control) to enter the ready state.

[0165] A round of n player objects participates in a game, with each pair engaging in round-based combat. Each round consists of a preparation phase and a combat phase, where n is an integer greater than or equal to 2.

[0166] Preparation phase for each round:

[0167] Step 340: Displaying a game interface of the turn-based chess game, where the game interface includes a chessboard area and a hand card area.

[0168] With reference to Figure 10 , the board area 10 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of the board area 10 is used to place at least one enemy chess piece, and the lower half of the board area 10 is used to place at least one friendly chess piece. The hand area 11 is used to display at least one card held by the player object. In the initial state or in certain situations (such as when all cards for the current round have been played), the number of cards displayed in the hand area 11 is zero.

[0169] Optionally, the game interface may also display at least one of the following: attribute information of the n player objects participating in the current game, a player skill control, a card swap control, an upgrade control, and an energy control. Different content is displayed in different areas of the game interface. The player object attribute information describes the player object's attributes. Optionally, the attribute information includes at least one of the player's nickname, player avatar, player health, and player level. The player skill control, card swap control, upgrade control, and energy control can be in the form of buttons or triggerable icons. The player skill control is used to view the description of the player's avatar's skills. The card swap control is used to replace one or more cards in the hand area. The upgrade control is used to upgrade the player's avatar's level. The energy control is used to display the energy value of the player object.

[0170] Optionally, as shown in FIG10 , the upper left corner of the game interface also displays attribute information for the n player objects participating in the current game. The attribute information includes at least one of a player nickname, a player portrait, player health, and a player level. A player skill button 64 is displayed in the lower left corner of the game interface. A card swap button 14 and an upgrade button 15 are also displayed in the lower right corner of the game interface. The card swap button 14 is used to replace one or more cards in the hand area 11. The upgrade button 15 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.

[0171] Optionally, as shown in FIG10 , an energy control 16 is displayed in the upper right corner of the game interface. Energy control 16 is used to display the energy value of the player object. Energy is a game resource that may be used at various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading the player's avatar requires energy.

[0172] Step 360: In response to the playing operation of at least one card, execute the preparation operation related to the own chess piece.

[0173] Card types include: chess piece cards, equipment cards, effect cards, or player cards. Players can perform different functions of battle preparation operations by playing cards of different card types. This step includes at least one of the following steps:

[0174] Step 362: In response to the play operation on the chess piece card, perform a battle preparation operation related to at least one own chess piece in the chessboard area.

[0175] Step 364: In response to the playing operation of the equipment card, all or part of at least one of the own chess pieces are equipped with virtual equipment.

[0176] Step 366: In response to the play operation on the effect card, perform a preparation operation to add an effect to at least one factor in the game match.

[0177] Step 368: In response to the play operation on the player's card, perform a preparation operation related to at least one factor in the game.

[0178] Since the battle situation in each round of turn-based battle is different, each player object has different cards in hand, and each player object has different card-playing habits, the number of times and order in which the above steps 362, 364, 366, and 368 are executed in each round of turn-based battle may change, and this embodiment does not limit this.

[0179] Regarding step 362 (chess card):

[0180] In some embodiments, the cards in the hand area include a first chess piece card. In response to a play operation on the first chess piece card, a first local chess piece is added to the board area. The first local chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first local chess piece is a chess piece that has not been summoned to the board area.

[0181] That is, when the first own chess piece does not exist in the chessboard area, in response to the play operation on the first chess piece card, the first own chess piece is added to the chessboard area.

[0182] In some embodiments, in response to a play operation on a first chess piece card, at least two candidate chess squares are displayed in the chessboard area, along with a first indicator element corresponding to the first chess piece card, the first indicator element including at least one of a reduced size of the first chess piece card, a first own chess piece, and a first indicator arrow. In response to a drag operation of dragging the first indicator element to the first candidate chess square, the first own chess piece is added to the first candidate chess square, wherein the first candidate chess square is one of the at least two candidate chess squares. If the first indicator element includes a first indicator arrow, the starting point of the first indicator arrow is the position of the first chess piece card before the play operation, and the end point of the first indicator arrow is the real-time position of the drag operation.

[0183] The at least two candidate squares may be all candidate squares or only candidate squares belonging to the player's side. The at least two candidate squares may be always displayed or only displayed when a card-playing operation is recognized.

[0184] Taking the example of the fourth card in Figure 10 as the first chess piece, and referring to Figure 11 , in response to a drag operation on the first chess piece, a first own chess piece 17 and a first indicator arrow 18 are displayed. First own chess piece 17 is a three-dimensional piece that slides in accordance with the real-time position of the drag operation. The starting point of first indicator arrow 18 is the position of the first chess piece before it is played, and the end point of first indicator arrow 18 is the real-time position of the drag operation. If the release position of the drag operation is at the first candidate square, first own chess piece 17 is summoned to the first candidate square.

[0185] Based on Figure 11, it can be seen that this interaction method cancels the chess piece preparation area, and the hand card area takes into account both the chess piece acquisition and preparation functions, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.

[0186] In some embodiments, the cards in the hand area include a second chess piece card. In response to a play operation on the second chess piece card and a second local chess piece already exists in the chessboard area, the chess piece level of the second local chess piece is upgraded in the chessboard area, where the second local chess piece is the chess piece corresponding to the second chess piece card.

[0187] Among them, the card-playing operation of the second chess piece card can also be a drag operation, but since there is already a second chess piece in the chessboard area, the release position of the drag operation can be completed at any position in the chessboard area, and it can take effect without the player object being accurately dragged to the second chess piece.

[0188] Regarding step 364 (equip the card):

[0189] In some embodiments, the cards in the hand area include equipment cards. In response to a play operation on an equipment card, a second indicator element corresponding to the equipment card is displayed, the second indicator element including at least one of a reduced-size equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow. In response to a drag operation of dragging the second indicator element to a second own chess piece, the second own chess piece is equipped with the virtual equipment; wherein the second own chess piece is an already existing own chess piece in the chessboard area. If the second indicator element includes a second indicator arrow, the starting point of the second indicator arrow is the position of the equipment card before use, and the end point of the second indicator arrow is the real-time position of the drag operation. Different equipment cards can correspond to different virtual equipment, or they can correspond to the same virtual equipment.

[0190] Regarding step 366 (effect card):

[0191] In some embodiments, the cards in the hand area include effect cards. In response to a play operation on the effect card, an effect is added to at least one of the own chess pieces, and / or an effect is added to the card acquisition process.

[0192] According to the objects of action, effect cards are divided into two categories:

[0193] Type 1: Increases the effect on the own chess pieces within the chessboard area;

[0194] Type 2: Adds effects to the card acquisition process.

[0195] In response to playing a Type 1 effect card, an effect is added to at least one of your own chess pieces, such as increasing a buff specific to the chess piece type, or a combined buff when at least two chess pieces from the same faction are present.

[0196] In response to the play operation on the type 2 effect card, an effect is added to the card acquisition process, for example, two identical chess pieces are drawn consecutively.

[0197] Regarding step 368 (player card):

[0198] In response to the play operation on the player's card, at least one of the following preparation operations is performed:

[0199] Increasing your own chess pieces, reducing your own chess pieces, upgrading your own chess pieces, adding effects to your own chess pieces, equipping your own chess pieces with props, operations related to card acquisition, operations related to card sales, operations related to card exchanges, operations related to subsequent rounds, and operations related to the health value of your own player objects.

[0200] In other words, the function of a player card is relatively special. It can be any of the functions of a chess piece card, an equipment card, or an effect card. It can also be a function related to the card acquisition process, or a function related to the player's health. In different design implementations, any function that can affect a certain factor in the game may be designed as a function of a player card, and this embodiment of the application does not limit this.

[0201] During the preparation phase, the player object on this side can also use at least one of the card exchange function, card deletion function, and player level upgrade function.

[0202] Card swap function:

[0203] During the preparation phase, your player can also swap one or more cards from their hand. Clicking the swap button allows you to swap one or more cards, which consumes energy. For example, you can only swap cards once per round, but you can swap multiple cards at once. Each card swap costs 1 energy.

[0204] Delete card function:

[0205] During the card-playing process, dragging a card to a reference position deletes or sells it. The reference position can be set based on experience or flexibly adjusted according to the rules of a turn-based chess game, and this embodiment of the present application is not limited to this. The resources consumed by deleted cards cannot be recovered, or a portion of them can be recovered, or a fixed amount of energy can be recovered. For example, each deleted card can gain 1 energy point.

[0206] Player level upgrade function:

[0207] The player object gains a certain amount of energy each round. Unused energy from one round accumulates and can be used to upgrade the player level. The higher the player level, the higher the quality of the cards drawn each round, and new abilities, such as talents and purchasable equipment, are also unlocked. Optionally, the upgrade button 15 in FIG10 may display quality indicators of different colors. As the player level increases, the quality indicator corresponding to the current player level lights up, indicating the quality of the cards available at the current player level. The quality indicator can be, for example, a small rounded rectangle as shown in FIG12 , or other shapes or forms.

[0208] For example, when our player object reaches player level 1 / 2 / 3 / 4 / 5, cards of quality 1 / 2 / 3 / 4 / 5 will be unlocked respectively.

[0209] The battle phase of each round:

[0210] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.

[0211] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.

[0212] Figure 13 shows a schematic diagram of an automatic battle between a player's chess piece 17 and an enemy chess piece 19 in a melee battle on the chessboard. The movement, skill release, and other functions of the two chess pieces during the battle do not require manual control by the player.

[0213] Battle settlement phase:

[0214] Step 390: Calculate the life value of the virtual character of the chess player on your side, and start the next round of turn-based battle or end the current game based on the life value.

[0215] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.

[0216] When the health value is deducted to zero, the player is eliminated from the game.

[0217] When the health value has not been deducted to zero, the next round of turn-based battle will begin in this game, and the player will continue to fight with one of the n player objects until he is eliminated, or he will win the game as the last player who has not been eliminated.

[0218] In some embodiments, damage calculations are based on the number of chess pieces remaining on the winning side. Figure 14 shows an animation effect showing the health of the losing side's chess piece 19 remaining, and the health of the player's chess piece avatar 61. A health bar can be displayed above the head of the chess piece avatar 61.

[0219] 15 , the settlement interface displays the settlement information of the current game, including player rankings, players used by each player, lineups, and piece types.

[0220] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact between multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, and users only need to use the same card playing operations as in a card game to complete various battle preparation operations. This improves the efficiency of human-computer interaction, helps shorten game matches, shortens the time it takes for servers to provide services for game matches, and conserves server resources.

[0221] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.

[0222] The method provided in this embodiment can eliminate the store in traditional Auto Chess based on the playing characteristics of the cards through chess piece cards. The tedious process that requires users to purchase the chess pieces they want from dozens of available chess pieces in the store is replaced by a process in which the game system automatically distributes several cards to the player, eliminating the need for users to manually select cards. This reduces the number of interactive operations required for users to obtain chess pieces and the amount of information that users need to process.

[0223] The method provided in this embodiment can remove effect buttons or controls in traditional Auto Chess through effect cards, eliminate the jungle phase in traditional Auto Chess through equipment cards, and incorporate the gameplay characteristics of each player through player cards. By simplifying the different mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle interface, reducing the time users spend actively searching for relevant function entries, simplifying the operation difficulty of the player object, and improving the efficiency of human-computer interaction for the player object.

[0224] In conjunction with the above introduction to turn-based chess games and the description of the implementation environment, the turn-based chess game playing method provided in the embodiment of the present application is described. The method can be executed by a computer device, which can include a terminal or a server. The execution subject of the method is the terminal shown in Figure 1, or a client running on the terminal. The client running on the terminal is the client of the application, which is the program of the turn-based chess game.

[0225] Figure 16 shows a flowchart of a method for playing a turn-based chess game, provided in accordance with an exemplary embodiment of the present application. This method can be executed by any of the terminals shown in Figure 1 , or by a client running on any of the terminals, where the client is a client for the turn-based chess game. The method includes steps 410 through 430.

[0226] Step 410: Display the cards held by the player, which include at least two card types.

[0227] Exemplarily, the method is executed by a terminal, or by a client on the terminal. The terminal is controlled by a first user / first player. The first user account is logged into the client. The cards held by the party refer to the cards held by the first user account, or the cards held by the party refer to the cards held by the first player (the first player virtual character) played by the first user account in a game of a turn-based chess game.

[0228] In some embodiments, displaying the cards held by the party includes: displaying a game interface of a turn-based chess game; the game interface includes a hand area, and the hand area is used to display the cards held by the party.

[0229] Optionally, the game interface is an interface within the first game game, and the first game game is a game game in which the first user account participates. Any interface within the first game game can be referred to as a game interface. Exemplarily, in response to receiving an operation to start a game game, the client / server matches an opponent account for the first user account. After the match is successful, the first user account and the matched opponent account are displayed together to play the first game game, and the game interface of the first game game is displayed. Optionally, the number of opponent accounts can be set based on experience, or can be flexibly adjusted according to the game rules of a turn-based chess game, and this embodiment of the present application is not limited to this. For example, the number of opponent accounts can be 5 or 7.

[0230] Optionally, a game interface for a turn-based chess game is displayed, where the game interface includes a chessboard area and a hand area. Alternatively, a game interface for a turn-based chess game during the preparation phase is displayed, where the game interface includes a chessboard area and a hand area. For example, as shown in FIG3 , the game interface includes a chessboard area 10 and a hand area 11.

[0231] The chessboard area is used to place chess pieces involved in the game. The hand area is used to place or display cards held by the first user account. Alternatively, if the first user account plays the role of the first chess player (the first chess player virtual character) in the first game, the hand area is used to place the cards held by the first chess player.

[0232] For example, the hand area in the present embodiment refers to the own hand area, i.e., the hand area of ​​the first user account / first player. Furthermore, the game interface displays only one hand area (the own hand area). The cards displayed in the hand area in the present embodiment refer to the own cards, i.e., the cards held by the first user account / first player.

[0233] Exemplarily, the hand area can display any number of cards, or there may be no cards in the hand area. Exemplarily, the number of cards that can be displayed in the hand area has an upper limit, that is, the number of cards a player can hold has an upper limit. The upper limit can be set based on experience, or it can be flexibly adjusted according to the game rules of a turn-based chess game, and the embodiments of the present application do not limit this. For example, the upper limit is 10. Exemplarily, a player can increase the upper limit by improving his player level, or by using effect cards or player cards. For example, after using the first effect card, the number of cards that can be displayed in the hand area is increased from 10 to 12.

[0234] In some embodiments, the game interface can also display two hand areas: one for the player's own hand and the other for the opponent's hand. The own hand area is used to display the cards held by the player. The front of the card is displayed in the own hand area (with detailed card information, such as card name, card type, and card details). The opponent's hand area is used to display the cards held by the opponent. The back of the card is displayed in the opponent's hand area (without detailed card information). That is, through the opponent's card area, the user can see the number of cards held by the opponent, but cannot see the specific card content. The opponent's hand area is used to display the cards held by the opponent's account / player in the current game round. Of course, the game interface can also display at least two opponent's hand areas, for example, displaying the opponent's hand areas corresponding to all opponent players participating in the current game. The opponent refers to the account / player playing against the player. In some embodiments, the opponent can also be referred to as the opponent, the enemy, etc.; the player can also be referred to as the player.

[0235] Turn-based chess games include a preparation phase and a battle phase. During the preparation phase, players can adjust their own pieces on the board. For example, they can use cards in their hand area to add new pieces to the board, play cards in their hand area to buff pieces in the board area, or sell pieces in the board area to gain energy. Optionally, during the battle phase, players can no longer adjust pieces in the board area, and pieces in the board area will automatically engage in battle with enemy pieces.

[0236] Optionally, during the preparation phase, the chessboard area is divided into a friendly chessboard area and an enemy chessboard area, and players can adjust chess pieces in their friendly chessboard area during the preparation phase; during the battle phase, the friendly chessboard area and the enemy chessboard area form a complete battlefield (complete chessboard area), and the chess pieces of the two sides fight in the complete battlefield.

[0237] The chessboard area is used to place chess pieces involved in the battle. When the battle phase begins, chess pieces within the chessboard area will engage in battle with enemy chess pieces. During the preparation phase, players can adjust the chess pieces within the chessboard area. When the preparation phase ends and the battle phase begins, the chessboard area is locked and cannot be adjusted. The chess pieces currently within the chessboard area will automatically engage in battle with enemy chess pieces. After the battle ends, the preparation phase begins again. Because the type, number, and arrangement of chess pieces within the chessboard area can affect the outcome of the battle, players need to quickly and appropriately adjust the positions of their pieces during the preparation phase to prepare for the next battle.

[0238] The timing of card usage can be restricted by at least one of the following methods:

[0239] Method 1: Since chess pieces cannot be adjusted during the battle phase, players cannot use cards during the battle phase. That is, cards cannot be used during the battle phase.

[0240] Method 2: Although chess pieces cannot be adjusted during the battle phase, players can still use cards during the battle phase. When using this method, card effects that cannot be immediately applied during the battle phase can be delayed until the battle phase ends. That is, cards can be used during the battle phase, but the card effects after use are delayed until the next preparation phase (or until the battle phase ends) to take effect. For example, a player uses the first chess piece card during the battle phase. After the first chess piece card is used, the first chess piece should be added to the chessboard area. However, since the game is currently in the battle phase, the number of chess pieces in the chessboard area cannot be increased. In this case, the use instruction of the first chess piece card is temporarily stored. After the battle phase ends, the use instruction of the first chess piece card is read and processed at the beginning of the preparation phase, and the first chess piece is added and displayed on the chessboard area.

[0241] Method 3: Cards can be used during the battle phase, and their effects take effect immediately. For example, if a player uses a card with a first effect during the battle phase, and the card's effect immediately refreshes the skill cooldowns of all allied pieces in the board area, then upon receiving the instruction to use the first effect card, the skill cooldowns of all allied pieces in the board area will be immediately reset.

[0242] For example, for different types of cards, the above different methods can be used to restrict the timing of card use.

[0243] For example, chess cards cannot be used during the battle phase, or chess cards can only be used during the preparation phase. Alternatively, chess cards can be used during the battle phase, but the card effects are delayed until the next preparation phase.

[0244] For another example, effect cards cannot be used during the battle phase, or effect cards can only be used during the preparation phase. Alternatively, effect cards are allowed to be used during the battle phase, but the card effects are delayed until the next preparation phase. Alternatively, effect cards are allowed to be used during the battle phase, and the card effects take effect immediately. Alternatively, effect cards are divided into in-battle effect cards and pre-battle effect cards according to the timing of their use, wherein in-battle effect cards are effect cards that are allowed to be used during the battle phase and take effect immediately, and pre-battle effect cards are effect cards that can only be used before the battle phase. In-battle effect cards are allowed to be used during the battle phase, and the card effects take effect immediately. Pre-battle effect cards, however, are not allowed to be used during the battle phase, or pre-battle effect cards are allowed to be used during the battle phase, but the card effects take effect delayed until the next preparation phase.

[0245] For example, equipment cards cannot be used during the combat phase, or equipment cards can only be used during the preparation phase. Alternatively, equipment cards can be used during the combat phase, but the card effects are delayed until the next preparation phase.

[0246] For another example, player cards cannot be used in the battle phase, or player cards can only be used in the preparation phase. Or, player cards are allowed to be used in the battle phase, but the card player takes effect when the card player is delayed to the next preparation phase. Or, player cards are allowed to be used in the battle phase, and the card player takes effect immediately. Or, according to the use timing of different player cards, player cards are divided into player cards in battle and player cards before battle, wherein, player cards in battle are player cards that are allowed to be used in the battle phase, and take effect immediately, and player cards before battle are player cards that can only be used before the battle phase. Then for player cards in battle, it can be allowed to be used in the battle phase, and the card player takes effect immediately. And player cards before battle are not allowed to be used in the battle phase, or, player cards before battle are allowed to be used in the battle phase, but the card player takes effect when the card player is delayed to the next preparation phase.

[0247] Step 420: If a first acquisition condition corresponding to the first card type is met, add and display a first card; the first card is a card of a first card type, and the first card type is any one of at least two card types, and different card types correspond to different acquisition conditions.

[0248] For example, if the first acquisition condition corresponding to the first card type is met, a card acquisition animation is displayed. After the card acquisition animation is completed, the first card is added to the display. Based on this, the card acquisition animation can be used to intuitively prompt the player that a new card is about to be added, which is beneficial for improving the player's visual experience, thereby enhancing the player's interactive experience and improving the human-computer interaction rate.

[0249] Optionally, a first card is added to the hand area for display. The hand area refers to the area in the game interface for displaying the cards held by the player.

[0250] Exemplarily, the at least two card types include at least two of the following card types: chess piece cards, effect cards, equipment cards, and player cards. The first card type can be any one of these card types.

[0251] Among them, chess pieces are used to summon or upgrade chess pieces. For example, Figure 4 shows a chess piece card. Different chess pieces have different names. By using a chess piece card, the player can summon the chess piece corresponding to the chess piece card in the chessboard area (the chess piece name is the same as the chess piece name on the chess piece card. For example, if the chess piece name of the first chess piece card is Character A, then the first chess piece card is used to summon the chess piece: Character A).

[0252] If a piece with the same name already exists in the board area (the piece name is the same as the piece name on the piece card), using the piece card will increase the piece's level. For example, as shown in (1) in Figure 17 , the first piece, character A, already exists in board area 10. If the player uses first piece card 501 (first piece card 501 has the same name as the first piece, character A), then as shown in (2) in Figure 17 , using first piece card 501 will increase the first piece in the board area from level 1 to level 2.

[0253] Exemplarily, before selecting a first chess piece card and preparing to use the first chess piece card, if a first chess piece with the same name as the first chess piece card already exists in the chess and card area, a use effect prompt of the first chess piece card is displayed, and the use effect prompt is used to prompt the chess piece level that the first chess piece can be upgraded after the first chess piece card is used, and / or, the use effect prompt is used to prompt the number of cards (or the number of effect cards) that can be obtained after the first chess piece card is used. For example, as shown in (2) in Figure 17, a use effect prompt 502 is displayed above the head of character A, wherein the +1 on the left side indicates that the level of character A can be increased by 1 level after the first chess piece card 501 is used, and the +1 on the right side indicates that 1 effect card can be obtained after the first chess piece card 501 is used.

[0254] When there is no chess piece with the same name in the chessboard area, the chess piece corresponding to the chess piece card will be summoned in the chessboard area after the chess piece card is used, or the chess piece corresponding to the chess piece card will be added and displayed in the chessboard area after the chess piece card is used.

[0255] Effect cards are used to gain buffs that affect the game. Any in-game effect can be achieved through the use of effect cards. Optionally, all in-game effects, except for adding chess pieces and equipment, can be achieved through the use of effect cards. For example, buffs to your own team, debuffs to the enemy team, display effects within the game, changes to the game rules, changes to the game rules for each round of the game, etc., can all be achieved through effect cards. Optionally, effect cards can also be called trick cards, skill cards, buff cards, and talent cards.

[0256] The following are examples of effects that can be obtained by using effect cards. For example, as shown in Figure 18, the effect card "Talent Search" 503 has the effect of: choosing 1 of 3 highest-quality chess pieces available at the current player level. The effect card "Soldier Training" 504 has the effect of: consuming up to 10 additional energy points, with each additional energy point increasing the level of the designated [Warrior] by 1.

[0257] For another example, the effect of a certain effect card after use may include at least one of the following: changing the virtual image of the chess player's virtual character, or replacing the chess player's virtual character (that is, replacing the chess player's virtual character during the game, thereby changing the chess player's skills), or making the chess player of the party have a bye in the next round (that is, the chess player of the party does not participate in the next round of the game and automatically wins the game in the next round), or changing the attributes of the chess pieces of the party (for example: chess piece type, camp, attack type, attack power, chess piece level / star level, gender, attack range, health value, defense power), or changing the attributes of the opponent's chess pieces, or changing the attributes of the opponent's chess pieces. Effect cards can change the card price of a player (for example, changing the card price of a player (the energy cost of using a card), replacing a player's card, changing the card type of a player's card, upgrading the card grade of a player's card, drawing a card from the opponent's hand and obtaining the card, increasing the upper limit of the number of cards in the player's hand area, etc.), or changing the opponent's card (for example, making the opponent discard a card, or exchanging the opponent's card with the player's card, or preventing the opponent from using the card in the next round), or controlling the player's avatar to participate in the game as a piece in the next round, etc. These examples are only for the sake of understanding the possible effects of effect cards, and the effects that effect cards can obtain are not limited to these.

[0258] Exemplarily, the effect card in the embodiment of the present application is a card obtained by playing a chess piece card with the same name. Optionally, a player obtains an effect card by playing a chess piece card with the same name as any of his own chess pieces in the chessboard area.

[0259] Of course, effect cards can also be obtained in other ways, for example, cards are distributed before each round, and the distributed cards may include effect cards; or, an effect card is obtained every time a player's piece kills an enemy piece; or, effect cards are obtained by replacing player cards, for example, three player cards can be replaced to obtain an effect card.

[0260] Optionally, the effect cards include at least one of exclusive effect cards and universal effect cards. Exclusive effect cards are associated with chess piece attributes, which include at least one of the chess piece's faction and type. For example, chess piece attributes are determined by the chess piece's faction and type. A Shu Kingdom mage has one chess piece attribute, which corresponds to a first set of exclusive effect cards; a Wu Kingdom warrior has another chess piece attribute, which corresponds to a second set of exclusive effect cards; and a Wu Kingdom assassin has yet another chess piece attribute, which corresponds to a third set of exclusive effect cards. Each exclusive effect card uniquely corresponds to a chess piece attribute. Universal effect cards, on the other hand, do not have an associated relationship with chess piece attributes.

[0261] For example, effect cards can be divided into exclusive effect cards and universal effect cards based on how they are obtained. Exclusive effect cards are obtained by using chess cards with reference chess piece attributes; universal effect cards can be obtained by using chess cards with any chess piece attributes. Reference chess piece attributes can include one or more chess piece attributes. Reference chess piece attributes can be set based on experience or flexibly adjusted according to the game rules of turn-based chess games, and this embodiment of the application does not limit this.

[0262] Exemplarily, an exclusive effect card is obtained by playing a chess piece card with the same name as a reference piece attribute. A chess piece card with the same name as a reference piece attribute refers to a chess piece card with the same name as a reference piece attribute. That is, the chess piece name on the reference piece card with the same name as the reference piece attribute is the same as the chess piece name on the reference piece attribute. Alternatively, a player can obtain an exclusive effect card corresponding to the first chess piece attribute by playing a first chess piece card with the same name as a first chess piece with the first chess piece attribute in the chessboard area. For example, if there is a Wei tank chess piece A in the chessboard area, then playing a chess piece card with chess piece A may result in obtaining an exclusive effect card corresponding to the Wei tank. Exemplarily, using a chess piece card with the same name as a reference piece attribute has a probability of obtaining an exclusive effect card corresponding to the reference piece attribute. This probability can be preset by the backend, for example, 50%.

[0263] Universal effect cards do not restrict the chess piece attributes of chess piece cards with the same name. Players can obtain universal effect cards by playing chess piece cards with the same name as any chess piece in the chessboard area.

[0264] For example, effect cards can be divided into exclusive effect cards and universal effect cards based on the objects they affect. Exclusive effect cards affect chess pieces with corresponding chess piece attributes. Universal effect cards affect chess pieces regardless of their attributes.

[0265] For example, when used, a dedicated effect card only affects pieces with the attributes associated with the card. For example, a dedicated effect card for a Wu assassin will only increase the attack power of the Wu assassin piece within the board area, but not other allied pieces. However, a universal effect card can be used on pieces of any attribute. For example, if a universal effect card also increases the attack power of all allied pieces, then using it will increase the attack power of all allied pieces within the board area.

[0266] Optionally, the objects of exclusive effect cards may not be limited to chess pieces with corresponding chess piece attributes. For example, the objects of some exclusive effect cards may be all chess pieces of the player's side, or the objects of some exclusive effect cards may not be chess pieces (for example, they may act on other aspects such as chess players, hand cards, battle rules, round matching mechanism, etc.).

[0267] Equipment cards are used to add equipment to chess pieces. For example, after using an equipment card, a piece of equipment can be obtained, and the player can wear the equipment for the chess piece in the chessboard area. For example, an equipment card can only obtain one piece of equipment, and one piece of equipment can only be added to one chess piece. Alternatively, an equipment card can obtain one piece of equipment, and one piece of equipment can be added to at least two chess pieces (for example, all chess pieces on the side are equipped with the equipment). Equipment can enhance the attributes of the chess pieces of the side (for example, attack power, defense power, health value, critical hit rate, critical hit damage, skill cooldown time, penetration, attack speed, cooldown reduction, blood recovery speed, movement speed, lifesucking, attack range, toughness, etc.), and can also provide combat effects for chess pieces (for example, providing a protective shield, providing a chance of resurrection, providing invincibility time).

[0268] For example, as shown in Figure 19, there is an equipment card: Mingdao·Siming 505, and the equipment effect is: when receiving fatal damage for the first time, it will enter a short-term invincible and unselectable state, which lasts for 1 second and cannot be stacked.

[0269] For example, equipment cards can be obtained by upgrading a player's level. Each time a player's level is upgraded, a certain number of equipment cards are automatically distributed to the player. Equipment cards can also be purchased. Of course, equipment cards can also be obtained through other means, such as by distributing cards at the beginning of each round. The distributed cards may include at least one of chess piece cards, equipment cards, effect cards, and player cards.

[0270] Player cards include cards acquired through the player skills of a player avatar. A player avatar is a virtual character used to control chess pieces. A piece avatar is a virtual character played by a user account during a game. For example, at the start of a game, each participating user account is required to select a player avatar to play in that game. Different player avatars have different player skills. Player skills can be used to acquire player cards specific to that player avatar. In some embodiments, a player avatar can be simply referred to as a player.

[0271] For example, if the first player's skill is to receive a player card after losing a round, then each time the first player loses a round, a player card will be automatically distributed to the first player. Player skills can be either passive or active. Player skills refer to skills possessed by a player. Passive skills are skills that are continuously active or automatically activated when specific conditions are met. Active skills require the player to choose the right moment to activate them.

[0272] For example, as shown in FIG20 , there is a chess player card: Treasure 506 , and the card effect is: the level of a designated chess piece is increased by 2.

[0273] Exemplarily, cards are drawn from a card pool, which is used to store at least one card. Exemplarily, the card pool can also be called a deck, and players draw cards from the deck to get their hands.

[0274] Different card types can correspond to different card pools. A game includes at least one of the following card pools: chess piece pool, effect pool, equipment pool, and player pool.

[0275] The chess card pool is used to store chess cards. It is a common pool shared by all the virtual characters of the chess players in the game. There is only one chess card pool in a game, and all chess players' virtual characters draw chess cards from the same chess card pool.

[0276] Exemplarily, the number of chess cards in a game is conserved. That is, the total amount of chess cards in a game is conserved. The total amount of chess cards includes: used chess cards (including used, discarded, sold, etc.), chess cards held by the chess player's virtual character, and chess cards in the chess card pool. Before the game begins, the chess card pool contains all the chess cards for the game. Optionally, a game includes at least one game round, and before the game begins refers to before the start of the first game round of the game. In some embodiments, the first game round of a game can be referred to as the first game round of the game, that is, before the start of the first game round of the game, the chess card pool contains all the chess cards for the game.

[0277] Optionally, used, discarded, or sold chess cards are not returned to the chess card pool. Alternatively, used chess cards are not returned to the chess card pool, while discarded and sold chess cards are returned. That is, in a game, the number of chess cards remaining in the chess card pool plus the number of chess cards taken from the chess card pool minus the number of chess cards returned to the chess card pool is a constant value.

[0278] For example, assuming that the total number of chess cards in a game is 1000, the conservation of the total number of chess cards in the game means that in the game, A, B and C always satisfy A+BC=1000, where A is the number of chess cards remaining in the chess card pool, B is the number of chess cards taken out of the chess card pool, and C is the number of chess cards put back into the chess card pool.

[0279] The chess card pool contains at least two chess cards with the same name (chess cards with the same card name). The number of chess cards with the same name in the chess card pool has an upper limit, for example, the upper limit is 50. Optionally, the upper limit of the number of chess cards with different card names can be the same or different. For example, the upper limit of the number of chess cards for character A is 50, and the upper limit of the number of chess cards for character B is 60.

[0280] For example, before the game starts, there are 1,000 chess cards in the chess card pool, including 20 types of chess cards with the same name, with 50 cards of each type of chess card with the same name.

[0281] The effect card pool is used to store effect cards. It is a common pool shared by all players' avatars in a game. There is no upper limit on the number of effect cards that can be stored in the effect card pool. For example, there is only one effect card pool in a game, and all players' avatars draw effect cards from the same pool. Alternatively, there may be a single exclusive effect card pool in a game, and all players' avatars draw exclusive effect cards from the same pool; or there may be a single universal effect card pool, and all players' avatars draw universal effect cards from the same universal pool.

[0282] That is, the effect card pool includes at least one of the following: a dedicated effect card pool for storing exclusive effect cards, and a universal effect card pool for storing universal effect cards. In other words, the effect card pool includes at least one of the dedicated effect card pool and the universal effect card pool, with the dedicated effect card pool storing exclusive effect cards and the universal effect card pool storing universal effect cards.

[0283] In some embodiments, there is no upper limit on the number of exclusive effect cards in the exclusive effect card pool, and there is no upper limit on the number of universal effect cards in the universal effect card pool.

[0284] An unlimited number of cards in the card pool can mean that the number of cards in the card pool is constant, and drawing a card from the pool does not reduce the number of cards in the pool. In this case, the probability of drawing each card from the pool is fixed. For example, let's say the effect card pool contains 100 effect cards, including 50 types of effect cards, with 2 of each effect card. After the first player avatar draws an effect card from the effect card pool, there are still 100 effect cards in the effect card pool, and the probability of drawing each effect card remains at 2%. The first player avatar refers to any player avatar among all the player avatars in the game.

[0285] An unlimited number of cards in the card pool can also mean that there's no fixed number of cards in the card pool, only the probability of each card being drawn. In this case, the probability of each card being drawn in the card pool is also fixed. For example, if the effect card pool contains 50 types of cards, and the probability of each card being drawn is 2%, then after the first player's avatar draws an effect card from the effect card pool, the probability of each effect card being drawn remains 2%.

[0286] An unlimited number of cards in the card pool can also mean that whenever the number of cards in the card pool decreases, an equal number of cards are added to the pool from the candidate pool. The candidate pool contains the same type of cards as the cards in the pool. In this case, the cards removed from the pool and the cards added may be different cards. As a result, the probability of drawing different types of cards in the pool may change after the player's avatar draws cards from the pool. For example, if the first player's avatar draws a first effect card from the effect card pool and then adds a second effect card from the candidate pool to the effect card pool, the probability of drawing the first effect card and the probability of drawing the second effect card in the effect card pool will both change.

[0287] The equipment card pool is used to store equipment cards. The equipment card pool is a public card pool shared by all virtual characters of chess players in the game. For example, a game game has only one equipment card pool, and all virtual characters of chess players participating in the game draw equipment cards from the same equipment card pool.

[0288] There is no upper limit on the number of equipment cards stored in the equipment card pool. For example, the equipment card pool also has no upper limit on the number of cards. For a specific explanation, please refer to the explanation of the effect card pool above.

[0289] The player card pool is used to store player cards. The player card pool corresponds to the player virtual character, and different player virtual characters correspond to different player card pools. For example, each player virtual character corresponds to its own player card pool, and each player virtual character draws player cards from its own player card pool.

[0290] It should be noted that in a game, different user accounts use different chess player virtual characters (no two user accounts use the same chess player virtual character), which will inevitably lead to each user account corresponding to its own chess player card pool.

[0291] In some embodiments, multiple user accounts may be allowed to use the same avatar in a game. For example, a first user account and a second user account may both use the first chess player avatar. In this case, the user accounts using the same chess player avatar share the same chess player card pool, or each user account using the same chess player avatar has a corresponding chess player card pool.

[0292] There is no upper limit on the number of player cards that can be stored in the player card pool. For example, the player card pool also has no upper limit on the number of cards. For a detailed explanation, please refer to the explanation of the effect card pool above.

[0293] Step 430 : In response to the use operation of the first card, display the effect of the first card on the game match of the turn-based chess game.

[0294] The use operation on the first card refers to the operation of playing the first card. Illustratively, the use operation is the operation of dragging the first card toward the own chessboard area. Alternatively, the use operation includes a first click operation and a second click operation, where the first click operation is the operation of clicking to select the first card, and the second click operation is the operation of clicking a specific square in the own chessboard area. Alternatively, the use operation includes a double-click operation on the first card. Alternatively, the use operation includes a sliding operation on the first card. The specific form of the use operation is not limited in the embodiments of the present application. In some embodiments, the use operation can also be referred to as a card-playing operation.

[0295] For example, a player can use any card in the hand area.

[0296] Exemplarily, when the first card type is a chess piece card, in response to an operation of using the first card, the effect of the first card on the game match of the turn-based chess game is displayed, including: when there is no chess piece with the same name corresponding to the first card among the chess pieces already on the side, in response to the operation of using the first card, the chess piece corresponding to the first card is added and displayed; when there is a chess piece with the same name corresponding to the first card among the chess pieces already on the side, in response to the operation of using the first card, the chess piece level of the chess piece with the same name corresponding to the first card is increased; wherein, the chess piece with the same name corresponding to the first card includes a chess piece having the same chess piece name as the chess piece corresponding to the first card.

[0297] Optionally, the cards held by the own side are displayed in the hand area of ​​the game interface, and the game interface also includes an own chessboard area, which is used to display the chess pieces that the own side has put on the field. In this case, the fact that there is no chess piece with the same name corresponding to the first card among the chess pieces that the own side has put on the field means that there is no chess piece with the same name corresponding to the first card in the own chessboard area. Based on this, when there is no chess piece with the same name corresponding to the first card in the own chessboard area, in response to the use operation of the first card, the chess piece corresponding to the first card is added and displayed in the own chessboard area; when there is a chess piece with the same name corresponding to the first card in the own chessboard area, in response to the use operation of the first card, the chess piece level of the chess piece with the same name corresponding to the first card displayed in the own chessboard area is increased.

[0298] Optionally, in response to a use operation of a first card, additionally displaying a chess piece corresponding to the first card includes: in response to the use operation of the first card, displaying at least two candidate chess squares, and displaying a first indicator element, the first indicator element including at least one of a reduced first card, a chess piece corresponding to the first card, or a first indicator arrow; in response to a drag operation of dragging the first indicator element to a first candidate chess square, additionally displaying the chess piece corresponding to the first card in the first candidate chess square; the first candidate chess square is any candidate chess square of the at least two candidate chess squares.

[0299] Optionally, in the case where the chess pieces that have been put on the court are displayed in the chessboard area of ​​the own side, in response to the use operation of the first card, at least two candidate chess squares are displayed in the chessboard area of ​​the own side, and a first indication element is displayed.

[0300] If the first indicator element includes a first indicator arrow, the starting point of the first indicator arrow is the position of the first card before use, and the end point of the first indicator arrow is the current position of the drag operation. The at least two candidate squares can be all candidate squares or only candidate squares belonging to the player's side. The at least two candidate squares can be always displayed or only displayed when a card use operation is recognized.

[0301] Exemplarily, when the first card type is an effect card, in response to a use operation on the first card, displaying the effect of the first card on the game match of the turn-based chess game includes: in response to the use operation on the first card, displaying the effect after use of the first card.

[0302] Optionally, when the first card type is an effect card, the effect after use of the first card may include at least one of adding an effect to at least one own chess piece and adding an effect to the card acquisition process.

[0303] For example, adding an effect to at least one of your own chess pieces can include: adding a buff specific to the chess piece type, a combined buff when at least two chess pieces from the same faction are present at the same time, etc. Adding an effect to the card acquisition process can include: drawing two identical chess pieces consecutively.

[0304] Exemplarily, when the first card type is an equipment card, in response to an operation of using the first card, displaying that the first card affects the game match of the turn-based chess game includes: in response to the operation of using the first card, displaying that virtual equipment corresponding to the first card is obtained.

[0305] Optionally, in response to the use operation of the first card, displaying that the virtual equipment corresponding to the first card is obtained includes: displaying a second indicator element in response to the use operation of the first card, the second indicator element including at least one of a reduced size of the first card, the virtual equipment corresponding to the first card, or a second indicator arrow; and in response to the dragging operation of dragging the second indicator element to a local chess piece among the chess pieces already on the field, displaying that the local chess piece wears the virtual equipment corresponding to the first card. The local chess piece refers to any chess piece among the chess pieces already on the field.

[0306] Optionally, in the case where the chess pieces that have been put on the field are displayed in the chessboard area of ​​the own side, the dragging operation of dragging the second indication element to the chess pieces of the own side among the chess pieces that have been put on the field refers to the dragging operation of dragging the second indication element to the chess pieces of the own side in the chessboard area of ​​the own side.

[0307] In the case where the second indicator element includes a second indicator arrow, the starting point of the second indicator arrow is the position of the first card before use, and the end point of the second indicator arrow is the real-time position of the dragging operation.

[0308] Exemplarily, when the first card type is a chess player card, in response to a use operation on the first card, displaying the effect of the first card on the game match of the turn-based chess game includes: in response to the use operation on the first card, displaying the effect after the use of the first card.

[0309] Optionally, when the first card type is a player card, the effects after using the first card may include at least one of the following: increasing one's own chess pieces, reducing one's own chess pieces, upgrading one's own chess pieces, adding effects to one's own chess pieces, wearing props for one's own chess pieces, obtaining new cards, selling cards, exchanging cards, and increasing the life value of one's own player object.

[0310] In summary, the method provided in this embodiment presents various strategic mechanisms in a turn-based chess game in the form of cards, providing multiple different types of cards. Cards obtained by players are uniformly displayed, for example, in the hand area of ​​the game interface. Game decision-making operations in any dimension are executed by playing corresponding cards, simplifying the execution of game decisions. Different card types are used to implement different strategic mechanisms. Different acquisition conditions are set for different card types to correspond to the different acquisition methods for game elements such as pieces, equipment, effects, and skills required for different strategic mechanisms. During a game, players only need to observe the cards in their hand area and perform card-use operations to quickly execute decision-making operations for different strategic mechanisms, without having to distract themselves from other information, such as other areas of the game interface. This facilitates players to quickly execute game decisions in fast-paced turn-based chess games, improves human-computer interaction efficiency, and thus helps shorten game matches, shortens the time it takes for servers to provide service for game matches, and conserves server resources.

[0311] Furthermore, in turn-based chess games in the related art, players are required to actively acquire the battle elements (chess pieces, equipment, skills, etc.) for each strategy mechanism within the game. For example, the chess piece acquisition process in traditional auto chess is "massive screening in the store + gold coins to buy the chess pieces you want." Players are required to purchase the chess pieces they want from dozens of available chess pieces in the store. Since each chess piece generally has only one three-dimensional model and name, players need to understand and filter dozens of pieces of information. As can be seen, players need to select the battle elements they may need from a large number of available battle elements, actively plan acquisition strategies to obtain these battle elements, and use these battle elements to carry out strategic deployment and apply the battle elements to the game battle. It can be seen that players need to consider too much content and perform too complicated operations. The method provided in this application implements the battle elements in various strategy mechanisms as different types of cards. Different types of cards are automatically acquired according to the corresponding acquisition conditions, and the acquisition process of battle elements is changed to cards automatically distributed by the system. Players usually have only 2-8 cards in their hands, and players only need to understand and filter 2-8 pieces of information. Moreover, cards are naturally more suitable for carrying text information and are easier for players to understand and read. Therefore, the "random automatic card drawing + player manual replacement of disliked cards" in this application can better improve the efficiency of human-computer interaction, reduce the amount of information and operations that users need to process, and is more suitable for novice players.

[0312] For example, different types of cards can be obtained through different acquisition methods.

[0313] 1. Chess card.

[0314] Figure 21 shows a flowchart of a method for playing a turn-based chess game, provided in accordance with an exemplary embodiment of the present application. This method can be executed by a computer device, which may include a terminal or a server. This method can be executed by any of the terminals shown in Figure 1 , or by a client running on any of the terminals, where the client is a client for the turn-based chess game. Based on the embodiment shown in Figure 16 , step 420 includes step 421.

[0315] Step 421: at the beginning of each game round in at least one game round, a first number of chess cards are added and displayed, where the first number of chess cards includes a first card.

[0316] Exemplarily, in the case where step 420 includes step 421, the first card type includes a chess card, and the first acquisition condition corresponding to the first card type includes the start of each game round in at least one game round.

[0317] Optionally, in the case where the cards held by the side are displayed in the hand area in the game interface, adding the first number of chess pieces to be displayed refers to adding the first number of chess pieces to be displayed in the hand area.

[0318] Exemplarily, the first card type includes chess pieces; and a game game includes at least one round. Before each round begins, a first number of chess pieces are dealt to each player alive in the current game game. The number of chess pieces each player receives can be the same or different. For example, each player initially receives the same number of chess pieces in each round, but some players can increase the number of chess pieces they receive in each round by using effect cards or player cards.

[0319] Exemplarily, the first number of chess cards is drawn from a chess card pool. The terminal receives a first dealing result, which carries information indicating the first number of chess cards, which are randomly determined from the chess card pool. The first number of chess cards is then added and displayed in the hand area. For example, the terminal may randomly draw the first number of chess cards from the chess card pool, or the server may randomly draw the first number of chess cards from the chess card pool. The first number is greater than or equal to 1. The first number can be set based on experience or flexibly adjusted according to the rules of a turn-based chess game, and this embodiment of the present application is not limited thereto.

[0320] Exemplarily, chess piece cards can also be obtained by using effect cards or player cards. For example, the effect of an effect card / player card is to obtain a chess piece card after use. Then, when the player uses this effect card / player card, he can also obtain a chess piece card.

[0321] 2. Effect cards.

[0322] Figure 22 shows a flowchart of a method for playing a turn-based chess game, provided in accordance with an exemplary embodiment of the present application. This method can be executed by a computer device, which may include a terminal or a server. This method can be executed by any of the terminals shown in Figure 1 , or by a client running on any of the terminals, where the client is a client for the turn-based chess game. Based on the embodiment shown in Figure 16 , step 420 includes step 422.

[0323] Step 422: When the chess pieces on the side include the first chess piece and a use operation of the chess piece card corresponding to the first chess piece is received, a second number of effect cards are added and displayed, and the second number of effect cards includes the first card.

[0324] For example, in the case where step 420 includes step 422, the first card type includes an effect card, and the first acquisition condition corresponding to the first card type includes: the team's chess pieces already in play include the first chess piece, and a use operation is received on the chess piece card corresponding to the first chess piece. The first chess piece can be any chess piece among the team's chess pieces already in play.

[0325] Optionally, for a situation where the cards held by one's side are displayed in the hand area in the game interface, and the chess pieces already on the field are displayed in one's own chessboard area in the game interface, if the chess pieces already on the field include a first chess piece, and an operation of using the chess piece card corresponding to the first chess piece is received, a second number of effect cards are added and displayed, including: if a first chess piece is displayed in the own chessboard area, and an operation of using the chess piece card corresponding to the first chess piece is received, a second number of effect cards are added and displayed in the hand area.

[0326] The first card type includes effect cards. The game interface also includes a own chessboard area, which is used to display the own chess pieces that have been put into play. The first chess piece can be any chess piece in the own chessboard area. The chess piece card corresponding to the first chess piece can be a chess piece card with the same name as the first chess piece, that is, the chess piece name on the chess piece card corresponding to the first chess piece is the same as the chess piece name of the first chess piece.

[0327] This embodiment of the present application provides a method for obtaining effect cards: using a chess piece card with the same name as a chess piece in the chessboard area, a second number of effect cards can be obtained. The second number is greater than or equal to 1. The second number can be set based on experience or flexibly adjusted according to the game rules of a turn-based chess game, and this embodiment of the present application does not limit this.

[0328] For example, if the second number is 1, and the player's chess pieces in the chessboard area include: chess piece 1, chess piece 2, chess piece 3, and chess piece 4, then the player object can obtain an effect card by using chess piece card 1 corresponding to chess piece 1, or by using chess piece card 4 corresponding to chess piece 4. However, the player object will not obtain an effect card by using chess piece card 5 corresponding to chess piece 5. Chess piece card 1 refers to the chess piece card with the same name as chess piece 1, chess piece card 4 refers to the chess piece card with the same name as chess piece 4, and chess piece card 5 refers to the chess piece card with the same name as chess piece 5.

[0329] That is, effect cards are obtained by playing chess pieces. If the effect of a chess piece card is to add a chess piece to the board, no effect card is obtained. If the effect of a chess piece card is to increase the chess piece level of a chess piece already on the board, an effect card is given to the player. For example, there will be no duplicate chess pieces on the board. That is, there will only be one of each type of chess piece. If a chess piece of a certain type already exists, playing the chess piece card corresponding to that type of chess piece will only increase the chess piece level of the existing chess piece on the board, and no additional chess piece with the same name will appear on the board.

[0330] Exemplarily, the card type of the bonus effect card is related to the chess piece attributes of the played chess piece card. The effect cards include at least one of exclusive effect cards and universal effect cards. Optionally, when the effect cards include only exclusive effect cards, the terminal adds and displays a second number of first-type exclusive effect cards, where the first-type exclusive effect cards correspond to the chess piece attributes of the first chess piece. When the effect cards include only universal effect cards, the terminal adds and displays a second number of universal effect cards. When the effect cards include both exclusive effect cards and universal effect cards, the terminal randomly executes (for example, randomly selects one of the following two steps to execute with a 50% probability) one of the following steps: adds and displays a second number of universal effect cards; or adds and displays a second number of first-type exclusive effect cards, where the first-type exclusive effect cards correspond to the chess piece attributes of the first chess piece.

[0331] Optionally, adding and displaying a second number of general effect cards includes: adding and displaying a second number of general effect cards in the hand area; adding and displaying a second number of first-class exclusive effect cards includes: adding and displaying a second number of first-class exclusive effect cards in the hand area.

[0332] That is, after playing a chess piece card with the same name, there is a 50% probability of obtaining a second number of general effect cards, and a 50% probability of obtaining a second number of exclusive effect cards corresponding to the chess piece attributes of the chess piece card with the same name.

[0333] Exemplarily, the terminal receives a second deal result, which carries information indicating a second number of universal effect cards. The second number of universal effect cards is randomly determined from a universal effect card pool based on the player level of the player's virtual character. Alternatively, the universal effect cards can be drawn from the universal effect card pool by the terminal or by the server.

[0334] Optionally, the universal effect cards in the universal effect card pool have corresponding minimum player levels, and the minimum player level corresponding to the universal effect cards is used to indicate the minimum player level required for the player's virtual character to obtain the universal effect card. Randomly determining a second number of universal effect cards from the universal effect card pool based on the player level of the player's virtual character includes: randomly determining the second number of universal effect cards from candidate universal effect cards in the universal effect card pool, where the candidate universal effect cards are universal effect cards in the universal effect card pool whose corresponding minimum player levels are lower than or equal to the player level of the player's virtual character. In other words, the minimum player level corresponding to the second number of universal effect cards is lower than or equal to the player level of the player's virtual character.

[0335] Exemplarily, the terminal receives a third deal result, which carries information indicating a second number of first-category exclusive effect cards, where the second number of first-category exclusive effect cards are randomly determined from an exclusive effect card pool based on the chess piece attributes of the first chess piece. Alternatively, the terminal can draw the exclusive effect cards from the exclusive effect card pool, or the server can draw the exclusive effect cards from the exclusive effect card pool.

[0336] Optionally, the exclusive effect cards in the exclusive effect card pool correspond to reference chess piece attributes, and the exclusive effect cards are obtained by using chess piece cards with the reference chess piece attributes. Randomly determining a second number of first-category exclusive effect cards from the exclusive effect card pool based on the chess piece attributes of the first chess piece includes randomly determining a second number of first-category exclusive effect cards from candidate exclusive effect cards in the exclusive effect card pool, where the candidate exclusive effect cards are exclusive effect cards in the exclusive effect card pool whose corresponding reference chess piece attributes include the chess piece attributes of the first chess piece. In other words, the reference chess piece attributes corresponding to the second number of first-category exclusive effect cards include the chess piece attributes of the first chess piece.

[0337] For example, as shown in FIG23 , in step 601, after the player plays a chess piece card with the same name as a chess piece in the chessboard area, a random determination is performed to determine whether the dropped chess piece is an exclusive effect card. If "yes", the process proceeds to step 602; if "no", the process proceeds to step 603. In step 602, the chess piece attributes of the played chess piece card are queried (for example, the corresponding faction of the played chess piece card with the same name), and the exclusive effect card pool corresponding to the chess piece attributes is filtered. One exclusive effect card is randomly drawn from the exclusive effect card pool corresponding to the chess piece attributes and added to the hand of the chess player selected by the player. In step 603, the general effect card pool is filtered according to the current player's chess player level, and one general effect card is randomly drawn and added to the hand of the chess player selected by the player.

[0338] Exemplarily, when drawing universal effect cards from the universal effect card pool, some universal effect cards can be pre-screened from the universal effect card pool based on the player level. For example, some universal effect cards are not available to some player levels. In this case, these universal effect cards can be screened out from the universal effect card pool before drawing universal effect cards from the universal effect card pool, so as to improve the efficiency of drawing universal effect cards from the universal effect card pool and improve the reliability of the drawn universal effect cards.

[0339] For example, the method of obtaining equipment cards and player cards can refer to the description in the embodiment shown in Figure 16.

[0340] In summary, the method provided in this embodiment presents various strategic mechanisms in a turn-based chess game in the form of cards, providing multiple card types such as player cards, piece cards, effect cards, and equipment cards. Cards obtained by a player are uniformly displayed, for example, in the hand area of ​​the game interface. Game decision-making operations in any dimension are executed by playing corresponding cards, simplifying the execution of game decisions. Different strategic mechanisms are implemented using different card types, and different acquisition conditions are set for different card types to correspond to the different acquisition methods of game elements such as pieces, equipment, effects, and skills required for different strategic mechanisms. For example, chess piece cards are automatically dealt at the beginning of a round, effect cards are obtained by playing chess piece cards, equipment cards are obtained when the chess player levels up, and chess player cards are obtained when the chess player's skills are triggered. This satisfies the different acquisition methods of different strategy mechanisms, and all game decisions that can be executed by different strategy mechanisms are displayed in a unified manner, such as in the hand area. During the game, players only need to observe the cards held in the hand area and perform card usage operations to quickly execute decision-making operations of different strategy mechanisms. There is no need to distract attention to other areas in the game interface, which makes it easier for players to quickly execute game decisions in fast-paced turn-based chess games, improves the efficiency of human-computer interaction, and thus helps shorten the game time, shortens the time the server provides services for the game, and saves server resources.

[0341] For example, when performing a card swap operation, different types of cards can be replaced with new cards using different card swap methods.

[0342] Figure 24 shows a flowchart of a method for playing a turn-based chess game, provided in accordance with an exemplary embodiment of the present application. This method can be performed by a computer device, which may include a terminal or a server. This method can be performed by any of the terminals shown in Figure 1 , or by a client running on any of the terminals, which is a client for the turn-based chess game. Based on the embodiment shown in Figure 16 , this method further includes step 440. Step 440 can be performed after step 410.

[0343] Step 440: In response to the card swap operation, the first set of cards is replaced with the second set of cards, where the first set of cards includes the cards to be replaced selected by the card swap operation.

[0344] The second set of cards is determined based on the card types and the number of cards corresponding to each card type included in the first set of cards; the second set of cards does not overlap with the first set of cards. The first set of cards may include one card or multiple cards. The number of cards included in the second set of cards is the same as the number of cards included in the first set of cards.

[0345] Optionally, the cards held by the player are displayed in the hand area in the game interface. In this case, replacing the first set of cards with the second set of cards means replacing the first set of cards with the second set of cards in the hand area.

[0346] For example, players can also perform a card swap operation. During the preparation phase of each round, players will receive one card swap opportunity. Optionally, if a player loses the previous round, they will receive an additional card swap opportunity, meaning that the losing player will receive two card swap opportunities in the next round. Players can use card swap opportunities to change their hand. For example, the number of cards that can be swapped in a single card swap operation can be unlimited, or there can be an upper limit on the number of cards that can be swapped in a single card swap operation.

[0347] In some embodiments, a card swap control is displayed in the game interface. In response to a triggering operation of the card swap control, a card swap interface is displayed, wherein the card swap interface displays a hand area and a swap area. In response to a confirmation operation of moving a first group of cards in the hand area from the hand area to the swap area, a card swap operation is obtained. The card swap control can be a button or a triggerable icon. The triggering operation of the card swap control can include a click operation or other operations.

[0348] Optionally, a confirmation control is also displayed in the card exchange interface. After the first group of cards in the hand area are moved from the hand area to the card exchange area, in response to the triggering operation of the confirmation control, a confirmation operation of moving the first group of cards in the hand area from the hand area to the card exchange area is obtained.

[0349] For example, as shown in (1) of FIG25 , a hand area and a change button 14 are displayed in the game interface, and there are 9 hand cards in the hand area. After the player triggers the change button 14, a change interface 507 as shown in (2) of FIG25 is displayed, in which a hand area 11 and a change area 508 are displayed. The player can select the cards (the first group of cards) that he wants to replace in the hand area 11 and move them to the change area 508. For example, he can select the 4 hand cards that he wants to replace and move them to the change area 508, and then trigger the control marked "Confirm Replacement" (Confirm Control) to replace the 4 selected cards with new cards.

[0350] Exemplarily, the first set of cards is the hand that needs to be replaced, and the second set of cards is the newly obtained hand. Cards in the first set will not appear in the second set. That is, cards discarded in this replacement will not be regained through this replacement. Optionally, the probability of drawing these discarded cards can be reduced in subsequent draws. Exemplarily, the number of discarded cards is the same as the number of newly obtained cards. That is, as many cards are regained as the number of cards discarded.

[0351] Exemplarily, the type of new card to be obtained is determined based on the type of the discarded card. The card exchange follows at least one of the following methods.

[0352] Method 1: When the first set of cards includes the third number of chess piece cards, the second set of cards includes the third number of chess piece cards.

[0353] That is, by throwing away a few chess cards, a few chess cards can be regained. As shown in Figure 26, the replacement of chess cards 509 is completed by the chess card pool. When a player requests to replace chess cards 509, chess cards of equal quantity are drawn from the chess card pool and replaced with the player.

[0354] Optionally, the discarded chess piece cards need to be returned to the chess piece card pool. The first set of cards includes a third number of chess piece cards; the terminal / server then returns the first set of cards to the chess piece card pool; and randomly determines a third number of chess piece cards from the candidate chess piece card pool to obtain a second set of cards; the candidate chess piece card pool includes a card pool obtained by removing first cards with the same name from the chess piece card pool, where the first cards with the same name include cards with the same card name as a chess piece card in the first set of cards.

[0355] For example, the chess piece card pool can be screened according to the chess piece cards discarded this time, and the cards with the same name can be screened out to obtain a candidate chess piece card pool. Then, the new chess piece cards exchanged this time can be screened from the candidate chess piece card pool to ensure that the chess piece cards discarded this time will not be drawn, thereby improving the reliability of card replacement.

[0356] Method 2: When the total number of universal effect cards, exclusive effect cards, and player cards in the first set of cards is the fourth number, the second set of cards includes the fourth number of universal effect cards.

[0357] That is, discarded universal effect cards, exclusive effect cards, and player cards are replaced with an equal number of universal effect cards. As shown in FIG27 , the replacement of player cards 510, exclusive effect cards 511, and universal effect cards 512 is accomplished by the universal effect card pool. When a player requests to replace player cards 510, exclusive effect cards 511, or universal effect cards 512, an equal number of universal effect cards are drawn from the universal effect card pool and given to the player.

[0358] For example, since there is no upper limit on the number of cards in the universal effect card pool, discarded universal effect cards, exclusive effect cards, and player cards do not need to be returned to their corresponding card pools. The total number of universal effect cards, exclusive effect cards, and player cards in the first set of cards is a fourth number; the second set of cards includes the fourth number of universal effect cards randomly determined from the candidate universal effect card pool; the candidate universal effect card pool includes the card pool obtained by removing the second card with the same name from the universal effect card pool, where the second card with the same name includes cards with the same card name as the universal effect cards in the first set of cards.

[0359] For example, the universal effect card pool can be screened according to the universal effect cards discarded this time, and the cards with the same name can be screened out to obtain a candidate universal effect card pool. Then, the new universal effect cards exchanged this time can be screened from the candidate universal effect card pool to ensure that the universal effect cards discarded this time will not be drawn, thereby improving the reliability of card replacement.

[0360] Method 3: When the first set of cards includes the fifth number of equipment cards, the second set of cards includes the fifth number of equipment cards.

[0361] That is, throw away several equipment cards, just regain several equipment cards.As shown in Figure 28, the replacement of equipment cards 513 is completed by the equipment card pool. When the player requests to replace equipment cards 513, the equipment cards of equal quantity are drawn from the equipment card pool and exchanged for the player.

[0362] Exemplarily, the first group of cards includes a fifth number of equipment cards; the second group of cards includes a fifth number of equipment cards randomly determined from the candidate equipment card pool; the candidate equipment card pool includes a card pool obtained by removing a third card with the same name from the equipment card pool, and the third card with the same name includes a card with the same card name as the equipment card in the first group of cards.

[0363] For example, the equipment card pool can be screened according to the equipment cards discarded this time, and the cards with the same name can be filtered out to obtain the candidate equipment card pool. Then, the new equipment cards exchanged this time can be screened from the candidate equipment card pool to ensure that the equipment cards discarded this time will not be drawn, thereby improving the reliability of card replacement.

[0364] For example, as shown in Figure 29, in step 701, when a player performs a card swap operation, it is determined whether all cards have been exchanged. If "yes", the process proceeds to step 703; if "no", the process proceeds to step 702. Step 702 determines the card type of the next card to be exchanged. If it is a "chess card", the process proceeds to step 704; if it is a "dedicated effect card", "player card", or "universal effect card", the process proceeds to step 705; if it is an "equipment card", the process proceeds to step 706. Step 704 selects the exchangeable chess card pool according to the card drawing rules, removes all exchanged chess card cards in this exchange, and randomly draws one card from the result card pool as the exchange result for the card to be exchanged. Once completed, the process jumps to step 701. Step 705: Filter the pool of exchangeable universal effect cards based on the player's level, remove all exchanged universal effect cards, and randomly draw one card from the result card pool as the exchange result for the card to be exchanged. Once this is complete, jump to step 701. Step 706: Remove all exchanged equipment cards from the equipment card pool, and randomly draw one card from the result card pool as the exchange result for the card to be exchanged. Once this is complete, jump to step 701. Step 703: Add all exchange result cards to the player's hand, completing the card exchange.

[0365] In an optional embodiment, in response to a discard operation, a third set of cards is discarded. Illustratively, when the player's cards are displayed in the hand area of ​​the game interface, discarding the third set of cards means discarding the third set of cards in the hand area. Alternatively, the third set of cards can be replaced with corresponding energy points, which the player can use to purchase new cards. The third set of cards includes the cards selected for discard in the discard operation. The third set of cards can include a single card or multiple cards.

[0366] In summary, the method provided in this embodiment, since chess pieces are carded, the turn-based chess game automatically distributes random cards to players. These randomly distributed cards may not be the cards the players need. Based on this, the embodiment of the present application also provides a method for changing cards in hand. Players can use the card-changing operation to replace the cards they hold, discarding unwanted cards and obtaining new cards. This increases the probability of players obtaining the desired cards, facilitates the players' execution of desired battle strategies, improves the players' interactive experience, and thus increases the human-computer interaction rate.

[0367] In the related art, the auto chess game equipment, spells and heroes are all included in the same public card pool. The acquisition of equipment cards and effect cards mainly relies on being randomly drawn from the public card pool by stores and purchased as commodities. They are regarded as cards of the same level as hero cards.

[0368] Since there is no gradient difference and the appearance of effect cards and equipment cards is determined only by random probability, players cannot control the acquisition of cards. When expectations are not met, they can only draw again through refresh behavior. There is no effective means to control the variance fluctuation of the results.

[0369] Therefore, in response to the above problems, the embodiment of the present application proposes a mechanism for Auto Chess to divide cards into multiple card pool types, namely hero card pool / general effect card pool / exclusive effect card pool / equipment card pool. The card drawing methods include obtaining cards from the hero card pool, playing cards with the same name and randomly obtaining cards from the general effect card pool and the exclusive effect card pool. When performing a card replacement behavior, new cards are obtained from the specified card pool according to the card pool type to which the replaced card belongs.

[0370] At the same time, when performing the card exchange behavior to obtain cards again, the probability of obtaining the replaced card is greatly reduced to prevent the probability of the replaced card being put into hand again.

[0371] This embodiment of the application converges expectations for obtaining effect cards. The primary way for players to obtain effect cards is by playing a card with the same name as an already-played character. The effect card is obtained from the same faction as the played card, ensuring that the obtained effect card is compatible with the current lineup and providing a certain level of learning guidance. Furthermore, only the hero card pool is used as the public card pool, limiting the number of cards with the same name, while the effect card pool is unlimited. This effectively controls the ratio of various card types players obtain during a game, ensuring that the player's game process is less frustrating and the resource allocation is more reasonable.

[0372] 1. Card type classification

[0373] Based on the card type, the card pool in the game can be divided into:

[0374] (1) Hero Card Pool (Chess Card Pool)

[0375] This card pool only contains hero cards (chess cards) from all factions, and there is a limit on the number of cards with the same name. This card pool is a public card pool, and players retaining cards from this pool during a game will affect other players in the game.

[0376] (2) Effect Card Pool

[0377] The effect card pool is divided into: Pawn Type / Faction Effect Card Pool - Faction Effect Cards that are more compatible with the faction (exclusive effect cards);

[0378] Universal effect card pool - relatively general effect cards with no faction restrictions (universal effect cards).

[0379] There is no upper limit on the number of cards in this card pool.

[0380] (3) Equipment Card Pool

[0381] This card pool only contains equipment cards (equipment cards), and there is no upper limit on the number of cards in this card pool.

[0382] (4) Chess player cards

[0383] The card pool is determined by the player's chosen player at the beginning of the game, and there is no upper limit on the number of cards in the card pool.

[0384] 2. Card acquisition methods

[0385] (1) Draw cards at the beginning of the round

[0386] At the beginning of the round, 2 cards are replenished by default, and the card source is fixed to the hero card pool.

[0387] (2) Play a card with the same name as a character already on the field

[0388] Cards with the same name as the hero already on the field will be highlighted with special effects.

[0389] Playing a card with the same name will grant you a faction effect card or a universal effect card for the character's corresponding faction.

[0390] (3) Execute the card swap

[0391] During the card-playing phase, click the Change button to change cards.

[0392] Select any number of cards to exchange, up to a maximum of 10 cards, and click "Confirm Exchange" to complete the exchange.

[0393] 3. Card pool rules corresponding to card exchange results

[0394] (1) Hero Card Swap

[0395] Cards in the hero card pool can only be exchanged with each other. Executing an exchange is considered re-executing the logic of drawing hero cards, and the exchanged cards in this exchange will not be obtained in this exchange.

[0396] (2) Effect Card Swap

[0397] The exchange results of player effect cards, camp effect cards, and universal effect cards are all universal effect cards, and the effect cards exchanged in this exchange will not be obtained in this exchange.

[0398] (3) Equipment Card Exchange

[0399] Cards in the equipment pool can only be exchanged with each other, and the cards exchanged in this exchange will not be obtained in this exchange.

[0400] In summary, the method provided in the embodiments of the present application bases the acquisition of effect cards on repeatedly playing hero cards with the same name, and focuses on the possible results that may occur when different types of cards are exchanged, thereby achieving the following effects:

[0401] 1) Ensure that the cards drawn by the player in the basic round are all hero cards, ensuring the player's basic lineup needs;

[0402] 2) The probability of card pool extraction has been converged, making it easier for players to control the card pool extraction strategy;

[0403] 3) It will be easier for players to understand the different card pool types, and they can distinguish the effects of cards in different card pools, making it easier for players to learn and understand the game;

[0404] 4) Control the ratio of various cards obtained by players in the game, so as to ensure a more reasonable ratio between the player's game process and the resources obtained.

[0405] The following are device embodiments of the present application. For details not described in detail in the device embodiments, reference may be made to the above method embodiments.

[0406] FIG30 is a block diagram of a device for playing a turn-based chess game according to an exemplary embodiment of the present application. The device includes:

[0407] Display module 801, used to display the cards held by the party, the cards including at least two card types;

[0408] The display module 801 is configured to display a first card when a first acquisition condition corresponding to a first card type is satisfied; the first card is a card of the first card type, the first card type being any one of the at least two card types, and different card types corresponding to different acquisition conditions;

[0409] The display module 801 is configured to display the effect of the first card on the game of the turn-based chess game in response to a use operation on the first card.

[0410] In an optional embodiment, the at least two card types include at least two of the following card types: chess piece cards, effect cards, equipment cards, and player cards;

[0411] Among them, the chess piece cards are used to summon chess pieces or upgrade chess pieces; the effect cards are used to obtain buff effects acting on the game; the equipment cards are used to add equipment to chess pieces; the chess player cards include cards obtained through the chess player skills of the chess player virtual character, and the chess player virtual character is a virtual character used to control the chess pieces.

[0412] In an optional embodiment, the game includes at least one of the following card pools:

[0413] Chess card pool, effect card pool, equipment card pool, chess player card pool;

[0414] The chess piece card pool is used to store the chess piece cards, and the chess piece card pool is a public card pool shared by all the virtual characters of the chess players in the game;

[0415] The effect card pool is used to store the effect cards, and the effect card pool is a public card pool shared by all virtual characters of chess players in the game;

[0416] The equipment card pool is used to store the equipment cards, and the equipment card pool is a public card pool shared by all virtual characters of chess players in the game;

[0417] The player card pool is used to store the player cards. The player card pool corresponds to the player virtual character, and different player virtual characters correspond to different player card pools.

[0418] In an optional embodiment, before the game starts, the chess card pool stores all the chess cards of the game; the number of chess cards in the game is conserved;

[0419] There is no upper limit on the number of effect cards stored in the effect card pool;

[0420] There is no upper limit on the number of equipment cards stored in the equipment card pool;

[0421] There is no upper limit on the number of player cards stored in the player card pool.

[0422] In an optional embodiment, the effect card includes at least one of an exclusive effect card or a universal effect card;

[0423] The effect card pool includes at least one of an exclusive effect card pool and a universal effect card pool, wherein the exclusive effect card pool is used to store the exclusive effect cards, and the universal effect card pool is used to store the universal effect cards;

[0424] The exclusive effect card is obtained by using a chess piece card with reference to chess piece attributes; chess piece attributes include at least one of a camp or a chess piece type;

[0425] The universal effect cards are allowed to be obtained by using chess piece cards of any chess piece attribute.

[0426] In an optional embodiment, the first card type includes chess cards; the game game includes at least one game round;

[0427] The display module 801 is configured to add and display a first number of chess pieces and cards at the beginning of each game round in the at least one game round, where the first number of chess pieces and cards includes the first card.

[0428] In an optional embodiment, the device further includes:

[0429] The receiving module 802 is configured to receive a first dealing result, where the first dealing result carries indication information of the first number of chess cards, where the first number of chess cards are randomly determined from a chess card pool.

[0430] In an optional embodiment, the first card type includes effect cards;

[0431] The display module 801 is configured to, when the chess pieces already on the field include a first chess piece and a use operation of a chess piece card corresponding to the first chess piece is received, add and display a second number of effect cards, wherein the second number of effect cards includes the first card.

[0432] In an optional embodiment, the effect card includes at least one of an exclusive effect card or a universal effect card;

[0433] The display module 801 is configured to increase the display of the second number of universal effect cards;

[0434] Alternatively, the second number of first-type exclusive effect cards are added and displayed, and the first-type exclusive effect cards correspond to the chess piece attributes of the first chess piece.

[0435] In an optional embodiment, the device further includes:

[0436] a receiving module 802 configured to receive a second dealing result, the second dealing result carrying information indicating a second number of the universal effect cards, the second number of the universal effect cards being randomly determined from a universal effect card pool based on the player level of the own player's virtual character;

[0437] The receiving module 802 is used to receive a third card dealing result, where the third card dealing result carries indication information of the second number of the first type of exclusive effect cards, where the second number of the first type of exclusive effect cards are randomly determined from the exclusive effect card pool based on the chess piece attributes of the first chess piece.

[0438] In an optional embodiment, the device further includes:

[0439] a card swap module 803 for replacing a first set of cards with a second set of cards in response to a card swap operation, wherein the first set of cards includes the cards to be replaced selected by the card swap operation;

[0440] The second group of cards is determined based on the card types included in the first group of cards and the number of cards corresponding to each card type; and the second group of cards does not overlap with the first group of cards.

[0441] In an optional embodiment, when the first set of cards includes a third number of chess piece cards, the second set of cards includes the third number of chess piece cards;

[0442] When the total number of universal effect cards, exclusive effect cards, and the player cards in the first set of cards is a fourth number, the second set of cards includes the fourth number of universal effect cards;

[0443] In a case where a fifth number of equipment cards are included in the first set of cards, the second set of cards includes the fifth number of the equipment cards.

[0444] In an optional embodiment, the first set of cards includes a third number of chess pieces;

[0445] The card exchange module 803 is used to put the first set of cards back into the chess card pool;

[0446] The card changing module 803 is used to randomly determine the third number of chess piece cards from the candidate chess piece card pool to obtain the second group of cards; the candidate chess piece card pool includes a card pool obtained by removing first cards with the same name from the chess piece card pool, and the first cards with the same name include cards with the same card name as the chess piece cards in the first group of cards.

[0447] In an optional embodiment, the total number of universal effect cards, exclusive effect cards, and player cards in the first set of cards is a fourth number;

[0448] The second group of cards includes the fourth number of universal effect cards randomly determined from the candidate universal effect card pool; the candidate universal effect card pool includes a card pool obtained by removing second cards with the same name from the universal effect card pool, and the second cards with the same name include cards with the same card name as the universal effect cards in the first group of cards.

[0449] In an optional embodiment, the first set of cards includes a fifth number of equipment cards;

[0450] The second group of cards includes the fifth number of equipment cards randomly determined from the candidate equipment card pool; the candidate equipment card pool includes a card pool obtained by removing a third card with the same name from the equipment card pool, and the third card with the same name includes a card with a card name identical to the card name of the equipment card in the first group of cards.

[0451] In an optional embodiment, the display module 801 is configured to display a card acquisition animation when a first acquisition condition corresponding to the first card type is met; and after the card acquisition animation is played, the first card is additionally displayed.

[0452] In an optional embodiment, the first card type includes chess piece cards; the display module 801 is configured to, in response to an operation of using the first card, display additional chess pieces corresponding to the first card if there is no chess piece with the same name corresponding to the first card among the chess pieces already on the side; and, in response to an operation of using the first card, display an increase in the chess piece level of the chess piece with the same name corresponding to the first card if there is a chess piece with the same name corresponding to the first card among the chess pieces already on the side; wherein the chess piece with the same name corresponding to the first card includes a chess piece having the same name as the chess piece corresponding to the first card.

[0453] In an optional embodiment, the display module 801 is configured to display at least two candidate chess squares and a first indicator element in response to a use operation of the first card, where the first indicator element includes at least one of a reduced first card, a chess piece corresponding to the first card, or a first indicator arrow; in response to a drag operation of dragging the first indicator element to a first candidate chess square, additionally displaying the chess piece corresponding to the first card in the first candidate chess square; the first candidate chess square is any candidate chess square of the at least two candidate chess squares.

[0454] In an optional embodiment, the first card type includes an equipment card, and the display module 801 is used to display a second indicator element in response to a use operation of the first card, where the second indicator element includes at least one of a reduced first card, virtual equipment corresponding to the first card, or a second indicator arrow; and in response to a drag operation of dragging the second indicator element to a own chess piece among the chess pieces already on the field, the own chess piece is displayed wearing the virtual equipment corresponding to the first card.

[0455] It should be noted that the aforementioned embodiments of the turn-based chess game apparatus are merely illustrative of the division of the aforementioned functional modules. In actual applications, the aforementioned functions can be assigned to different functional modules as needed, i.e., the internal structure of the device can be divided into different functional modules to perform all or part of the functions described above. Furthermore, the aforementioned embodiments of the turn-based chess game apparatus and the turn-based chess game method embodiments share the same concept. The specific implementation process is detailed in the method embodiments and will not be further elaborated here.

[0456] The present application also provides a terminal comprising a processor and a memory, wherein the memory stores at least one instruction, which is loaded and executed by the processor to enable the terminal to implement the turn-based chess game playing methods provided in the above-mentioned various method embodiments. It should be noted that the terminal may be the terminal provided in FIG. 31 below.

[0457] FIG31 is a block diagram of a terminal 900 according to an exemplary embodiment of the present application. Terminal 900 may be a smartphone, tablet computer, MP3 player, MP4 player, laptop computer, or desktop computer. Terminal 900 may also be referred to as user equipment, portable terminal, laptop terminal, desktop terminal, or other similar names.

[0458] Typically, the terminal 900 includes a processor 901 and a memory 902 .

[0459] The processor 901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 901 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 901 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 901 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 901 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0460] The memory 902 may include one or more computer-readable storage media, which may be non-transitory. The memory 902 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 902 is used to store at least one instruction, which is executed by the processor 901 to enable the terminal 900 to implement the turn-based chess game game method provided in the method embodiment of the present application. In some embodiments, non-transitory can also be referred to as non-volatile.

[0461] In some embodiments, the terminal 900 may optionally further include: a display screen 905 .

[0462] Display screen 905 is used to display a user interface (UI). This UI may include graphics, text, icons, videos, or any combination thereof. When display screen 905 is a touchscreen display, it is also capable of collecting touch signals on or above the surface of display screen 905. These touch signals can be input as control signals to processor 901 for processing. Display screen 905 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there can be a single display screen 905, located on the front panel of terminal 900. In other embodiments, there can be at least two display screens 905, located on different surfaces of terminal 900 or in a foldable design. In still other embodiments, display screen 905 can be a flexible display, located on a curved or foldable surface of terminal 900. Display screen 905 can also be configured as a non-rectangular, irregular shape, also known as a special-shaped screen. Display screen 905 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0463] Those skilled in the art will understand that the structure shown in FIG31 does not constitute a limitation on the terminal 900, and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0464] The memory also includes one or more programs, which are stored in the memory, and the one or more programs include a method for playing a turn-based chess game provided in an embodiment of the present application.

[0465] The present application provides a non-volatile computer-readable storage medium, in which at least one instruction is stored. The at least one instruction is loaded and executed by the processor to enable the computer to implement the turn-based chess game playing method provided by the above-mentioned various method embodiments.

[0466] The present application also provides a computer program product or computer program, which includes computer instructions stored in a non-volatile computer-readable storage medium. A processor of a computer device reads the computer instructions from the non-volatile computer-readable storage medium and executes the computer instructions, causing the computer device to execute the turn-based chess game playing method provided in the above-mentioned optional implementation.

[0467] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or may be accomplished by a program to instruct the relevant hardware, and the program may be stored in a non-volatile computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.

[0468] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the principles of the present application shall be included in the scope of protection of the present application.

[0469] It should be noted that before collecting the user's relevant data and during the process of collecting the user's relevant data, this application can display a prompt interface, pop-up window or output voice prompt information. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are collected with the user's consent and authorization, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of the relevant countries and regions.

Claims

1. A method for playing a turn-based chess game, wherein: The method is executed by a computer device, and includes: Display the cards held by the party, wherein the cards include at least two card types; If a first acquisition condition corresponding to a first card type is met, a first card is added for display; the first card is a card of the first card type, the first card type being any one of the at least two card types, and different card types correspond to different acquisition conditions; In response to a use operation of the first card, a display is provided showing that the first card affects a game match of the turn-based board game.

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

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

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

5. The method according to claim 3, wherein: The effect cards include at least one of exclusive effect cards and universal effect cards; The effect card pool includes at least one of an exclusive effect card pool and a universal effect card pool, wherein the exclusive effect card pool is used to store the exclusive effect cards, and the universal effect card pool is used to store the universal effect cards; The exclusive effect card is obtained by using a chess piece card with reference to chess piece attributes; chess piece attributes include at least one of a camp or a chess piece type; The universal effect cards are allowed to be obtained by using chess piece cards of any chess piece attribute.

6. The method according to any one of claims 1 to 5, wherein: The first card type includes chess cards; the game game includes at least one game round; The adding and displaying the first card when the first acquisition condition corresponding to the first card type is met includes: At the start of each game round in the at least one game round, a first number of the chess pieces are displayed, the first number of the chess pieces including the first card.

7. The method according to claim 6, wherein: The method further comprises: A first dealing result is received, the first dealing result carrying indication information of the first number of the chess piece cards, where the first number of the chess piece cards are randomly determined from a chess piece card pool.

8. The method according to any one of claims 1 to 7, wherein: The first card type includes effect cards; The adding and displaying the first card when the first acquisition condition corresponding to the first card type is met includes: When the chess pieces on the side include a first chess piece and a use operation of a chess piece card corresponding to the first chess piece is received, a second number of the effect cards are added and displayed, and the second number of the effect cards includes the first card.

9. The method according to claim 8, wherein The effect cards include at least one of exclusive effect cards and universal effect cards; The increasing the display of the second number of effect cards includes: Adding and displaying the second number of universal effect cards; Alternatively, the second number of first-type exclusive effect cards are added and displayed, and the first-type exclusive effect cards correspond to the chess piece attributes of the first chess piece.

10. The method according to claim 9, wherein: The method further comprises: receiving a second dealing result, the second dealing result carrying information indicating a second number of the universal effect cards, the second number of the universal effect cards being randomly determined from a universal effect card pool based on a player level of a player's virtual character; Or, a third card dealing result is received, the third card dealing result carries indication information of the second number of the first type exclusive effect cards, and the second number of the first type exclusive effect cards are randomly determined from the exclusive effect card pool according to the chess piece attributes of the first chess piece.

11. The method according to any one of claims 1 to 10, wherein: The method further comprises: In response to a card swap operation, replacing a first set of cards with a second set of cards, the first set of cards including the card to be replaced selected by the card swap operation; The second group of cards is determined based on the card types included in the first group of cards and the number of cards corresponding to each card type; and the second group of cards does not overlap with the first group of cards.

12. The method according to claim 11, wherein In the case where the first set of cards includes a third number of pawn cards, the second set of cards includes the third number of pawn cards; When the total number of universal effect cards, exclusive effect cards, and player cards in the first set of cards is a fourth number, the second set of cards includes the fourth number of universal effect cards; In a case where a fifth number of equipment cards are included in the first set of cards, the second set of cards includes the fifth number of the equipment cards.

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

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

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

16. The method according to any one of claims 1 to 15, wherein: The adding and displaying the first card when the first acquisition condition corresponding to the first card type is met includes: When a first acquisition condition corresponding to the first card type is met, displaying a card acquisition animation; After the card acquisition animation is finished playing, the first card is added and displayed.

17. The method according to any one of claims 1 to 16, wherein: The first card type includes a chess card; and in response to a use operation of the first card, displaying the effect of the first card on the game match of the turn-based chess game includes: If there is no chess piece with the same name corresponding to the first card among the chess pieces already on the side, in response to the use operation of the first card, the chess piece corresponding to the first card is added to the display; If a chess piece with the same name as the first card exists among the chess pieces already on the side, in response to a use operation of the first card, the chess piece level of the chess piece with the same name as the first card is increased; The chess piece with the same name corresponding to the first card includes a chess piece having the same name as the chess piece corresponding to the first card.

18. The method according to claim 17, wherein In response to the use operation of the first card, adding and displaying a chess piece corresponding to the first card includes: In response to a use operation on the first card, at least two candidate chess squares are displayed, and a first indicator element is displayed, where the first indicator element includes at least one of a reduced first card, a chess piece corresponding to the first card, or a first indicator arrow; In response to a dragging operation of dragging the first indicator element to a first candidate chess square, a chess piece corresponding to the first card is added and displayed in the first candidate chess square; the first candidate chess square is any candidate chess square of the at least two candidate chess squares.

19. The method according to any one of claims 1 to 18, wherein: The first card type includes an equipment card, and in response to a use operation of the first card, displaying that the first card acts on a game match of the turn-based chess game includes: In response to a use operation on the first card, displaying a second indicator element, the second indicator element including at least one of a reduced first card, a virtual equipment corresponding to the first card, or a second indicator arrow; In response to a dragging operation of dragging the second indicator element to a chess piece of the own side among the chess pieces already on the field, the chess piece of the own side is displayed wearing virtual equipment corresponding to the first card.

20. A device for playing a turn-based chess game, wherein: The device comprises: A display module, configured to display the cards held by the party, wherein the cards include at least two card types; The display module is configured to add and display a first card when a first acquisition condition corresponding to the first card type is met; the first card is a card of the first card type, the first card type being any one of the at least two card types, and different card types corresponding to different acquisition conditions; The display module is configured to display the effect of the first card on the game match of the turn-based chess game in response to a use operation on the first card.

21. A computer device, wherein: The computer device includes a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor, so that the computer device implements the turn-based chess game playing method as described in any one of claims 1 to 19.

22. A non-volatile computer-readable storage medium, wherein: The non-volatile computer-readable storage medium stores at least one program, which is loaded and executed by a processor to enable the computer to implement the turn-based chess game playing method according to any one of claims 1 to 19.

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

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