Supercell has a brand new mobile game, depending on the Clash of Clans free-to-play world, called Click here. It’s only just been soft-launched – and so on iOS only – live for around 36 hours, with Australia among the few countries to give it a try before it is global.
Clash Royale is Supercell’s attempt in a Hearthstone-type card game with many added real-time battle mechanics, even though it’s fun, it’s also got a bit of issues to become ironed out if it’s gonna hook people.
You will have a deck of eight cards to take into battle, and your wider deck grows while you progress and unearth more cards from chests (more on chests shortly).
Through the eight cards within your battle deck, four are available to you during battle at anyone time. If you use a card in battle, it’ll get replaced by another, randomly dealt, and you could see what’s next available, the same as the next piece in Tetris.
The job is to use your cards to eliminate your enemy’s three towers – two crown towers and a king. Destroying the main tower equals an automatic win, but your units can’t be controlled once they’re in battle, just like Clash of Clans, so battles tend to pay attention to destroying crown towers before attacking the king.
Each crown building destroyed awards that you simply crown. You collect three to win in each game, and also the crowns are important to unlock chests.
However the game isn’t just attack – you will find the same three buildings to guard, and throughout battle you’ll have to decide in order to defend your buildings together with your troops, or keep attacking another side through the best-defence-is-offence strategy.
Each card in a battle costs elixir, which generates at about one unit per second initially, although that speed doubles later within the game. Cards include straight units: your standard archers, goblins, etc. There’s also section of attack (AOE) spells, such as a fireball, bolt of lightning, or hail of arrows, and buildings which then churn out units periodically, plus more.
There’s a time-limit to every single battle, which I was getting close to in early games, and also the player together with the most towers standing wins. There’s overtime if that’s equal, that you win when you are the next side to destroy a tower, or by destroying more after overtime.
On the whole, the gameplay is simple enough and fun. Collect cards, level in the right troops, stuff your deck together with the right mix, and work with the proper combinations to combat.
Given Supercell’s experience with clans, that’s included as an element of the game. It’s another dimension for competition and collaboration – you are able to chat, donate cards, request cards (once eight hours), and battle throughout the clan to skill-up, even though you don’t earn anything for this particular.
The clan element is weak at this stage though, because it doesn’t open new areas to fight.
Clans continued to evolve in Clash of Clans, growing to become huge element of that game, and I’d expect this place to evolve in Clash Royale too, in case the game be popular enough.
Having played it pretty ferociously and being ex-Clash of Clans addicts, we’ve put together some tips to suit your needs.
Luck is definitely an active aspect in the video game, where if you look for a rare or exotic card in early stages, your matches will probably be much easier to win. Getting a Knight (a chap on the horse) enables you to a fearsome opponent at the beginning, and also the more rare exotic cards you locate, the better you’ll do.
The name of the game is usually to destroy the enemy’s towers, and it’s wise to simply attack one side from the map. Observe your placements – after you pop your troops down these people have a mind of their very own, in order to only control them in the initial placement.
When it comes to attacking, more units at one time is a safe method – let your elixir build to nearly max before dropping anything, then attempt to get three well-balanced troops as a result of attack together.
It’s also beneficial to wait for enemy to create their move, retaliating quickly to eliminate their first attack and wage siege warfare on their own towers. Dependant upon the things they drop, you should be able to muster the best units by using a full bar of exilir to nullify them – although should you stumble into air-attack with only ground troops, you will struggle.
With additional common cards, good basic strategies appear to be using Giants in conjunction with Bombers, sending within the tank of your giant to absorb damage.
One last tip – there’s not necessarily any need to upgrade units on the first opportunity. Should you don’t consider using the unit, don’t spend the gold yet.
Although free-to-play/pay-to-win games are often aggravating, most games are clever enough not to make it an unfair advantage in terms of actual fighting and play.
Sure, it is possible to inject whale money and immediately get the very best of the most effective troops and gear, as opposed to waiting days and weeks to achieve this. But with regards to actually fighting those on the same level, it’s a greater portion of a straight match-up of skills, using a trophy system to ensure higher levels only fight one another.
Now, Supercell are trying to sell gems and gold that you should invest in card upgrades, and also opening chests.
Chests will be the reward for winning a battle, and they also may take from quarter-hour to eight hours to open. Chests are the method that you progress through the game, while they award resources (gold can be used for battles and upgrades, and interestingly, can only be earned by opening chests) along with card upgrades, so that you can level up.
In the event you spend a few gems, it is possible to open chests instantly and skip that waiting time.
It’s the single issue that men and women are experiencing with Clash Royale, then one we’d be very impressed once they didn’t change.
The chest product is so skewed towards paying to try out. The rewards from winning battles are chests, though with just four slots accessible for storage, you should constantly manage your chests. You can only unlock them one-by-one, can’t remove a chest, and a standard chest takes three hours to unlock.
Once you have a complete pair of chests, and you’re waiting for one to unlock, there’s no incentive to keep playing. Why win a chest you can’t use?
Should you do win battles, your trophy count improves, which means you’ll face higher-tier opponents – likely with increased rare and exotic cards, better troop levels, and a lot more experience. It costs you with a gold coin any time you desire to fight. There’s literally zero incentive to open the app more than a few times every day.
In Clash of Clans, your major limitation was on building new buildings. You experienced a limit on the quantity of builders, as well as natural resource limits. With five builders helping you, you can simultaneously work on five buildings, even though they took days and even weeks to upgrade.
But there’s not actually a choice of opening multiple chest at a time, which is odd. It’s either a deliberate insistence on casual play – not more than a few wins per three rooyale roughly – or perhaps a mistake that might be fixed soon enough.
Some say it’s a ploy by Supercell to limit players within the soft-launch world, so it’s more for new players if the global launch comes. Others say Supercell simply wish this to do something as a means for folks to gain access to Clash of Clans.
Clash Royale is an easy and fun game to experience, with just enough factors of quick to discover/difficult to master. You will find a major issue holding people back at the moment with all the chest system, but hopefully it will be made sane by having an update.
One interesting side-effect is it’s encouraged me to take a look at Magic: The Gathering, and Blizzard’s Hearthstone as I’ve been proven the field of smartphone card games could be utterly awesome.