Supercell has a completely new mobile game, in line with the Clash of Clans free-to-play world, called Visit here. It’s only just been soft-launched – as well as on iOS only – live for around 36 hours, with Australia one of many few countries to give it a try before it goes global.
Clash Royale is Supercell’s attempt with a Hearthstone-type card game with many added real-time battle mechanics, and while it’s fun, it’s also got a bit of issues being ironed out if it’s going to hook individuals.
You do have a deck of eight cards to adopt into battle, plus your wider deck grows when you progress and unearth more cards from chests (more on chests shortly).
From the eight cards in your battle deck, four are for sale to you during battle at any one time. When you use a card in battle, it’ll be replaced by another, randomly dealt, and you can see what’s next available, just like the next piece in Tetris.
The job is to use your cards to eliminate your enemy’s three towers – two crown towers plus a king. Destroying the principle tower equals an automated win, however your units can’t be controlled once they’re in battle, just like Clash of Clans, so battles tend to focus on destroying crown towers before attacking the king.
Each crown building destroyed awards you a crown. You collect three to win in each game, as well as the crowns are crucial to unlock chests.
Nevertheless the game isn’t just attack – you will find the same three buildings to safeguard, and throughout battle you’ll must decide in order to defend your buildings with your troops, or keep attacking the other 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 part of attack (AOE) spells, say for example a fireball, bolt of lightning, or hail of arrows, and buildings which in turn churn out units periodically, and a lot more.
There’s a period of time-limit to every battle, that i was getting in close proximity to during early games, along with the player with all the most towers standing wins. There’s overtime if that’s equal, that you win because they are the next side to eliminate a tower, or by destroying more following overtime.
All in all, the gameplay is easy enough and fun. Collect cards, level in the right troops, stuff your deck with the right mix, and work on the proper combinations to battle.
Given Supercell’s knowledge of clans, that’s included as part of the overall game. It’s a completely new dimension for competition and collaboration – it is possible to chat, donate cards, request cards (once eight hours), and battle inside the clan to skill-up, even if you don’t earn anything for this.
The clan element is weak during this period though, because it doesn’t open new areas to fight.
Clans continued to evolve in Clash of Clans, growing to become a huge part of that game, and I’d expect this region to evolve in Clash Royale as well, should the game be popular enough.
Having played it pretty ferociously and being ex-Clash of Clans addicts, we’ve created many ways to suit your needs.
Luck is an active aspect in the overall game, where in the event you locate a rare or exotic card early on, your matches is going to be quicker to win. Finding a Knight (a chap over a horse) making you a fearsome opponent in the beginning, as well as the more rare exotic cards you discover, the greater you’ll do.
The name of the game is usually to destroy the enemy’s towers, and it’s better to simply attack one side of your map. Be careful about your placements – when you pop your troops down they have a mind of their, in order to only control them in the initial placement.
When it comes to attacking, more units at the same time is really a safe method – let your elixir build to nearly max before dropping anything, then try and get three well-balanced troops down to attack together.
It’s also helpful to wait for a enemy to produce their move, retaliating quickly to wipe out their first attack and wage siege warfare on their towers. Depending on whatever they drop, you should be able to muster the right units having a full bar of exilir to nullify them – although when you stumble into air-attack with only ground troops, you may struggle.
With a lot more common cards, good basic strategies appear to be using Giants in combination with Bombers, sending in the tank of the giant to soak up damage.
One last tip – there’s not necessarily any need to upgrade units with the first opportunity. If you don’t plan on utilizing the unit, don’t spend the gold yet.
Although free-to-play/pay-to-win games are usually aggravating, most games are clever enough to not allow it to be an unfair advantage with regards to actual fighting and play.
Sure, you may inject whale money and immediately receive the best of the best troops and gear, instead of waiting days and weeks to accomplish this. But with regards to actually fighting those on a single level, it’s a greater portion of a straight match-up of skills, by using a trophy system to guarantee higher levels only fight one another.
Now, Supercell are attempting to sell gems and gold that you should pay for card upgrades, in addition to opening chests.
Chests will be the reward for winning a battle, and so they may take anywhere from a quarter-hour to eight hours to open. Chests are the way you progress throughout the game, as they award resources (gold is utilized for battles and upgrades, and interestingly, is only able to be earned by opening chests) together with card upgrades, in order to level up.
When you spend a few gems, it is possible to open chests instantly and skip that waiting time.
It’s the one issue that men and women are experiencing with Clash Royale, and one we’d be very impressed once they didn’t change.
The chest technique is so skewed towards paying to experience. The rewards from winning battles are chests, though with just four slots designed for storage, you have to constantly manage your chests. You can only unlock them one at a time, can’t remove a chest, along with a standard chest takes three hours to unlock.
After you have a complete set of chests, and you’re waiting for someone to unlock, there’s no incentive to maintain playing. Why win a chest you can’t use?
Should you do win battles, your trophy count will increase, which implies you’ll face higher-tier opponents – likely with additional rare and exotic cards, better troop levels, and much more experience. It costs a gold coin each time you desire to fight. There’s literally zero incentive to open up the app more than a few times every day.
In Clash of Clans, your major limitation was on building new buildings. You have a restriction on the volume of builders, in addition to natural resource limits. With five builders working for you, you can simultaneously work on five buildings, regardless of whether they took days and even weeks to upgrade.
But there’s not actually the choice of opening several chest at one time, which happens to be odd. It’s either a deliberate insistence on casual play – not more than a couple of wins per three rooyale approximately – or even a mistake which will be fixed with time.
Some are saying it’s a ploy by Supercell to limit players within the soft-launch world, so it’s more for new players as soon as the global launch comes. Others say Supercell would just like this to act as a way for individuals to gain access to Clash of Clans.
Clash Royale is a simple and fun game to experience, with just enough elements of quick to learn/hard to master. There exists a major issue holding people back currently with all the chest system, but hopefully it will be made sane having an update.
One interesting side-effect is it’s encouraged me to have a look at Magic: The Gathering, and Blizzard’s Hearthstone as I’ve been proven the field of smartphone card games might be utterly awesome.