Supercell has a new mobile game, based on the Clash of Clans free-to-play world, called www.gamecheatandroid.com. It’s only just been soft-launched – and so on iOS only – live for approximately 36 hours, with Australia one of many few countries to try it out before it is going global.
Clash Royale is Supercell’s attempt at the Hearthstone-type card game with some added real-time battle mechanics, and although it’s fun, it’s also got a bit of issues to get ironed out if it’s planning to hook people.
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).
In the eight cards inside your battle deck, four are for sale to you during battle at anyone time. If you use a card in battle, it’ll get replaced by another, randomly dealt, and you will see what’s next available, just like the next piece in Tetris.
The work is to apply your cards to eliminate your enemy’s three towers – two crown towers and a king. Destroying the main tower equals a computerized win, but your units can’t be controlled once they’re in battle, much like Clash of Clans, so battles tend to concentrate on destroying crown towers before attacking the king.
Each crown building destroyed awards a crown. You collect three to win in each game, and the crowns are important to unlock chests.
However the game isn’t just attack – you have the same three buildings to guard, and during battle you’ll must decide in order to defend your buildings with the troops, or keep attacking another side through the best-defence-is-offence strategy.
Each card throughout a battle costs elixir, which generates at about one unit per second initially, although that speed doubles later inside the game. Cards include straight units: your standard archers, goblins, etc. There’s also section 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, plus more.
There’s a time-limit to every battle, that i was getting close to during the early games, and also the player together with the most towers standing wins. There’s overtime if that’s equal, which you win because they are another side to destroy a tower, or by destroying more at the conclusion of overtime.
On the whole, the gameplay is easy enough and fun. Collect cards, level the right troops, stuff your deck with the right mix, and work on the proper combinations to address.
Given Supercell’s experience with clans, that’s included as part of the video game. It’s a whole new dimension for competition and collaboration – you may chat, donate cards, request cards (once eight hours), and battle inside the clan to skill-up, even though you don’t earn anything for this particular.
The clan element is weak at this point though, because it doesn’t open new areas to battle.
Clans continued to evolve in Clash of Clans, growing as a huge a part of that game, and I’d expect this region to evolve in Clash Royale also, in case the game be popular enough.
Having played it pretty ferociously and being ex-Clash of Clans addicts, we’ve assembled some suggestions for you personally.
Luck is surely an active element in the overall game, where in the event you look for a rare or exotic card at the beginning, your matches is going to be easier to win. Finding a Knight (a chap on the horse) making you a fearsome opponent early on, and also the more rare exotic cards you discover, the more effective you’ll do.
The name of your game would be to destroy the enemy’s towers, and it’s best to simply attack one side of the map. Be careful about your placements – as soon as you pop your troops down there is a mind of their, so that you can only control them with the initial placement.
When it comes to attacking, more units all at once is actually a safe method – let your elixir build to just about max before dropping anything, then attempt to get three well-balanced troops to attack together.
It’s also beneficial to wait for a enemy to produce their move, retaliating quickly to eliminate their first attack and wage siege warfare on their towers. Dependant upon whatever they drop, you should be able to muster the right units with a full bar of exilir to nullify them – although when you stumble into air-attack with only ground troops, you will struggle.
With a lot more common cards, good basic strategies appear to be using Giants along with Bombers, sending inside the tank in the giant to soak up damage.
One last tip – there’s not always any must upgrade units in the first opportunity. In the event you don’t plan on 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 help it become an unfair advantage regarding actual fighting and play.
Sure, it is possible to inject whale money and immediately get the very best of the greatest troops and gear, instead of waiting days and weeks to accomplish this. But in terms of actually fighting those on the very same level, it’s even more of a straight match-up of skills, having a trophy system to make certain higher levels only fight the other person.
Now, Supercell are trying to sell gems and gold so that you can pay for card upgrades, in addition to opening chests.
Chests will be the reward for winning a battle, and so they might take between quarter-hour to eight hours to start. Chests are how you will progress with the game, while they award resources (gold is used for battles and upgrades, and interestingly, are only able to be earned by opening chests) along with card upgrades, in order to level up.
When you spend a number of gems, it is possible to open chests instantly and skip that waiting time.
It’s the only issue that folks are having with Clash Royale, and one we’d be blown away should they didn’t change.
The chest method is so skewed towards paying to perform. The rewards from winning battles are chests, but with just four slots available for storage, you have to constantly manage your chests. It is possible to only unlock them one-by-one, can’t remove a chest, and a standard chest takes three hours to unlock.
Upon having a full pair 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 improves, which means you’ll face higher-tier opponents – likely with more rare and exotic cards, better troop levels, and a lot more experience. It costs you a gold coin any time you desire to fight. There’s literally zero incentive to open the app over a few times each day.
In Clash of Clans, your major limitation was on building new buildings. You experienced a restriction on the amount of builders, along with natural resource limits. With five builders helping you, you might simultaneously focus on five buildings, regardless of whether they took days as well as weeks to upgrade.
But there’s not the option for opening a couple of chest at a time, that is odd. It’s either a deliberate insistence on casual play – no more than a few wins per three rooyale roughly – or a mistake that will be fixed over time.
Some say it’s a ploy by Supercell to limit players inside the soft-launch world, so it’s more even for new players as soon as the global launch comes. Others say Supercell just want this to behave as an easy way for anyone to get involved with Clash of Clans.
Clash Royale is a straightforward and fun game to try out, with only enough elements of quick to discover/tough to master. You will find a major issue holding people back right now with all the chest system, but hopefully it will probably be made sane by having an update.
One interesting side effect is the fact it’s encouraged me to have a look at Magic: The Gathering, and Blizzard’s Hearthstone as I’ve been proven the world of smartphone card games could possibly be utterly awesome.