Supercell has a brand new mobile game, based on the Clash of Clans free-to-play world, called Click here. It’s only just been soft-launched – as well as on iOS only – live for around 36 hours, with Australia one of several few countries to try it out before it is global.
Clash Royale is Supercell’s attempt with a Hearthstone-type card game with many added real-time battle mechanics, and even though it’s fun, it’s also got some issues to get ironed out if it’s going to hook people.
You do have a deck of eight cards to adopt into battle, plus your wider deck grows while you progress and unearth more cards from chests (much more about chests shortly).
Through the eight cards within your battle deck, four are offered to you during battle at anyone time. If you are using a card in battle, it’ll be replaced by another, randomly dealt, and you can see what’s next available, the same as the next piece in Tetris.
The work is to apply your cards to destroy your enemy’s three towers – two crown towers and a king. Destroying the principle tower equals an automated win, however, your units can’t be controlled once they’re in battle, exactly 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 very important to unlock chests.
Although the game isn’t just attack – you will have the same three buildings to protect, and throughout battle you’ll must decide if you would like defend your buildings with your troops, or keep attacking another side using 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, say for example a fireball, bolt of lightning, or hail of arrows, and buildings which in turn churn out units periodically, and more.
There’s a period-limit to each battle, which I was getting close to during early games, along with the player using the most towers standing wins. There’s overtime if that’s equal, you win because they are another side to eliminate a tower, or by destroying more after overtime.
On the whole, the gameplay is easy enough and fun. Collect cards, level within the right troops, stuff your deck with all the right mix, and focus on the correct combinations to address.
Given Supercell’s exposure to clans, that’s included as a part of the video game. It’s a whole 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 just for this.
The clan element is weak during this period though, since it doesn’t open new areas to battle.
Clans continued to evolve in Clash of Clans, growing to become huge component of that game, and I’d expect this region to evolve in Clash Royale as well, when the game be popular enough.
Having played it pretty ferociously and being ex-Clash of Clans addicts, we’ve assembled some tips for you personally.
Luck is an active aspect in the game, where if you locate a rare or exotic card at the beginning, your matches is going to be simpler to win. Choosing a Knight (a chap with a horse) making you a fearsome opponent in the beginning, along with the more rare exotic cards you find, the better you’ll do.
The name of your game is always to destroy the enemy’s towers, and it’s better to simply attack one side in the map. Observe your placements – as soon as you pop your troops down they have a mind of their, to help you only control them with the initial placement.
With regards to attacking, more units all at one time can be a safe method – let your elixir build to just about max before dropping anything, then try and get three well-balanced troops down to attack together.
It’s also useful to wait for a enemy to make their move, retaliating quickly to destroy their first attack and wage siege warfare on their towers. Depending on what they drop, you must be able to muster the proper units with a full bar of exilir to nullify them – although should you stumble into air-attack with only ground troops, you are going to struggle.
With a lot more common cards, good basic strategies look like using Giants together with Bombers, sending from the tank from the giant to absorb damage.
Your final tip – there’s not really any should upgrade units on the first opportunity. When you don’t intend on making use of 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 ensure it is an unfair advantage when it comes to actual fighting and play.
Sure, you may inject whale money and immediately get the very best of the finest troops and gear, as opposed to waiting days and weeks to achieve this. But with regards to actually fighting those on a single level, it’s more of a straight match-up of skills, using a trophy system to make sure higher levels only fight one other.
Now, Supercell are trying to sell gems and gold that you can invest in card upgrades, and also opening chests.
Chests are the reward for winning a battle, and so they will take anywhere from fifteen minutes to eight hours to open. Chests are the method that you progress through the game, since they award resources (gold is commonly used for battles and upgrades, and interestingly, are only able to be earned by opening chests) along with card upgrades, so that you can level up.
When you spend several gems, you may open chests instantly and skip that waiting time.
It’s the one issue that people are experiencing with Clash Royale, and something we’d be amazed once they didn’t change.
The chest system is so skewed towards paying to play. The rewards from winning battles are chests, though with just four slots designed for storage, you must constantly manage your chests. You are able to only unlock them one at a time, can’t remove a chest, along with a standard chest takes three hours to unlock.
Once you have a whole set of chests, and you’re waiting for someone to unlock, there’s no incentive to hold playing. Why win a chest you can’t use?
Should you win battles, your trophy count will increase, which implies you’ll face higher-tier opponents – likely with increased rare and exotic cards, better troop levels, plus more experience. It costs you with a gold coin every time you want to fight. There’s literally zero incentive to look at the app more than a few times each day.
In Clash of Clans, your major limitation was on building new buildings. You experienced a limit on the volume of builders, as well as natural resource limits. With five builders helping you, you could potentially simultaneously work on five buildings, regardless of whether they took days or even weeks to upgrade.
But there’s not a choice of opening a couple of chest at one time, which can be odd. It’s either a deliberate insistence on casual play – no more than a few wins per three rooyale roughly – or perhaps a mistake that will be fixed soon enough.
Some say it’s a ploy by Supercell to limit players in the soft-launch world, so it’s more for new players once the global launch comes. Others say Supercell simply wish this to act as an easy way for anyone to get into Clash of Clans.
Clash Royale is a simple and fun game to try out, with only enough elements of quick to find out/tough to master. You will discover a major issue holding people back right now with the chest system, but hopefully it will probably be made sane having an update.
One interesting complication is that 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 may be utterly awesome.