Supercell has a completely new mobile game, depending 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 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 although it’s fun, it’s also got some issues to get ironed out if it’s going to hook folks.
You will have a deck of eight cards for taking into battle, and your wider deck grows as you progress and unearth more cards from chests (more on chests shortly).
From 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 can see what’s next available, just like the next piece in Tetris.
The work is to apply your cards to destroy your enemy’s three towers – two crown towers along with a king. Destroying the key tower equals an automated win, but your units can’t be controlled once they’re in battle, the same as Clash of Clans, so battles tend to focus on destroying crown towers before attacking the king.
Each crown building destroyed awards that you simply crown. You collect three to win in each game, along with the crowns are crucial to unlock chests.
Nevertheless the game isn’t just attack – you will have the same three buildings to safeguard, and during battle you’ll ought to decide if you would like defend your buildings with your troops, or keep attacking one other side using the best-defence-is-offence strategy.
Each card during a battle costs elixir, which generates at about one unit per second initially, although that speed doubles later from the game. Cards include straight units: your standard archers, goblins, etc. There’s also area of attack (AOE) spells, like a fireball, bolt of lightning, or hail of arrows, and buildings which in turn churn out units periodically, plus more.
There’s an occasion-limit to every battle, which I was getting near in early games, and also the player together with the most towers standing wins. There’s overtime if that’s equal, that you simply win when you are the following side to eliminate a tower, or by destroying more at the end of overtime.
In general, the gameplay is easy enough and fun. Collect cards, level within the right troops, stuff your deck using the right mix, and focus on the correct combinations to combat.
Given Supercell’s knowledge about clans, that’s included as part of the video game. It’s a new dimension for competition and collaboration – you can 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 at this point though, as it doesn’t open new areas to fight.
Clans continued to evolve in Clash of Clans, growing to become a huge element of that game, and I’d expect this area to evolve in Clash Royale too, if 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 undoubtedly an active aspect in the video game, where if you locate a rare or exotic card early on, your matches is going to be much easier to win. Choosing a Knight (a chap over a horse) makes you a fearsome opponent early on, and the more rare exotic cards you discover, the more effective you’ll do.
The name in the game is always to destroy the enemy’s towers, and it’s best to simply attack one side of the map. Observe your placements – as soon as you pop your troops down they have a mind of their own, so you can only control them with the initial placement.
When it comes to attacking, more units all at one time is really a safe method – let your elixir build to just about max before dropping anything, then try and get three well-balanced troops as a result of attack together.
It’s also necessary to wait for a enemy to make their move, retaliating quickly to eliminate their first attack and wage siege warfare on their towers. Based on anything they drop, you should certainly muster the proper units using a full bar of exilir to nullify them – although when you stumble into air-attack with only ground troops, you will struggle.
With increased common cards, good basic strategies seem to be using Giants along with Bombers, sending in the tank of your giant to absorb damage.
Your final tip – there’s not always any should upgrade units on the first opportunity. In the event you don’t consider utilizing the unit, don’t spend the gold yet.
Although free-to-play/pay-to-win games are often aggravating, most games are clever enough to never help it become an unfair advantage regarding actual fighting and play.
Sure, it is possible to inject whale money and immediately obtain the best of the finest troops and gear, rather than waiting days and weeks to accomplish this. But in relation to actually fighting those on the very same level, it’s a greater portion of a straight match-up of skills, by using a trophy system to ensure higher levels only fight the other person.
Now, Supercell are attempting to sell gems and gold that you can dedicate to card upgrades, as well as opening chests.
Chests are your reward for winning a battle, and they also may take anywhere from a quarter-hour to eight hours to start. Chests are how you will progress with the game, because they award resources (gold is used for battles and upgrades, and interestingly, could only be earned by opening chests) as well as card upgrades, in order to level up.
If you spend several gems, it is possible to open chests instantly and skip that waiting time.
It’s the only issue that men and women are having with Clash Royale, then one we’d be blown away if they didn’t change.
The chest technique is so skewed towards paying to experience. The rewards from winning battles are chests, but with just four slots accessible for storage, you must constantly manage your chests. It is possible to only unlock them one-by-one, can’t remove a chest, as well as a standard chest takes three hours to unlock.
When you have a full group of chests, and you’re waiting for one to unlock, there’s no incentive to help keep playing. Why win a chest you can’t use?
If you win battles, your trophy count boosts, which implies you’ll face higher-tier opponents – likely with additional rare and exotic cards, better troop levels, and more experience. It costs that you simply gold coin any time you would like to fight. There’s literally zero incentive to look at the app over a few times per day.
In Clash of Clans, your major limitation was on building new buildings. You experienced a limit on the amount of builders, and also natural resource limits. With five builders working for you, you could potentially simultaneously work on five buildings, even if they took days or even weeks to upgrade.
But there’s not even the option for opening more than one 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 or so – or possibly a mistake that might be fixed over time.
Some say it’s a ploy by Supercell to limit players within the soft-launch world, so it’s more even for new players when the global launch comes. Others say Supercell simply want this to do something as an easy way for people to gain access to Clash of Clans.
Clash Royale is a straightforward and fun game to try out, with just enough aspects of quick to discover/challenging to master. There exists a major issue holding people back currently with the chest system, but hopefully it will likely 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 shown the realm of smartphone card games may be utterly awesome.