Supercell has a brand new mobile game, depending on the Clash of Clans free-to-play world, called Hack Clash Royale Gem Generator Online Cheat. It’s only just been soft-launched – and so on iOS only – live for approximately 36 hours, with Australia among the few countries to try it out before it goes global.
Clash Royale is Supercell’s attempt at the Hearthstone-type card game with some added real-time battle mechanics, and even though it’s fun, it’s also got a bit of issues to get ironed out if it’s planning to hook people in.
You do have a deck of eight cards to take into battle, along with your wider deck grows while you progress and unearth more cards from chests (more about chests shortly).
In the eight cards inside 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 will see what’s next available, the same as the next piece in Tetris.
The position is to try using your cards to eliminate your enemy’s three towers – two crown towers as well as a king. Destroying the main tower equals a computerized win, however, 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 you with a crown. You collect three to win in each game, and also the crowns are important to unlock chests.
Nevertheless the game isn’t just attack – there is the same three buildings to guard, and throughout battle you’ll must decide if you would like defend your buildings with your troops, or keep attacking 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 in 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 in turn churn out units periodically, plus more.
There’s a time-limit to every battle, that i was getting in close proximity to in early games, and also the player with all the most towers standing wins. There’s overtime if that’s equal, you win because they are the following side to destroy a tower, or by destroying more at the end of overtime.
In general, the gameplay is simple enough and fun. Collect cards, level the right troops, stuff your deck together with the right mix, and work towards the correct combinations to battle.
Given Supercell’s experience with clans, that’s included as part of this game. It’s a new dimension for competition and collaboration – you can chat, donate cards, request cards (once eight hours), and battle throughout the clan to skill-up, while you don’t earn anything with this.
The clan element is weak at this stage though, as it doesn’t open new areas to battle.
Clans continued to evolve in Clash of Clans, growing to become huge part of that game, and I’d expect this region to evolve in Clash Royale also, when the game be popular enough.
Having played it pretty ferociously and being ex-Clash of Clans addicts, we’ve come up with some suggestions to suit your needs.
Luck is surely an active element in the overall game, where if you happen to look for a rare or exotic card in early stages, your matches will be easier to win. Getting a Knight (a chap on a horse) making you a fearsome opponent at the beginning, as well as the more rare exotic cards you find, the better you’ll do.
The name in the game would be to destroy the enemy’s towers, and it’s best to simply attack one side from the map. View your placements – once you pop your troops down there is a mind of their, so you can only control them on the initial placement.
With regards to attacking, more units all at one time is actually a safe method – let your elixir build to nearly max before dropping anything, then try to get three well-balanced troops down to attack together.
It’s also necessary to wait for the enemy to make their move, retaliating quickly to destroy their first attack and wage siege warfare on the towers. According to what they drop, you should certainly muster the right units with a full bar of exilir to nullify them – although should you stumble into air-attack with only ground troops, you will struggle.
With increased common cards, good basic strategies look like using Giants in conjunction with Bombers, sending in the tank from the giant to absorb damage.
One final tip – there’s not really any have to upgrade units at 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 with regards to actual fighting and play.
Sure, you can inject whale money and immediately obtain the best of the finest troops and gear, as opposed to waiting days and weeks to do this. But with regards to actually fighting those on the very same level, it’s more of a straight match-up of skills, using a trophy system to ensure higher levels only fight each other.
Now, Supercell are trying to sell gems and gold that you can invest in card upgrades, in addition to opening chests.
Chests will be the reward for winning a battle, and they also may take anywhere from quarter-hour to eight hours to open. Chests are how you progress with the game, as they award resources (gold is used for battles and upgrades, and interestingly, are only able to be earned by opening chests) as well as card upgrades, so that you can level up.
When you spend a few gems, you can open chests instantly and skip that waiting time.
It’s the single issue that folks are experiencing with Clash Royale, then one we’d be amazed if they didn’t change.
The chest technique is so skewed towards paying to play. The rewards from winning battles are chests, though with just four slots available for storage, you have to constantly manage your chests. You are able to only unlock them one at a time, can’t remove a chest, plus a standard chest takes three hours to unlock.
When you have a whole group 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 win battles, your trophy count will increase, which means you’ll face higher-tier opponents – likely with increased rare and exotic cards, better troop levels, and much more experience. It costs you a gold coin each time you wish to fight. There’s literally zero incentive to start 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 number of builders, in addition to natural resource limits. With five builders helping you, you could simultaneously focus on five buildings, regardless of whether they took days as well as weeks to upgrade.
But there’s not even the option for opening a couple of chest at the same time, which happens to be odd. It’s either a deliberate insistence on casual play – not more than a few wins per three rooyale or more – or possibly 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 even for new players if the global launch comes. Others say Supercell simply wish this to act as an easy way for people to get involved with Clash of Clans.
Clash Royale is a simple and fun game to try out, with only enough aspects of quick to find out/challenging to master. There is a major issue holding people back presently using the chest system, but hopefully it will probably be made sane with an update.
One interesting complication is it’s encouraged me to have a look at Magic: The Gathering, and Blizzard’s Hearthstone as I’ve been shown the field of smartphone card games might be utterly awesome.