![]() Why should I have to wait for an arbitrary timer to count down to unlock the chest that I earned by beating an opponent? I shouldn't. It's been said many times before, but I'd happily pay $10 or even $20 for a fully unlocked version of "Clash Royale" that was just the great game it is without any of the free-to-play timer nonsense. That's pretty much the extent of pushiness in "buy our stuff!" mechanics in "Clash Royale." That said, the game itself is SO delightful to play that the free-to-play timer mechanics only service to needlessly complicate a great game. And when you're earning two gems every few hours, you may be tempted to buy a bulk of them with actual human dollars. It costs anywhere from one to 50+ gems to unlock a chest sooner than later. Most chests give you somewhere in the range of two gems. Don't like waiting for relatively short timers? Speed them up with gems that you earn ( very slow) by playing the game and unlocking chests. You can buy a ton of junk in "Clash Royale" if you really want to. This means that you're always balancing which card is the most useful at any given moment. The currency used on each card is subtracted from a pool that re-fills over time. Each card has a cost (listed at the bottom of each card as a number). (very strong and very slow, easily distracted), and a fireball - and I can only use so many cards. I have four cards to choose from - an army of skeletons (many in number but very weak), a duo of archers (ranged fighters who offer support but shouldn't be in the lead), a Mini P.E.K.K.A. They were deployed behind the enemy's castle, which means they have to make their way around the castle first (giving me some extra time to prepare defenses). The enemy has deployed a knight on horseback and a small crew of spearmen. Here's a breakdown of the image to the right, in all its complexity: Once you've learned that, you need to understand how each of your cards interacts with the arena itself. Not only do you have to learn the game's rules, but you also have to learn what each card does and how it interacts with your enemy's cards. In other words: You might get clobbered, even if you bring overwhelming force, by tactics. You could just send all of your troops in as soon as you can in a blitz, but it may not be the smartest way to play the match. They may be weak soldiers, and they may only do a little bit of damage to whatever they're attacking, but they can take down a castle, or a powerful enemy, or an emplacement like a cannon, by attrition!Īnd that attrition is at the heart of "Clash Royale." This is a game about tactics. These both distract the enemy from destroying your castles (depending on where you place the buildings, enemy troops will prioritize destroying those buildings over your castles), and challenge the enemy with soldiers marching on their castles. I've also built a hut that produces one soldier every few seconds, as did the enemy.īeyond deploying troops, you can deploy buildings (like barracks) that produce soldiers of varying types. You might notice that one of my castles has been destroyed, replaced by a broken-down foundation. But if he does make it to your castles? WATCH OUT! He also hits slowly (albeit hard), meaning he's likely to be killed before he does any damage. is easily distracted, meaning he can be easily drawn away from his objectives. The archers are weak, but can attack from a distance. Since all three of the enemy's castles are still standing, the closest I'm able to place any of my cards is on my side of the dividing lines between bases (the horizontal line running through the middle of the arena).Įach unit has its own movement speed and damage it's capable of doling out. By placing them anywhere on the map, they begin advancing toward whatever castle is closest to them. In the image here, I've deployed a duo of archers (on the right side) and a warrior (called a "Mini P.E.K.K.A."). By touching and dragging the card to the field, you deploy it. Each of those is a re-usable card that can be deployed on the field. In the image to the right, there are four cards along the bottom: arrows, a knight, an army of skeletons, and a fireball. You choose cards to deploy, which translate to actual units, buildings, or spells on the field. Account icon An icon in the shape of a person's head and shoulders.
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