Clash Royale is a video game developed and published by Supercell, released on iOS and Android. This is a game mixing elements of tower defense and MOBA, with a system of trading cards. It is inspired by the game Clash of Clans by the same developer.
This part of the Clash Royale guide will return to the basics of the game.
We will briefly discuss the key principles of Clash Royale
to focus then on the heart of the fighting by specifying
troop behaviors on the battlefield as well as
the principles and conditions that regulate the cards and the
constitution of the decks.
Bases and purpose of the game
In Clash Royale, you win a fight by destroying more turns than your opponent before the time runs out.
Winning fights earns trophies in addition to chests. These trophies allow you to climb the ladder and reach new arenas.
Each arena allows you to unlock a linked group of cards.
Running a fight
- Players compete on small Maps composed of 6 buildings. Each player controls 3: 2 small Towers + A large central tower called the King’s Tower. The goal of the game is to destroy the turns of his opponent while protecting yours.
- For this you must deploy troops from your deck of cards (made by you) anywhere on the authorized areas on the map; areas that represent your territory.
- Destroying one of the small towers of the ends allows you to enlarge your area of action, expanding the area on which you can lay your troops.
- Each card requires a certain number of elixir points to be played. The elixir meanwhile regenerates quickly throughout the fight. Its production is doubled over a period of one minute which occurs after the first two minutes of play if no player has managed to destroy the King’s Tower during this time.
- In case of a tie after the first 3 minutes of play, 1 extra minute is granted (you can see this as an overtime period) during which the sudden death rule prevails. The first player to destroy an opponent’s turn (small or large) is declared the winner. If no one succeeds despite the extra minute, the draw is declared.
Cards and Decks
- Each player is a deck of 8 cards available in rotation in the form of a 4-card hand during battles.
- To use a map, you must select it and then point the exact place on the map where you want to deploy it or hold and drag the map to the chosen area.
- Using a card temporarily removes it from your hand. It becomes available again when you make a complete turn.
- It is possible to collect new cards by opening chests earned or purchased in the game store.
- The 4 cards available at the beginning of the game are distributed randomly.
- The cost of elixir is specified on each card.
- The average elixir cost of your deck is calculated and specified on the deck setup screen. The more expensive the cards you select, the higher the average cost of your deck will be. A high average means that your deck is powerful but the deployment of your units will be long. A low average means that your deck is made up of units that are less powerful but faster to deploy.
- It is possible to save up to 3 decks.
Troops and behaviors:
- A “combatant” type unit deployed on the field will automatically attack the target in its firing zone.
- If multiple targets remain in the firing range, it will usually attack the nearest but this behavior may vary by unit.
- Once one of your troops has opened fire on an enemy, it will continue indefinitely until the enemy’s death or destruction.
- A “Building” type card works in exactly the same way as “Fighter” type cards except that it is a fixed unit that can not move.
- Deployed troops that do not encounter enemies will automatically march towards enemy towers.
- All cards with “Zone Damage” on their cards may cause simultaneous damage to multiple opposing units.
- Damage caused by cards that may cause area damage will not impact your units if they are in the affected area.
- Each card played requires a certain amount of time to be deployed on the battlefield. This is the “deployment time” specified on the cards of your cards. It may be longer or shorter depending on some units, it is necessary to anticipate this delay before deployment, especially when you play a card type “Sort” to touch moving units.
- Your two small rounds will automatically attack enemies reached your side, giving the defense a slight advantage. Their target is usually the nearest enemy unit.
- The King’s Tower also participates in area defense when it has been damaged (suffered an enemy attack) or when at least one of your small towers has been destroyed.