Walk through the cafeteria
during lunch, a classroom during
worktime, or even walk in on
somebody using the bathroom,
and you’re guaranteed to see it.
Heads bowed, fast fingers tapping
on the screen, rage or celebration.
That is called “Clash Royale”, the
mobile game was released in 2016
and had not come close to falling
short. Until 2019, when they start-
ed adding champions and people
started realizing they were play-
ing pay-to-win players. And in just
a few weeks since school started,
it has now become the mobile
game to excel at.
Clash Royale is a real-time mul-
tiplayer game where your goal is
to take/destroy more towers than
your opponent. Now, in this game,
there are different strategies and
decks you must choose between,
that being either a deck with a low
elixir or a high elixir.
The elixir comes into play based
on the cards you choose to have in
your deck. The game will continue
to bring more players into it now
that the game has stepped into a
more pay-to-win step, and so be-
cause of this, the game has made
it easier for free-to-play players
and is now giving everybody so
many chances to upgrade and
unlock cards with tournaments,
events, and new game modes.
One of the biggest drivers of the
game’s success is social engage-
ment. You could walk down the
hall without hearing someone ask
another to play them in a friend-
ly battle. The ability to play your
friends in a draft battle or even
with your own deck, to have up
to 50 of your friends in the same
clan, to have clan wars, and to
trade or donate cards.
Ultimately, Clash Royale has
captured our attention with its
perfect mix of simple mechanics,
social connections, and a variety
of unique cards to use. It’s the ide-
al distraction for a student’s life.
The only con is if people were to
get bored/tired of the same metas
or cards being played.