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  • Sneak Peeks and April Update Discussion Thread

    Shaggs wrote: »
    Piklashu wrote: »
    I should be paid for this

    Thai implemented 2x2 sit out for quitters .

    Now it is time for those who defend selfish queuing to weep.

    Also perm mute. Weep again, uncivil people.

    It is a good day to be alive

    Um, you do realize that you can just stay in the game and not place cards? It has the same end result...

    no it doesn't. It only have the same end result for the hit playing till the end AS IT WAS DESIGNED. For the quitter, the offending party in this situation, it is different:

    They quit because they are selfish and want to go play another round that they like more, as fat as possible and screw the others I the match. thsts the end result for the quitter.If they have top sit trolling, it defies the principle.

    Also, sitting and playing nothing our making troll play is definitely shadowy the tos because you are intentionally using the game features in a easy they were not designed to in order to harass other players experience.

    Doing it one will bring you no ill. Make that a habit, and one day you will be reported, looked upon and banned.
    ferrell34
  • Clan Wars is here for real!

    Here the details:
    -Find an active Clan! You need a minimum of 10 Clan members to participate in Clan Wars
    -All participants need to be King Level 8
    -Only Clan Leaders or Co-leaders can start a war
    -Once your Clan has started a war, go to the Social tab and you'll see the map below...
    cw_battle2.jpg?mtime=20180423012700
    Day 1: Collection Day
    Battle with your own cards to earn Clan Cards. Clan Cards are used to build your War Deck for War Day!

    -You get 3 battles on Collection Day
    -The goal is to collect as many Clan Cards as possible
    -On the map you'll find various game modes that change after they've been played
    -Battling on any of the game modes earns Clan Cards, but wins earn the most
    -The higher your Arena, the more Clan Cards you can earn
    -Build different decks to suit the different game modes
    -When Collection Day ends, War Day begins...
    cw_cards3.jpg?mtime=20180419154935
    cw_deck3.jpg?mtime=20180419154927
    Day 2: War
    Battle with the Clan Cards for all the glory! The Clan with the most War Day victories wins the war!

    -You get 1 battle on War Day
    -Your only goal is to win this battle
    -Everyone in your Clan battles with the same Clan Cards on War Day
    -Build a War Deck with the Clan Cards and share it to your Clan, or copy a deck from your Clan's best deck builder!
    -Note: Clan Card levels cannot be higher than your own card levels. Upgrade your own cards to use higher level Clan Cards
    -Test your War Deck in a Friendly Battle before your Final Battle
    -Make sure to cheer on your Clanmates when they play their Final Battle
    -When War Day ends, your Clan will gain Clan Trophies... and then you can start your next war!
    cw_finalbattle2.jpg?mtime=20180423012732
    And REWARDS!!!
    -Clan Trophies indicate your Clan's success in Clan Wars
    -Gain more Clan Trophies to progress through the Clan Leagues
    -At the end of every Clan War Season you'll earn a War Chest
    -Your War Chest is based on your Clan League and the highest ranked war you participated in during the season
    -Achieve a better rank or higher league to earn a bigger chest!
    DbnzFnfXkAE1XdT.jpg
    ferrell34
  • Anyone else having issues getting into the game?

    you need to reload the cache in you app store.... you can do this on Iphone by going to the update page in the app store and pulling the screen down.
    Elow228
  • Sneak Peeks and April Update Discussion Thread

    dude2050 wrote: »
    dang you beat me to it @ferrel34
    looks like there will be different modes
    • double elixir
    • draft
    • 2v2
    • and more

    After 2 years involving in Clash Royale Community Forums (from the official one at Aug 2016), i finally ninja'd someone :crsmirk:
    dude2050
  • Hello.. oh, and Reddit sucks :)

    I once wrote a few helpful guides on the original Clash Royale forums. Well, I found out recently that those forums were pulled down and with it, all of my work was gone.

    So I attempted to participate in their Reddit forum and I'm not happy with how it works at all. A friend told me that this forum is great and works a lot like the old one, so here I am.

    Reddit is terrible for a game forum. Your threads relevance hinges entirely on upvotes, which translates to popularity and there's virtually NO formatting with the text.

    They claimed
    "Also, remember to upvote the content you like seeing so that it gains more visibility. This also encourages quality content creators to keep posting good content."

    No, it doesn't encourage quality content, it only ensures that the loudest, most obnoxious, most temperament pleasing posts get the most attention, while the well-written, against-the-grain posts get buried in the rubble of the former faster than you can bump... oh wait, you can't bump on Reddit.

    Terrible.
    I am glad there's an alternative. So Hi! :)
    KahzCarlsonVengeanceferrell34
  • Team Based Game

    It seems Heal is very spammable and make the game endless. Try to configure to abilities first and sort out which cards' role well. Make it varietive like Rock, Human, and Scissors againts Paper, Elephant, and Mice.
    XYZWarrior
  • Sneak Peeks and April Update Discussion Thread

    Found this on the CR site
    Supercell wrote:
    Lightning Chest: Open the Lightning Chest and use 'Strikes' to replace cards you don't want. Cards are replaced with another card of the same amount and rarity. Higher Arena Lightning Chests allow for more Strikes!

    Arena 1 (2 strikes available): Total Cards: 81 [Common: 64; Rare: 16; Epic: 1; Chances for Legendary: 0%]
    Arena 2 (2 strikes available): Total Cards: 85 [Common: 67; Rare: 17; Epic: 1; Chances for Legendary: 0%]
    Arena 3 (3 strikes available): Total Cards: 89 [Common: 71; Rare: 17; Epic: 1; Chances for Legendary: 0%]
    Arena 4 (3 strikes available): Total Cards: 93 [Common: 74; Rare: 18; Epic: 1; Chances for Legendary: 0%]
    Arena 5 (4 strikes available): Total Cards: 97 [Common: 77; Rare: 19; Epic: 1; Chances for Legendary: 0%]
    Arena 6 (4 strikes available): Total Cards: 101 [Common: 79; Rare: 20; Epic: 2; Chances for Legendary: 1%]
    Arena 7 (4 strikes available): Total Cards: 105 [Common: 82; Rare: 21; Epic: 2; Chances for Legendary: 1%]
    Arena 8 (4 strikes available): Total Cards: 109 [Common: 86; Rare: 21; Epic: 2; Chances for Legendary: 1%]
    Arena 9 (5 strikes available): Total Cards: 113 [Common: 89; Rare: 22; Epic: 2; Chances for Legendary: 1%]
    Arena 10 (5 strikes available): Total Cards: 117 [Common: 92; Rare: 23; Epic: 2; Chances for Legendary: 1%]
    Arena 11 (5 strikes available): Total Cards: 121 [Common: 95; Rare: 24; Epic: 2; Chances for Legendary: 1%]
    Arena 12 (5 strikes available): Total Cards: 125 [Common: 98; Rare: 25; Epic: 2; Chances for Legendary: 1%]


    Fortune Chest: Four different cards are featured in the Fortune Chest on a daily basis. The cards are selected randomly but tries to favor cards that would be interesting and useful for you. Two out of the four featured cards are guaranteed upon opening the Fortune Chest (in effect as of Apr 24).

    Arena 1: Total Cards: 162 [Common: 125; Rare: 32; Epic: 5; Chances for Legendary: 0%]
    Arena 2: Total Cards: 170 [Common: 131; Rare: 34; Epic: 5; Chances for Legendary: 0%]
    Arena 3: Total Cards: 178 [Common: 138; Rare: 35; Epic: 5; Chances for Legendary: 0%]
    Arena 4: Total Cards: 186 [Common: 143; Rare: 37; Epic: 6; Chances for Legendary: 2%]
    Arena 5: Total Cards: 194 [Common: 150; Rare: 38; Epic: 6; Chances for Legendary: 5%]
    Arena 6: Total Cards: 202 [Common: 156; Rare: 40; Epic: 6; Chances for Legendary: 5%]
    Arena 7: Total Cards: 210 [Common: 161; Rare: 42; Epic: 7; Chances for Legendary: 7%]
    Arena 8: Total Cards: 218 [Common: 168; Rare: 43; Epic: 7; Chances for Legendary: 7%]
    Arena 9: Total Cards: 226 [Common: 174; Rare: 45; Epic: 7; Chances for Legendary: 7%]
    Arena 10: Total Cards: 234 [Common: 181; Rare: 46; Epic: 7; Chances for Legendary: 10%]
    Arena 11: Total Cards: 242 [Common: 186; Rare: 48; Epic: 8; Chances for Legendary: 10%]
    Arena 12: Total Cards: 250 [Common: 192; Rare: 50; Epic: 8; Chances for Legendary: 10%]

    King's Chest (available from Arena 1-6)
    Arena 1: Total Cards: 240 [Common: 176; Rare: 48; Epic: 16; Chances for Legendary: 0%]
    Arena 2: Total Cards: 250 [Common: 184; Rare: 50; Epic: 16; Chances for Legendary: 0%]
    Arena 3: Total Cards: 260 [Common: 191; Rare: 52; Epic: 17; Chances for Legendary: 0%]
    Arena 4: Total Cards: 270 [Common: 198; Rare: 54; Epic: 18; Chances for Legendary: 10%]
    Arena 5: Total Cards: 280 [Common: 206; Rare: 56; Epic: 18; Chances for Legendary: 20%]
    Arena 6: Total Cards: 290 [Common: 213; Rare: 58; Epic: 19; Chances for Legendary: 33%]


    Legendary's King Chest (available from Arena 7-12): Each Legendary's King Chest guarantees a Legendary Card and a unique 'card drafting' mechanic that allows you to choose between two different cards at a time.

    Arena 7: Total Cards: 300 [Common: 219; Rare: 60; Epic: 20; Chances for Legendary: 100%]
    Arena 8: Total Cards: 310 [Common: 227; Rare: 62; Epic: 20; Chances for Legendary: 100%]
    Arena 9: Total Cards: 320 [Common: 234; Rare: 64; Epic: 21; Chances for Legendary: 100%]
    Arena 10: Total Cards: 330 [Common: 241; Rare: 66; Epic: 22; Chances for Legendary: 100%]
    Arena 11: Total Cards: 340 [Common: 249; Rare: 68; Epic: 22; Chances for Legendary: 100%]
    Arena 12: Total Cards: 350 [Common: 256; Rare: 70; Epic: 23; Chances for Legendary: 100%]
    See you in the Arena,
    The Clash Royale Team
    One of the things to change is fortune chest will now be 2 cards are guaranteed instead of 1.
    Link to the source

    Edit Apparently the official clash royale reddit twitter account made a post saying that the chest in the shop will be added to the chest cycle. It has now deleted though.
    ferrell34Ashzaeen
  • Loot boxes - The future of games and clash royale.

    TL;DR Loot boxes is becoming a part of concern for certain famous games that how do they feed the revenue. They are at a critical situation for the future of games. Clash royale doesn't have a Ridiculous Nature of Loot box system but it's been almost worthless in current game economy hence supercell needs to fix it including other aspects of the game too.
    ________________________________________

    Clash royale is nowhere near to become a perfect game. while we have seen many issues revolving around it. If we talk about one of the core aspect of this game's Progression that's becoming pretty much of an issue to Question up, That is Loot boxes.

    Before I start to put my thoughts, I have readed some Internet articles about loot boxes and it's future, and a video. Hence I suggest to have a look at them, but still i may quote some of their wordings here, so here's the source.

    https://www.theverge.com/2017/12/19/16783136/loot-boxes-video-games-gambling-legal



    Loot boxes clearly are the all type of Chests in Clash royale. In video games, a loot box is an in-game purchase consisting of a virtual container that awards players with items and modifications based on chance. Loot boxes are considered to be a type of microtransaction. But what makes this type of Progression framework unique and why Many Massive Online Multiplayer battles are successful and relies on this type of earning tactics is because of it's Complete RNG factor.

    I have no Idea why it's now becoming a peak of Importancy for all the Current games and how it will shape the future of games. With just of my little knowledge, I could see it a clever bussiness tactic every current Gaming industry would Start to adapt and rely.

    These loot boxes Contains all the Important Elements of a Game that shapes the Progression logic of that game and decides to award a player in a very Randomised way to keep it's Interest going thoroughly. From a Small power up, to a upgrade currency, to gear-ups that can dramatically alter your chances of winning the game. Rarer items, of course, show up in loot boxes far less often. The rush of buying them and rolling the dice on their contents has been likened to the psychological sensation one person feels when gambling. That gets even more unsettling when you consider how many underage people play these games, and how much they spend.

    "The debate over loot boxes has been one of the most divisive and furious that gaming has seen in years, and certainly one of the most important stories for the industry in 2017. Billions of dollars are on the line here — especially as legislators and regulators in more countries have started to speak up." - the verge.

    ^^^^^^^now why people over the years have been debating the Loot boxes is because of it's Ridiculous nature of Randomisation and it keep the gaming progression unstable. It's good from the perspective of earning revenue but it does slowly harms the players mindset. Well, Loot boxes can sometimes be very much in favour to you, but sometimes it can be less rewarding and challenge the normal habit of players the way they progress, so eventually this Strongly attracts them to Directly have the advantage by In-game purchases.

    Some games begin with free trials to Help you understand a little bit about progression elements. Free trials meant to relax your Loss Aversion instinct and eventually trap you into spending more because of Sunk Costs. But this has also subtle Differences. First, you technically don't have to spend gems in their Free Trials--while they encourage you to do so, you can just let the timer expire and nothing will change. While they still actively encourage it, anyone who is hesitant doesn't have to spend anything. Second, by applying a Situation from clash royale, being granted free entries to special Challenges and all Tournaments is not a complaint--it's the reentry fee that people are concerned with. But many people would rather take their one free entry as opposed to having special Challenges always cost some amount of gems. In addition, these challenges can't just be free forever--the card economy would suffer otherwise, and activity would be rewarded over skill. As long as you spend a weekend on the big special challenges, you could just play them as often as you wanted. That has to cost something. But the Sunk Cost Fallacy applies to all forms of "Loot Boxes" and all humans, and is not particularly unethical unless it's combined with some of the other tactics.

    Are there any flexible in-game transactions that work based on how players play the game?
    No. Supercell has consistent prices for everything they offer. They do offer special deals sometimes, but they are offered without consideration to your play habits, many of the special deals can only be purchased once, and every special deal has the exact same price for every player. It's still a thing to Question that does they provide the whole value to us?

    Supercell's matchmaking system is not strictly based on your trophy count--they have said that your win/loss streak is taken into account. Many players have complained that they seem to be matched against counter-decks whenever they start to win a lot, but at the current situation where the MM system is, frustrates the players even more this creating a Feeling that Direct progression by Obtaining them with real money will put you into the advantage on the player base against an uncertain group of players.

    I think there's no Illusions of control and any Dynamic odds tuned to your play habits in *this* game so. Some may think that their odds are not improving anywhere and not getting a Legendary from past. months. But it cannot be proven unless a statistical analysis is done.

    I don't think there's been much issue about Chests reward system and RNG factor in clash royale. But overall the rewards system needs uniformity and Improvements to address slow and lack of Progression for players and to Remove the Illusitic arguments of players forcing them to spend money.

    But before we get it clear, Let's leave clash royale here and see the situation about other Games (specifically not competitor's games) that have a Loot box system and why they are a part of cause too that made people debate about the fairness of loot boxes. I'm not going to name these games too.

    The Severe amounts of Complaint and Questions from players and fans about loot boxes in some of the very famous computer games signaled that we were at a breaking point. A flagship title of perhaps the world’s most profitable and famous games was monetizing through microtransactions and loot boxes so pervasively that it felt openly exploitative. Every aspect of those game was now bent toward facilitating microtransactions. Characters or power-ups can take days worth of play to earn, which makes purchasing them in an in-game store more tempting. Got the point?

    We are now at a critical point, A process that had begun over a decade ago has reached a crisis point. Loot boxes have brought the video game industry to a crossroads, and the path taken now will shape the future of the industry in profound ways.

    But as this issue comes to rise more and Raised the Successive level of today's games in a way we didn't expect, we happemed to see this from a point of fairness.

    A state representative of a country recently held a press conference where he characterized loot boxes as “predatory gaming,” and is working on legislation to ban minors from buying them. He later added in a Reddit post that “these kinds of loot boxes and microtransactions are explicitly designed to prey upon and exploit human psychology in the same way casino games are so designed.” from another country, a regulator of a state agreed that “what occurs with ‘loot boxes’ does constitute gambling” and that the regulatory body for gaming was "engaging with interstate and international counterparts" on policy changes.

    Later so On Some other Countries Officials started taking this issue as a part of serious concern and had Some Discussions about it. A country and their gaming laws stated that they'll consider loot boxes to be a part of gamble and any game that has been running loot boxes has around 2 months to answer and adjust their games. Soon few other countries will take necessary action and ban these system if required. On a side note The games they've been talking about doesn't include clash royale (so don't worry). But these are some of the famous games whose Companies, If others say, has been Following the Predatory practises to Earn Revenue from game.

    But why this made several countries to take Necessary action towards the gaming Culture is because some of these Game-Progression elements can be bought for real money and thus consider it Gambling. This could be the cause the game industry to charge so recklessly toward this precipice.

    "Loot boxes are only one kind of microtransaction, but they’re often discussed as a unit because all microtransactions rely on similarly seductive sales techniques. They also permit theoretically unlimited revenue to be drawn from a game. Cajoling and enticing players onto that limitless funicular track of spending raises serious ethical issues, especially where our youngest players are involved"-the verge.
    Carlsonmicsfyuenferrell34JaceUndeadGodSlayermeMEGAMIND
  • Loot boxes - The future of games and clash royale.

    TL;DR Loot boxes is becoming a part of concern for certain famous games that how do they feed the revenue. They are at a critical situation for the future of games. Clash royale doesn't have a Ridiculous Nature of Loot box system but it's been almost worthless in current game economy hence supercell needs to fix it including other aspects of the game too.
    ________________________________________

    Clash royale is nowhere near to become a perfect game. while we have seen many issues revolving around it. If we talk about one of the core aspect of this game's Progression that's becoming pretty much of an issue to Question up, That is Loot boxes.

    Before I start to put my thoughts, I have readed some Internet articles about loot boxes and it's future, and a video. Hence I suggest to have a look at them, but still i may quote some of their wordings here, so here's the source.

    https://www.theverge.com/2017/12/19/16783136/loot-boxes-video-games-gambling-legal



    Loot boxes clearly are the all type of Chests in Clash royale. In video games, a loot box is an in-game purchase consisting of a virtual container that awards players with items and modifications based on chance. Loot boxes are considered to be a type of microtransaction. But what makes this type of Progression framework unique and why Many Massive Online Multiplayer battles are successful and relies on this type of earning tactics is because of it's Complete RNG factor.

    I have no Idea why it's now becoming a peak of Importancy for all the Current games and how it will shape the future of games. With just of my little knowledge, I could see it a clever bussiness tactic every current Gaming industry would Start to adapt and rely.

    These loot boxes Contains all the Important Elements of a Game that shapes the Progression logic of that game and decides to award a player in a very Randomised way to keep it's Interest going thoroughly. From a Small power up, to a upgrade currency, to gear-ups that can dramatically alter your chances of winning the game. Rarer items, of course, show up in loot boxes far less often. The rush of buying them and rolling the dice on their contents has been likened to the psychological sensation one person feels when gambling. That gets even more unsettling when you consider how many underage people play these games, and how much they spend.

    "The debate over loot boxes has been one of the most divisive and furious that gaming has seen in years, and certainly one of the most important stories for the industry in 2017. Billions of dollars are on the line here — especially as legislators and regulators in more countries have started to speak up." - the verge.

    ^^^^^^^now why people over the years have been debating the Loot boxes is because of it's Ridiculous nature of Randomisation and it keep the gaming progression unstable. It's good from the perspective of earning revenue but it does slowly harms the players mindset. Well, Loot boxes can sometimes be very much in favour to you, but sometimes it can be less rewarding and challenge the normal habit of players the way they progress, so eventually this Strongly attracts them to Directly have the advantage by In-game purchases.

    Some games begin with free trials to Help you understand a little bit about progression elements. Free trials meant to relax your Loss Aversion instinct and eventually trap you into spending more because of Sunk Costs. But this has also subtle Differences. First, you technically don't have to spend gems in their Free Trials--while they encourage you to do so, you can just let the timer expire and nothing will change. While they still actively encourage it, anyone who is hesitant doesn't have to spend anything. Second, by applying a Situation from clash royale, being granted free entries to special Challenges and all Tournaments is not a complaint--it's the reentry fee that people are concerned with. But many people would rather take their one free entry as opposed to having special Challenges always cost some amount of gems. In addition, these challenges can't just be free forever--the card economy would suffer otherwise, and activity would be rewarded over skill. As long as you spend a weekend on the big special challenges, you could just play them as often as you wanted. That has to cost something. But the Sunk Cost Fallacy applies to all forms of "Loot Boxes" and all humans, and is not particularly unethical unless it's combined with some of the other tactics.

    Are there any flexible in-game transactions that work based on how players play the game?
    No. Supercell has consistent prices for everything they offer. They do offer special deals sometimes, but they are offered without consideration to your play habits, many of the special deals can only be purchased once, and every special deal has the exact same price for every player. It's still a thing to Question that does they provide the whole value to us?

    Supercell's matchmaking system is not strictly based on your trophy count--they have said that your win/loss streak is taken into account. Many players have complained that they seem to be matched against counter-decks whenever they start to win a lot, but at the current situation where the MM system is, frustrates the players even more this creating a Feeling that Direct progression by Obtaining them with real money will put you into the advantage on the player base against an uncertain group of players.

    I think there's no Illusions of control and any Dynamic odds tuned to your play habits in *this* game so. Some may think that their odds are not improving anywhere and not getting a Legendary from past. months. But it cannot be proven unless a statistical analysis is done.

    I don't think there's been much issue about Chests reward system and RNG factor in clash royale. But overall the rewards system needs uniformity and Improvements to address slow and lack of Progression for players and to Remove the Illusitic arguments of players forcing them to spend money.

    But before we get it clear, Let's leave clash royale here and see the situation about other Games (specifically not competitor's games) that have a Loot box system and why they are a part of cause too that made people debate about the fairness of loot boxes. I'm not going to name these games too.

    The Severe amounts of Complaint and Questions from players and fans about loot boxes in some of the very famous computer games signaled that we were at a breaking point. A flagship title of perhaps the world’s most profitable and famous games was monetizing through microtransactions and loot boxes so pervasively that it felt openly exploitative. Every aspect of those game was now bent toward facilitating microtransactions. Characters or power-ups can take days worth of play to earn, which makes purchasing them in an in-game store more tempting. Got the point?

    We are now at a critical point, A process that had begun over a decade ago has reached a crisis point. Loot boxes have brought the video game industry to a crossroads, and the path taken now will shape the future of the industry in profound ways.

    But as this issue comes to rise more and Raised the Successive level of today's games in a way we didn't expect, we happemed to see this from a point of fairness.

    A state representative of a country recently held a press conference where he characterized loot boxes as “predatory gaming,” and is working on legislation to ban minors from buying them. He later added in a Reddit post that “these kinds of loot boxes and microtransactions are explicitly designed to prey upon and exploit human psychology in the same way casino games are so designed.” from another country, a regulator of a state agreed that “what occurs with ‘loot boxes’ does constitute gambling” and that the regulatory body for gaming was "engaging with interstate and international counterparts" on policy changes.

    Later so On Some other Countries Officials started taking this issue as a part of serious concern and had Some Discussions about it. A country and their gaming laws stated that they'll consider loot boxes to be a part of gamble and any game that has been running loot boxes has around 2 months to answer and adjust their games. Soon few other countries will take necessary action and ban these system if required. On a side note The games they've been talking about doesn't include clash royale (so don't worry). But these are some of the famous games whose Companies, If others say, has been Following the Predatory practises to Earn Revenue from game.

    But why this made several countries to take Necessary action towards the gaming Culture is because some of these Game-Progression elements can be bought for real money and thus consider it Gambling. This could be the cause the game industry to charge so recklessly toward this precipice.

    "Loot boxes are only one kind of microtransaction, but they’re often discussed as a unit because all microtransactions rely on similarly seductive sales techniques. They also permit theoretically unlimited revenue to be drawn from a game. Cajoling and enticing players onto that limitless funicular track of spending raises serious ethical issues, especially where our youngest players are involved"-the verge.
    Carlsonmicsfyuenferrell34JaceUndeadGodSlayermeMEGAMIND
  • Sneak Peeks and April Update Discussion Thread

    Found this on the CR site
    Supercell wrote:
    Lightning Chest: Open the Lightning Chest and use 'Strikes' to replace cards you don't want. Cards are replaced with another card of the same amount and rarity. Higher Arena Lightning Chests allow for more Strikes!

    Arena 1 (2 strikes available): Total Cards: 81 [Common: 64; Rare: 16; Epic: 1; Chances for Legendary: 0%]
    Arena 2 (2 strikes available): Total Cards: 85 [Common: 67; Rare: 17; Epic: 1; Chances for Legendary: 0%]
    Arena 3 (3 strikes available): Total Cards: 89 [Common: 71; Rare: 17; Epic: 1; Chances for Legendary: 0%]
    Arena 4 (3 strikes available): Total Cards: 93 [Common: 74; Rare: 18; Epic: 1; Chances for Legendary: 0%]
    Arena 5 (4 strikes available): Total Cards: 97 [Common: 77; Rare: 19; Epic: 1; Chances for Legendary: 0%]
    Arena 6 (4 strikes available): Total Cards: 101 [Common: 79; Rare: 20; Epic: 2; Chances for Legendary: 1%]
    Arena 7 (4 strikes available): Total Cards: 105 [Common: 82; Rare: 21; Epic: 2; Chances for Legendary: 1%]
    Arena 8 (4 strikes available): Total Cards: 109 [Common: 86; Rare: 21; Epic: 2; Chances for Legendary: 1%]
    Arena 9 (5 strikes available): Total Cards: 113 [Common: 89; Rare: 22; Epic: 2; Chances for Legendary: 1%]
    Arena 10 (5 strikes available): Total Cards: 117 [Common: 92; Rare: 23; Epic: 2; Chances for Legendary: 1%]
    Arena 11 (5 strikes available): Total Cards: 121 [Common: 95; Rare: 24; Epic: 2; Chances for Legendary: 1%]
    Arena 12 (5 strikes available): Total Cards: 125 [Common: 98; Rare: 25; Epic: 2; Chances for Legendary: 1%]


    Fortune Chest: Four different cards are featured in the Fortune Chest on a daily basis. The cards are selected randomly but tries to favor cards that would be interesting and useful for you. Two out of the four featured cards are guaranteed upon opening the Fortune Chest (in effect as of Apr 24).

    Arena 1: Total Cards: 162 [Common: 125; Rare: 32; Epic: 5; Chances for Legendary: 0%]
    Arena 2: Total Cards: 170 [Common: 131; Rare: 34; Epic: 5; Chances for Legendary: 0%]
    Arena 3: Total Cards: 178 [Common: 138; Rare: 35; Epic: 5; Chances for Legendary: 0%]
    Arena 4: Total Cards: 186 [Common: 143; Rare: 37; Epic: 6; Chances for Legendary: 2%]
    Arena 5: Total Cards: 194 [Common: 150; Rare: 38; Epic: 6; Chances for Legendary: 5%]
    Arena 6: Total Cards: 202 [Common: 156; Rare: 40; Epic: 6; Chances for Legendary: 5%]
    Arena 7: Total Cards: 210 [Common: 161; Rare: 42; Epic: 7; Chances for Legendary: 7%]
    Arena 8: Total Cards: 218 [Common: 168; Rare: 43; Epic: 7; Chances for Legendary: 7%]
    Arena 9: Total Cards: 226 [Common: 174; Rare: 45; Epic: 7; Chances for Legendary: 7%]
    Arena 10: Total Cards: 234 [Common: 181; Rare: 46; Epic: 7; Chances for Legendary: 10%]
    Arena 11: Total Cards: 242 [Common: 186; Rare: 48; Epic: 8; Chances for Legendary: 10%]
    Arena 12: Total Cards: 250 [Common: 192; Rare: 50; Epic: 8; Chances for Legendary: 10%]

    King's Chest (available from Arena 1-6)
    Arena 1: Total Cards: 240 [Common: 176; Rare: 48; Epic: 16; Chances for Legendary: 0%]
    Arena 2: Total Cards: 250 [Common: 184; Rare: 50; Epic: 16; Chances for Legendary: 0%]
    Arena 3: Total Cards: 260 [Common: 191; Rare: 52; Epic: 17; Chances for Legendary: 0%]
    Arena 4: Total Cards: 270 [Common: 198; Rare: 54; Epic: 18; Chances for Legendary: 10%]
    Arena 5: Total Cards: 280 [Common: 206; Rare: 56; Epic: 18; Chances for Legendary: 20%]
    Arena 6: Total Cards: 290 [Common: 213; Rare: 58; Epic: 19; Chances for Legendary: 33%]


    Legendary's King Chest (available from Arena 7-12): Each Legendary's King Chest guarantees a Legendary Card and a unique 'card drafting' mechanic that allows you to choose between two different cards at a time.

    Arena 7: Total Cards: 300 [Common: 219; Rare: 60; Epic: 20; Chances for Legendary: 100%]
    Arena 8: Total Cards: 310 [Common: 227; Rare: 62; Epic: 20; Chances for Legendary: 100%]
    Arena 9: Total Cards: 320 [Common: 234; Rare: 64; Epic: 21; Chances for Legendary: 100%]
    Arena 10: Total Cards: 330 [Common: 241; Rare: 66; Epic: 22; Chances for Legendary: 100%]
    Arena 11: Total Cards: 340 [Common: 249; Rare: 68; Epic: 22; Chances for Legendary: 100%]
    Arena 12: Total Cards: 350 [Common: 256; Rare: 70; Epic: 23; Chances for Legendary: 100%]
    See you in the Arena,
    The Clash Royale Team
    One of the things to change is fortune chest will now be 2 cards are guaranteed instead of 1.
    Link to the source

    Edit Apparently the official clash royale reddit twitter account made a post saying that the chest in the shop will be added to the chest cycle. It has now deleted though.
    ferrell34Ashzaeen
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