Spells, gold and chance management

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Might and Magic: Chess Royale has been on mobile since the end of January, being Ubisoft's Autobattler proposal for mobile devices. The truth is that the smartphone landscape already has several of these games, but each one knows how to find their differential personality even if they all have the same basic rules.

Like the rest of the proposals, we play on a board in which we have characters that appear to us almost as random cards from a deck. If we have several equals, they merge into a more powerful one or collaborate, there are synergies between them and as we win games we get gold to level up and make new warriors appear. The combat is developed automatically, being our responsibility to carry out the management prior to the fights.

As always, there are many elements subject to chance, especially: how our creatures behave once we put them to combat and what characters appear to us to choose from. The grace of establishing ourselves in one or the other autobattler is to see what each of them offers to better regulate this randomness and to see what incentives it gives us to play.

In the case of Might and Magic: Chess Royale it gives us the possibility to use the gold that we obtained with the combat to buy spells. These are spells and passive abilities that are activated during battle and that serve to enhance our combat strategy. Using them, we can be more effective in melee, ranged or resort to powerful magic that annoy our adversaries while our fighters do what they deem best.

On the other hand, Might and Magic: Chess Royale dresses up for Battle Royale. Every fight we fight is against one player out of 100. Each player has three life points, that is, three opportunities to advance to be the first.

Both decisions work very well within Autobattlers for mobile. Spells are perfect for when we have our troop mounted and we want to improve it without including new contenders. Yes, it is true that they could be more and that I think they favor too much combat at a distance. In fact, in all the games I've tried, those who reach high places tend to put their creatures far behind and use these spells to make their arrows even more damaging.

The idea of Battle Royale also works perfectly, as it gives the games a pleasant continuity. They are still short games. I got to number one a couple of times and there are rounds of more than 15 minutes, even less.

If you have never played an Autobattler, this austerity and darkness in its representation will make it difficult for you to understand how synergies are going, which character collaborates best with others, etc., but thanks to the tutorials as the game explains what the most used spells, you will be in less than half an hour winning games. In general, a good job and it allows you to play without squeezing yourself with micropayments. Everything is much better understood on PC, but it is enjoyed without problems in these versions, without performance dips and with good usability.

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