Might & Magic: Chess Royale Beginner’s Guide: Cheats, Tips, and Strategies

By Glen Fox |

Might & Magic: Chess Royale is a hybrid blend of Auto Chess and battle royale. You’ll participate in a series of Auto Chess battles against 99 other opponents to see who’s built the best team. Building a team is much the same as in any Auto Chess game, with you focusing on putting together the necessary synergies.

We’ve already covered whether you should play the game, but now we’re going to look at how. In this beginner’s guide, we’ll walk you through how it all works before providing you with a bunch of tips and tricks that should help you perform well during the first few hours.

Might & Magic: Chess Royale Beginner’s Guide

How it Works

Might & Magic: Chess Royale may appear to be something entirely new, but it actually plays just like a standard Auto Chess. Initiate a game and you’ll face 99 other opponents to see who can be the last person standing – though you won’t actually battle all 99 players. Instead, you fight one at random over a series of rounds.

You’ll start with four gold, and can field two units during your first round. As is typical of the genre, you’ll place them on a gridded map that looks very much like a chess board. Once the timer ticks down and the round properly begins, your units will automatically attack each other until there one team is dead, with the other crowned the victor.

The first round basically doesn’t count, and serves primarily as a warm-up. You won’t lose HP if you lose, or gain anything extra by winning, but every subsequent round is important. You only have three HP in total, which means you can only lose three rounds before you’re knocked out.

You’ll gain a base amount of gold after each round and bonus gold for numerous different factors, including surviving to the top 50 and slaying a foe (knocking them out). You can spend this gold on new units, XP, and spells.

XP allows you to level up, with each level up allowing you to field a brand new unit. You’ll also gain an XP point each round, so you don’t necessarily have to purchase XP unless you want to. You start as level two and, depending on your gold investment, can reach as high as level eight by the end of the match.

Spells become available the longer you survive, with three tiers unlocking at different round thresholds. Spells cost three, six, and nine gold per tier, and you can upgrade them to three stars to improve their effect. They can heal your units on a kill, deal AoE damage at random, silence your enemies, and many more useful effects.

As for units, you can purchase three of the same to increase their star rating, drastically increasing their power, or nine of the same for a three star unit. Each unit also has two synergies, which boost their statistics in a number of different areas. Much like any Auto Chess, planning your synergies ahead of time is the absolute key to victory, along with gold management.

Tips and Tricks

Now that you understand the basics, let’s take a look at a few more specific tips and tricks that will help ease you into the experience.

  • Plan your synergies ahead: Before you even play Might & Magic: Chess Royale, it’s well worth taking a look at the various different synergies on offer. There are a wealth of options that reward you for having anywhere between two and four of matching unit types. It’s worth planning the units you want to prioritise ahead of time, so you know exactly what to buy. That way you’ll waste less money.
  • Units with higher rarity are more expensive, but much more powerful: This tip is important during the first few rounds, when these higher rarity units really shine. Even if you have just one green unit in your team during the first round, you have an incredibly advantage – particularly if you pair it with a two tier synergy. Good examples of this include two Guardians, Warriors, Assassins, or Spirit.
  • Buying XP to give you a unit advantage is worthwhile: If that two gold expenditure is enough to level you up and provide you with a unit advantage, it can often be worth it. We wouldn’t recommend going crazy on XP in general, but a few gold here and there to give you an extra unit is very handy.
  • Spells can be a game changer: While you may not want to purchase a spell as soon as they become available, we recommend grabbing at least one sooner rather than later, as they really can be a game changer – particularly the cheap tier one spells. These can heal units open a kill, provide a huge AoE attack that can decimate tightly packed enemies.
  • Don’t be afraid to chop and change your team: It’s totally okay to begin with a team that you won’t end with, as you can refund any units you purchase anyway. For example, you could start the game with two Spirit units and then drop them for Warriors as they become available. That’s a much smarter use of money than refreshing the shop for units you actually want. Just buy what you need to get you through each round while working on your endgame team in the background.

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