Might and Magic Chess Royale II
Might and Magic Chess Royale II

Might and Magic Chess Royale II

So I have had a few attempts exploring Might and Magic Chess Royale. Our eldest has played quite a bit, introducing out daughter (9), with our youngest (5) watching and enjoying some of the bigger (10×10) battle scenes.

Here is what we learnt through a combination of playing and reading.

We are more conscious of our unit classes, factions, synergies between them, and board placements. In the early rounds, we look to utilise synergies, (five of the game’s twelve factions have synergies can be activated by just two of the same unit) spending rather than rolling, and spending on XP so that we play with larger armies. Unit placement is key. Weaker units behind tanks on the frontline. We have had some success and top 10 finishes with powerful Dryads healing surrounding units and assassins moving from the back of our army, to pick off weak enemies on the opposing army. Buy spells fairly early – these last five rounds. Buying the correct spell for your army was a late observation.

Our strategy moves to acquiring and “merging” our units, into more “powerful units.” It is worth knowing that all units come in limited quantity and are shared with all 100 players. It can all to easy to roll away your XP searching for a favoured unit.

Lastly, I have not been afraid to bench or sell units for big unit trade-offs. Top 40 finishes have become the expectation. Top 20 finishes the aim. Top 10 finishes and the big 10×10 battles the highlight.

It has also set me off in search of other “Might and Magic” titles.

Might and Magic: Heroes era of chaos (Android) and Might and Magic Heroes (Online) and lastly, via my Uplay account, The Settlers Online.

Leave a Reply