The Role Of RNG And Starting Hands In Tower Rush

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However, there is one unavoidable element of pure, unadulterated luck that infects every single match from the very first second.


This initial dose of RNG can drastically alter the flow of the match, occasionally creating scenarios where a player is mathematically guaranteed to take massive damage before they can even react.

The Nightmare Scenario: Getting 'Starting Handed'

For example, imagine you are playing a deck with a Cannon and a Log to defend against Hog Riders and Goblin Barrels.


In these scenarios, your only goal is 'damage control'; you must accept that you will take a hit, minimize the bleeding using whatever cards you have, and focus on fixing your rotation immediately.

A cheap deck can fix a bad rotation in 3 seconds; a heavy deck cannot.If you have the perfect counter, you win the game instantly.Shake it off.
Exploiting the Opponent's Bad Luck

If your opening hand contains your primary win condition and a supporting spell, you can launch a full-scale assault the exact second the match begins.


They will then launch a massive counter-push with a significant elixir advantage, likely resulting in you losing a tower immediately.

The MechanicThe RealityWeight of the DeckHeavier decks suffer exponentially more from bad starting hands because they cannot afford to cycle useless cards awayFixed Starting Hands in Tournaments (Requested Feature)The community constantly asks developers to let players choose their opening 4 cards to remove this RNG entirely, but devs refuse, claiming RNG keeps the game exciting
Embracing the RNG

It is the necessary sprinkle of chaos that makes the genre endlessly replayable.


Play the hand you are dealt, minimize the damage, and wait for your moment to strike back.


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