The Role of RNG and Starting Hands in Tower Rush
Ashton Tarpley edited this page 1 month ago


The starting hand—the four cards randomly selected from your eight-card deck at the beginning of the game—is entirely dictated by a Random Number Generator (RNG).

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

You are forced to awkwardly defend a fast, aggressive threat using heavy spells or expensive win conditions, resulting in a terrible elixir trade and massive tower damage.
Wait for the opponent to make the first move, even if it means sitting at 10 elixir for a few seconds.Play it behind your King Tower simply to draw the next card in your deck and fix your rotation.Taking 1000 tower damage is better than losing the entire game instantly. The First Play Gamble
You are essentially gambling that the opponent's specific defensive counters are buried deep in their 7th or 8th card slot.

If your gamble pays off, your attacker will completely bypass their awkward, improvised defense and deal massive damage, securing a permanent lead for the rest of the game.
The MechanicImpact on OpeningWeight 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
The developers intentionally maintain the randomness of starting hands to ensure that matches do not become perfectly scripted, robotic sequences of identical plays.

Luck favors the prepared mind.

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