CROWN CLASHBETA
The CASP are coming for the Crown of Five Eyes. Each fight deals you 6 random heroes — you choose your 3 and toss the rest. Fight through the episodes and hold the dojo.
Campaign: a fresh random squad is dealt every fight; levels carry through the 3 episodes. VS Mode: pass-and-play — both players draft their own random 6, hands stay hidden behind pass screens.
Quick Play: a VS fight against the computer — you both draw 6 random heroes, pick 3, and keep 3 of 6 support cards; the computer plays the full Dream Team roster (Kash, Numa, anyone) with ultimates, traps, magic and level-ups, exactly like a VS opponent. No CASP — they're story mode only. Nothing carries in or out.
Install Crown Clash on your phone or tablet and play offline: tap Install if your browser offers it — or open your browser menu and choose “Add to Home Screen” / “Install app.” The game shell and card art cache on your device, best effort.
Welcome to Crown Clash
Six short steps and you'll know the whole game: how to read a card, what the stats do, how targeting really works, and then a safe practice duel where nothing can go wrong. Skip ahead or exit any time — the menu will be right where you left it.
- 1 · Anatomy of a card — every label on a fighter card, explained.
- 2 · What the stats mean — damage, speed, defense, pips, guards.
- 3 · Rounds & phases — DRAW → WAITING → BATTLE → END, 8 rounds.
- 4 · Targeting rules — you aim… unless the Giant or Kev says otherwise.
- 5 · Guided test game — a 1-on-1 practice duel, coached step by step.
1 · Anatomy of a Card
LV3- Name + DREAM TEAM bar — who's fighting, and which roster they belong to (the enemy wears CASP colors).
- Level / edition badge — LV1 BASE, LV2 SUPERCHARGED, LV3 LEGENDARY. Level-Ups raise it mid-fight: stats climb and the picture itself evolves into the higher edition's art.
- Portrait — the fighter's art for their current edition.
- HP bar — health out of 100. Green is safe, yellow is hurt, red is critical. At zero, the fighter is K.O.'d.
- PIPS — the charge meter under HP. Attacking earns +1 pip; being targeted earns +1 (once per round); passing a turn charges DOUBLE (+2 pips). A full meter means the ultimate is ready.
- ULTIMATE name — the ★ line: this fighter's ultimate move and what it costs in pips (Kash at LV3 needs 7).
- POWER / SPEED / DEFENSE — the three fighting stats. Next step puts them to work.
- Guard pips — the 🛡 count: how many times this fighter can still Guard for an ally this fight.
- Level frame & aura — higher editions wear a brighter, animated aura frame. LV3 LEGENDARY literally glows.
2 · What the Stats Mean
- POWER drives damage. Kash at POWER 11 hits a DEFENSE 8 target for 3×11 − 8 = 25 before any bonuses.
- SPEED sets the turn order — fastest fighter acts first each round — and earns the +3 Outspeed bonus when you beat the target's SPEED by 3+.
- DEFENSE is subtracted from every hit you take. High-DEF fighters shrug off weak attacks (damage never drops below the game's floor).
- HP is 100 for every fighter. Lose it all and you're K.O.'d; win by K.O.'ing the whole enemy team.
- PIPS charge ultimates. +1 pip when you attack, +1 when you're targeted (once per round), and passing your turn charges DOUBLE — +2 pips. Each ultimate has its own price — when the PIPS meter is full and glowing, the ULTIMATE button lights up (never in Round 1).
- GUARD — when a hit is aimed at your fighter, an ally with guard pips left can step in and take the hit on their DEFENSE instead, turning a huge hit into a small one. Guards are limited per fight, so spend them on the hits that matter.
3 · Rounds, Phases & Your Hand
- A fight lasts up to 8 ROUNDS. Every round runs the same four phases in order:
- ① DRAW — you draw exactly 1 support card per round into your SUPPORT HAND.
- ② WAITING — play your cards here, before anyone swings: set up to 1 trap face-down into a trap/magic slot (it arms for next round — Round 1 sets are armed right away), play up to 2 magic, and level a fighter up. Level-Up Exchange lives here too.
- ③ BATTLE — fighters act in SPEED order. On your fighter's turn: ATTACK, PASS, or fire a charged ULTIMATE. Traps spring during Battle when their trigger hits.
- ④ END — poison, burn and end-of-round effects tick, giants and buffs count down, and the next round begins.
- Support hand — traps, magic and Level-Ups. The enemy draws and plays by the exact same rules.
4 · Targeting Rules
- NORMAL — you aim. Tap ATTACK, then tap the enemy you want to hit. Single-target ultimates work the same way: tap ULTIMATE, then tap your target.
- 🪨 ROCK GIANT on the field — forced. While an enemy Rock Giant stands, single-target attacks AND ultimates automatically hit the Giant. You never have to click the Giant: press ATTACK or fire your ultimate and it lands on the Giant by itself.
- ⚑ KEV in his ultimate status — forced. When Kev fires his ultimate, his TAUNT goes live: the next attack against his team auto-locks onto Kev, ultimates included, no click on Kev needed. Kev just standing there is NOT a lock — only his live ult/taunt status is.
- BOTH at once — the old ruling. A live Kev taunt beats the Rock Giant for that ONE attack: the hit goes to Kev, the taunt is spent, and from the next attack on, the Giant blocks the way again.
- These are game rules, not suggestions — they bind the computer exactly the same way they bind you.
5 · Guided Test Game
Time to feel it. You'll coach KASH through a safe 1-on-1 practice duel against a TRAINING BOT. The coach at the bottom tells you exactly what to tap at each step: draw, attack a target you choose, guard, pass, and finish with a full-screen ultimate. There's no way to lose and no trap — exit any time with the button up top.
🏆 You're Ready
You read a card, ran the phases, aimed your own attacks, guarded, passed, and fired a full-screen ultimate. That's the whole game — the rest is drafting your three and out-playing the other side.
One last thing to remember: aim your hits yourself — unless a Rock Giant is standing or Kev's taunt is live. Then the game aims for you, and it aims at them.
Victory
👑 CROWN STORE
Cosmetics only — nothing here changes stats, damage, or balance. Win fights to earn Crowns: Quick Play wins pay 25, Campaign episodes pay 50 / 75 / 100, and even a loss pays 5.
After checkout, Payhip gives you a code. Redeem it below and your Crowns land instantly.
PASS TO PLAYER 1
The board and hands are hidden. Hand the device over — no peeking.
CROWN REVIVE
Your squad is down — but the Crown can raise them. Every fighter returns standing at 50% HP, burn, poison, control and seals cleansed, pips kept exactly as they were. The enemy keeps every wound you have dealt them.
This revive: 75 👑 · Your balance: 0 👑
THE CARD GALLERY
Every fighter in the game — their story, their stats, and how their Ultimate grows from Level 1 Base to Level 3 Legendary. Stats shown are Level 1; Kash starts weak on purpose.
EDITION ART — the three levels ARE the three card editions: a fighter's picture starts as the LV1 BASE edition, upgrades to the LV2 SUPERCHARGED action art the moment they level up, and at LV3 LEGENDARY the card itself comes alive. Every fighter on the roster now has BOTH editions finished, and both are shown side by side on every card below — Mitch, Vlada, Kev and Jay play their finished moving-card videos right inside the card, framed by a soft rim of their signature color, and every other fighter gets the animated Legendary treatment (living art, shimmer sweep, and a pulsing glowing aura in their own signature color — Jay gold, Numa green, Nick red, and a color of their own for everybody else) until their moving card exists.