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The Role of RNG and Starting Hands in Tower Rush
Antwan Perrett edited this page 2026-07-22 13:33:20 +00:00


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.
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.

This is intensely frustrating because the damage was not caused by a strategic error or a misplay, but purely by the random shuffle of the deck.
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. Exploiting the Opponent's Bad Luck
Conversely, the RNG of starting hands creates opportunities for massive, immediate advantages if you are willing to take a calculated risk.

They will then launch a massive counter-push with a significant elixir advantage, likely resulting in you losing a tower immediately.
The MechanicHow it Affects the StartWeight 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 The Chaos of the Arena
It is the necessary sprinkle of chaos that makes the genre endlessly replayable.

Luck favors the prepared mind.

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