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Typically, matches tend to last a little longer with this auto chess version, as players have more time to strategize, buy, and sell units, although they usually don’t go over 40 minutes. Let’s start off with the invariants – the things that don’t change from one title to another, and then work our way through the details that set them apart. Our very own battle royale of auto chess. Let’s just put them in an arena and see who emerges victorious. Either way, the genre seems to be here to stay, so why not compare the three to see if one comes out on top? If you want to know why, just give it a quick glance.
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In a previous article, we offered our impressions on Underlords, which we personally favor. The fundamentals stay the same –you don’t control the units per se, but you do decide who goes in and where. Whether you call it auto chess or auto battler is up to you. The genre introduced a much needed pacing in the competitive strategy scene, one that would allow wits and careful planning to play a major role in the outcome of a game without pushing its players to the limits of their reflexes. Enter Underlords, Teamfight Tactics, and (Drodo Studios’) Auto Chess. To be fair, we needed a competitive strategy game that doesn’t necessarily involve complex team coordination (think Dota 2 or LoL), and, at the same time, is less demanding than the multitask-heavy Starcraft II.
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