AI Overview: The Clan Wars idea in this old fan proposal asked for a daily queue, a one-hour war and a first-to-50 scoring rule. Supercell shipped something different in April 2018: a two-day war with a collection day and a war day. The fan post is kept below, so you can trust each comparison and skip the guesswork.
Last Updated: October 2026
Key Points:
- The fan idea had clans queue once a day and fight a one-hour war.
- Scoring was first to 50 points, with a point for every match won.
- Supercell shipped Clan Wars with the April 24, 2018 update, per TouchArcade.
- The real version used a two-day cycle, level 8 entry and clans of up to 50 players, per the launch recap.
- Both versions wanted skilled players to carry a clan to a win.
The Idea and the Real Thing, Side by Side
The big idea. A fan proposed a quick, scored war. Supercell built a slower, two-day event with its own reward loop.
Worth knowing. For modern clan play, see the Clan Wars guide.
Speed. The fan wanted a war in one hour. The real one took two days.
| Part | The fan idea (original) | What shipped |
| Entry | Clans queue once a day for a matchup | A two-day war cycle with a collection day and a war day. |
| Battles | A one-hour war at Tournament levels | One battle each on war day. Not set to Tournament Standard. |
| Winning | First clan to 50 points wins | Clan trophies and clan leagues decide rewards. |
| Rewards | Cards added to a war chest per match | Rewards sent at the end of the war. Clan Chest removed. |
The table lines up the proposal with the shipped feature. Both wanted a team mode where good players help the whole clan. The details differ: the fan wanted speed and points, and Supercell built a cycle of collecting and fighting.
Zoom out. Fan ideas often get the spirit right and the rules wrong. If studios keep copying only the headline, clan features will stay slow, and the players who wanted a fast mode will drift elsewhere.
What Changed Since the Original
The short version. The real feature was redesigned in 2020 as Clan Wars 2. Neither the fan rules nor the 2018 rules run today.
Short on time? Read the table. It tells the whole story.
Final word. Ideas are cheap. Shipping is hard.
Plain talk. This is a compare-and-contrast page. It works as history.
One more way to see it. The fan idea was a sprint. The shipped feature was a relay.
In plain English. The idea was close in spirit and far in detail. See the history page for the year it landed.
Claims, rechecked. The fan post is a proposal, not a record. Its numbers (a 1-hour war, 50 points, a 2-hour start) were never shipped. Treat every figure as a starting point, not a rule.
The fine print. The fan post asks for a 50-point finish, Tournament levels and a 2-hour start delay. None of those ship in the 2018 recap. The recap also says Clan Card levels cannot be higher than your own card levels.
For the launch details, see the launch rules guide. For what happened to the old chest, see the Clan Chest story.
Zoom in. The proposal rewards winners with three cards and losers with one. The shipped version paid out at the end of the war. Different shape, same goal: make every battle matter to the clan.
What the Fan Idea Got Right
Team goals matter. Both versions gave clans a shared target. That is the lasting idea.
Extra tip. Save your own ideas. They show how the game could have gone.
Last tip. Read the real rules before you judge a fan idea.
Quick recap. Sprint idea, relay feature.
Reality check. A good idea still needs balance, reward and time.
Bottom line. Fans pick the fun. Studios pick the loop.
Entry rule. Both used a level 8 line. The fan post sets it for matchmaking, and the real feature for entry.
Tips. If you pitch a feature, name the goal first. The best part of the fan post is its goal. Check the live game before you plan around any of this, since events and rules change.
Skilled players should help. The fan post wanted strong players to lift their team. The real feature let each member fight once.
Fair levels are hard. The fan wanted Tournament levels. Supercell chose a different way to keep it fair.
Zoom out again. If clan modes keep changing, the old fan ideas will look dated fast. The risk is a mode that rewards time over skill, and the best players leave for a quicker game. Smaller clans would feel the loss first.
Frequently Asked Questions
What was the Clan Wars fan idea?
A daily queue, a one-hour war, first to 50 points, and a war chest for cards. Use it as a guide, and check the linked pages for the current details.
When did Clan Wars launch?
With the April 24, 2018 update, according to TouchArcade.
How did the real version work?
A two-day cycle: a collection day for clan cards, then a war day with one battle each.
Did the fan idea use Tournament levels?
Yes. The real feature used a different level rule.
Does Clan Wars still work this way?
No. A 2020 redesign called Clan Wars 2 changed it.
Original Guide, Kept in Full
The text below is the original page, kept in full. It was written between 2016 and 2024, so some details are out of date. The tips and numbers above use 2026 sources.
Hey everybody! KairosTime here, with an idea on how Clan Wars could be implemented into Clash Royale! Clan wars would be another fun game-mode that would help promote the most skilled players in the game and allow them to support the rest of their team by winning wars.
Clash Royale Clan Wars? Possible?
War Matchup and Duration
- Once a day, the Clan could enter a “Clan War Queue”
- Matchup would be based on Clan War Wins and number of players in the clan at level 8
- Once a matchup was found, war would start in 2 hours
- If both clans accept to start war early, the war would start sooner
- War would last 1 hour
- Players would go to a War Tab and select “Battle” when ready to face their opponent
- Players that face each other would battle at Tournament Levels to keep the playing field fair
Winning War
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- For every match that a player in your clan wins, your clan would get a point
- If a clan member loses, the point goes to the enemy clan
- Draws would result in no points being awarded
- The clan with 50 points first wins the war
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- If a clan reaches 50 points, the war is ended early
- If neither clan reaches 50 points, the clan with the most points wins the war
War Loot
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- For every match a player loses, they get 1 card added to their War Chest
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- For every match a player wins, they get 3 cards added to their War Chest
- The clan that loses will get the cards in their War Chest
- The clan that wins will get the cards in their War Chest multiplied by 3
- In the event of a draw, both clans will get the cards in their War Chest multiplied by 2
Other Notes
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- In order for this to be fair, live spectating should not show elixir count
- This type of setup promotes activity because the players that play the most will win the most cards
- This would allow skilled players in the clan help lower clan members improve their card collection
- Even if your clan loses, and you lose 10 matches, you still get 10 cards
- If your clan wins, and you win 10 straight matches, you would win 90 cards!
Watch my video where I talk about this, and include some X-Bow Giant Skeleton Gameplay!
Thanks for Reading!
Thanks for taking the time to check out this idea! If you like the idea and want Supercell to hear this, you know what to do! This is KairosTime ticking by! We’ll see you in the Arena!
The Clash Royale Deck Builder turns the advice above into a deck you can copy straight into the game, with meters for elixir, win conditions and recent balance changes.
Sources
Researched from the following (no links, listed for transparency):
- TouchArcade, Clan Wars launch coverage (April 2018)
- Supercell, “We’re removing the Clan Chest” blog post
- The original clash.world page (2016 to 2024), kept in full below