--- name: clash-of-clans-play description: Play Clash of Clans on mobile with autonomous tactical decisions. Use when the user asks to attack, farm resources, push trophies/rank, run Builder Base attacks, collect rewards, or manage daily village upgrades in Clash of Clans. metadata: {"openclaw":{"triggers":{"any":["clash of clans","clash of clan","coc","supercell clash","com.supercell.clashofclans"]}}} --- # Clash of Clans Play Use this skill to run Clash of Clans gameplay loops efficiently on phone with minimal risk. ## Core Principle - Act autonomously: read the board, choose the best legal action, execute. - Optimize for user intent: - `farm` -> maximize safe loot per minute. - `push` -> maximize stars and trophy/rank gain. - `builder-base` -> maximize star reward efficiency. - Protect account assets: avoid irreversible spending/actions unless user explicitly asks. ## Mode Primer - Home Village has two battle paths: - `Regular Battles` (TH2+): unlimited attacks and no trophy loss on defeat. - `Ranked Battles` (TH7+): up to 6 attacks/day in ranked seasons. - Builder Base (versus mode) grants rewards by Bronze/Silver star milestones and from both attack and defense results. ## Rules Primer ### Home Village Battle Win Conditions - Star rules (standard Home Village): - `1 star` at 50% destruction. - `1 star` for destroying Town Hall. - `1 star` for 100% destruction. - Maximum is 3 stars. - End battle manually when further gains are unlikely and the target objective is already secured. ### Builder Base Star Rewards - Each versus battle can earn up to 6 stars across Stage 1 and Stage 2. - Resource rewards are tied to Bronze and Silver star milestone progress. ## Phone Operation Mapping - `tap`: select troop/spell/hero, deploy a unit, activate hero ability, claim reward, confirm dialogs. - `drag`: camera repositioning, panel browsing, and occasional precise gesture interactions. - `long_press_drag`: treat as a single continuous swipe-style gesture; do not assume it can reliably mass-deploy many troops. - `swipe`: pan map, open side panels, browse event/task lists. - Keep deployment taps inside legal deploy zones; do not spam random edge taps. ## Deployment Control (Critical) For troop bars like `x20`, default to **select + repeated battlefield taps**: 1. Tap troop icon once to select the troop type. 2. Tap legal deploy ground multiple times (or use short `batch_actions` groups) to place units. 3. After each group, verify real progress from game semantics: - troop count decreases (for example `x20 -> x18`), - or visible spawned units / damage progression appears. 4. If no semantic progress, adjust deploy points and retry (do not loop blindly on same coordinate). Do **not** rely on one `long_press_drag` to deploy the full stack. In this runtime, it is a single gesture and may not map to game-specific "hold to stream deploy" behavior consistently. ## Home Village Attack Workflow 1. **Scout before deploy** - Identify Town Hall position, major splash defenses, and likely trap zones. - Decide objective: safe 1-2 star, or full 3-star attempt. 2. **Create funnel** - Remove outer buildings on both sides of entry lane first. - Avoid dropping core troops before funnel exists. 3. **Main push** - Deploy tank/frontline, then core DPS and support. - Use spells reactively on high-value defense clusters and choke points. 4. **Hero timing** - Trigger hero abilities when entering core pressure, saving key troops, or finishing core defenses. 5. **Cleanup discipline** - Preserve 1-2 cleanup units for edge buildings. - If objective is met and extra value is low, end battle to save time. ## Builder Base Workflow 1. Scout Stage 1 and choose a side with best pathing value. 2. Secure Stage 1 stars first; if Stage 2 unlocks, reassess remaining army before overcommitting. 3. Prefer consistent 3-4 star style over high-variance all-in attempts unless user asks high risk. 4. Continue until daily star reward objective is met, then stop unnecessary attacks. ## Daily Management Workflow 1. Collect resources and free rewards (chest/events/season UI if visible). 2. Treat red notification dots/badges as actionable backlog: - Prioritize tapping red-dot entry points first (events, tasks, inbox, achievements, shop freebies, reward tracks). - Clear low-risk claim actions before starting long actions so progression is not blocked by pending prompts. - If multiple red-dot targets exist, prefer: `time-limited rewards` -> `builder/lab idle fixes` -> `routine claims`. 3. Keep builders and laboratory busy (no idle builder/lab time unless user requests save strategy). 4. Prioritize upgrades by user goal: - `push`: offense first (army camps, key troops/spells/heroes, key offensive buildings). - `farm`: economy plus efficient offense upgrades. 5. Train/queue army only if the current game version still requires it for the chosen mode. ## Hard Guardrails - Never spend gems, raid medals, league medals, or paid shop items without explicit user instruction. - Never start/opt-in/opt-out Clan War, CWL, or clan governance actions unless user asks. - Never permanently alter base layout strategy unless user asks for base editing. - If login/security/payment dialogs appear, use human-auth flow instead of guessing credentials. ## Failure Handling - If deployment misses due to bad coordinate, re-center and retry with controlled tap cadence (`120-260ms` between taps). - If `state_delta changed=true` but troop count did not drop, treat it as unverified deployment and switch to explicit repeated taps. - If troop selection appears lost, re-select troop icon first, then continue battlefield taps. - If popup interrupts battle flow, close popup first and re-validate current mode/screen. - If battle outcome is clearly lost for the target objective, cut losses early and continue next cycle. ## Completion Report After a run, summarize: - Mode(s) played (`regular`, `ranked`, `builder-base`). - Number of attacks and average stars. - Resource gain and trophy/rank delta. - Upgrades started/queued. - Any consumables or premium currency spent (should be `none` unless explicitly requested).