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Events & Challenges

The competitive and reward calendar of Clash Royale — Challenges, Tournaments, seasonal Events, Pass Royale and the progression ladders.

Beyond the ladder, Clash Royale is a calendar of events. Gem-entry Challenges and Global Tournaments test you on standardized levels, seasonal Events rotate fresh formats, and the monthly Season with Pass Royale drives the reward grind. Here's how each container works.

Challenges

Gem-entry runs with standardized card levels — win up to 12 times before 3 losses for milestone rewards.

Classic Challenge

Since the 2025 event-system rework, Classic Challenge rewards are paid as per-win milestones rather than one end-of-run chest; the legacy 'Books of Cards' 12-win reward was removed. Exact per-tier payouts rotate.

The entry-level competitive Challenge: pay a small Gem fee and play a run of standardized-level matches, chasing as many wins as possible before three losses end the run.

Type
Challenge
Entry cost
10 Gems
Max wins
12
Loss limit
3
Card levels
Standardized (Tournament / Level 11 standard)
Cadence
Frequently available in the Events tab

Rewards: Milestone rewards (cards + Gold) that scale with wins, up to roughly 100 cards and 2,000 Gold at 12 wins.

Grand Challenge

Max-reward figures are the widely cited 12-win totals; like the Classic Challenge these are now paid as milestones under the event system and exact amounts can vary by event configuration.

The high-stakes Challenge for competitive players: a larger Gem entry buys a run with much bigger card and Gold payouts, on the same 12-win / 3-loss format as the Classic Challenge.

Type
Challenge
Entry cost
100 Gems
Max wins
12
Loss limit
3
Card levels
Standardized (Tournament / Level 11 standard)
Cadence
Frequently available in the Events tab

Rewards: Milestone rewards (cards + Gold) scaling with wins, up to roughly 1,100 cards and 22,000 Gold at a 12-win run.

Special / Special Event Challenges

Unverified · This is an umbrella slot rather than a single fixed challenge; parameters are defined per event and change constantly. Treated as version-dependent.

A rotating slot of themed, limited-time Challenges that showcase a specific game mode or ruleset (Draft, Mega Draft, Sudden Death, Triple Elixir, Touchdown, seasonal gimmicks, etc.) with their own entry and reward configuration.

Type
Challenge (themed / limited-time)
Entry cost
Varies — often free or a set Gem/ticket cost per event
Max wins
Varies (commonly up to a fixed cap such as 12)
Loss limit
Varies (commonly 3)
Cadence
Rotating; tied to seasons, updates, and promotions

Rewards: Event-specific: cards, Gold, Gems, cosmetics (emotes/banners), and sometimes exclusive or new-card rewards, paid as milestones.

Tournaments

Global and player-hosted competitions on standardized levels, ranked by cumulative performance on a leaderboard.

Global Tournament

Not every season has one; scheduling is irregular. The Arena-3 unlock is the current (2026) figure.

A free, several-day competitive event with a global leaderboard. Card levels are standardized so skill decides matches; a bad run costs leaderboard position but never eliminates you the way a Challenge does.

Type
Tournament (global leaderboard)
Entry cost
Free
Card levels
All owned cards standardized to Level 11
Format
Cumulative wins/performance; no elimination on losses
Duration
Multi-day (typically several days)
Cadence
Periodic, usually tied to major updates / seasons
Access
Unlocks early (Arena 3 in the 2026 version)

Rewards: Win-milestone rewards plus bonus rewards / badges for high global leaderboard placement.

Private Tournament

Unverified · Creation costs and size tiers are Gem-gated and have changed over time; exact current tiers not verified here.

Player-hosted, joinable-by-code tournaments using Tournament (standardized-level) rules, used by clans, communities, and content creators to run their own brackets and events.

Type
Tournament (player-hosted)
Entry cost
Free to join; host may pay a Gem cost to create larger/longer ones
Card levels
Tournament standard (standardized)
Format
Host-defined duration and player cap; ranking by wins
Cadence
On demand (created by players)

Rewards: Small in-app card/Gold prizes by placement; primarily used for community/competitive play rather than farming rewards.

Events

Rotating and seasonal event slots — party modes, draft formats, themed limited-time events, and practice.

Party Mode

Which modes appear in the rotation changes constantly; Party Mode was moved to the Events tab and put on Friendly rules in the 2023 'Losers' update.

A casual, always-available events slot that rotates through fun rulesets and party game modes (e.g. Draft, Mega Draft, Touchdown variants, Double/Triple Elixir) under Friendly rules with no trophy stakes.

Type
Event (casual rotation)
Entry cost
Free
Stakes
Friendly rules — no trophies won or lost
Cadence
Rotating modes in the Events tab

Rewards: Minimal/none by design (occasional small rewards); it exists for casual play, not farming.

Mega Draft

Draft-pool size is the commonly cited value and can be tuned per event.

A draft format where both players build a deck by alternately picking cards from a large shared pool (a snake-draft of ~36 cards), so no two matches use the same deck. Appears as its own permanent mode and in Challenges/Party Mode.

Type
Event / draft mode
Draft pool
~36 cards, snake-pick order
Entry cost
Free in Party Mode; varies as a Challenge
Cadence
Available as a permanent mode and in rotation

Rewards: None in casual play; milestone rewards when run as a Special Challenge.

Draft

The classic draft format: players alternately pick from pairs of cards to assemble their deck before battling, rewarding on-the-fly deckbuilding over a pre-built ladder deck.

Type
Event / draft mode
Entry cost
Free in Party Mode; varies as a Challenge
Card levels
Standardized
Cadence
Rotating (Party Mode, Challenges, Clan Wars)

Rewards: None in casual play; milestone rewards when run as a Special Challenge.

Touchdown (event / league)

Listed here as the recurring event/league framework around Touchdown, not the Touchdown gameplay rules themselves (covered under game modes).

The tower-less Touchdown ruleset packaged as a recurring event container — appearing in Special Challenges, the Party Mode rotation, and as a themed Touchdown League competitive push.

Type
Event (mode container)
Entry cost
Varies by event; free in Party Mode
Common variants
2v2 Draft, Double Elixir Mega Deck
Cadence
Rotating; featured as Touchdown League in 2026

Rewards: Event-specific milestone rewards; league placement rewards when featured.

Seasonal / Themed Events

Victory Run (a lives-and-checkpoints reward event) is the flagship example from the June 2026 update; the specific event changes every season.

The recurring 'main event' slot each season ties to the season's theme — a limited-time event with its own progression track, lives/checkpoints, and themed cosmetics (e.g. the 2026 'Victory Run' event and anniversary/holiday events).

Type
Event (seasonal, limited-time)
Entry cost
Usually free
Structure
Progression track with milestones; some use a lives/checkpoint system
Cadence
One or more per season, tied to the season theme

Rewards: Themed cosmetics, cards, Gold, Gems and event currency toward a limited shop or track.

Training Camp / Practice

Sometimes referred to as 'Boot Camp' colloquially, but Boot Camp is also the name of an Arena; this entry is the training/practice mode.

The practice container: unranked matches against AI trainers (upgraded 'Royale Bots') used to test decks and learn cards. No trophies and no rewards — purely a sandbox.

Type
Event / practice
Entry cost
Free
Stakes
No trophies won or lost
Rewards
None

Rewards: None — practice only.

Season

The monthly season framework: Pass Royale tracks, Crown rewards, seasonal shop and reset.

Season & Season Reset

Clash Royale runs on monthly seasons. Each season brings a theme, balance changes, the Pass Royale track, and a reset — Ranked resets everyone to the entry league and seasonal Trophy Road / arena progress rolls over into the new season.

Type
Season container
Length
~1 month
Reset
Ranked resets to Master 1 on the first Monday of the month
Includes
Theme, balance changes, Pass Royale, event lineup

Rewards: Season-reset rewards in Ranked (Gold, Wild Cards, chests, an emote) plus everything earned via the season's Pass and events.

Pass Royale

Tier count and the 10-Crowns-per-tier rule are current; the 2026 Q2 update added Gem tier-skips, streak rewards, catch-up rewards, and an optional 5–7 day Mini Pass.

The season's reward track. Both a Free track and the premium Diamond Pass have 90 tiers, unlocked by earning Crowns (every 10 Crowns advances a tier). The paid track adds bigger bundles, a tower skin, an exclusive emote, and quality-of-life perks.

Type
Season pass
Tracks
Free track + paid Diamond Pass
Tiers
90 per track
Progression
10 Crowns = 1 tier
Tier skip
Gems can skip tiers (1 Crown = 10 Gems) since 2026 Q2
Perks (paid)
Golden Name, unlimited special-challenge retries, premium Clan Gift, streak rewards, optional Mini Pass

Rewards: Free: Lucky Drops, chests, Gold, Boost Potions, late-tier Wild Evolution Shards. Diamond: exclusive Tower Skin + emote, larger/earlier shard & Wild Card bundles, more Gems, and premium perks.

Season Shop / Season Tokens

Unverified · Flagged as changed/legacy: the Season Token-based Season Shop was removed in a 2026 update; the exact replacement configuration varies per season.

A seasonal shop where a limited-time currency earned from play was spent on Wild Cards, shards, cosmetics and more. The Season Token version was retired in a 2026 update; seasonal-shop-style offers now flow through events and limited event currencies.

Type
Season shop
Legacy currency
Season Tokens (earned from wins)
Status
Season Token shop removed in a 2026 update
Now
Seasonal offers distributed via events and limited event currency

Rewards: Historically: Wild Cards (Common–Legendary), Books of Cards, Evolution/Wild Shards, Banner Tokens, emotes. Currently: event-driven limited-time shops.

Daily Crown & Bonus Rewards

The legacy standalone Crown Chest was folded into the Pass Royale / daily-reward system; figures above are the current daily-reward structure.

Crowns earned from battles are the core seasonal currency: they fuel Pass Royale tiers, while your first daily wins hand out Lucky Drops and bonus rewards. Buying Pass Royale also sends a Gold Clan Gift to clanmates.

Type
Crown-based reward system
Daily bonus
First 3 battles give +5 Crowns each (15 bonus/day)
Win rewards
First 3 wins/day give Lucky Drops + bonus rewards + Crowns
Pass link
Every 10 Crowns = 1 Pass Royale tier
Clan Gift
Pass Royale buyers gift clanmates up to 1,600 Gold; up to 10 gifts/season

Rewards: Lucky Drops, bonus card/Gold rewards, Crowns toward the Pass, and Clan Gifts.

Lucky Drops

Unverified · Exact drop tables are not published by Supercell; described qualitatively rather than with invented odds.

A randomized reward container (successor to the old chest queue) awarded from daily wins, Pass tiers and events. Rarity tiers scale the payout, with anti-duplicate logic so near-maxed accounts get useful drops.

Type
Randomized reward drop
Sources
Daily wins, Pass Royale, events
Tiers
Multiple rarity tiers (e.g. up to 5-star Lucky Chests)
Anti-duplicate
Avoids max-level duplicate cards

Rewards: Cards, Gold, Gems and other resources, weighted by drop rarity.

Progression

Long-term ladders and mastery: Trophy Road, Ranked Mode (Path of Legends), and per-card Masteries.

Trophy Road & Seasonal Arenas

The 14,000-trophy cap, extra arenas, and Seasonal Arena split reflect 2026 updates.

The main ladder progression: gain Trophies to climb Arenas and unlock rewards. After finishing base Trophy Road, players enter Seasonal Arenas that reset each season and gate progress with rules like card bans in later arenas.

Type
Progression (ladder)
Structure
Base Trophy Road → Seasonal Arena I / II
Max trophies
Raised to 14,000 (from 12,000) with 4 new arenas
Reset
Seasonal arena progress resets each season
Constraints
Seasonal Arena II applies card bans

Rewards: One-time Arena unlock rewards plus seasonal rewards (Gold, Gems, Wild Cards, Lucky Chests, Evolution boxes) for climbing seasonal arenas.

Ranked Mode (Path of Legends)

Unverified · Old Challenger sub-leagues were removed in the 2025 rework. Specific reward quantities are transcribed from mid-2025 figures and can be re-tuned per season.

The competitive ladder where card levels are standardized and you climb on wins, not trophies. Renamed from Path of Legends to Ranked Mode in 2025; the top league feeds the global leaderboard.

Type
Progression (competitive / ranked)
Card levels
Standardized (skill-based, not pay-to-win)
Leagues
Master 1 → 2 → 3 → Champion → Grand Champion → Royal Champion → Ultimate Champion (7)
Climb
Wins earn steps; a Golden Step blocks demotion within a league
Reset
Back to Master 1 on the first Monday each month
Re-climb speed
Season-start step multiplier set by last season's peak league
Entry
15,000 season trophies or a Master Ticket

Rewards: Monthly one-time rewards (Gold + chests + emote) and seasonal rewards (Gold, Wild Cards incl. Elite/Champion, emote) scaled by league reached.

Masteries

The 2026 update reworked Masteries to pay Gold and folded overall progression into Collection Levels; older reward types are legacy.

Per-card achievement tasks that reward you for playing each card in specific ways. Simplified in 2026 so completing Mastery tasks now grants Gold, tied into the broader Collection Level progression.

Type
Progression (per-card)
Structure
Tiered tasks per card
2026 change
Mastery tasks simplified to award Gold
Related
Collection Level replaced King's Journey / XP

Rewards: Gold on task completion (previously also cards, Gold, Gems, Magic Items and cosmetics before the 2026 simplification).

Events FAQ

How much do Challenges cost in Clash Royale?

A Classic Challenge costs 10 Gems to enter and a Grand Challenge costs 100 Gems. Both use standardized card levels and run on a 12-win, 3-loss format — the further you get, the bigger the card-and-gold reward.

What is the difference between a Challenge and a Tournament?

Challenges are personal runs — you play until you hit 12 wins or 3 losses for milestone rewards. Tournaments (Global or player-hosted) rank everyone on a shared leaderboard over a set window, with rewards based on your final standing.

What is Pass Royale?

Pass Royale is the monthly season pass. A free track and a paid track each hand out rewards as you earn Crowns through play — Gold, chests, cards, tower skins and emotes — plus paid-track perks like Gem tier-skips and unlimited entry to some events.

Keep exploring

Event formats, entry costs and rewards compiled from Supercell's support portal and update posts and the Clash Royale community (verified mid-2026). Supercell rotates and re-tunes events regularly; values we couldn't firmly source are flagged unverified.