Research task (Other):
I’m a free-to-play Clash Royale player sitting at 5200 trophies (King Level 40). I’d like to climb to at least 6500 trophies within the next three months without spending real money. Write a practical strategy guide that lets me do this while keeping my in-game resource use efficient.

Evaluation rubric:
criterion: The response mentions that the player should not focus on powerful but expensive card types (Champions: Archer Queen, Skeleton King, Golden Knight, Mighty Miner; Legendaries: Miner, Mega Knight, Electro Wizard, Lava Hound; Epics: Golem, P.E.K.K.A., Bowler, Baby Dragon) and should instead prioritize lower-rarity cards that are easier to upgrade as a free-to-play player.
weight: 5
axis: Implicit Criteria

criterion: The response suggests the Classic Challenge entry (whose entry cost is 10 gems) and explains that achieving 6 wins provides more efficient card and gold rewards than buying shop chests, and thus more suitable for a free-to-play player.  
weight: 5
axis: Explicit Criteria

criterion: The response describes the current season reset formula (at the end of every season, players above 5,000 trophies get reset 50% of the way back to 5,000) and explains that the player will likely be reset twice and should therefore aim for a trophy break well above 6,500 before the final month's reset to meet their goal. 
weight: 5
axis: Explicit Criteria

criterion: The response states that the Classic Challenge reward cap is 12 wins, and explains that the player should plan their gem spending around this cap since the maximum reward of 2,000 gold and 100 cards offers better long-term values than gem uses. 
weight: 4
axis: Implicit Criteria

criterion: The response supplies at least two full 8-deck card list that are cheap/common for a free-to-play player (e.g.: deck 1: Hog Rider, Musketeer, Cannon, Ice Spirit, Fireball, Log, Skeletons, Archers; deck 2: Miner, Wall Breakers, Bomb Tower, Valkyrie, Magic Archer, Poison, Bats, Log; deck 3: Royal Giant, Fisherman, Mother Witch, Hunter, Lightning, Electro Spirit, Fireball, Skeletons; deck 4: Lava Hound, Balloon, Tombstone, Mega Minion, Fireball, Zap, Guards, Inferno Dragon). 
weight: 4
axis: Implicit Criteria

criterion: The response describes a card-upgrade priority list ranking for at least five cards (e.g: ordered by efficeint gold use: upgrading the primary win condition first, then key spells, defensive buildings, support troops and finally cheap cycle cards) as a roadmap for player's progression (e.g.: 1. Hog Rider; 2. Fireball; 3. Cannon; 4. Musketeer; 5. Skeletons; 1. Miner; 2. Poison; 3. Bomb Tower; 4. Magic Archer; 5. Bats; 1. Royal Giant; 2. Lightning; 3. Fisherman; 4. Hunter; 5. Electro Spirit; 1. Lava Hound; 2. Fireball; 3. Tombstone; 4. Mega Minion; 5. Zap).
weight: 3
axis: Implicit Criteria

criterion: The resource lists at least three gold-earning or saving methods to enable the player to manage their resource (e.g.: complete all daily and special quests; join an active clan to maximize war chest and donation gold; avoid overspending on shop chests and cosmetic items; prioritize upgrading only cards used in the main deck)
weight: 4
axis: Implicit Criteria

criterion: The response recommends saving Gems for Classic or grand Challenges rather then spending on cosmetic items and explains that Challenges provide significantly better long-term return in cards and gold for free-to-play player. 
weight: 4
axis: Explicit Criteria

criterion: The response suggest the player to participate in Clan Wars 2 to earn steady gold, cards, and trade tokens. 
weight: 4
axis: Implicit Criteria

criterion: The response provides at least three tactical tips to improve match performance  (e.g.: practice elixir counting to know when the opponent is low, track your opponent’s card cycle to predict defenses, make calculated tower trade-offs to gain elixir or counter-push advantage, place troops to activate King Tower when possible)
weight: 5
axis: Explicit Criteria

criterion: The response includes a substution guideline for player to swap in lower-rarity or better-leveled alternatives when missing high-level version of suggeted cards to not lose core strategies  (e.g.: replace Log with Arrows; replace Miner with Hog Rider; replace Inferno Dragon with Inferno Tower; replace Magic Archer with Musketeer). 
weight: 4
axis: Explicit Criteria

criterion: The response suggests that each deck should contain at least six Common or Rare cards to keep the deck free-to-play friendly and easier to upgrade. 
weight: 3
axis: Explicit Criteria

criterion: The response mentions that free-to-play players should focus on a single well-leveled Champion card in their deck rather than spreading their resources across multiple Champtions and provides at least one example (e.g.: (e.g.: Skeleton King as a win condition; Archer Queen as a strong support card; Golden Knight for dash-based bridge pressure; Mighty Miner for tank control and lane pressure).
weight: 4
axis: Implicit Criteria

criterion: The response provdies at least 2 sample strategies to enable the player to avoid unnecessary upgrades that waste gold (e.g.: not upgrading cards just to complete collection levels, avoid spending golds on rarely used Epics, save gold by skipping cosmetic-start leves, prioritize only the 8 core deck cards and well-chosen substitutes). 
weight: 4
axis: Explicit Criteria

criterion: The response provides at least one tip on using trade tokens efficiently to maximize the player's ability to upgrade specific cards (e.g.: use trade tokens to acquire cards for your main win condition; trade away surplus cards you don’t plan to level; prioritize trades for high-rarity cards like Legendaries or Epics that are harder to collect; save tokens until you know exactly which deck you will commit to upgrading).
weight: 4
axis: Explicit Criteria

criterion: The response spell out all game-related abbrieviations and acronyms on first appearance (e.g.: RG: Royal Giant, CC: Classic Challenge, AQ: Archer Queen, Loons: Balloon)
weight: 3
axis: Communication Quality

criterion: The response is organized into sections with clearly labeld headers. 
weight: 3
axis: Communication Quality

criterion: The response provides a timeline of trophy targets with weekly or monthly milesteones to track progress towards 6,500 trophies in 3 months (e.g.: end of month 1 → 5,800 trophies; mid-month 2 → 6,200 trophies; end of month 2 → 6,400 trophies; final month → peak above 6,500 trophies before reset)
weight: 4
axis: Implicit Criteria

criterion: The response provides some suggestions for player to do after reaching the target trophies (e.g.: switch focus to leveling secondary decks, start saving gold and trade tokens for future metas, practice in Classic Challenges to refine skills, set the next trophy milestone such as 7,000 trophies) 
weight: 2
axis: Implicit Criteria

criterion: The response makes any mention of incorrect game mechanics to play Clash Royale (e.g.: Champion cards are unlocked at King Level lower than 33, Legendaries cards can be unlocked before Arena 4, Pass Royal is free) 
weight: -5
axis: Explicit Criteria

criterion: The response makes incorrect references to the player’s stated request (e.g.: suggesting the player spend real currency to buy in-game boosts, recommending reaching 7,500 trophies instead of the stated 6,500 goal, advising strategies for a pay-to-win account rather than free-to-play, proposing upgrades or features not available at King Level 40).
weight: -5
axis: Explicit Criteria