Protection of the Town Hall is critical for achieving players' objectives.
Placement of the Town Hall outside a farming base serves no purpose, other than to rapidly drop trophies. Players should aim to protect their Town Hall at all costs, as it contains a 20% of all 3 different resources.
If players are designing their War Bases, they should aim to protect their Town Hall at all costs. If an attacker is unable to destroy the Town Hall, they will get a maximum of one star.
This concept is however, thrown away when you are trying to design an anti-3 star base, in which the Town Hall is considered just to be another storage and is used to protect key structures to prevent the attacker from claiming a third star(hence the name).
However, at higher Town Hall levels (especially Town Hall 8) players can, instead of protecting their Town Hall at all costs, use their Town Halls as a high hitpoint damage sponge - similar to Storages - as part of a strategy to prevent 3-star attacks from Dragons and other high level armies, at the cost of making 2-star attacks much easier.
Town Halls have the highest hitpoints of any building, with the exception of Walls, which means they take a long time to destroy. Placing your Town Hall within the range of your most powerful defenses can give it the most shots to destroy attackers.
It is suggested that you upgrade everything you possibly can (e.g. Troops, Buildings, etc.) before upgrading the Town Hall to the next level. Prematurely upgrading (rushing) your Town Hall is extremely risky, and it will take a long time to upgrade your buildings/troops to match your Town Hall's level. Raiding with low level troops will also become increasingly difficult.
If maximizing your builder time is important to you, it is inefficient to wait until literally all of your building upgrades are finished before beginning the Town Hall, as all but one of your builders will be idle for the duration of your Town Hall upgrade. In order to keep all of your builders occupied (but ensure they are all available when the Town Hall finishes) you should plan for the Town Hall upgrade to finish just as the remaining builders are finishing their final projects. For example, if you are currently at Town Hall level 7 and have three Builders, you should upgrade your Town Hall (which takes 8 days) when the total remaining upgrading time of other buildings approaches 16 days.
Don't place your Town Hall in a corner surrounded by walls, troops can still be placed next to the Town Hall.
The Town Hall undergoes significant visual changes at levels 3, 7, 8, 9, 10, and 11.
At level 1, the Town Hall has a crooked orange roof with a small stone chimney. The windows, doorway, walls, and poles are all made out of wood.
At level 2, the Town Hall gets the roof tiled with orange and has the walls "straightened out" and made of stone.
At level 3, the Town Hall, another layer with a flat tiled roof gets added to the top.
At level 4, a third plain non-tiled layer and a fourth tiled layer gets added to the top. The chimney shifts to the front left.
At level 5, a stone framing gets added to the front door and windows.
At level 6, small golden pillars appear on the sides of the Town Hall with vines that partially cover them.
At level 7, a small battlement with a wooden floor gets added to the back left corner of the roof. Underneath the battlements are what appear to be arrow slits.
At level 8, the battlement grows to the size of the whole roof and the golden pillars and front wall turn to stone. The chimney also disappears, and since there is no chimney, there is no smoke coming from the Town Hall.
At level 9, the entire color of the Town Hall changes to dark gray with a red flag on the top. An entrance into the Town Hall from the roof appears, similar to the one on the Level 5 Clan Castle. A small watchtower appears on the top left, and there is a new extended red entryway leading into the Town Hall, flanked with two gold chains. There is also a skull added as a door design. If noticed carefully, both front corners of the Town Hall have carved Level 7 Walls.
At level 10, the color of the Hall changes to a deep crimson red and blue gray. On the top of the Town Hall, there is a metal grate. A second watchtower is added beside the first, and molten lava spills from two openings near the top of the tower down to a trough at the base of the Town Hall. The red carpet entryway receives gold trim.
At level 11, the Town Hall's base changes to rough stone. The entrance becomes golden and a gate consisting of three huge spikes supported by a winch system is added above it. The roof becomes white and gains a large, lava filled hole. Two small battlements with red flooring appear on the front of the roof, and a single watchtower remains on the back. The interior of the building appears to be brightly lit, presumably from the lava on the roof. A red flag is added back to a corner of the town hall, this time on the upper corner.
As of the April 2015 update, Town Hall level 1's hitpoint has been decreased from 1500 to 450, and the buildings unlocked at Town Hall level 1 have their construction times decreased from 1 minute to 10 seconds. These changes have made the tutorial quicker to finish, as the two Single Player Campaign levels in the tutorial have level 1 Town Halls and quicker to destroy.
Town Halls in the Single Player Campaign, or "Goblin Town Halls", look the same at all levels, but the hitpoints are the same as player Town Halls of equal level. A Goblin Town Hall's level can be observed by the number of experience points it yields when destroyed.
Matchmaking is based on Trophies and Town Hall level, except in Champions League and above, where only Trophies matter. Also, the loot available to gain is affected by Town Hall level. Players get reduced loot for attacking Town Halls of a lower level. The following table describes this reduction: Template:Loot Availability It's important when upgrading the Town Hall to consider the above table, because it may affect one's looting considerably. It is also advisable to upgrade everything at the current level before moving to the next.