These times are kingdom #217’s. Every event below fires on this server at the times shown; another kingdom has its own anchors and its own schedule. What does hold everywhere is the mechanics — how an event scores, what it drops, how to prepare. Check the evidence badge on each section before relying on a time.
Kingdom vs Kingdom War
One weekly cycle runs Sunday through Saturday. Times below convert automatically to your selected timezone.
New to this event? Start here
What it is
Kingdom versus kingdom, run weekly. Your kingdom accumulates Kingdom Points through the week, the two sides are ranked, and then one attacks the other.
What earns Kingdom Points
Ordinary events, played normally: Alliance Duel, Demon King, Elixir Scramble and Survival Battle rankings all feed the kingdom total. You do not need to do anything special — playing the week's events is the contribution.
The part to actually diarise
- Friday 12:00 server time. Royal City and Turret protection drops and the Royal City Scramble begins. This is where the week is decided — see the timeline above converted to your local time.
- Higher score becomes the attacker, lower becomes the defender. A tie goes to the earlier kingdom in server order.
- The attacker can relocate into the defender's kingdom once roles lock.
- At the end, everyone is relocated home, rankings lock and rewards arrive by mail.
Alliance rules — Saturday
Two standing instructions for members on Saturday, when enemy kills score and your territory is a target all day.
- Keep your shield up all day Saturday, until server reset. Drop it only for the moments you are personally attacking, and put it straight back. An unshielded city on kill-event day is free points for the other side.
- Do not gather from resource tiles at all on Saturday. Gathering troops sit outside your city, and a shield does not protect anything outside the walls — a march on a farm is an undefended target that also tells an attacker exactly where your army is. Whatever you would have gathered is worth less than the troops.
Alliance policy for #217, not a game mechanic. Set by alliance leadership, 2 Aug 2026.
Alliance rules — Raids & KvK engagement
Standing instructions covering cross-server raid exposure and battle-line formation during active Kingdom War.
- Keep shielded unless actively engaging in PvP. Players from other servers raid all day and will hit any unshielded sanctuary. Jump to Kingdom 220 if you want to engage in PvP for AD (Alliance Duel) points.
- Do not attack sanctuaries belonging to our AD opponent (named per season — "Beer" at time of writing). To hit a gathering tile occupied by one of their members, DM them and get permission first. Other alliances' and unallied sanctuaries/tiles are fair game.
- Kingdom 222 can teleport into us but we cannot teleport to them, so they may attack all day; our no-sanctuary-hit truce with them is active only 1 hour before and after Kingdom War — stay shielded outside that window.
- Troop-tier formation during active KvK engagement: T9 troops go to the front, attacking turrets and the castle directly. T8 supports in the mud. Everyone else supports from the green.
- Don't deploy troops to fortifications against random attacks from other players. Deployed ("on the wall") troops fight and can die if you're hit; undeployed troops can't be lost that way. For events that require it — Undead Siege specifically — deploy anyway, since leaving fortifications empty there loses the fight outright.
Alliance policy for #217, not a game mechanic. Posted by hellokatzchen, alliance notice UTC 2026-08-01 05:45.
Royal City Scramble — the rules text 4 points
- Opens once a week, and only alliances occupying a Lv.6 city are eligible to take part.
- It runs for 8 hours. Victory goes to the first alliance to hold the Royal City for a cumulative 4 hours, or failing that, to whichever alliance has the longest total occupation time when the 8 hours expire.
- The leader of the winning alliance becomes the King — which is where the King of Battle title, and the Chief titles that hang off it, come from.
- The Royal City sits inside the Cursed Land. Territories relocated there cannot activate shields at all, and the Falcon Tower stops working, halting exploration quests for anyone based there.
Worth carrying into your own planning: the Cursed Land is the second place on this page where a shield does nothing, alongside Death Prison Blight waves. If you relocate in for the Scramble, you are exposed for the duration and there is no item that changes that.
How Kingdom Points are actually earned (Sunday–Friday) 1 table
The primer above says ordinary weekly events feed the Kingdom total — these are the actual point values behind that. All scores here are personal, credited to the kingdom on next-day scoring unless noted otherwise.
| Activity | Points | Notes |
|---|---|---|
| Demon King Blight — Kingdom Total Damage Victory | 250,000 | Your server must out-damage the opposing server in Demon King Blight to win this. |
| Demon King Blight — Personal Damage No.1 | 150,000 | Highest personal damage, rank 1. Also counts toward Personal Ranking. |
| Elixir Scramble Victory | 50,000 | Your alliance must win the Elixir Scramble. |
| Alliance Duel Daily Victory | 30,000 | Counted in both Alliance ranking and Total Kingdom Points. |
| Alliance Duel MVP | 6,000 | — |
| Survival Battle No.1 | 2,200 | Take rank 1 in a Survival Battle round. |
| Seize Enemy Kingdom's Caravan | 120 | Only the caravan belonging to the kingdom your server is matched against counts. |
Royal City battle — grouping, scoring and turrets 4 points · 2 tables
Grouping and the bracket
- 4–8 kingdoms are grouped together — consistent with #217's own group of 8 listed above.
- Kingdoms in the same group are randomly matched; the winner advances to face other victors until a champion is decided. Losing kingdoms are matched against other losing kingdoms for a separate consolation contest, rather than being knocked out entirely.
- Victory condition, stated both directions: if the Attacker captures the Defender's Royal City, the Attacker wins; if the Royal City is never captured, the Defender wins.
- The source describes the contest window as up to 4 hours, ending early if one side reaches 100% occupation — this corroborates the 4-hour reading already flagged as conflicting with the in-game Rules tab's 8-hour text above; still unresolved which is current for #217.
Win Streak Rewards
The winning kingdom can claim victory rewards; consecutive weekly wins double the reward each time. A loss breaks the streak and the streak counter stops climbing. Claiming requires individual points > 50,000 for that week — a personal threshold, not just a kingdom-level win.
Royal City & Turret scoring (Saturday contest phase)
When the Royal City Defense starts, its 4 Turrets become contestable too — challengeable, capturable, fought over independently of the Royal City itself. Members of the same kingdom are treated as one faction and cannot fight each other, even across alliances.
| Task | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 | Lv6 | Lv7 | Lv8 | Lv9 | Lv10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Eliminate soldier, Royal City or Turret | 12 | 18 | 24 | 30 | 36 | 42 | 48 | 54 | 60 | 66 |
| Eliminate soldier, Cursed Land | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | 33 |
| Critically injure/kill soldier, Cursed Land | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | 33 |
| Eliminate soldier, no location qualifier | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
| Turret kills soldier while you're garrisoned in it | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 |
Plus three flat-value tasks: displace rival kingdom players' territory (+50,000), garrison in the Royal City or a Turret (+25/second), and deplete 1 point of a rival kingdom player's City DEF (+10). This is a separate scoring system from Survival Battle's own Build Territory objective, despite near-identical task names ("eliminate a Lv.N soldier", etc.) and comparable-looking numbers — the two events are not the same points pool, so don't assume a figure carries over from one to the other.
Turret mechanics
A captured Turret periodically attacks the enemy-controlled Royal City on its own (it will not attack troops from its own kingdom), eliminating several soldiers from all garrisoned troops each time it fires. Holding Turrets on your side significantly shortens the time needed to fully occupy the Royal City.
9-phase Kingdom Points reward thresholds
| Phase | Points required |
|---|---|
| 1 | 100,000 |
| 2 | 225,000 |
| 3 | 350,000 |
| 4 | 475,000 |
| 5 | 600,000 |
| 6 | 800,000 |
| 7 | 1,000,000 |
| 8 | 1,250,000 |
| 9 | 1,500,000 |
Each phase pays out a reward chest at its own "Claim" button once the threshold is crossed — these are the same weekly Kingdom Points covered in the table above. Reward contents (curio chests and resources, by the icons) weren't legible enough to name accurately, so only the point thresholds are reproduced here.