Fortresses and Kingdom War
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Each kingdom has five fortresses. Guilds fight over them in rounds, and the guild that holds a fortress for the full hold countdown owns it until protection ends. Only guild members can take part.
The five fortresses
Section titled “The five fortresses”Four corner fortresses (Lumina Fort, Shadow Fort, Frozen Fort and Inferno Fort) sit around the Royal Citadel in the middle. Each corner fortress gives its owner guild a troop boost. The Royal Citadel gives the owner guild’s leader the Overlord title and the kingdom treasury.
How a round works
Section titled “How a round works”| Phase | What happens | Length now |
|---|---|---|
| Preparation Phase | Every fortress is shielded and has no owner. A countdown shows when battle opens. | 5 minutes in Singapore and Jakarta, 30 minutes in Kyoto |
| Battle Phase | Guilds fight for control. To own a fortress you must hold it until its hold countdown runs out. | Hold countdown: 30 minutes |
| Protection Phase | Once all five fortresses have owners, none can be attacked. When protection ends, a new round starts with Preparation. | 7 days |
The lengths above are the live settings on 2026-10-09. Your game screen always shows the countdown that applies to your kingdom, so trust the screen if it differs. A new kingdom’s first battle opens 21 days after the kingdom itself opened.
Attack, scout, rally, reinforce
Section titled “Attack, scout, rally, reinforce”Tap a fortress on the map, then choose what to do.
- Attack sends your own army. You must be in a guild, your castle must be in the same kingdom as the fortress, and a march slot must be free.
- Rally Attack starts a guild rally against the fortress. You need a built Battle Hall. Your troop count is limited by your Battle Hall capacity.
- Scout sends scouts and costs 2,000 gold. The report arrives by mail. You cannot scout a fortress your own guild holds, and you cannot scout during Protection.
- Reinforce sends troops to a fortress that your own guild holds. It uses one march slot. The guild’s garrison at the fortress is limited by the holder’s Battle Hall capacity, so a late reinforcement can be turned back home when the garrison is full.
- Recall brings your army home. If you are the army that holds the fortress, recalling it releases the whole fortress, and every guild reinforcement there goes home too. Recalling an attacking army before Protection starts gives up your claim on that fortress.
You cannot attack or scout a fortress while it is in Protection, and you cannot attack a fortress your own guild already holds. Attack, Rally Attack and Scout all need Kingdom War to be running in your kingdom.
If your castle is still in a Development Region (New Settlement, Growth Province, Borderlands, War City), the region rules also apply to fortress actions. A blocked action shows the reason, for example “This action is blocked because the castles are in different development regions.”
What a guild earns
Section titled “What a guild earns”Each fortress shows See hold rewards: the army boost, currency, chests and items that your guild earns for holding it this round. Nothing carries over to the next round.
| Fortress | Boost for the owner guild’s troops (all kingdoms, 2026-10-09) |
|---|---|
| Lumina Fort (top left) | Cavalry attack and defense +20% |
| Shadow Fort (top right) | Archer attack and defense +20% |
| Frozen Fort (bottom left) | Siege attack and HP +25% |
| Inferno Fort (bottom right) | Infantry attack and HP +20% |
The boost applies only to your guild’s troops of that type, only while you hold the fortress.
The Overlord (leader of the guild holding the Royal Citadel) gets an Overlord troop boost of +15% attack, defense and HP for all armies. The Overlord also:
- sets the tax rate on resources gathered across the kingdom (Singapore and Jakarta offer 2%, 3%, 5%, 8% and 10%);
- shares the round’s tax resources, chests and items with guild members (each member can receive up to 10 items per round);
- assigns Vassal Titles.
Whatever the Overlord has not handed out when Protection ends is lost.
Royal Citadel attack stake
Section titled “Royal Citadel attack stake”Attacking the Royal Citadel needs a USDT stake. The corner fortresses have no stake.
- The stake comes from your USDT funding balance (the one you deposit and withdraw with), not your USDT rewards.
- The first attack of the round costs 1 USDT. Each attack after that costs 1.15 times the previous one, up to 100 USDT from the 34th attack on. The screen shows the cost before you confirm. If someone attacks first and the price goes up, you are asked to confirm the new price.
- If you lose, your stake goes to the prize pool. If you win, it goes to the pool too.
- If you recall your army or cancel the rally before it fights, your stake still goes to the pool. If your army is still marching when the round ends, you get your stake back.
- Whoever holds the Royal Citadel when the hold countdown ends wins the pool. At payout, 5% goes to the protocol and the winner gets the rest. Each round has its own pool, starting from 0.
Shields and moving near a fortress
Section titled “Shields and moving near a fortress”Two rings surround every fortress: an inner ring of 300 m and an outer ring of 600 m.
- You cannot raise a shield anywhere inside the 600 m ring.
- You cannot move your castle inside the 300 m inner ring. You can move into the ring between 300 m and 600 m, but your castle loses its shield when you do, and the game asks you to confirm first.
- If your castle is destroyed, it moves to a random spot in the kingdom.
See Shield rules and Relocation and migration for the general rules.
If something goes wrong
Section titled “If something goes wrong”- “Kingdom war not start” or no Attack button: Kingdom War has not started in your kingdom, or the fortress is in Protection. Check the countdown on the fortress.
- “Fortress is protecting”: all five fortresses are owned and cannot be attacked until Protection ends.
- “Insufficient USDT available for fortress stake”: your USDT funding balance is lower than the attack cost. Deposit, or wait for the cost to drop at the next round.
- “Fortress stake changed; refresh and try again” or “Attack details changed. Review your army and start a new attack.”: the price changed while you were sending. Reopen the fortress and send again.
- Your army came home without fighting: it arrived while the fortress was in a new phase, or the garrison was full. Check the fortress status, then send again.
- A stake or reward did not arrive: note the fortress name and the time, then open a ticket from Setting → More → Support. See Contact support.