Kingdom War (KvK): Survival & Scoring

Server-versus-server war for the Royal City: the biweekly schedule, turret-first strategy for attackers, stall tactics for defenders, troop and resource risk, and the scoring overlap with Alliance Duel.

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🗓 Updated: 2026-09-03

Kingdom War is the game’s server-versus-server war: two kingdoms invade a shared map and fight over the Royal City. It runs biweekly, with scoring and preparation tasks through the week and the main battle condensed into a single window. Win by controlling the Royal City when the dust settles.

This guide covers the schedule, attacker and defender strategy, universal rules, the mistakes that lose wars, and the economy rules that keep your account alive through it.

The Biweekly Schedule

  • Preparation and scoring run through the week — the daily tasks and point categories build your kingdom’s position before a single wall is contested.
  • The main battle is Saturday from reset, inside a 4-hour window. That window is the whole war — everything before it is positioning.
  • Win condition: control the Royal City. Not most kills, not most points — who holds the city at the end.

Winning alliances aren’t always the strongest — they’re the most organized.

Attacker Playbook

If your kingdom is on offense, the instinct is to rush the Royal City. That instinct loses wars.

  • Do not rush the city first. A direct push into the city runs into concentrated defense and turrets — it bleeds your strongest squads in the opening minutes.
  • Take the turrets first, then push. Every turret down widens your safe zone and strips the defenders’ map control before the city fight even begins.
  • Stay in rallies. Rallies are safer and stronger than solo marches — concentrated HP, concentrated buffs, and a march the defenders actually have to respect. The solo hero is the solo casualty.

Defender Playbook

Defenders are not trying to win a fight. Defenders are trying to run out a clock.

  • You need time, not kills. Every minute the attackers spend grinding through your defense is a minute they are not holding the city. Stalling is winning.
  • Reinforce constantly. Feed fresh squads into contested points as fast as they die. A point that never stops being defended eats the entire enemy window.
  • Rotate. Don’t park everything on one lane — shift squads to wherever the pressure actually is, and make the attackers fight for every single inch of ground.

Universal Rules

Whichever side you are on, the same rules apply:

  1. Turrets first = map control. The turret line decides who moves safely. It is the first objective of the war, every time.
  2. Never solo. Solo pushes are how accounts get deleted. March with rallies or not at all.
  3. Reinforce constantly. Defense that stops receiving reinforcements falls in one wave.
  4. Stay online the whole fight. The 4-hour window punishes anyone who logs off mid-war — your squads stay exactly where you left them, undefended.

The Mistakes That Lose Wars

  • Solo pushes — instant wipes that hand the enemy free kills and leave your alliance a squad short.
  • Ignoring turrets — attacking the city through intact turret lines is donating troops.
  • No reinforcement — a defense that stops rotating falls, then the next point falls, then the city falls.
  • Logging off mid-war — the 4-hour window does not pause for your schedule.

KvK Economy: Troops, Resources, and Shields

Kingdom War is one of the few events with real account risk:

  • You CAN lose troops and resources when attacked — this is not a zero-risk event like Canyon Conquest.
  • Shield up during the war window. An unshielded city during KvK is a resource piñata for the enemy server.
  • Losses scale with your wall and research — a maxed wall and defensive research are what turn a massacre into a skirmish.
  • Save upgrades and speedups for the scoring days — the same double-value logic that governs Alliance Duel applies to KvK scoring tasks. Spending a big upgrade on a neutral day earns half.

Scoring Overlap With Alliance Duel

KvK and Alliance Duel share scoring sources, and the community consensus is to exploit that every day:

  • Covert Ops and Caravans score for BOTH events. The same actions feed your duel total and your KvK total at once.
  • That makes caravans a daily no-brainer — run them every single day of a duel week. The full caravan and plunder route is in the Guild Wagon & Caravans guide.

The rest of the war economy — what to save, when to spend, which shop buys fund the war — is covered in the Economy guide.

🎥Video guides

Curated video guides and strategic breakdowns from community creators

UR Blueprint for KvK Victory

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Supreme Duel: Winner Takes All — PvP Event Strategy

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Royal City Scramble — Throne Fight VOD & Tactics

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