EVENT CYCLE

Event cycle

What’s on today, what scores, and what to keep for later.

Today

Loading today’s events.

Your available points

Count what is in your bag, choose the day, and see how far it takes you. Leave a count blank until you know it; zero means none.

points in reach —

kept for later —

still to find —

These points need upgrades you can actually make. Check the in-game requirements before spending. Comparing days does not give you a second bag of items.

Your inventory

Truegold

points each —

points available —

Tempered Truegold

points each —

points available —

Truegold Dust

points each —

points available —

Master Emblem

points each —

points available —

Master's Manuscript

points each —

points available —

Mythic hero shard

points each —

points available —

Epic hero shard

points each —

points available —

Rare hero shard

points each —

points available —

Advanced Taming Mark

points each —

points available —

Common Taming Mark

points each —

points available —

Widget

points each —

points available —

Mithril

points each —

points available —

Forgehammer

points each —

points available —

Keeping items aside changes this calculation, not your saved bag. A backup includes your inventory; it does not include this plan.

Other ways to score

There may be more points here. They need an in-game check, so they are not included in the total above.

your save & backups

One save for your gear and event inventory. Keep a backup before importing another.

The 28-day clock

After your kingdom’s first KvK, events follow a 28-day cycle. Day 1 is Monday; this clock uses UTC.

1–7BrawlAlliance Brawl week — the light week, days 1–7: the brawl runs 6.5 days against another kingdom, and armament (Type 1 Mon–Tue, Type 2 Fri–Sat) and officer (Type A Wed–Thu, Type B Sun into day 8) each run twice inside it. Swordland's battle fires on its Sunday.
8–14GovernorStrongest Governor: seven personal days, a different theme each day. Spend on the days that match your hoard.
15–20MobilizeAlliance Mobilization week — days 15–20, its own event with no daily themes: the armament and officer runs repeat the same pattern, Officer Type B's Sunday run spilling across the quiet day 21 into prep day 1 (day 22). Day 20 reveals the KvK matchmaking; day 21 is quiet — hold intel from 08:00 so it banks for prep.
22–28KvKKingdom of Power: five prep days that decide who attacks, then the castle battle weekend.

The wheel is global: one date anchors it for every kingdom. New kingdoms join the wheel once they unlock Kingdom of Power, after their 5th Hall of Governors; before that, their events run on their own clock. The live clock above works today out from the UTC date, so every kingdom sees the same day.

Bear Hunt, Mystic Trial and Arena have their own schedules. This cycle helps you plan spending for recurring scoring events.

The week-1 main event, right after KvK: your alliance against one from another kingdom for 6.5 days — five 24-hour themed days, then a ~36-hour finale. In eligible kingdoms it runs beside Merchant Empire, so the truck tasks count in both.

  • Top-20 alliance. Your alliance must rank in the kingdom's top 20 by power.
  • Join before matchmaking. Matchmaking locks at Sunday ~23:00 UTC, the night before the brawl opens — being in your alliance then qualifies you.
  • The preview window. Saturday 00:00 to Sunday 22:59 UTC you can switch freely. After matchmaking, a new alliance earns you personal points only until you return.
  • Another kingdom. Alliances match across kingdoms; each day the higher-scoring side takes it.
Day 124hRise of the City — buildings, trucks, speedups and research
Day 224hHero Development — shards, truegold and intel missions
Day 324hPet Training — taming marks, charms and pet advancement
Day 424hGear Enhancement — mithril, gear and the troop ladder
Day 524hTrade Baron — beasts, the terror and truegold
Day 6~36hFull-Scale Competition — every day's tasks at once, into Sunday

Days 1–5 run 24 hours each; the finale ~36 hours, Saturday into Sunday. Below: each day's tasks, points per action.

Day 1 · Rise of the City 24h · building and gathering day
Escort a truck (any grade)10,000
Raid a truck (any grade)10,000
Master Emblem3,600
Truegold (building upgrade)1,250
Truegold Dust (tech research)625
Master's Manuscript36
1m construction / research / training / master speedup18
Gather in the wilderness (bread / wood / stone / iron)2

Trucks are the Merchant Empire overlap — one escort scores in both. Master emblems pay 3,600 here; if you hold them for prep days 2–3, weigh it against today's rate.

Day 2 · Hero Development 24h · hero day
Escort a truck (any grade)10,000
Raid a truck (any grade)10,000
Master Emblem3,600
Finish an intel mission3,000
Mythic hero shard1,875
Truegold (building upgrade)1,250
Epic hero shard750
Truegold Dust (tech research)625
Rare hero shard210
Master's Manuscript36
1m construction / research / training / master speedup18

Shards ascend at better than half the KvK rate, so the fixed rewards can make this the month's cheapest shard spend — but every shard is one Strongest Governor week wants.

Day 3 · Pet Training 24h · pet and charm day
Escort a truck (any grade)10,000
Raid a truck (any grade)10,000
Advanced Taming Mark (pet refinement)9,370
Common Taming Mark (pet refinement)680
Governor Charm max score +145
Pet Advancement score +130
Gather in the wilderness (bread / wood / stone / iron)2

Levelling a charm or pet also pays a one-time level-up score on top of the per-point rows — the amounts climb steeply with level. Pets here pay less per taming mark than prep day 3 (9,370 vs 15,000): spend only what today's chest needs.

Day 4 · Gear Enhancement 24h · gear and troop day
Escort a truck (any grade)10,000
Raid a truck (any grade)10,000
Mithril18,750
Widget (hero exclusive gear)3,750
Finish an intel mission3,000
Hero Gear Forgehammer1,875
T11 troop30
T10 troop24
T9 troop18
T8 troop14
T7 troop10
T6 troop7
T5 troop4
T4 troop3
T3 troop2
T2 troop1
T1 troop1
Governor Charm max score +145

Choose your reward target before spending. Keep materials reserved for another event unless you decide to use them here.

Day 5 · Trade Baron 24h · beast day
Escort a truck (any grade)10,000
Raid a truck (any grade)10,000
Call a rally and hunt a Terror15,000
Defeat a level 26–30 beast6,000
Defeat a level 21–25 beast5,500
Defeat a level 16–20 beast5,000
Defeat a level 11–15 beast4,500
Defeat a level 1–10 beast4,000
Truegold (building upgrade)1,250
Truegold Dust (tech research)625
Governor Gear max score +122
1m construction / research / training / master speedup18

The free day — beasts, the terror, your own marches; nothing here touches the KvK hoard. If the alliance pushes a day, this is the one that costs you no prep.

Day 6 · Full-Scale Competition ~36h finale · every day's tasks at once, into Sunday
Escort a truck (any grade)10,000
Raid a truck (any grade)10,000
Mithril18,750
Call a rally and hunt a Terror15,000
Advanced Taming Mark (pet refinement)9,370
Defeat a level 26–30 beast6,000
Defeat a level 21–25 beast5,500
Defeat a level 16–20 beast5,000
Defeat a level 11–15 beast4,500
Defeat a level 1–10 beast4,000
Widget (hero exclusive gear)3,750
Mythic hero shard1,875
Hero Gear Forgehammer1,875
Truegold (building upgrade)1,250
Epic hero shard750
Common Taming Mark (pet refinement)680
Truegold Dust (tech research)625
Rare hero shard210
Governor Charm max score +145
Pet Advancement score +130
Governor Gear max score +122
1m construction / research / training / master speedup18

The finale mixes every day's table (plus day-2's shards) over ~36 hours. Every brawl day also scores 1 point per gem and 6 per top-up point — small, and never worth spending for.

Personal milestones unlock up to five chests a day. A daily alliance reward closes each 24-hour day — both sides get one, the winner's double: recruitment keys, water essence, alliance tokens, resources.

The winner takes +1 star, the loser −1: star rewards include the Merchant Caravan decoration. The alliance ranking pays the top ~50 on each side, winners greater — its prize: the Horn of Victory decoration.

Escort and raid trucks (10,000 each) live in Merchant Empire, which runs beside the brawl — the same truck counts in both. Armament runs this week too; check it before spending truegold or shards.

Personal ranks are mainly within your alliance. Some alliances compete freely; others agree the top places to reward active low spenders. Check the plan before overtaking someone or spending for a rank.

The whole KvK prep week as one chart: every material you've been saving, and which of the five prep days wants it. Today's column is what the clock above says to spend.

the prep chart — 16 materials × five prep days

✅ best day 🆗 scores, but saving it is better 🚫 doesn't score

material 12345
Truegold✅🆗🚫🚫🆗
Tempered Truegold✅🆗🚫🚫🆗
Hero shard🚫✅✅🚫🚫
Master emblem🚫✅✅🚫🚫
Building🆗✅🚫🚫🚫
Troop🚫🚫🚫✅🆗
Research🆗✅🚫🚫🆗
Hero roulette🚫✅✅🚫🚫
Gathering🚫✅🚫✅✅
Intel missions✅🚫✅🚫✅
Pets advance🚫🚫✅🚫✅
Gov charm✅🚫✅✅🚫
Gov gear🚫🚫🚫🚫✅
Widget gear🚫🚫🚫✅✅
Mithril🚫🚫🚫✅✅
Forgehammer🚫🚫🚫✅✅

The chart is the alliance's own, checked against the community tables. One row to sanity-check in-game: Building marks construction best on day 2, while some guides put it on day 1. Day 5 scores construction too, but it's the cleanup day; gear, intel and truegold beat it there. Beast hunting earns no prep points at all.

Each prep day has its own tasks. Use the lists below to plan your materials, and check your reward milestones in game.

Day 1: City Construction
Tempered Truegold (building upgrade)30,000
Watchtower Intel Mission6,000
Truegold (building upgrade)2,000
Truegold Dust (tech research)1,000
Governor Charm max score +170
1 min construction / research / training / learning speedup30
Day 2: Basic Skills Up
Tempered Truegold30,000
Hero Roulette (1 spin)8,000
Master Emblem6,000
Mythic hero shard3,040
Truegold2,000
Epic hero shard1,220
Truegold Dust1,000
Rare hero shard350
Master's Manuscript60
1 min speedups (all kinds)30
Gather 1,000 bread/wood, 200 stone, 50 iron2
Day 3: Pet Training
Advanced Taming Mark (pet refinement)15,000
Hero Roulette8,000
Master Emblem6,000
Watchtower Intel Mission6,000
Mythic hero shard3,040
Epic hero shard1,220
Common Taming Mark1,150
Rare hero shard350
Governor Charm max score +170
Master's Manuscript60
Pet Advancement score +150
Day 4: Gear & Troops
Mithril40,000
Widget (hero exclusive gear)8,000
Hero Gear Forgehammer4,000
Governor Charm max score +170
T11 troop75
T10 troop60
T9 troop45
T8 troop35
T7 troop25
T6 troop18
T5 troop12
T4 troop8

Troop training and promotion score today, alongside eligible gear upgrades. Check the available tasks and troop tiers in your event.

Day 5: Combined
Governor gear·
Truegold + Tempered Truegold2,000 / 30,000
Mithril / widget / forgehammer40,000 / 8,000 / 4,000
1 min construction / research / training speedups30
Watchtower Intel Mission6,000
Gathering2
Pets advance50

Seven scoring days. Repeated day names can have different tasks, so check the current day’s table.

💎 gems roulette spins cost gems, so only spin on a day that pays well 📋 intel hold missions from 08:00 the day before a scoring day; they cash in during the event

Day 1: City Construction
Tempered Truegold30,000
Truegold2,000
Governor Charm max score +170
1 min construction / research / training speedup30
Day 2: Hero Development
Mithril40,000
Widget (hero exclusive gear)8,000
Hero Roulette8,000
Hero Gear Forgehammer4,000
Mythic hero shard3,040
Truegold2,000
Epic hero shard1,220
Rare hero shard350
1 min speedups30
Day 3: Skill Up
Advanced Taming Mark15,000
Hero Roulette8,000
Master Emblem6,000
Mythic hero shard3,040
Epic hero shard1,220
Common Taming Mark1,150
Rare hero shard350
Governor Charm max score +170
Pet Advancement score +150
Day 4: Combat Training
Mithril40,000
Widget8,000
Hero Gear Forgehammer4,000
Governor Charm max score +170
T10 → T1 troop39 → 1

The troop ladder here is not the KvK ladder: SG pays T10 at 39, KvK pays T10 at 60 and adds T11 at 75. Train hard either way; just know the rates differ.

Day 5: Skill Up
Mithril40,000
Widget8,000
Hero Gear Forgehammer4,000
Truegold2,000
1 min construction / research / training speedup30

The second "Skill Up" is a different list from day 3: the truegold and speedup baseline returns, the pets don't.

Day 6: Combat Training
Governor Charm max score +136
T10 → T1 troop39 → 1

The bare troop day: no mithril, no gear. If you saved a troop push, this is the second chance for it.

Day 7: Hero Development
Advanced Taming Mark15,000
Mythic hero shard3,040
Truegold2,000
Epic hero shard1,220
Common Taming Mark1,150
Rare hero shard350
Pet Advancement score +150
Governor Charm max score +136
1 min speedups30
Gather 2,500 bread/wood, 500 stone, 100 iron3

Two things shape every SG plan: milestones scale with your Town Center group, and the reward ladder runs daily ranks, challenge medals, kingdom and cross-kingdom ranks, and a kingdom-state reward bar that pays state rewards when your kingdom finishes near the top of its group.

Choose your reward target before spending. Keep materials reserved for another event unless you decide to use them here.

Alliance Mobilization runs on cycle days 15–20 with no daily themes. Accept a mission before completing its task.

Choose your reward target before spending. Keep materials reserved for another event unless you decide to use them here.

Full Mobilization scoring tables aren’t included here yet. Check the active mission in game.

Prep decides who attacks; the weekend decides who holds. The prep winner enters the loser's kingdom and tries to take the Castle — a five-hour contest: one clean 2.5-hour hold wins it, else the most hold time at the close.

  • The Castle: a full 5 hours. Hold it 2.5 hours continuously and you win on the spot; otherwise the alliance with the most total hold time takes it. The full 5 hours always run, even once a side is uncatchable. Hold time is by alliance, not kingdom.
  • The turrets: four of them. They wear down the defenders and give their occupiers lethality in the Castle fight.
  • The window: the battle day runs ~10:00–22:00 UTC; the Castle is contestable for the full 5 hours within it.
  • The window itself: 10:00–22:00 UTC, teleports between servers open and troop kills score, All-Out style. Fun to blow off steam, but don't burn troops and resources — check world and alliance chat for any agreed rules first.
  • The ±3 TC rule: your Town Center's attack range gates who you can hit. It decides your rally assignments before the weekend starts.
  • Field Triage: 30% base troop recovery, up to 90% with Medical Satchels and Rescue Orders. Healing burns your stockpiled food and wood; that's what the prep hoard is for.
  • The shield: activate it before the window opens — there's always a between-phase gap when unshielded towns fall, and it's essential for offline time during the battle day.

The page, in the order you'll do it: save for KvK prep, the day-one ritual, then the weekend:

  1. 1

    Save the taming marks

    Advanced and Common Taming Marks; they're the day 3 and day 5 stars.

  2. 2

    Save the gems and shards

    Hero Roulette runs on days 2 and 3; save the gems for it (spins are event-only) and every hero shard tier.

  3. 3

    Save the truegold

    Truegold and Tempered Truegold: days 1, 2 and 5.

  4. 4

    Save the gear materials

    Mithril, widgets and forgehammers: days 4 and 5. Master emblems and manuscripts: days 2 and 3.

  5. 5

    Keep the troops one tier down

    Come into prep week with troops a tier below your max, ready to promote, for more points per speedup spent.

  6. 6

    Stack the buffs before day 1

    Wolf pet buff, Double Time Decree, Chief Minister if the kingdom runs it; activate them before you spend, then spend.

  7. 7

    Hold the intel

    Stop collecting Watchtower missions from 08:00 the day before a scoring day (day 21 before prep) so they bank for points.

  8. 8

    Shield before the window

    Activate your town's shield as prep ends. The gap between phases is when unshielded towns fall.

  9. 9

    Know the battle plan

    Confirm your battle time, attack range and rally assignments with your alliance. Check Duel of the Elites eligibility and KvK matchmaking in game.

Armament Competition and Officer Project each run twice in Brawl and Mobilization weeks. Tasks depend on the run type.

Choose your reward target before spending. Keep materials reserved for another event unless you decide to use them here.

the point tables (for reference only)Armament & Officer · for reference only
Type 1 · the Monday run cycle days 1–2 and 15–16 · points per action · top tier: Artisan Visions
Tempered Truegold (building upgrade)1,500
Mythic hero shard125
Truegold (building upgrade)100
Epic hero shard50
Truegold Dust (tech research)50
Rare hero shard15
Governor Gear max score +13
1m construction / research / training speedup1

Shard tasks count general shards too — the ascension scores, not the hero.

The Truegold Dust row unlocks with the War Academy, Tempered Truegold after TG8 — before those ages the rows don't appear.

Type 2 · the Friday run cycle days 5–6 and 19–20 · points per action · top tier: Truegold
Mithril8,000
Widget (hero exclusive gear)1,600
Tempered Truegold (building upgrade)1,500
Hero Gear Forgehammer800
Truegold (building upgrade)100
Truegold Dust (tech research)50
Governor Gear max score +13
1m construction / research / training speedup1
Type A · Troop Training & Charms the Wednesday run · cycle days 3–4 and 17–18 · points per action
Mithril60,000
Widget (hero exclusive gear)12,000
Hero Gear Forgehammer6,000
Governor Charm max score +170
T11 troop37
T10 troop30
T9 troop22
T8 troop17
T7 troop12
T6 troop9
T5 troop6
T4 troop4
T3 troop3
T2 troop2
T1 troop1

The troop ladder pays a third of KvK prep's top tier — train what you need, don't promote a tier for this run. The charm row is the cheap, steady scorer.

Type B · Governor Gear & Hero Shards the Sunday run · cycle days 7–8 and 21–22 · points per action
Widget (hero exclusive gear)12,000
Hero Gear Forgehammer6,000
Mythic hero shard3,040
Epic hero shard1,220
Rare hero shard350
Governor Gear max score +170

Its second day lands on SG day 1 (day 8) or prep day 1 (day 22) — the shards and gear it spends are what that week wants. Take the fixed milestones with what you can spare, then stop.

the ledger — every page

Town Centre