1. Castle Battle Timing & Access
- First Event
The first-ever Castle Battle on a newly opened server takes place after roughly 54 days. You can verify the precise timing by zooming out on the world map and tapping the King’s Castle — a countdown timer will show when the initial event becomes available.

- Subsequent Events
After the first Castle Battle, a new battle for the throne takes place once every two weeks. The second Castle Battle likely won’t land exactly 14 days later, because after the first battle the game re-aligns your kingdom’s schedule to match every other kingdom — but from then on, throne battles are held every Saturday (the very first battle can happen on any day of the week).
You can always confirm the exact time by checking the Castle again, or by opening the event tab named “Castle Battle.”
2. Rules & Mechanics
📌The Forbidden Zone and Teleporting
- The area immediately surrounding the King’s Castle is designated a Forbidden Area.
- Trying to teleport into this zone too soon triggers a warning: once you teleport in, your peace shield disappears and you can’t use another shield while inside.
- If your city suffers a defensive defeat here, your Guard Station (a.k.a. defense/”wall”) is instantly destroyed on the first battle loss, and your city is randomly teleported elsewhere on the map.
- All towns located inside the King’s Castle Forbidden Area are randomly teleported out 2 hours before the event begins.
- To join the battle, you can either teleport your town into the Forbidden Area, or attack the King’s Castle from outside it. Teleporting into the Forbidden Area is allowed any time from 1 hour before the event starts.
- You must be in an alliance to participate in this event.

📌Contesting Structures
- One March, One Structure: each player may only occupy a single structure at a time. If your troops are stationed in a turret, you can’t dispatch another march to the main castle.
- The only exception is when you’re already stationed inside a structure — in that case you may send another march to reinforce troops in that same structure.
- Rally vs. Direct March: if you’re leading or joining a rally against the main structure, you can’t send a separate individual march until that rally has concluded.
- You can’t launch a rally against a structure your own alliance holds. However, if you already have a rally in progress and an ally takes control of the structure mid-rally, your rally proceeds as normal — except that if your alliance holds the structure by the time the rally actually arrives, it’s treated as a reinforcement and won’t fight.

📌The Danger of Turrets
Turrets play a critical role in Castle Battle strategy. When a turret falls under enemy alliance control, it fires on troops stationed inside the main King’s Castle.
- The longer the same alliance holds a turret uninterrupted, the more frequent its attacks become — a growing threat to the King’s Castle defenders.
- Each hit causes a 2% casualty rate (up to 8% if an enemy alliance holds all four turrets).
- The attack interval shortens the longer a turret is held, starting at 4 minutes and accelerating to as fast as once per minute.
- During the Kingdom vs. Kingdom (KvK) event, turrets also give your own kingdom a multiplicative Lethality bonus and won’t attack your own kingdom — but this bonus doesn’t apply during a “local” throne battle.

📌 How to Win the Castle Battle
The Castle Battle lasts 5 hours. There are two ways to win:
- Continuous Occupation: an alliance that holds the King’s Castle for 2.5 consecutive hours is declared the winner immediately.
- Highest Total Occupation Time: if no alliance reaches a 2.5-hour continuous hold, victory goes to whichever alliance held the King’s Castle for the longest cumulative time once the 5-hour timer runs out.

📌Appointing the King
- The leader of the winning alliance can appoint any alliance member as King within the first 10 hours after the battle ends.
- If the alliance leader fails to appoint someone in time, the Alliance Leader is automatically promoted to King instead.
- If the King from the previous tenure is still a member of the winning alliance, that member is automatically re-elected as King.
- You can’t appoint a Governor from a different alliance to be King directly — but that Governor may temporarily join your alliance, be appointed King, and then leave.
📌Troops, Casualties, and Healing
- No permanent deaths (unless your Hospital is full): troops aren’t permanently lost during the battle unless your Hospital reaches full capacity. Casualties are instead sent there as severely wounded units — keep an eye on hospital capacity throughout the event.
- The Enlistment Office: if you do suffer permanent losses, 30% of those troops are lost for good, while the remaining 70% can be recovered from the Enlistment Office by spending “Loyalty” points.


📌Points & Rewards
👉 How you earn points:
- Carnage Points: earned by fighting within any of the five event structures — the main castle plus the four turrets.
- Occupation Points: active fighting is the only reliable way to build a significant score; simply holding a structure without fighting won’t generate many points.
- Casualty Points: earned from both wounding/killing enemy troops and having your own troops wounded in combat.
Points only come from the five event structures themselves — city attacks don’t count.

👉 How rewards are given:
- Milestone Rewards are sent straight to your in-game mail as soon as you hit each points milestone.
- Ranking Rewards are handed out at the end of the battle based on your position on the points leaderboard — higher ranks earn better rewards, including exclusive items.
- Personal reward tiers scale with your Town Center level (up to level 30); ranking rewards are the same for every governor regardless of Town Center level.

3. Recommended Heroes for Castle Battle
Which hero you bring depends on whether you’re attacking (joining a rally to take a structure) or defending (garrisoned inside a structure you already hold) — and in both cases, the hero needs to be placed in the first slot, all the way on the left, with its key skill upgraded to level 5.
📌Why the hero choice matters:
Attacking heroes amplify the damage your rally deals. Amane and Margot boost attack by up to 25%, while Chenko, Amadeus, and Yeonwoo boost lethality by up to 25%. Hilde is the standout pick because she buffs both attacking and defensive stats, making her useful in either role. Defensive heroes, by contrast, boost defense and health to help you hold a structure once you’ve taken it.
The other heroes in your line-up don’t need to be attack/defense specialists — use spare heroes there (ideally ones you don’t otherwise need, like unused blue-rarity heroes) simply to increase how many troops you can send as a joiner.
👉 Attacking (joining rallies)
1. Hilde — best overall pick; boosts both attack and defense

2. Amane — up to 25% attack

3. Chenko — up to 25% lethality

4. Amadeus — up to 25% lethality

👉 Defensive (in turrets)
1. Hilde — best overall pick; boosts both attack and defense

2. Saul

3. Gordon

4. Howard — usable if you have no one else at level 5 skill, but the weakest defensive option and best avoided if possible

Ranked best to worst, assuming each hero’s key skill is upgraded to level 5.