Build a Kingdom QRF
When your kingdom opens you get hit at 3am by players three times your size, and no single city holds. The answer isn't bigger walls, it's a quick reaction force: your biggest players, from every clan, who answer a raid fast enough the rest go find a softer kingdom. How to build one, and the Portal Patrol play at the heart of it.
When Your Kingdom Opens
The gates drop, four kingdoms get thrown into a group, and a clan from somewhere older can land on your city at any hour. What to focus on before it happens, and the one line to tell everyone once it does: you don't lose an opening by being attacked, you lose it by being farmed.
Arm Your Five
Our plan for a five-on-five, behind the Cooper Clan password: what each of us brings, which mercs to hire, and how to cast the captain slots…
Punch Down: Citadel Edition
The loop works, but every Elven citadel has a dragon that keeps eating your griffins. The fix isn't a bigger army, it's a smaller citadel: drop to a level 20, starve the dragon, and keep almost your whole march…

Chests Grow Clans
Every other job in this game pays the player who did it. A finished crypt pays the whole clan. Why chests are the engine of clan growth, and why you always send the biggest crypt you can clear…

Break a Citadel, Keep Your Army
A level 30 citadel is two fights: a wall only catapults can break, and a garrison your army has to clear. Scout the wall, overkill it so it never swings back, send griffins to survive, and revive the little you lose…
Arachne's Swarm
The one epic event that lets you bring the whole bench. Doomsday gives you a single captain and Armageddon only allows for your hero, but the Swarm takes your hero and all three captains in the same…
Valor on Tap
Late research costs Valor in the hundreds of millions, and the honest grind never gets there. Rent wyverns, point them at the one monster that can't hurt them, and farm Valor by the hundreds of millions an hour, losing nothing…

Armageddon
The one event that won't let you bring captains, which makes it the one event where your hero finally earns its keep.
Clash of Kingdoms
Whole kingdoms in a promotion and relegation league, fighting over banners that pay for as long as you hold them. Carrying one costs you your shield, so the kingdom that plans its handoffs wins.
Dark Omens
Four clans, two days, one race to out-produce each other. You feed a chalice of green fire to speed your own points, and drop monsters on your rivals to slow theirs. Top three of the four takes the…
Stop Stalling Your Hero
Everyone says keep your hero low. The advice is half right, and the half that is wrong parks players a few levels short of a talent tier whose difficulty they have already paid for…
Doomsday
The one epic event you enter planning to lose. You can't dent the monster, so you don't try. You farm Valor off it instead, and pour every scrap of experience into the single captain you brought.
The Night Shift
Closing the app doesn't stop the game, it stops you. What keeps running while you sleep, what quietly waits for a finger, and how to match the jobs you queue to the hours you're actually gone…
Ruthless Slaughter
The one week your attack losses come back for Silver instead of Gold. No boss to gather on, no squad to beat. You revive your own fallen for points, so it's the week to run the fights that cost you…
Sands of Eternity
The fastest levelling in the game, paid in experience and nothing else — and it will empty your silver getting it.
Shadow Invasion
The one monster fight that pays Conquest points, the currency you'd otherwise only earn by hitting other players. You're not meant to win it. You're paid for every Shadow City defender you drop.
Crypting for Dummies
Crypting means sending one captain, carrying no troops, to dig out a tomb on the map. The whole skill is finding the biggest crypt you can clear in one trip, and then raising that level…
Understanding CP Runs
Conquest points only come from fighting players, and at the top end you need trillions of them. So clans stopped waiting for real fights and started building them: one player takes the…
The Ancients
One event wearing two names. What the clan banks on the first day decides what it can do on the second.
The Shape of a City
Your city has a fixed number of building slots, and almost every one of them is a choice you can undo only by demolishing what you built. Here I've gathered what experienced players…
Monument Fragments
Monuments are the statues standing on your dragon's pedestal, and they're built with fragments rather than resources. There are three of them, each with its own fragment that comes from its…

The Great Hunt
Ten monster contracts, a two-hour clan bonus, and a scoreboard that only pays the top hundred. There's no boss to gather on. It's a hundred small errands that add up, which is why when the clan…
Trade Routes
No fighting in this one. Mercenary Exchanges appear across your Battle Group, and you spend Silver racing to buy merc squads before they sell out. You keep every mercenary, and the top 100 win a…
Sending Clan Resources
Your clan's buildings turn ordinary wood, stone, iron, food and silver into five things you can't produce anywhere in your own city. Here's what happens to what you send, what the clan does…
Army Stacking
Stacking means filling one attack with lots of different troop types instead of only your best ones. The monster then spends its hits on your cheap troops, and your good ones survive to…
Manon's Clash Plan
Manon's personal playbook for Clash of the Thrones — how she means to play it, written for herself and kept behind a password of its own.
Portrait Hall
Portraits of the clan, at full resolution. Open to anyone with the kingdom password.