KvK5 min read

When Your Kingdom Opens

For months your kingdom is a walled garden. Nobody from outside can reach you, and the worst thing on the map is a neighbour you already know by name. Then the borders drop, four kingdoms get thrown into a group together, and a clan from somewhere older than yours can land on your city at three in the morning. The dread is fair, and mostly aimed at the wrong thing. You don't lose an opening by getting attacked. You lose it by getting farmed.

It's a banner game

Clash of Kingdoms is scored on banners, not on who takes the most hits. You take an enemy's banner by attacking their city, and you keep scoring off it for as long as you hold it. The bigger their Capitol, the more that banner is worth. So it's two games at once: taking and holding banners, where the points are, and not handing your own over for free, which is most of what this piece is about.

How banners score

When your kingdom opens it joins a Battle Group with a few others, and the event that decides everything is Clash of Kingdoms. Ignore the noise about who's biggest. The scoreboard only cares about banners.

How you score

Attack an enemy city, take its banner, hold it. Points stack the whole time it's yours, and a banner off a big Capitol is worth far more than one off a small one.

The catch

You can't raise a Shield of Peace while you're holding an enemy banner. Points mean staying out in the open, so holding is a team sport, not a solo one.

Stay in your league

Kingdoms only score against others in the same league. Hitting an out-of-league kingdom earns you nothing but a repair bill.

Everything else here is either how to take banners without dying, or how to stop giving yours away.

Close your portals when you walk away

The most expensive habit in the game

An open portal is a hole straight through everything you've built. An enemy who reaches it walks past your walls and your shield, hits your army directly, and if they win they take your resources and your banners. A shield with an open portal isn't a shield. It's an unlocked door in a wall you paid for.

Leave a portal open while you're not watching it and it gets hit, usually within minutes. Every guide says the same thing, so make it a clan rule: open it for the march, close it the second you look away.

It matters double once you're fighting across kingdoms, because portals are how you reach the enemy, so you'll be opening them to attack. Open, strike, close. Never open one and wander off.

Reinforcements are the whole war

The single best thing a clan can be during an opening is fast. A city that gets reinforced the moment it's touched is a city nobody wants to farm, because every extra body defending it is another squad the attacker has to grind through before your own troops even swing. A stack of five or six reinforcers can hold off someone far bigger on paper. Speed beats size.

The good kingdoms pre-stage it: a reinforcement and counter team that, the moment someone gets ported on, drops a portal next to the attacker, hits them, and closes it before the attack even lands.

None of it works unless everyone has cleared three gates first, and these are the ones people forget:

  • A built Consulate. Both the sender and the receiver need one, or troops don't move at all.
  • Veteran rank or higher. A member left on Soldier literally cannot send or receive help.
  • No shield up on either end. A shield blocks reinforcements both ways, so a shielded city can't be rescued.
You can't recall a march in flight

You can recall troops sitting in a fort or a friend's city whenever you like. You can never recall a march that's already in the air. So don't send armies out loose and hope. Once it's flying, it's committed.

Crypt now, not later

Crypting feels productive with a war coming, and it is. Crypts hand you clan wealth, gear, gems and the resources to rebuild after a fight, but not a single Clash of Kingdoms point. That's your war chest. It buys you nothing on the scoreboard.

So crypt hard in the days before the gates open, bank all of it, and change posture the moment they do. The crypting guide has the mechanics. The short version is one-shot every crypt, send Carter, and stop firing three captains at one tomb.

An army out is safer than an army home

Everyone worries about their army getting caught out crypting. It's the wrong worry. An army on a march or mid-crypt can't really be touched, it isn't a target the way a city or a parked gathering army is. What gets you is the opposite: an army sitting idle at home with no shield, or one dumped on a resource tile where it can be hit and looted.

Range is a clock

People hear "marching range" and picture a circle drawn on the map. It's really a clock. Your range is the most time your army is allowed to spend travelling, and you stretch it with logistics research and the right captain, not by living closer to anything.

the longest a normal march can run~2 hrsAyrin ignores it entirely

Two things follow for an opening. First, cluster your cities tight: a reinforcement is a march too, so the closer your clan sits, the faster you cover each other, seconds instead of minutes. Second, the way across kingdom lines is Ayrin, no portal and no time limit, which is how you reach them and exactly how they reach you. Expect Ayrin hits at any hour once you're open, and assume the older kingdoms in your group are bigger than you. Plan around it instead of being surprised by it.

Don't skip these

The four everyone asks about aren't the whole job. A few more, and they count just as much:

Shield discipline

Shield the moment you open, and any time you log off. But you can't shield while holding an enemy banner, or while reinforcements sit in your city. Keep gold banked so you're never caught short. And if a hit is already inbound, a shield plus a city teleport makes it miss.

Don't over-defend

You barely score for defending, and getting reinforced into a loss just gifts the attacker points and buries your own troops. If a fight is gone, shield or relocate. Don't feed them.

Keep a lean army home

A fat idle army sitting in your city is a target with a bow on it. Garrison the good stuff, or send it out working.

Bank your bonuses

Clan bonuses run on a timer. Burning them early to feel busy wastes the window. Hold them, and fire everything on the day.

And the quiet one: coverage. Clans lose cities to nobody being awake, not to being outgunned. Work out who's on in which hours before the day, not during the first bad night.

Build a kingdom QRF

The kingdoms that come out of an opening on top almost all stand up the same thing: a kingdom-wide quick reaction force. The strongest players from every clan, in one group, loyal to the kingdom over their own clan, there to answer an attack with a counter-attack. Nothing deters raiders better. Chase a couple of them home on the first night and the rest go find a softer kingdom.

It only works if it's agreed before the gates open, not thrown together at 2am when the first city is already burning.

For the whole clan

Get attacked all you like.
Just don't get farmed.

What we don't know yet

Nobody has published the exact points a banner is worth, only that it scales with the enemy's Capitol and pays out over the time you hold it. If you can watch your own score tick while holding one, that's a number worth writing down.

The rule that a marching army can't be attacked is community consensus, not a line in the manual. It holds up everywhere it has been tested, but it's inference, so treat it as very likely rather than certain.

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