Event Cards
One image that explains a whole event — the daily limits people under-spend, the mistakes that cost the most, and how you are actually scored. Sized to read on a phone, so download one and drop it straight into alliance chat or Discord. Looking for the squad and VS cheat sheets instead? Quick Reference Cards.
Core mechanics

Crystal Event
The three daily boss attempts, why one troop type beats your best five, and the buffs that silently do nothing.

Move for free
The four base moves that cost nothing, the three teleporter types, and two traps that waste them.

Squad Formations
The four formation-bonus tiers, the counter triangle, and the front/back split per type.
Weekly rhythm

Capitol War
The Saturday timetable, the four giant cannons most alliances ignore, and why holding beats taking.

Alliance Duel (VS)
The themes the game actually names, the daily major score, and the item that changes your theme.

Enemy Buster
The two-day kill window, when Alliance Assaults open, and why the shield prompt matters.

Arms Race
Six four-hour phases, what to bank for each, and how to double-dip with Alliance Duel.
Alliance Duel — day by day

Sunday — Prep Day
The night before: send gathers, stack radar, and open nothing.

Monday — Radar Training
Radar, stamina and returning gathers — and the drone chest that catches everyone out.

Tuesday — Base Expansion
Building upgrades and construction speedups — start big at reset.

Wednesday — Age of Science
Research speedups, Valor Badges, and the component chests that only count today.

Thursday — Hero Initiative
Everything hero — shards, EXP, medals, weapons and tickets, all at 2 VP.

Friday — Total Mobilization
The 4x training multiplier, the waterfall, and why every speedup lands today.

Saturday — Enemy Buster
The 5x rival multiplier, why scouting first matters, and the two-day window.
Recurring events

Champion Duel
Why entry costs nothing, the three-loss elimination, and the formation lock that catches people out.

Alliance Train
The four-hour boarding window, wagon limits and the random draw that decides who rides.

Zombie Siege
Why shields are useless, the 48-hour rule that pays nobody, and the two actions that count as losing.

Sky Predator
The Rush Stage that decides how strong your airship is, and the shield that turns 5 wins into 20.

Marshal's Guard
The 30-minute drill: the donation cap, why officers should lead rallies, and the 10x that rides on one player.
Bosses
Season mechanics
Season 1
Season 2

Rare Soil War
Declaration days, the four stages, what a win is worth, and why ganging up on one alliance can backfire.

Reactivate the Nuclear Furnace
The two daily allowances people under-spend, the four beasts, and how the ranking is decided.

Temperature & Furnace
The -20°C freeze line, the Furnace cap, and why coal runs out before you expect it.
Season 3
Season 4

Armament Institute
The four gates before you can start, the branch order, and why the research is the real bottleneck.

Lucky Cats
How each kind is found, the daily cap on Minis, and the charging step people miss.

The Lighthouse
Why brightness gets more expensive over time, and why leftover power is never wasted.

Tactics Cards
Two loadouts, the combining rule, and the Hybrid Squad card that changes squad building.
Season 5

Alliance Trade Train
Regular versus Mega Express, the daily limit, and why the free train only reaches the top 20.

Bank Strongholds
The Lv.1 Stronghold that gates everything, the daily capture cap, and why this is the first thing an alliance does.

Caffeine Institute
Which resource upgrades what, why buffs lapse, and what to brew for each job.
Season 6
Free to share and repost. Everything on a card is checked against in-game behaviour first — where a figure could not be confirmed it is left off rather than guessed at, so a card may be shorter than the guide it links to.







