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 event card

    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 event card

    Move for free

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

  • Squad Formations event card

    Squad Formations

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

Weekly rhythm

  • Capitol War event card

    Capitol War

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

  • Alliance Duel (VS) event card

    Alliance Duel (VS)

    The themes the game actually names, the daily major score, and the item that changes your theme.

  • Enemy Buster event card

    Enemy Buster

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

  • Arms Race event card

    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 event card

    Sunday — Prep Day

    The night before: send gathers, stack radar, and open nothing.

  • Monday — Radar Training event card

    Monday — Radar Training

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

  • Tuesday — Base Expansion event card

    Tuesday — Base Expansion

    Building upgrades and construction speedups — start big at reset.

  • Wednesday — Age of Science event card

    Wednesday — Age of Science

    Research speedups, Valor Badges, and the component chests that only count today.

  • Thursday — Hero Initiative event card

    Thursday — Hero Initiative

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

  • Friday — Total Mobilization event card

    Friday — Total Mobilization

    The 4x training multiplier, the waterfall, and why every speedup lands today.

  • Saturday — Enemy Buster event card

    Saturday — Enemy Buster

    The 5x rival multiplier, why scouting first matters, and the two-day window.

Recurring events

  • Champion Duel event card

    Champion Duel

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

  • Alliance Train event card

    Alliance Train

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

  • Zombie Siege event card

    Zombie Siege

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

  • Sky Predator event card

    Sky Predator

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

  • Marshal's Guard event card

    Marshal's Guard

    The 30-minute drill: the donation cap, why officers should lead rallies, and the 10x that rides on one player.

Bosses

  • Wanted Boss event card

    Wanted Boss

    Why only your highest single attempt matters, the four spawn windows, and the 90-second clock.

  • Rampage Bosses event card

    Rampage Bosses

    The three daily spawn windows, the per-boss attack cap, and why weaknesses beat raw power.

Season mechanics

  • Grouping — the free server hop event card

    Grouping — the free server hop

    How to reach the other servers in your season group for nothing, and why it doubles what you can earn.

Season 1

  • Queen's Revenge event card

    Queen's Revenge

    The declare-then-siege rhythm, how Defense Targets work, and the Crimson Gunner you must kill on sight.

Season 2

  • Rare Soil War event card

    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 event card

    Reactivate the Nuclear Furnace

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

  • Temperature & Furnace event card

    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 event card

    Armament Institute

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

  • Lucky Cats event card

    Lucky Cats

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

  • The Lighthouse event card

    The Lighthouse

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

  • Tactics Cards event card

    Tactics Cards

    Two loadouts, the combining rule, and the Hybrid Squad card that changes squad building.

Season 5

  • Alliance Trade Train event card

    Alliance Trade Train

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

  • Bank Strongholds event card

    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 event card

    Caffeine Institute

    Which resource upgrades what, why buffs lapse, and what to brew for each job.

Season 6

  • City Destruction event card

    City Destruction

    The two declaration days, why capture is destruction, and who actually collects the Influence.

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.