Tribal Conflicts
Regular Clashes between the Tribes

Tribal Conflicts will happen regularly next to the normal gameplay, but can influence the whole continent.
In each conflict the rewards for the winner are plenty, while the weakest Tribe will suffer from a global debuff until they reclaim their honor.
Gameplay
Registration
Any player who has a Representing Land can register for a Tribal Conflict. Registration opens 7 days before and closes 1 hour before the Tribal Conflict starts.
When registering, the Representing Land will be locked and cannot be changed until the Tribal Conflict is over. The Land owner enters the conflict on the side of the Tribe his representing Land belongs to.
Players who do not have their own Representing Land can still join the conflict if they pledged at least 1 Hero to a Player who is already registered. When registered, players cannot break their pledge until the Tribal Conflict is over. The pledging Player enters the conflict on the side of the Tribe of the Representing Land they pledged to.
Setup
Once registration is closed, every Tribe receives 100,000 Valor points, divided by the participants, where Hero owners get factor 1, Estate Representatives factor 2 and Province Representatives factor 3.
The players fight over 10 strategic Strongholds at the border of the Divide.
Initially each Tribe holds three Strongholds while one - the Temple of Axomamma - is neutral.
Initially every Stronghold has 1,000 Points except for the neutral one, which has 1 Point.
Battle
Players can use Valor to attack enemy strongholds (deduct points) or to defend their own Strongholds (add points). Points used to defend count double.
If a Strongholds’ defense is broken (Points <= 0) it will change to the Tribe of the last attacker who broke the defense and is reset to 1,000 points. If two Tribes attack the same Stronghold in a round, the Tribe who spent more Valor on the attack takes over.
The game is played over 15 rounds, each running for 3 minutes.
Within those 3 minutes, players can set an action:
Attack a Stronghold with X Valor (if the player has Valor left)
Defend a Stronghold with X Valor (if the player has Valor left)
Do nothing and preserve Valor
It is important for players to coordinate their actions to avoid wasting Valor as well as anticipate the other Tribes actions and set countermeasures.
After all rounds are over, the game ends and whichever Tribe holds the most Strongholds wins. If it is a tie, the higher number of total points on the Strongholds decides.

Special Rules (can change between conflicts)
General
The Player with the most pledgers will be the General for his Tribe in this Battle and receive a special privilege. He can also hand over the role to another Player if wanted.
The General can use Divine Intervention once per game, where he needs to choose one of three options:
Invulnerability: makes all owned Strongholds invulnerable for the round
Reflection: one owned Stronghold of choice reflects all attacks back to the attackers for this round
Wrath: reduces an enemy Strongholds points by 50% at the start of the round
Temple of Axomamma
Valor used to defend the Temple of Axomamma only counts once (instead of double).
The Temple of Axomamma loses 1,000 points each round automatically.
The Tribe currently holding the Temple of Axomamma gain 500 points on each of their other Strongholds each round.
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