Turf war is a mini game where guilds fight against each other in round based guild PvP. Each week all guilds are divided into groups of 10 and put on maps where they fight each other in Turf War. The goal of Turf War is to control as many quality fields as possible at the end of each day. Each Turf War lasts for six days, followed by a 24h break before guilds are put onto new maps. Using cards in Turf War has no effect on their availability outside of Turf War.
The map is a 6 x 5 rectangle of fields that guilds fight for. On each map there are several special fields. Only special fields grant influence points that allow guild masters and officers to buy new guild bonuses.
The structure of the map is as follows:
Co = COrner, E = Edge, C = Center
Regular fields Edit
Fields on the corner and edge of the map receive a +50% bonus to troops of the given type. Fields in the center of the map receive a +20% bonus to troops of the given type. As of 16 April, 2018, field A4 is no longer treated as a center field.
- Plains (order)
- Mountains (chaos)
- Forests (nature)
Special fields Edit
- Epic-tier buldings: reward's race is based on the race that is nerfed:
- Rare-tier buildings: reward's race is based on the race that is boosted:
- Other (gold, gold dust, gems): they give gold, gold dust or gems respectively:
The Guild master and Officers can put Crosshair and White Flag marks on the map to let other guild members know where to attack and where to not attack.
Attacking and defendingEdit
Each player from each guild can send troops to attack or defend. You can attack only fields that share a common edge with one of the fields your guild controls.
If your guild has no fields on the map it is given five random fields at the edge of the map that are possible to attack. These same five fields are used if the guild loses control of all fields and has to reenter the map.
You can send all troops on a single field or split them between as many fields as you want. Your cards are your troops and the number shown when selecting which troops to send is already adjusted for the bonus/penalty for the field.
Each card may be used only once per day. New guild members have a delay of up to one day before they may use their troops. Typically this cooldown period lasts until the next Reset.
Note: For the purposes of this section, Neutral Forces count as a guild, whether defending or rioting.
Over the course of the week, 18 periodic clashes occur, broken up into daily rounds of 3 clashes. Clashes last 10 minutes, ending at the top of the hour. The UTC times for the clashes are as follows:
- at 23:50 – 0:00,
- at 11:50 – 12:00,
- at 17:50 – 18:00.
The results of the third clash are what matter for reward calculations.
Once a clash starts, no more troops can be placed, and fights occur on fields where more than one guild has troops. The Guild with the most troops on the field becomes owner of that field for the next clash. The number of troops remaining on the field is equal to the difference in troop count between the two guilds with the most troops. Troops sent from all other guilds have no impact on the final outcome.
Example: Guild A owns the field with 3200 troops. Guild A further places 6800 troops, for a total of 10000 troops. Guild B places 12000 troops, and Guild C places 15000 troops. Guild C wins the field with 3000 troops remaining (15000 - 12000 = 3000). The troops from Guild A did not affect the fight.
In the rare case where the number of troops is the same between the top two guilds, the defender keeps the field with 0 troops left, even if the defender is not one of the guilds with the most troops.
Example: Guild A owns the field with 3200 troops. Guild B places 3200 troops. Guild A retains ownership of the field with 0 troops remaining (3200 - 3200 = 0).
Example: Guild A owns the field with 3200 troops. Guild B places 12000 troops, and Guild C also places 12000 troops. Guild A retains ownership of the field with 0 troops remaining (12000 - 12000 = 0).
When a guild controls a field, it has a certain chance of rioting: very low, low, medium, or high. These riot chances can be checked at any field by selecting the field. As the guild gains control of more fields, the chances of riots increases. Riots come in the form of neutral troops: if they win, the field returns to being neutral. Once the rioters send their troops to a field, they do not send reinforcements until after the clash is over.
A "very low" chance of riots means it is virtually impossible that a riot will occur. A "high" chance of riots means it is nearly certain that a riot will occur. A "low" or "medium" chance of riots is somewhere in between.
A guild that controls 3 or fewer fields will have "very low" chance of riots on all fields. Otherwise, not all fields controlled by a guild will have the same chances of rioting. The riot chances appear to be distributed randomly without regard for field location or whether a building is present, with more "medium" and "high" chances as the number of controlled fields grows.
Rewards and resetsEdit
At the end of the third daily clash, each player gets rewards based on the quantity, quality, and location of fields that his or her guild controls and on the player's ranking in the guild (which in turn is based on the number of troops sent that round). A player that sends no troops during a round will receive no personal rewards.
A guild gains influence points for each special field it controls at the end of a round.
After the last clash (18) of the last round (6) the players get additional rewards for the different fields their guild is holding. Those are shown when you click on each field. It can be Gold, Gems, Common/Rare/Epic cards, Gold Dust and additional Influence for your guild as well as Contribution points for each player.
Additionally, every time a player sends troops, there is an immediate reward in gold coins that depends on the troop count sent before terrain and Elixir bonuses are applied.
The end of a round (the third clash of the day) also signals a resetting of troops stationed at each non-neutral field. Neutral fields keep all of their neutral defenders, but guild-owned fields lose 70% of their defenders (that is, only 30% of the defenders that survived the clash will also survive the reset).
- Guild A and Guild B are contesting a field during the third clash of the day. Guild A has 2000 total troops sent to the field, while Guild B has 3000 total troops sent to the field. Guild B controls the field at the end of the clash, with 1000 troops, as normal. The reset then reduces the total to 300 troops.
- Guild C controls a field with 10000 troops, and the field is uncontested during the third clash of the day. The reset reduces Guild C's troops stationed at the field to 3000.
- Guild D controls a field with 1 troop, and the field is uncontested during the third clash of the day. After reset, Guild D retains control of the field, but has 0 troops stationed.
Some other key activities of the game are tied to the timing of the resets:
- Journey bosses defeated during the previous day are available to be battled again without paying gems.
- New Dark Tower runs can be started without paying gems.
- Daily bonus becomes available.
- Friend Shop, Journey Shop, and Dark Shop reset, giving you new options to choose from.
Elixir Boost Edit
Your total troops power sent to a tile during a clash can be boosted by adding elixir to the tile. First boost costs 20 elixir and will increase your total power by 60%. Subsequent boosts give a 30% boost or more to your original power and will cost an increasing amount of elixir. When you click on the BOOST button, you are given the three least expensive options that will add a boost to your power.
Thus 20 elixir will boost for 60%. 60 elixir will boost for 90%. 140 elixir will boost for 120% etc...
(in Boost menu)
|Natural power||0||20, 60, 140||0|
|60%||20||40, 120, 270||20|
|90%||40||80, 230, 530||60|
|120%||80||150, 450, 850||140|
|150%||150||300, 700, 1200||290|
|180%||300||400, 900, 1900||590|
|210%||400||500, 1500, 3000||990|
|260%||500||1000, 2500, 4500||1490|
|310%||1000||1500, 3500, 6000||2490|
|360%||1500||2000, 2500, -||3990|
|410%||2000||2500, -, -||5990|
|460%||2500||-, -, -||8490|
Example: You have 1000 troops. You click on the button that says BOOST NO, which gives you three options: +60% for 20 elixir, +90% for 60 elixir, and +120% for 140 elixir. Picking the first elixir option will cost 20 elixir and you will now have 1600 total troops. Picking the second option will cost 60 elixir and you will have 1900 total troops. Picking the third option will cost 140 elixir and you will have 2200 total troops.
Suppose you want to send 3100 troops to a tile, but once again, you only have 1000 troops to send after terrain buffs/debuffs. You will need the 210% boost from elixir to do this. (210% of 1000 troops is 2100 troops added to your initial 1000). The fastest way to get there starts with selecting the 120% boost. The Boost button will now say BOOST 120%. Clicking on the Boost button again will now give you the elixir options of 150, 450, and 850, for 150%, 180%, and 210% boosts, respectively. Select 210%. If you want more troops and have the elixir to spend, you can click on the Boost button again.
How many troops you have, before terrain bonuses and elixir boost, is determined by the level and rarity of your cards.
(Numbers in parentheses are best estimates from interpolation and should be replaced with verified amounts when possible)
Troop count is further modified by the number of times a card has been reborn. The following table shows the cumulative boost gained for each reborn level.
Soulbinding doesn't have any effect on troop count.