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.
The groups of 10 guilds in a given Turf War depend on the guild rankings from the previous Turf War. These previous-war rankings determine what tier of rewards the current Turf War will give.
When playing Turf War, players should remember that using cards in Turf War has no effect on their availability outside of Turf War. You do not lose any cards in your collection when you use them in Turf War.
|Turf War fields navigation|
|Rare||Lighthouse||Tree of Life||Witch Hut|
|Any Race / No Race|
|Other||Gems Mine||Gold Mine||Factory|
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 with the actual battle being resolved in the last ten minutes The UTC times for the clashes are as follows:
- starts at 18:00 and resolves at 23:50 – 0:00;
- starts at 0:00 and resolves at 11:50 – 12:00,
- starts at 12:00 and resolves at 17:50 – 18:00.
The results of the third clash are what matter for reward calculations.
Once a resolvement 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).
Introduced with the 31 July 2018 Update, you can pay gems to hide the amount of troops your guild has on a field. When you do, an automatic message is sent to the War Chat, specifying
- what individual paid to hide troops
- what guild that player is in
- the location of the hidden troops on the map.
Anyone playing on that map can then pay gems to scout the fields with hidden troops. When a field is scouted, the troops become visible to the members of the scout's guild. Members of other guilds still see ??? for the troop count. When a field is scouted, another automatic message is sent to the War Chat, specifying
- what individual paid to scout the hidden troops
- what guild that payer is in
- the location of the formerly hidden troops on the map.
After the troop placement phase of a clash is over, hidden troops become visible while you wait for the next clash to start.
The cost of hiding troops and the cost of scouting troops increase with increased usage. The initial hiding cost is 30 gems, which can be scouted for 40 gems, which can be re-hidden and re-scouted for ever increasing amounts of gems.
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
Souls and Contribution: 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). Fields that have the Gems Mine, Gold Mine, or Factory on them reward you with gems, gold, and gold dust, respectively, instead of souls. Clicking on a field will show how much of what kind of rewards it will give. A player that sends no troops during a round will receive no personal rewards. The last reset (clash 18) will give double rewards.
|6 - 10||3%|
It's worth noting that the sum of these percentages equals 100% (ie: the entire stated reward) only in the case of a guild with 60 active members. For guilds with fewer active members, some part of the reward is not assigned:
|Amount of rewards assigned vs. Number of active guild members|
|Number of active
|Amount of overall
|Amount of overall
Gold: 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.
After the last clash (18) of the last round (6), players get double rewards for the various fields their guilds hold.
The end of a round (the third clash of the day) also signals a resetting of troops stationed at each non-neutral field. Both neutral fields and 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. Elixir can be earned daily from the Guild Fountain, from guildmates spending real money, or from offers in the Shop. First boost costs 30 elixir and will increase your total power by 20%. Subsequent boosts give a 20% 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 30 elixir will boost for 20%. 100 elixir will boost for 40%. 200 elixir will boost for 70% etc.
Compared to the boosts given prior to the 31 July update, 400% boost is the breakeven point: using more elixir gives a more favorable boost, and using less elixir gives a less favorable boost than they did before the update.
(in Boost menu)
|Natural power||0||30, 100, 200||0|
|20%||30||70, 170, 320||30|
|40%||70||100, 250, 500||100|
|70%||100||150, 400, 800||200|
|100%||150||250, 650, 1250||350|
|130%||250||400, 1000, 1700||600|
|160%||400||600, 1300, 2150||1000|
|190%||600||700, 1550, 2400||1600|
|230%||700||850, 1700, 2550||2300|
|270%||850||850, 1700, 2550||3150|
|310%||850||850, 1700, 2550||4000|
|350%||850||850, 1700, 2550||4850|
|400%||850||850, 1700, 2550||5700|
|450%||850||850, 1700, 2550||6550|
|500%||850||850, 1700, 2600||7400|
|550%||850||850, 1750, 2750||8250|
|610%||850||900, 1900, 3900||9100|
|670%||900||1000, 3000, 5000||10000|
|730%||1000||2000, 4000, 6000||11000|
|790%||2000||2000, 4000, ?||13000|
|860%||2000||2000, ?, ?||15000|
|930%||2000||?, ?, ?||17000|
Example: You have 1000 troops. You click on the button that says BOOST NO, which gives you three options: +20% for 30 elixir, +40% for 100 elixir, and +70% for 200 elixir. Picking the first elixir option will cost 20 elixir and you will now have 1200 total troops. Picking the second option will cost 100 elixir and you will have 1400 total troops. Picking the third option will cost 200 elixir and you will have 1700 total troops.
Suppose you want to send 2600 troops to a tile, but once again, you only have 1000 troops to send after terrain buffs/debuffs. You will need the 160% boost from elixir to do this. (160% of 1000 troops is 2300 troops added to your initial 1000). The fastest way to get there starts with selecting the 70% boost. The Boost button will now say BOOST 70%. Clicking on the Boost button again will now give you the elixir options of 150, 400, and 800, for 100%, 130%, and 160% boosts, respectively. Select 160%. 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 does not have any effect on troop count.