Turf war is a mini game (unlocked at League 24) where 10 guilds of similar guild rankings fight against each other for control of map squares. At the Reset, which occur at the end of each day. the rewards for squares held are calculated and form the basis for that the guild and its players receive. Note that only squares held at the Reset counts, regardless of which were held in the first two clashes.
Each Turf War lasts for six days, followed by a 24 hour break. The war is broken into 6 rounds (days) of 3 clashes each. Players can send their troops divided any way they like in clashes 1-3 (round 1), but once sent they are locked until Reset. Using cards in Turf War has no effect on their availability outside of Turf War. After clash 3, rewards are given and the troops are reset and available to players for use in clashes 4-6 (round 2), etc.
The ranking is based on how the guild did in the previous week's Turf War. Rankings also determine the Turf War Tier, the level of difficulty and rewards.
|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 (squares). Each clash, Leaders (the Guild master and appointed Officers) can mark squares with a Crosshair or a White Flag to let other guild members know where to send troops and where not to send troops. After the Clash is resolved, all markers are erased.
The structure of the map is as follows:
Co = COrner, E = Edge, C = Centre
Regular 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 centre field.
- Plains (order)
- Mountains (chaos)
- Forests (nature)
These structures are placed on top of the Regular Field-pattern, replacing both bonuses and terrain.
- Epic-tier buildings: reward's race is based on the race that is penalised:
- Rare-tier buildings: reward's race is based on the race that is boosted:
- Other (gold, soul dust, gems): they give gold, soul dust or gems respectively:
The vertical ruler on the right tracks the active Clash number of the War. To browse the history of the war click on the relevant position of the ruler: the map will show the deployment of guilds before that clash has taken place.
Attacking and defending
At the start of each war, your guild is given five 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.
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. (Neutral forces can attack anywhere on the map, based on rioting. They are not limited to adjacent edge squares!)
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 cool-down period lasts until the next Reset.
At the end of each clash, each square is given to the guild (or neutrals) that has the most troops on it. Troops cancel each other out.
Over the course of the week, 18 periodic clashes occur, broken up into daily rounds of 3 clashes. In the last ten-ish minutes of a clash the battles are resolved and no more troops can be placed. The UTC times for the clashes are as follows:
- starts at 18:00 and resolves between 23:50 – 0:00;
- starts at 0:00 and resolves between 11:50 – 12:00,
- starts at 12:00 and resolves between 17:50 – 18:00.
Fights occur on fields where more than one guild has troops. The number of troops remaining on the field is equal to the difference in troop count between the highest troop counts. Lower amounts of troops sent from any other guild(s) have no impact on the final outcome. The Guild with the most troops on the field becomes owner of that field for the next clash.
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 influence 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.
Riots means Rebel forces will appear at random and attack a square. After the Clash is finished, all surviving Rebels will become Neutral Forces and take no further action. As soon as a guild controls more than three fields, there is a risk one or more will revolt in a riot. At the beginning of each Clash, a check is performed to see how many squares each guild has, and risk of riots within each guild's turf are assigned; it appears 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.
A guild that controls three or fewer fields will have "very low" chance of riots on all fields. The four levels of riot risk range from very low (virtually impossible that a riot will occur), low, medium, to high (a riot is almost certain to occur). These riot risks can be checked at any field by selecting the field. The number of potential riots and the strength of each are proportional to the number of squares and modified by tier. Whenever a new hour begins, new rebel troops may appear on a square depending on the riot chances. For each square, new rebels will appear at most once in a given clash.
As only the fields held at Reset will be rewarded, taking the risk of Riots into account is fundamental in strategic decisions for any guild.
Rewards and resets
Souls and Contribution: at the end of each round (clash 3, 6, 9,...) , rewards are given based on the quantity and quality of fields that the guild controls, modified by tier. The last reset (clash 18, round 6) will give double rewards. All regular fields grant contribution and souls (cards). Special fields that have the Gems Mine, Gold Mine, or Factory on them reward gems, gold, and soul dust, respectively, instead of souls. Special fields also grant influence points that the guild master and officers use to upgrade the guild level and unlock guild bonuses. Clicking on a field will show how much of what kind of rewards it will give.
Each player gets a fraction of these rewards depending on their place in the guild, based on the number of troops the player sent that round compared to the other players in the guild.It's worth noting that the sum of these percentages equals 100% (i.e.: the entire stated reward) only in the case of a guild with 78 active members. For guilds with fewer active members, some part of the reward is not assigned. Inactive, weak or missing guild members has no impact on the other members' rewards. A player that sent no troops during a round will receive no rewards. (The guild always gets the entire influence reward for tiles, regardless of the number of members or their participation.)
For convenience of comparison, the table is divided into brackets. Starting at F, each step upwards roughly equals a doubling of the individual player's rewards given that the guild's total earning of Contribution points remain the same. This also mean a player going to a stronger guild, in the same tier, but getting in a bracket lower, need the new guild to earn twice the amount of Contribution points just to break even.
Example: Guild X earned itself a total of 8 000 Contribution from the squares controlled at reset, and our player in bracket C gains 2% of 8 000 which equals 160 Contribution points that day. Unsatisfied, he moves to the much stronger guild Y in the same tier since they earn 16 000 Contribution per day. However, in the stronger guild the player's troops is only enough for bracket D, so he gets 1% of 16 000 which is the same 160 Contribution points as before. Our player is also last on the member list, and all rewards below him are simply discarded since guild Y has less than 78 members.
|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 Tier of the Turf War map, how many total troops the player has, and the troop count sent before terrain and Elixir bonuses are applied.
At the end of a round each map field loses 70% of its troop strength. 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.
Many other activities of the game are reset at the same time as the Turf War:
- 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 offerings reset, giving you new options to buy.
Your troops' power can be boosted by adding elixir to the tile they are on. The elixir must be applied during the same clash that the troops are sent, after at least one troop is sent. If you send additional troops to the same tile during the clash, they will be boosted as well. The first boost costs 30 elixir and increases your total power by 20%. If you want more power and have the elixir to spend, you can click on the Boost button again. Subsequent boosts become increasingly expensive. When you click on the BOOST button, you are given the three least expensive remaining options.
The tile bonus and the elixir boost are multiplicative. For example, sending 1000 order troops to an 80% order bonus tile, then spending 100 elixir for a 40% boost, the final power is 1000 * 1.8 * 1.4 = 2520.
Thus 30 elixir will boost for 20%. 100 elixir will boost for 40%. 200 elixir will boost for 70% etc.
(in Boost menu)
|Natural power||0||0||30, 100, 200|
|20%||30||30||70, 170, 320|
|40%||70||100||100, 250, 500|
|70%||100||200||150, 400, 800|
|100%||150||350||250, 650, 1250|
|130%||250||600||400, 1000, 1700|
|160%||400||1000||600, 1300, 2150|
|190%||600||1600||700, 1550, 2400|
|230%||700||2300||850, 1700, 2550|
|270%||850||3150||850, 1700, 2550|
|310%||850||4000||850, 1700, 2550|
|350%||850||4850||850, 1700, 2550|
|400%||850||5700||850, 1700, 2550|
|450%||850||6550||850, 1700, 2550|
|500%||850||7400||850, 1700, 2600|
|550%||850||8250||850, 1750, 2750|
|610%||850||9100||900, 1900, 3900|
|670%||900||10000||1000, 3000, 5000|
|730%||1000||11000||2000, 4000, 6000|
|790%||2000||13000||2000, 4000, 6000|
|860%||2000||15000||2000, 4000, 7000|
|930%||2000||17000||2000, 5000, 8000|
|1000%||2000||19000||3000, 6000, 11000|
|1080%||3000||22000||3000, 8000, 15000|
|1160%||3000||25000||5000, 12000, 21000|
|1240%||5000||30000||7000, 16000, 27000|
|1330%||7000||37000||9000, 20000, 33000|
|1420%||9000||46000||11000, 24000, 39000|
|1510%||11000||57000||13000, 28000, 48000|
|1600%||13000||70000||15000, 35000, 60000|
|1700%||15000||85000||20000, 45000, 75000|
|1800%||20000||105000||25000, 30000, Max|
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 instead would cost 100 elixir and you would have 1400 total troops. Picking the third option instead would cost 200 elixir and you would 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 is 1600 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 options of spending 150, 400, or 800 more elixir, for 100%, 130%, and 160% boosts, respectively. Select 160%. If you use some other sequence of clicks to arrive at 160% the total elixir cost is the same.
How many troops you have, before terrain bonuses and elixir boost, is determined by the level and rarity of your cards.
Troop count is further modified by the number of times a card has been reborned. The following table shows the individual troops gained for each reborn level.
List of cumulative troops earned depending on reborn tier as follows:
|Reborn 1 time||24||42||60||102|
|Reborn 2 times||72||130||205||370|
|Reborn 3 times||157||298||565||1121|
|Reborn 4 times||307||618||1315||2704|
|Reborn 5 times||N/A||N/A||2665||5661|
Soulbinding further modifies the troop count of a card. The following table shows the troop count gained per soulbind.