How it works
Kingdoms are ranked by the combined Transfer Score of their top 100 active players: the strongest are Leading Kingdoms, which accept 30 newcomers, and the rest are Ordinary Kingdoms, which accept 55 plus 3 special invites. Kings or Transfer Managers set a power cap and send invites; anyone else transferring needs enough Transfer Passes and to meet the requirements below.
Phases
| Phase | Days | What happens |
|---|---|---|
| Pre-Transfer | Sunday to Tuesday | Kings and Transfer Managers set the power cap; the transfer chat opens for scouting. No transfers yet. |
| Invitational | Wednesday and Thursday | Invites go out: up to 20 for Leading Kingdoms, 35 plus 3 special invites for Ordinary Kingdoms. |
| Open | Friday and Saturday | First come, first served from 0:00 UTC Friday: 10 places in Leading Kingdoms, 20 in Ordinary ones. |
Requirements
- Power under the target kingdom's transfer cap, unless you have a special invite.
- Town Center at the required level, which depends on the kingdom's age (25 for the first event).
- Not in an active battle, not in an alliance, and not King or Transfer Manager.
- At least 25 days since your last transfer, and fewer than four characters in the target kingdom.
- Both kingdoms in the same generation with similar features unlocked.
What a transfer changes
| Feature | Outcome |
|---|---|
| Town | Teleported to a random place in the Badlands of the new kingdom, with a 24-hour shield. |
| Group chats | You leave all active group chats. |
| Arena | Points reset to 1,000 and your rank is cleared. |
| Armament Competition and Officer Project | Personal milestone rewards are issued and your ranking data is deleted. |
| Hero Rally | Participation ends; unclaimed rewards are reissued as described in the event. |
| Age of Renewal | Participation ends; unclaimed rewards are sent by mail. |