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Kingdom vs Kingdom

Monthly cross-kingdom war. Matchmaking, a five-day prep, a twelve-hour battle, and a two-day recovery — the one event where the whole kingdom wins or loses together.

Kingdom vs Kingdom — labelled Kingdom of Power in-game, KvK in chat — is the one event in Kingshot where your whole kingdom wins or loses together. Matchmaking pairs you against another kingdom, both sides compete through a five-day prep phase, a twelve-hour cross-kingdom battle decides it, and the loser spends the next two weeks living under the winner’s High King.

That kingdom-level stake is what makes KvK different from every other event on the calendar. Alliance Championship, Bear Hunt, and Cesare’s Fury reward individual or alliance execution. KvK rewards a server that prepared together. A kingdom with three loaded alliances and forty disengaged ones loses to a kingdom where every active player did their share of prep points.

TL;DR

When it runs

KvK opens once your kingdom is roughly 70 days old and then runs monthly, with the Battle Phase landing on a Saturday. The three active phases run back-to-back:

PhaseLengthWhat happens
Matchmaking~2 daysGame pairs your kingdom with one of similar strength
Preparation5 daysServer-wide point race; winner earns the State Bonus and the right to attack the opposing King’s Castle
Battle12 hours (10:00–22:00 UTC)Cross-kingdom teleport opens, castle fight starts at 12:00 UTC

The two-day Matchmaking phase is also when you finalise prep stockpiles and time any building or research upgrades to land during prep (where they score points) instead of before it (where they don’t).

Why this is a server unity event

Three structural rules make KvK a kingdom event, not a personal one:

What that means for any one player: do your daily prep tasks, stay in alliance rally calls during Battle Phase, don’t disband troops to “lower” matchmaking, and take any King appointment your leadership asks you to fill.

Saving for KvK

KvK is the highest-leverage spend window on the calendar. The four weeks between events are a stockpile window, not an upgrade window — anything you spend before prep opens is points handed to the opposing kingdom.

Stockpile, both tracks:

The general rule: anything that goes into a permanent upgrade — building, research, hero, pet, gear — scores more during prep than at any other time. When to spend each one is on the scoring chart below.

F2P

Save windows that matter most. The single best F2P move is stopping all construction the week before KvK and banking the resulting speedup inventory. Forty-eight hours of saved 60-minute speedups is a meaningful chunk of the Day 1 board.

  • Coordinate major upgrades with the prep window. Start them so they finish during the prep phase
  • Save 100% of Truegold drops from Hall of Governors, Bear Hunt and event chests — Truegold is the single best per-unit prep score the event offers
  • Run Champagne Fair the month before KvK to convert your shard surplus into Hero Widgets, Forgehammers and Mithril — both score on Day 4
  • Don’t ascend heroes between events. A 5★ Mythic ascension scores 3,040 prep points; a 4★ scores 1,400. Hold the shards

The mistake that bleeds the most F2P value is doing routine upgrades on a quiet Tuesday because nothing else is going on. Every upgrade started outside the prep window scores zero for KvK.

Spender

KvK is where Kingshot spend pays back hardest. The prep board converts cash into points more efficiently than any other event, and the State Bonus from winning prep then makes every Battle Phase troop loss cheaper to heal. Time your monthly pack budget around it.

  • Truegold and Tempered Truegold packs are the highest per-dollar prep score on the board. If you only buy one pack tier this cycle, this is it
  • Mithril and Forgehammer packs are the second-highest. Both score on Day 4 and both feed permanent gear upgrades that ride into the Battle Phase
  • Don’t burn Normal packs reactively during prep. Buy high value packs slowly leading up to the event instead of inefficient Normal packs last minute
  • After Battle Phase opens, stop pack purchases for this KvK. Anything you buy after 10:00 UTC Saturday doesn’t affect the snapshot of your prep score and is better held for the next cycle

The trap at this spend level is panic-buying during the final 12 hours of prep when the kingdom leaderboard is close. The dollars-to-points conversion in that window is real but the same money spent before prep started would have scored more cumulatively. Plan the spend, don’t react to it.

How the Preparation Phase scores

Five days, one scoring board per day, points accumulate across the week. Each upgrade category scores best on a specific day — line up your stockpile against this chart and spend each resource where it pays the most:

UpgradeD1D2D3D4D5
Construction💚🆗🆗
Truegold💚🆗🆗
Charms💚🆗🆗
Research💚🆗
Roulette💚🆗
True Dust💚🆗
Gathering💚💚💚
Hero Shards💚💚
Pets💚🆗
Troops💚🆗
Forgehammers💚🆗
Mithril💚🆗
Hero Widget🆗💚
Governor Gear💚

Legend: 💚 do it today · 🆗 optional / fallback · ❌ hold for a better day.

Rows are grouped by their primary 💚 day, top to bottom. Day 1 sits at the top (Construction, Truegold, Charms), then Day 2 (Research, Roulette, True Dust, Gathering, Hero Shards), then Day 3 (Pets), Day 4 (Troops, Forgehammers, Mithril), and Day 5 (Hero Widget, Governor Gear). The 🆗 markers further down each column are your release valve — dump leftover stockpile on a fallback day when the optimal day is past.

Three king skills line up with the prep schedule and should be requested 48 hours in advance:

Personal rewards unlock at point milestones throughout the day, with the final personal chest sitting at 200,000 points per day. Above that, you’re scoring into the kingdom leaderboard, not your own.

Shield discipline

Have a shield active when Battle Phase opens at 10:00 UTC. If you sleep through the opening, set the shield to cover until you wake up — an unshielded player who logs in at noon UTC has already eaten a wave.

Once Battle Phase is live, re-shielding is the only way to disengage. Park troops in alliance HQ or Banner buildings while shielded or between marches — those buildings cannot be attacked.

Battle Phase rules

Battle Phase runs 10:00 UTC to 22:00 UTC on the Saturday of the event cycle, twelve hours total. The Castle Battle itself starts at 12:00 UTC, two hours after teleporters open, and runs inside the same window.

The constraints that shape every individual decision:

Castle and turret control

If your kingdom won Preparation, your own King’s Castle is shielded for the cycle and your alliances push the opposing kingdom’s castle. If you lost Preparation, your King’s Castle is the contested objective and you spend Battle Phase defending it, plus running cities, turrets, and personal scoring on the side. Either way, the city-on-city war runs in both directions the whole window.

The King’s Castle and its four turrets decide the kingdom-level winner:

This is the layer where alliance coordination is non-negotiable. R4/R5 across alliances must agree on which alliance commits to the castle and which to turrets, and that agreement has to be in place before 12:00 UTC.

What invasion means

KvK is the only event where the consequences of losing extend past the event window. The mechanism the game uses is the High King title, awarded to the winning kingdom for the two weeks between this KvK and the next one.

If your kingdom wins Battle Phase:

If your kingdom loses Battle Phase:

The two weeks of foreign appointments are the part most players underestimate. Losing one Battle Phase doesn’t wipe an account — it makes the next two weeks of progress meaningfully slower, which compounds into the next KvK if your kingdom doesn’t tighten up.

What individual players actually lose

Even on the losing side, the personal damage is bounded:

The realistic worst case for a non-castle player who shielded through the opening is a few hundred wounded troops and a small resource skim. Gear, heroes, and progress carry forward unchanged.

After Battle Phase closes at 22:00 UTC, the two weeks until the next KvK are also your next prep window. Stop construction, hold shards, and bank speedups again.

Common mistakes

  1. Treating KvK as a personal event. Matchmaking, prep totals, and battle outcomes are all server-level. Personal prep without server coordination loses to coordinated kingdoms with weaker individuals
  2. Disbanding troops or stripping gear to “lower” matchmaking. Neither lowers the top-100 power that matchmaking uses. You just weaken your own defence
  3. Doing routine upgrades the week before prep. Every construction, research, and ascension done outside prep is points handed to the opposing kingdom
  4. Forgetting to shield before 10:00 UTC Saturday. The opening burns active shields to zero; an unshielded player who logs in at noon UTC has already eaten a wave
  5. Reactive pack purchases during prep. The same dollars spent the week before prep buy speedups and resources that score on the same boards, often through bulk-pack discounts
  6. No alliance rally discipline during Battle Phase. Solo marches at the King’s Castle don’t move the hold timer; only coordinated rallies do
  7. Ignoring turret control. A kingdom that wins the castle but loses all four turrets often loses the cumulative time race anyway because the lethality bonus flips against them
  8. Doing nothing in a “bye-week” kingdom. Even when matchmaking pulls a weak opponent and the win looks safe, the Preparation milestones (State Medals, Island Blueprints, Lion of Glory) are progression you cannot get elsewhere. Skipping prep because the win is in the bag is leaving rewards on the table
Alliance ChampionshipThe other big alliance-coordination event. Different mechanics (auto-combat snapshot) but the same lesson about alliance discipline beating individual investment. Champagne FairThe cleanest path to Forgehammers and Mithril before KvK. Run Champagne Fair the month before KvK to feed your Day 4 prep board. Bear HuntPrimary Forgehammer source. Bear Hunt + Champagne Fair together cover most of your gear-materials stockpile before prep opens. All OutThe kill event. Save speedups and troop training resources for KvK rather than burning them here — All Out scores on kills you already make. Hall of GovernorsThe reliable Truegold feeder. Strong Hall of Governors performance between KvKs builds the Truegold stockpile that anchors your Day 1 prep score.