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Swordland Showdown

A one-hour 30v30 battlefield decided by Relic Points. The building map, the drop rule that punishes overextension, and the roles worth assigning in advance.

Updated August 18, 2026

Swordland runs in weeks 1 and 3, with battles typically on Sunday

The format

Swordland Showdown is a one-hour battlefield fought every two weeks between matched Legions of 30 fighters plus 10 substitutes, drawn from your kingdom's top 20 alliances by power. Alliances can field two Legions, each fighting its own battlefield, and leadership handles registration; members can move between Legions until sign-up closes. Your troops must be home and idle when the battle starts (not marching, healing, or reinforcing), and a registered no-show hurts twice, once as an empty roster slot and again because matchmaking rates you on who signed up.

Victory is one number: the Legion with the most Relic Points when the hour ends. Points come from capturing and holding buildings, looting Baggage Trains, gathering from Undercellars, and killing enemy troops. There is no knockout, so the hour is an economy race with fights in it.

The map, phase by phase

PhaseBuildings in playWhat they do
1Sanctums, Abbeys, Bell Tower, Royal StablesSteady point flow; Stables halve teleport cooldown, Bell Tower speeds captures
2Swordshrine, Hall of Reformation, Mercenary CampThe Swordshrine is the center and produces continuous Relic Points; the Hall boosts combat power
3UndercellarsRandomly spawning loot bursts, worth sweeping with mobile marches

The Swordshrine anchors the mid-game, and the Sanctums flanking it pay bonus points while you hold both. One rule shapes every fight over these buildings: when you lose a building, its accumulated temporary points drop on the ground as Arsenal Supplies that either side can collect. Overextending to hold a building you can't defend hands your banked points to whoever takes it, so consolidating around what you can actually keep beats planting flags everywhere.

Personal scoring favors attackers

Alongside the Legion total, each player earns personal Relic Points toward individual rewards, and the exchange rate is lopsided: offense pays roughly double defense per enemy power defeated. Sitting in a garrison all hour is half wages. Even defensive players should take swings at contested buildings when the swap costs nothing, and the personal shop is why showing up matters even in a Legion that's losing.

The three roles

  • Attackers: your strongest marches, contesting the Swordshrine and whichever flank Sanctum the enemy holds. The first-skill rankings apply to these marches.
  • Jump-and-gather: fast, lighter marches using the Royal Stables' teleport discount to sweep Baggage Trains, Undercellars, and dropped Arsenal Supplies. In a close match the loot sweepers decide it.
  • Reinforce-and-hold: garrison players stabilizing captures, with garrison heroes leading. Their job is denying the Arsenal drop, not winning duels.

Assign the roles before the hour starts and name a single caller. Like Tri-Alliance Clash, this format pays organization far more than individual strength, and mid-fight replanning is where matches get lost.

FAQ

Should we fight over every building?

No. The Arsenal Supplies rule means a building you hold briefly and lose pays the enemy. Take what you can keep, and treat enemy overextensions as loot deliveries.

Do substitutes matter?

Yes; they cover disconnects and no-shows, and a Legion registered with inactive mains starts the hour short-handed against a matchmaking rating that assumed full strength. Register your 30 most reliably online, not your 30 strongest.

When does it run?

Every two weeks in the week 1 and week 3 slots, with the battle typically landing Sunday; check the Event Calendar for your kingdom's next window and the in-game screen for your Legion's exact time.

Swordland runs in weeks 1 and 3, with battles typically on Sunday