Kampfinsel

Kampfinsel Handbook — How to Play & Wiki

Events

A lot promises no victory — only an opponent who drew you just the same.

TL;DR: Events are voluntary timed challenges, with no entry stake or resource prizes. There are three kinds: the Feud Draw, which pairs captains of as similar a strength as possible for a duel; the Alliance Contest, with shared orders scored per head; and the Solo Task for individual captains. Rewards are fame and achievements — never gold.


What Events Are #

An event is a challenge with a beginning and an end. The game calls it, it runs for a limited time, and whoever does not want to take part misses nothing they have today. There is no stake and no prize in gold, wood or stone: whoever wins, wins fame — an achievement, a banner, an entry on the Events page. That is deliberate. Events are meant to bring movement to the sea, not to hand out riches.

There are three kinds at present:

You find events on the “Events” page in the menu bar (on phones, in the ☰ menu). Announcements appear there and as world rumors in the logbook. For the Feud Draw, the Harbor Messengers use the bell to tell you when you may register, your draw and the end; for contests, participating alliances receive start and end alerts. Solo Tasks have no bell alerts. Open registration also appears in the quest bar. The Community quest path includes “Discover the events”.

The Feud Draw #

The Feud Draw came from a community proposal: volunteers register, captains of as similar a strength as possible are paired, and feud rules apply for the duration. Your opponent’s identity stays between the two of you until the end.

A Feud Draw can be open to everyone meeting its conditions, or limited to two alliances whose captains are paired across the alliances. The event card shows the end after the event starts.

Signing Up #

As soon as a Feud Draw is called, a registration window opens on the Events page — usually for a few days. You may sign up if you:

The conditions are checked when you sign up and once more at the draw. Until the draw you can withdraw at any time without consequences — after it, no longer. The registration window closes before the lots are drawn: whoever signs up never knows who else is in the pot.

War and bounty. Captains whose alliance is at war or who have an open bounty may also register. The feud shield does not protect against war enemies, and war enemies are never paired. A feud participant with an open bounty has no feud shield: anyone may attack them, and they may attack anyone; third-party relocations to their islands and Combined Attacks remain blocked, and the truce still applies. Nobody may place or add to a bounty on a captain in a running feud until the truce ends.

The Draw #

The draw takes place when the event starts. The following applies:

Whoever finds no opponent under these rules drops out — without a lot, without a feud, without a disadvantage. The same goes for captains without naval power points: without naval power there is no lot. You can try again at the next Feud Draw.

The draw is blind: only you and your opponent know your pairing. Your feud shield and its end are visible on the map. After the event, the Events page shows the pairs under “Past events” with a victory, draw or “ended”; forfeits do not name a winner.

You receive your lot as a lot card on the Events page, and the Harbor Messengers report it to you. The card names your opponent, the coordinates of their main island and the number of their islands — and sums up the rules of the feud in a few lines. It reveals no more; scouting is up to you.

The Rules of the Feud #

For the drawn pair, the following holds for the duration:

Points and Outcome #

Feud points come from winning an attack on your opponent, holding a defense or conquering an island. An attack victory counts more than a successful defense, and a conquest most. Battle points require a real stake on both sides; conquest points do not. Scored battles and conquests per side per UTC day are limited. A sea strike victory solely at sea does not count, nor do Combined Attack waves or battles after an Orderly Retreat. Most points at the end wins; equal points mean a draw. Feud points do not affect rankings or grant resources.

Giving up after the draw or entering vacation mode loses the feud, as does permanent account deletion. Your feud shield falls; other protection, such as vacation, still applies. Until the feud ends, you may only launch new attacks on war enemies and free targets. Your opponent keeps their shield until the end, subject to the stated exceptions. The following truce blocks new attacks on and by participants, except war enemies and free targets. The Events page shows when the truce ends.

After the regular end, drawn participants receive “Drawn by Lot” and winners receive “Feud Victor”. An event cancelled early does not grant these achievements. The victor’s achievement carries no fame points — winning a duel is always someone else’s defeat, and that is not weighed in fame.

The Alliance Contest #

The Alliance Contest gives all alliances the same orders — for example spy reports, answered distress calls or treasury deposits. The Events page shows which count and how long the contest lasts.

No registration is needed: alliances that are at least 14 days old and have enough active members at the start enter automatically. Those meeting the conditions later may join the next contest. Scoring is per head, accounting for active members and contributors. Each order has equal weight: each captain can contribute to each order only up to a contribution cap, so gold cannot crowd out other orders. Total score breaks ties in the per-head score. The Weekly Orders counting rules apply — what does not count there does not count here.

The highest-scoring alliance wins. Its contributing members receive “Contest Victor”. The hall displays a banner for the winner of the most recently ended contest; the next result may remove it. There is also an alliance chat message. The world rumor only announces the event’s end, without naming a winner. No resources are awarded.

The Solo Task #

A Solo Task gives everyone a goal and a deadline: for example obtaining spy reports, sending care packages, answering distress calls, completing market trades or collecting beachcombing finds. No registration is needed — reach the goal within the deadline to complete it.

The Events page shows your progress. The sidebar displays it next to the Daily Orders unless open registration occupies that space. You lose nothing by not completing the task, and completing it grants no resources.

The reward is the "Event Chronicler" achievement family: bronze for the first completed Solo Task, silver currently at five, gold at fifteen. Completed tasks accumulate across all events.

Here too only genuine contributions count: the Solo Task uses the same counting rules as the Weekly Orders — what does not count there does not count here either; the rule is printed on the task card.

Frequently Asked Questions #

Can I hide from others during the feud? The feud shield blocks new third-party attacks and restricts yours to your opponent; war enemies are excepted. Rudderless captains, Old Empire ruins and voluntarily departing captains whose islands are unprotected remain free targets. Corsair Fortresses are also free targets, but you cannot create or join a fortress Combined Attack during the feud or truce. The exceptions described above also apply. A Feud Draw does not replace an ongoing dispute.

What if my opponent gives up? You win. Withdrawal after the draw, vacation or permanent deletion removes their feud shield; yours remains until the feud ends, subject to the exceptions above. War enemies and the other exceptions described above remain excepted. The subsequent truce blocks new attacks. A captain who gives up may only launch new attacks on war enemies and free targets until the feud ends.

Do I really lose my island? A secondary island can be conquered. The points restriction does not apply between feud opponents; beginner protection remains. Your main island keeps its usual protection. Costs and waiting periods still apply; any different colonization wait is shown on the draw card.

Can my alliance help me? With advice, spy reports and trade — yes. Foreign reinforcements to your islands are blocked during the feud. Combined Attacks are also blocked, subject to the war exception; your opponent’s feud shield blocks third parties subject to the exceptions above. If you host foreign garrisons, ask their owners to recall them before you register; the other registration conditions still apply.

Is there gold? No. No gold, wood or stone at any event. Rewards are achievements and visible recognition, so events do not become an obligation.

How often are there events? Whenever the game calls them — there is no fixed schedule. Announcements appear on the Events page and as world rumors in the logbook. Bell alerts differ by event type, as described above.

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