Viking Rise

Alfheim’s Defense

Alfheim’s Defense: Before You Enter

Three things decide how your season starts: a level-24 Chief Hall, a Random Relocator in your bag, and the buffs your Team earned in preparation, which switch on only once you are inside.

Do this
  1. Reach Chief Hall level 24. Chiefs can relocate to Alfheim only once their Chief Hall reaches it.
  2. Keep one Random Relocator. Relocating in is free; relocating out of Alfheim costs 1 Random Relocator, and Fixed Relocators cannot be used there.
  3. Finish preparation strong. The TEAM SCORE STAGE REWARDS buffs take effect only after you relocate into Alfheim's Defense, and end with the war.
  4. Stock troops, healing and speedups. The map is a war from the first day.
  5. Save your summon stones for Day 9. A Mighty Army Rises pays 3,500 points for every summon at the Hall of Valor.
  6. Join your Tribe's Battalion as soon as one forms. See Battalions.

The entry rules, in the game's words

Rules → Rules → Relocate:

“Chiefs can Relocate their City to Alfheim when their Chief Hall reaches level 24. Relocating to Alfheim is free, but relocating out of Alfheim will cost 1 Random Relocator.”

The next card, City Territory Description, adds that Fixed Relocators cannot be used in Alfheim. Once you are in, you move by the Passes, by Air Docks and by relocating inside Tribe Territory. See movement.

Where you land

The Map Preview says it plainly: “In Alfheim, each Kingdom has a starting area. When Chiefs relocate to Alfheim, they will be teleported to the starting area of their Kingdom.” The preview colors each Team's starting ground and lists its two kingdoms. See the map.

What the preparation buffs give you

Every milestone your Team reaches in preparation adds one of four buffs: Healing Speedup, Training Speedup, Infirmary Capacity Increase or Revival Ratio. The ladder's own heading says: “Buffs obtained will take effect upon entering the war after relocating into [Alfheim's Defense], and expire when the war ends.” The best-ranked Teams also carry an attack buff: Increases All Troops' Attack 30% for first place, 25% for second, 20% for third. See preparation.

A checklist for the last day of preparation

  • Chief Hall at 24.
  • One Random Relocator.
  • Troops trained, wounded healed, Infirmary room free.
  • Resurrection Lilies delivered, preparation points spent.
  • Summon stones spent on Day 9, not before.
  • Your Tribe in a Battalion, or a Tribe Leader talking to one.
Don't
  • Don't use your only Random Relocator before the season. It is the one way out of Alfheim while the war runs.
  • Don't bring a Fixed Relocator plan. They do not work in Alfheim.
  • Don't skip preparation because the map is not open yet. Its buffs are part of your war.

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