Baldr’s Redemption
Manors, Campaign Points and Totems
A Manor is the map's passive income. Take one and it pays you Campaign Points on a timer for the rest of the season, which you spend on research at a Campaign Totem for the gods' blessings. You can hold two.
- Take two Manors as early as your Tribe's territory allows. The cap is 2, the income runs for as long as the Manor is yours, and a Manor taken on the first days pays out over the whole season while a late one pays over what is left of it.
- Get the Manor into Tribe Territory first. The rule is explicit: the Manor can be attacked “when the Manor is in Tribe Territory”.
- Let the Tribe take the Manor Leader together — the first kill pays the Tribe generously — then each member challenges the Guards individually for their own Manor.
- Build your Campaign Totem on your own Territory and spend Campaign Points as they arrive.
- Do not bank Campaign Points. The Totems disappear at the end of the season and anything unspent dies with them.
How a Manor is taken, in the game's words
Rules → Regular Building → Manor Description, verbatim:
“In Kingdom Mayhem, when the Manor is in Tribe Territory, Tribe members can attack the Manor Leader. The first defeat of the Manor Leader will grant generous rewards, and Tribe members can individually challenge the Manor Guards. After a successful challenge, the Manor will belong to the Chief, who will automatically receive Campaign Points at regular intervals. These Campaign Points can be used to research corresponding Campaign Tech at the Campaign Totem to receive blessings from the gods.”
⭐ That is a three-step sequence and the order matters.
- Territory. The Manor must be in Tribe Territory before anyone can attack it. So taking a Manor is a territory problem before it is a combat problem — see getting around.
- The Manor Leader — one fight, for the Tribe, paying out once. “The first defeat” is a one-time reward, so it is a Tribe event, not something to be raced for.
- The Manor Guards — challenged individually, and the winner owns the Manor. ⭐ This is the step that decides who actually gets the income, and a Tribe that kills the Leader without agreeing who takes which Manor afterwards wastes the opening.
The two-Manor cap
The Manor screen draws Manors Owned: against a cap, and the cap seen is 2. With no Manors held it reads No Manors currently occupied and offers a [Go Occupy] button.
⭐ Two Manors per chief, for the whole season, is a real decision about where your Tribe plants its territory. Manors are a finite thing on the map and the cap means a Tribe cannot let two or three big players hold all of them — the income spreads whether you plan it or not, so plan it.
Campaign Points, Campaign Tech and the Totem
Rules → Special Rules → Divine Totem, verbatim:
“In Kingdom Mayhem, Odin will bestow blessings upon every brave Viking Chief who fights in the campaign. Chiefs can construct Campaign Totems within their Territories and obtain blessings from Odin by consuming [Campaign Points]. These blessings only take effect within Kingdom Mayhem, and at the end of the season, the Campaign Totems will disappear.”
| Piece | What it does |
|---|---|
Campaign Points | Paid to a Manor's owner “at regular intervals”, automatically, for as long as the Manor is theirs |
Campaign Totem | A building you construct, inside your own Territory. It is where the points are spent |
Campaign Tech | The research the points buy — Odin's blessings |
⛔ Both halves of this system are temporary and the game says so twice. The blessings “only take effect within Kingdom Mayhem”, and the Totems themselves disappear at the end of the season. There is no reason on earth to save Campaign Points. Points you are holding when the season ends convert into nothing at all, and a blessing you bought on the first day worked for the whole season.
⭐ Why this is the quietest decisive system on the map
Manors do not fight back after the first day and nobody writes guides about them, but look at what the chain actually is:
- Income that compounds with time, not with effort. A Manor pays on a timer whether you log in or not. The only variable you control is how early you took it.
- Converted into permanent-for-the-season research. Campaign Tech is bought once and runs until the end.
- Gated on territory, which is gated on your Tribe's position. So the Tribe that pushes its Forts and Flag Towers out early is also the Tribe that gets the Manors, which is also the Tribe with the research. ⭐ The three advantages are the same advantage.
And the inverse: a Tribe that spends the first week fighting over ground it cannot hold has no territory, therefore no Manors, therefore no Campaign Points, therefore no Campaign Tech — and it compounds for the rest of the season, while everyone is still arguing about marches.
What is not known about Manors
- What Campaign Tech is on offer, or what it costs. No screen has been read that lists the research tree or any price.
- The income rate. “At regular intervals” is all the rule says. No screen draws a rate, and this page does not invent one.
- Whether Manors have levels, and whether a higher level pays more. Players report encountering Manors at different levels as the season opens up, and higher-level Manors becoming available at later Chronicles stages — but nothing states a level range, and nothing ties a level to an income figure.
- What the Manor Leader and Guards actually are. The rule names them; no screen read has shown either one's strength, composition or respawn behavior.
⚠️ A community source describes the Manor guardian as not respawning and able to go berserk on a failed attempt. That is one unverified account, it is recorded here as such, and it is a reason to bring enough rather than a mechanic to plan around.
- Don't save Campaign Points for later. The Totems disappear at the end of the season.
- Don't attack a Manor Leader before the Manor is in your Tribe's Territory. The rule gates it on exactly that.
- Don't let the Tribe kill the Leader with no agreement on who challenges the Guards. That step decides who owns the income.
- Don't leave Manors until the map calms down. They pay by elapsed time; a late Manor is a smaller Manor.
- Don't build your Totem somewhere you are about to lose. It goes inside your Territory, and territory changes hands.