Viking Rise

Season 2 · Expedition to England

Start Here: The Ten Rules

Expedition to England is two days of preview, ten days of preparation, then 45 days of war on a shared map against seven other kingdoms, then seven days of summons. These ten rules decide how your kingdom, your tribe and you finish it.

The whole season

  • Preview · 2 days before preparation opens
  • Worshipping Tyr (preparation) · 10 days, five stages
  • War in England · 45 days
  • Expedition Summon · 7 days after the season

The ten rules

  1. Preparation is a kingdom race, and every account plays it. The ten days of Worshipping Tyr build the buffs your whole kingdom carries into England: Healing Speedup, Training Speedup, Infirmary Capacity and Revival Ratio, across 28 levels. They take effect when you relocate in and expire when the war ends. Farm accounts count. Do every stage.
  2. Relocate at Chief Hall 22, and relocate in early. Moving into England is free. Moving out costs a Relocator. Fixed Relocators do not work in England at all, so the move you make is the move you keep.
  3. Your city is only safe on your tribe's territory. Inside it, no other tribe can attack or rally you. If the territory under your city is lost to another tribe, your city is forcibly relocated back to your kingdom's starting area. Defend the ground you live on.
  4. Expand that territory with Forts and Flag Towers. They are the only two Tribe Buildings, and they cannot be built on another kingdom's starting area. The Chronicles' very first tribe quest is to construct one, so start on day one.
  5. Learn the weekly calendar before the war opens. Each building class reopens on fixed UTC days — Kingdom Fortresses Sunday, Legion Strongholds Sunday and Thursday, Keeps Monday and Friday, Forts Tuesday and Saturday, Hallowed Castles Friday, Windsor Castle Saturday. Bloody Monasteries open every 48 hours and Desolate Temples every 72, for two hours each. Be in position before the window, not after it.
  6. Never let the Infirmary overflow, and spend your Healing Potions. Overflow troops die outright. England grants potions at regular intervals, and 2 points of Healing Potion heal 1% of your heavily wounded with no resources at all. Storage is capped, so potions sitting at the cap are wasted.1
  7. Clear the Royal Guards before you touch a Hallowed Castle. The Royal Protectors, Royal Swordsmen and Royal Guard Captains around it feed its defenders a Moral Defender buff. Kill them first and the castle becomes a far cheaper fight.
  8. Three kinds of points, and War Merit on top. Personal, Tribe and Kingdom Points set your three rankings, your end-of-season rewards, and which achievement stage you can claim. Killing foreign troops also pays War Merit, which buys the War Merit Shop and the Supply Shop — and all Supply Shop stock expires when the expedition ends, so empty it before the last day.
  9. Run every Chronicles stage. Twenty-four stages, twenty-four hours each, one Solo and one Tribe quest apiece. They are the season's daily rhythm, they pay Expedition Honor Coins, and the Passes only enter their contested period as the Chronicles progress.2
  10. Windsor Castle is the win, and your tribe's tier is the payout. The last tribe occupying Windsor Castle takes the Expedition to England Victory Emblem. Separately, your tribe's Occupation Achievement tier — set by the highest Hallowed Castle it holds and its Tribe Points — decides how many Expedition Summons every member gets, from 100 to 500 per pool.

Three scoreboards, one season

ScoreboardWhat it decidesWhat moves it
KingdomYour kingdom's rank among the eight in EnglandKingdom Points from held buildings and every chief's activity
TribeYour tribe's Occupation Achievement tier, which sets every member's summon countTribe Points, and the highest-level Hallowed Castle the tribe holds at the end
PersonalYour own end-of-season rewardsPersonal Points. Rank rewards need the top 500 and at least 5,000 points

When they pull in different directions, the tribe's call wins. A building your tribe holds feeds the tribe and the kingdom at the same time.

How to use this guide

  1. Find today's stage on the hub. Each button shows the days it spans.
  2. Open that stage and work down its list, top first.
  3. Run the daily checklist every time you log in.
  4. Keep the weekly contest calendar open during the war. It is the single most useful page here.
  5. Look ahead on the timeline so you are holding the right things when the next window opens.
  6. Tribe leaders: your orders are on the tribe leaders page.

1 An earlier build of England granted 2% of heavily wounded troops per healing potion rather than 1% per 2 points — four times the rate. The figure above is the later one.

2 The Chronicles stage order is not fixed across runs. Two recorded runs both had 24 stages and shared their first six and last two, but differed through the middle. Treat the stage list as a pattern, not a schedule.

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