Fenrir’s Judgment
Always and Never
Everything on this site, compressed. If you read one page before you enter the Judgment Hall, read this one, then go back for the detail where it matters to your account.
Always
- Always get off zero War Merit. It is the only explicit disqualification in the season's rules: Teams with 0 War Merits are not eligible for Settlement Rewards. One Tier 4+ kill fixes it forever.
- Always check which period is running before you plan the session. The whole season alternates between [Strife Period] and [Rest Period], and your strategy resets when it turns.
- Always keep your City in valid Tribe Territory. Inside it you cannot be attacked or rallied by other Tribes. Outside it, you can.
- Always take the Pass before you try to build forward. Occupying a Pass is what unlocks Tribe Flag Towers in the adjacent areas, and the Pass is the only route anywhere.
- Always be in a Battalion. It is shared stone buffs, cross-Tribe rallies, and the number of Season Summons you personally get at the end.
- Always spend before you save. The Supply Shop's remainder is offered to the gods, the Campaign Totems disappear, and the War Merit Shop closes on its own clock.
- Always rally the Underworld Riders. The game says a rally attack is the only thing that can defeat them, and they pay a large amount.
- Always heal rather than retrain. Two Healing Potions heal 1% of heavily wounded troops, immediately, with no resources spent.
- Always claim Achievements when the badge appears. KvK Points decide which stage rewards you can claim, and claiming is manual.
- Always plan against the day number, not the date. Battlefields run in parallel on their own calendars; the spacing is what every run shares.
The five things that decide the season
| Thing | Why it decides |
|---|---|
| The Lv 8 Sacrificial Stone | “The Team that occupies the Lv 8 Sacrificial Stone [Fenrir's Judgment] will win.” It is the whole win condition — not points, not rankings |
| Your Team of two kingdoms | Eight kingdoms, four Teams. Your pair shares your Team Points, your settlement tab and your corner |
| Your Battalion's stones | Sets every member's Season Summon count by level and quantity — the season's biggest payout |
| War Merit Ranking in your Team | Picks your row in the settlement reward table, win or lose |
| The period cycle | Decides what today is for, and resets your strategy every time it turns |
What pays, ranked by how little attention it needs
- A Manor. Pays Campaign Points at intervals whether you are online or not. The only passive income on the map.
- An Eclipse Stone your Team holds. Pays continuously to everyone on your Team in the area — but only capturable in a 2-hour window every 48 hours (Lunar) or 72 hours (Solar).
- Buildings your Tribe holds. Credit you, your Battalion and your Team on the same tick.
- Bone Priests. Levels 56–65, no rally needed, points and rewards.
- Tier 4+ kills. The only source of War Merit, and the only thing settlement reads.
Never
- Never farm Tier 3 and below for War Merit. It earns none, and the game says so in a parenthesis on the War Merit Shop's own rules: “
Only killing Troops Tier 4 and above will earn War Merit.” The earn table above it pays Tier VII → 20, VI → 10, V → 8, IV → 5, and nothing at all for I, II and III. - Never carry War Merit Medals past the Season Summon event. They are cleared when it ends — not devalued, cleared. That is a second deadline after the War Merit Shop's own closing clock, and it is the later of the two, so the shop shuts while you still hold a balance you are about to lose.
- Never assume you can change Battalion when you feel like it. A Tribe can only apply to join another Battalion while its own Battalion holds no other Tribe. Once yours holds two or more, nobody can switch directly — somebody has to leave or be removed first.
- Never let a Manor Chest be first-come. The chest is shared across the whole Battalion, with a single pool of pick-ups for everyone — one was filmed reading
Remaining Times 114/120. Three Tribes gathering without a word between them spend the Battalion's allowance on whoever logs in first. - Never solo an Underworld Rider. Rally only. A solo march is a donation.
- Never bring a Fixed Relocator as your exit plan. It cannot be used in the Judgment Hall. Relocating out costs 1 Random Relocator.
- Never park your City on ground your Tribe cannot hold. If the Territory flips to an enemy Team's Tribe, your City is forcibly relocated to your Team's starting area.
- Never read “single-direction access” as the Pass being open. Full access to the same level arrives weeks later, and a one-way Pass strands marches.
- Never bank a season currency. Campaign Points die with the Totem, Supply Shop stock is forfeit, and the War Merit Shop shuts before the season does.
- Never fight the kingdom you are paired with. You share a Team row, a points total and a settlement result.
- Never mix up your Team's two names. [Flare], [Granite], [Tide] and [Forest] on the Rules screen are Inferno, Boulder, Torrent and Hollow in the live interface.
- Never log off when the battle countdown hits zero. Season Summoning runs for five days after it, at the Hall of Valor.
- Never import a plan from an earlier season. The Judgment Hall shares no buildings, no currencies and no stage structure with any Kingdom Mayhem season before it.
- Never trust a guide site's counter triangle. Several publish it reversed. Archers beat Pikemen, Pikemen beat Infantry, Infantry beat Archers.
The traps this season sets specifically
These are not general advice. Each one is a rule the Judgment Hall has that the seasons before it did not.
- The Tier 4 floor on War Merit. A whole season of fighting can earn nothing if you fought the wrong armies.
- The forced relocation on a Territory flip. The penalty for losing ground is losing your position, not losing a battle.
- The two-wave Pass schedule, out of level order in the second wave. 7, then 6, then 8, then 5.
- The Air Dock needing two docks to be a route. One dock is a building; two are transport.
- The Manor chain's third link. Beating the Manor Leader opens the Guards. It does not give anyone the Manor.
- Zero War Merit disqualifying you from a reward you otherwise earned.
- The 12-hour countdown on leaving a Battalion. A Tribe that leaves, or is removed, does not leave at once: a 12-hour countdown starts, and the whole thing can be canceled while it runs. ⭐ It is the only hard timer in the six Battalion rules — so a Tribe that announces it is leaving is half a day from actually going, and a leader who changes their mind still can.
- Joining a Battalion dissolving the one you came from. When your application is approved, your original Battalion is dissolved, not left behind. There is nothing to go back to.
- The strategy reset on every period change. Set-and-forget does not exist here.
Where to go next
- Not in yet? Before you enter.
- Just arrived? The schedule, then your Team.
- Playing daily? The daily loop.
- Leading a Tribe? For tribe leaders.
- Lost a word? The glossary.