Jormungand’s Calamity
Jormungand’s Calamity: Buildings
Four buildings shape the war besides the Ruins and Towns: your kingdom's Fortress, the Legion Strongholds, the Passes, and the Air Docks.
- Repair your Kingdom Fortress early. Once repaired it buffs your kingdom, and its color opens relocation across your kingdom's territory.
- Take the Legion Strongholds. They are contestable every day.
- Take each Pass when it opens. A Pass is the only way into the next area.
- Bring Air Docks into your Tribe's buildings. Then you can fly troops between your Air Docks.
Team Fortress / Kingdom Fortress
The Rules card is titled Team Fortress; its text and the map call it Kingdom Fortress. “The Kingdom Fortress is the main base for each Kingdom to represent their Expedition to Kingdom Mayhem. Occupy and construct the long-abandoned Kingdom Fortress to restore its former glory. After successfully repairing the Kingdom Fortress, Chiefs can relocate to the Territory of any Tribe within the same Kingdom. Once the Kingdom Fortress is first occupied, it will be contestable every 2 days.”
The in-game guide adds:
- You can attack a Kingdom Fortress once your Tribe Territory borders it, and start repairing it once you occupy it. Every member of the kingdom can contribute to the repair.
- “Once the repairs are complete, the Tribe Leader of the Tribe that occupies the Kingdom Fortress can set the color of the Kingdom they belong to. Once the color has been set, all Chiefs from the same Kingdom can relocate to any location within the Kingdom Territory.”
The repair runs in numbered stages, each announced by mail. Stage 1 mails a reward and switches on Training Speedup 3%, Healing Speedup 3% and Gathering Efficiency 10%. Stage 2 switches on Increases All Troops' Attack 5%, Increases All Troops' Defense 5% and Increases All Troops' HP 3%. The buffs reach every Chief of the kingdom “after relocating to Kingdom Mayhem”. The Repair the Kingdom Fortress event sits on the Event rail.
A Kingdom Fortress card shows a War Declaration Waiting Period of 5m, and an occupation effect of Battalion Points +50/m and Kingdom Points +50/m for the Battalion that holds it.
Legion Stronghold
“Legion Strongholds are the foundation for the Vikings to continue their advance, and they hold significant strategic importance. After a Legion Stronghold is occupied for the first time, it will be open for contention every 1 days.”
Passes
A Pass is the only way into another area. Beat its defenders, occupy it, and you can raise Tribe Flag Towers around it. Passes open in two steps: first single direction access, later full access. Level 5 Passes open one way early in the war; the Level 10, Level 8 and Level 7 Passes reach full access near the end.
Air Docks
“After laying down Tribe buildings and including an Air Dock among them, you can occupy the corresponding Air Dock. Through the Air Dock, you can launch troops quickly over the air to other Air Docks under your control.”
For tribe leaders
- The leader of the Tribe that holds the repaired Fortress sets the kingdom's color: agree it with the other Tribes first.
- Rally the whole kingdom on the repair; every member can contribute.
- Don't let your Fortress fall on its contention day. It is contestable every 2 days after its first capture.
- Don't skip the repair. A repaired Fortress buffs your kingdom's members.