Alignment Wars
The Alignment War is the city-wide Hero-vs-Villain conflict, run out of the Watchtower. It's opt-in — enrolling puts you on your alignment's roster for a real, ongoing war: claiming territory, fighting enrolled players on the opposite side, and capturing the enemy's flag, all feeding into a weekly tally that decides who runs the city that week.
Enrolling
Enlist at the Watchtower — instant, no cost, no requirements beyond being logged in. Once enrolled you show up on your faction's roster, gain access to territory claiming and flag actions while Exploring, and start earning (and risking) War Points.
There's no way to leave mid-week once you're in — you're on the roster for the rest of the current war week, and it resets automatically for everyone at the next tally.
Score and War Points
Two numbers, and one feeds the other:
- Score is your side's. It decides who wins the week: tiles held + the War Points of everyone enlisted on your side + Clash wins + flags captured.
- War Points are yours. They come from real fights: PvP against enlisted enemies, and flag captures. They set your war title and your place in the weekly Top 10.
In short: tiles are the ground your side holds, War Points are the fights you've won.
Territory
The map is the same 60×60 grid used for Exploring. Every tile is either unclaimed or held by a faction, and each side has a small permanent home base (far west for Heroes, far east for Villains) that can never be claimed by the other side.
Claiming happens automatically as you explore, if you're enrolled and have Auto-Claim on (or you can trigger it manually while standing still) — it costs Explore Turns, not a separate resource:
- Unclaimed tile — always succeeds. Costs 1 turn.
- Enemy tile nobody claimed (each side's starting territory from the weekly reset) — free to grab. Costs 1 turn.
- Enemy tile a player claimed — always succeeds too, no fight. Costs 1 turn, and pays 0.2% of a level's EXP and some Rep. See Exploring for the details.
- Adjacency rule — you need at least 2 friendly tiles in the 8 surrounding squares before a claim will even attempt to hold. This keeps claims growing outward from territory you already control instead of leapfrogging around the map.
- Courage — while your side holds less than half of the claimed city, every claim you make also takes one block next to it: an enemy block you could claim if there is one, otherwise an empty one (never the enemy base). It costs no extra turn and pays nothing extra. The side that's ahead claims exactly as before; Courage just keeps a side that's behind in the fight.
Claims never pay War Points or scraps. The tile itself is the reward: taking an enemy tile is +1 for your side's score and −1 for theirs. District control (see Exploring's district perks) is a separate, slower-moving layer on top of this — it's about who controls a whole quadrant of the map, not any single tile.
Sieges
When a district is close to flipping, it goes under siege. While it lasts, blocks you take from players there pay double EXP and Rep. The Watchtower and the Explore board both show which districts are under siege and for how long.
War Points
Two ways to earn them:
- Fighting enrolled enemies in Combat — beat an enrolled, opposite-alignment player in PvP and you gain 1 War Point while they lose 1; lose and it goes the other way. Against each opponent you attack, at most 2 War Points won and 2 lost in any 24 hours (3 while your side controls Mid-City). Past that, the fight still happens normally; it just doesn't move War Points.
- Capturing the enemy flag — a lump of War Points for you, on top of the 15 points the capture adds to your side's score, see below.
Flag captures pay more if your side is on a losing streak — see "Underdog Bonus" below.
The Flag
Each faction has one flag, seeded at their home base. To capture it:
- Walk onto the enemy flag's tile while enrolled and alive — you pick it up automatically.
- Carry it back to your own base zone. The instant you're both carrying it and standing on home territory, it's captured.
- Your side's score for the week goes up by 15, you earn War Points and 100 scraps (125 if your side is short-handed), and the enemy flag vanishes for 10 minutes before respawning at their base.
Getting spotted matters: picking up the enemy's flag broadcasts a city-wide alert naming you. Carrying a flag is visible on the war map to the opposing faction the whole time you're holding it (your own side can't see it on the map while you carry it). On the Explore board the flag rides on its carrier, so anyone nearby can see who has it, and a banner shows the carrier which way home is. Losing a fight in Combat while carrying it drops the flag right where you were standing, up for grabs by anyone — carrying it is not a free pass from a fight.
Keep moving, too. If you carry a flag for 10 minutes without taking a step in Explore, you drop it where you stand. Your side can pick it up and keep going; the other side can step on it to send it home. Nobody gets to sit on a flag.
Retreating to base doesn't take the flag with you: it drops where you were standing.
Your own flag, if it's out in the open where someone dropped it, goes home the moment you step onto it — no carrying, no waiting.
The War Points a capture pays you taper off if your faction has been winning: fewer consecutive weekly wins in a row means a bigger capture bonus, capped at a floor so it's never trivial. This exists so an already-dominant faction doesn't run away with it purely off repeated flag captures.
Retreat
Enrolled players can spend 10 turns to instantly teleport back to the center of their own base zone from anywhere on the map — a fast way to get home when things go bad, or to rush a captured flag home rather than walking it back the long way.
War Finds
While exploring as an enrolled player who's actually in the fight (at least 1 War Point, or at least one tile in your name), there's a small chance per move of a War Find — a little bonus roll layered on top of normal Exploring rewards:
-
Snow Cone — added straight to your Lunchbox.
- Field rations — +50 Explore Turns, no item involved.
-
The Last Slice — added straight to your Lunchbox.
These are on top of Exploring's own normal event odds and district-based rare pet finds — being enrolled in the war doesn't change your regular Exploring rewards at all, this is purely bonus.
Underdog Bonus
If your faction loses the weekly tally, everyone still enrolled on the losing side gets a War Point bonus for the next week — it grows the longer your side keeps losing (capped), and resets to zero the moment your faction wins. Flag captures pay more War Points while you're behind, and each PvP win has that same bonus as a chance of an extra point: +25% is a 25% chance of 2 WP instead of 1.
Short-handed
If clearly fewer players are active on your side this week (at least 10% fewer, counting everyone who played in the last 7 days), your side is short-handed and earns +25% war rewards: the EXP and Rep from taking a player's block, flag-capture scraps, and the end-of-week payout. It's rewards only, never extra score, and the Watchtower says so on its Enlist page and in your perks.
Titles
Titles are live badges of your current standing, not a snapshot taken at the tally — they update the instant your War Points or tiles change, and all clear to none at the Sunday reset along with everything else.
There are two independent tracks:
| Title | Track | Requirement |
|---|---|---|
| General | War Points | 30+ War Points |
| Captain | War Points | 10+ War Points |
| Disgraced | War Points | -10 or fewer War Points |
| Overlord | Claims | 35+ tiles held in your name |
| Enforcer | Claims | 12+ tiles held in your name |
Hold a title from both tracks at once (any of General/Captain paired with any of Overlord/Enforcer) and they fuse into a single title, Warlord, instead of stacking. Disgraced never fuses with a claims title, since it's a penalty state rather than a second achievement.
Titles show in the Watchtower: as Your title on your own card, and beside each name in the Rankings and the target lists. They are not part of your name anywhere else in the game.
The Clash
Every night at 8 PM, everyone enlisted is put into The Clash, a Hero-vs-Villain brawl fought as one-on-one duels. There's no sign-up beyond being enlisted. The side that wins more duels adds 10 to its score for the week; a draw adds nothing. When one side is clearly outmatched, it fights with Courage, a boost to all combat stats sized to make the night a real contest. The result and every duel are on the Watchtower.
The Weekly Tally
Every Sunday at noon, the war resolves for the week. Each faction's score is:
- Tiles held, 1 point each
- + the War Points of everyone enlisted on that side
- + 10 for each Clash won this week
- + 15 for each enemy flag captured this week
The higher score wins. The Watchtower scoreboard shows this exact number all week, live, with its four parts underneath, so you always know who's ahead and by how much.
Rewards:
- A cash payout to your bank, scaled by level, for everyone enrolled who fought or claimed this week: positive War Points, a tile still in their name, or at least one block taken from a player. The winning faction gets the full amount and the losing faction 40% of it, so a lost week still pays for the fighting. A short-handed side gets +25% on top.
- A Gym training bonus for the week's Top 10 War Point earners, Top 5 fighters, and Top 5 territory claimers — these lists count players from both factions, so a strong losing-side performer can still land on their own top list even if their faction doesn't win overall.
- The same three lists — Top 10 War Points, Top 5 fighters, Top 5 claimers — get a temporary +100 Intel for the week (once, even if you're on more than one list). It's reverted automatically at the next tally.
- The Top 10 War Point earners (either faction, ranked #1-10) also get a personal cash payout scaled by rank and level — bigger for #1, tapering down through #10.
Every enrolled player, not just the top scorers, gets a personal notice announcing their final War Point total, whether their faction won, lost, or drew the week, and what they were paid.
After the tally, the entire map resets and reseeds — both factions get a fresh checkerboard of starting territory (not just their tiny home bases), with the sides swapping starting quadrants every week, War Points and daily claim counts reset to zero, flags return home, and a new week begins immediately.
Tips
- Turn on Auto-Claim and you'll take tiles as a side effect of normal movement — every tile your side holds is a point.
- The adjacency rule means claims spread fastest from a solid, connected block of territory — jumping into isolated enemy pockets usually just fails the 2-friendly-neighbor check.
- Taking an enemy tile swings the score by 2 (+1 for you, −1 for them). Pushing into their territory is worth twice as much as filling in empty tiles.
- Flag runs are high-risk, high-reward — you're announced to the whole enemy faction the moment you grab it. Bring backup or go when the enemy's attention is elsewhere.
- Spread your PvP around: each opponent can only move your War Points twice a day, so hitting different enemies is how War Points add up.
- If your faction is losing, don't sit it out — Courage doubles the ground each claim takes while you hold less than half of the city, the underdog bonus makes your flag captures worth more, and the losing side still gets paid for fighting.