On Saturdays (Kill Day), if you're in the hive you keep a shield up all day, Apocalypse Time: every level, resources exposed or not. The only exception is the ~10-min window when looting another server triggers War Frenzy; shield up the moment it ends.
Why this rule
Kill Day is when enemy alliances hunt for kills, and one unshielded base pulls attackers into the whole hive.
Plan ahead: the Alliance Shop lets you buy 1×24h + 3×8h shields per week, and a 24h shield covers all of Saturday. Beyond those, shields come from the regular shop with diamonds, so stock up before Saturday and don't get caught short.
Keep resources shielded or spent, and shield if exposed on raiding days
Never sit in the hive with resources exposed: spend them down (upgrades, training, research) or shield up.
On raiding days (Wed & Thu), the only days alliances can farm each other and the days alliances in the NAP can farm us, if you're holding exposed resources:
Under 120M power → shielding is mandatory. You're soft enough that sitting exposed is reckless, and it drags attackers into the hive.
120M+ power → shielding is advised, but your call. You're strong enough to assume the risk if you choose; just know you're choosing it.
(Power = your total account power, the headline number on your profile.)
Why this rule
Exposed resources attract enemy scouts and rallies straight into our territory: one open base makes the whole alliance a target. It also chains our strongest players to babysitting duty: when your resources are open, we can't come and go freely because someone has to stay and defend you. We scan for exposed bases on Wednesdays and Thursdays (random hours), so on raiding days "I was about to shield" won't cut it if you're under 120M.
Farm alliances only on Wed & Thu, and never inside the NAP
Serious fault
Other alliances can only be farmed on Wednesday and Thursday, and only alliances that aren't in the NAP (below the NAP power threshold). Alliances above the threshold are automatically in the NAP: never touch them. The threshold goes up every week, so check the target's alliance power before you hit, and ask an officer if you're unsure.
Bases with no alliance are fair game any day except Saturday.
Saturday is Kill Day: the game blocks attacks inside our server, but enemies from other servers can hit us. That's why the whole hive shields (Rule 1).
And always: don't solo-poke bigger bases. Anything beyond normal farming is an officer call.
Why this rule
Farming an alliance on the wrong day, or hitting one that's in the NAP, breaks the server agreement and makes the whole alliance a target. We're well below the threshold, so we can't afford enemies we didn't choose. A small base hitting a bigger one just feeds them troop kills. We play the long game: grow, reinforce, and let them break on our walls.
No boomer rallies or helicopters during events (Tyrant, Zombie Siege, etc.)
Serious fault
Don't launch boomer rallies or helicopters while an event like The Tyrant or Zombie Siege is running.
Why this rule
Boomer rallies auto-pull the troops of anyone who hasn't disabled auto-join, and helicopters draw formations away too. Either way, troops get distracted from the event and our total alliance score drops.
Don't launch a rally unless you have 8+ slots (Rally Square level 20 or higher).
Why this rule
Rallies with 8+ slots carry a 30% team damage bonus; 6–7 slots only give 20%. Launching with fewer leaves that extra 10% team damage on the table for everyone who joins.
Helicopter exploration: owner enters first, others at 1h57m
When someone starts a helicopter, only the owner enters first. Everyone else waits until the counter hits 1h57m remaining to join.
Tip, get there faster: don't march to the helicopter directly. Reinforce your nearest base or seasonal building next to it, then move from there. Reinforcement march speed is much higher than a normal march, so you'll arrive far sooner.
Why this rule
Each person who enters speeds up the exploration countdown. If everyone rushes in at once, the timer drops too fast and members still marching to it miss out. Waiting until 1h57m (about 3 min after the owner enters) gives everyone a fair chance to arrive.
Before launching a yeti rally, ask in chat who can join.
Why this rule
High-level yetis are very strong and need enough powerful players to kill on the first try. A weak rally sends troops to the hospital (some die) and the yeti retaliates against the launcher's base. Ask first so we hit it with enough force.
Before starting a zombie saga rally, confirm who's already mid-saga and ask if you can start yours.
Why this rule
How many sagas we can run at once depends on how many players are online, and higher sagas need strong players free to join. Launching blind can strand a saga without enough power, or split our strong players across too many at once. It's also just rude to jump the queue when others are underway. Wait your turn and ask.
You can disagree with our strategy (that's fine, bring your ideas to an officer). But no insulting teammates in chat.
Why this rule
Calling teammates names hurts the team and drives people out. We're all here to grow stronger together. Debate the plan, respect the people. (We know the in-game translator isn't perfect, but keep it civil.)
When you're online and active, you're expected to be reading alliance chat: that's where coordination lives. An @all from an R4, or a message that mentions you by name, must be read and acted on when it's a call to action. Nobody expects you glued to chat 24/7, but "I didn't see it" is not a defense when you were online and got pinged. (Some messages are just info: read those too, no action needed.)
Why this rule
Everything we do together (event coordination, defense calls, rally timing) happens in chat. When an R4 calls @all to reinforce and half the alliance doesn't respond, we lose fights we should win. Reading chat is the baseline that makes every other rule work.
When an officer gives a coordination call in chat (shield now, don't rally, hold, join here), follow it. You can disagree and raise it with an officer afterward, but in the moment we move together.
Why this rule
Coordination only works if people actually do the called play. One person ignoring the call (rallying when we said hold, not shielding when we said shield) can cost the whole group. Disagree respectfully later; execute in the moment.
Contribute to alliance donations every day if possible (all days of the week).
Why this rule
Alliance tech runs on everyone's daily donations: it's free growth for the whole group and costs you almost nothing. A member who never donates is taking the buffs without paying in.
Score at least 2 million points in the VS each week.
Why this rule
The VS is our biggest growth-and-score event, and it runs on participation. 2M is set low on purpose: opening just 3–4 chests a day clears it comfortably, no spending or heavy grinding needed. It's not a target, it's a "did you show up this week?" check that any active player passes.
How standing works
The short list of things we need everyone to follow. Each rule has a why, because understanding the reason makes it stick.
The rank ladder
Your rank is your standing.
Everyone starts at R3 (full standing).
Each infraction drops you one rank: R3 → R2 → R1 → removed.
No free warnings.
Climb back one rank for every clean week.
You'll be told privately when your rank changes, and why.
When shields are required
We're not in the NAP, so on raiding days bigger alliances can farm us, and on Saturday enemies from other servers can hit us.
Wed & Thu (raiding days): only if you have resources exposed. Under 120M power: mandatory. 120M+: your call. We scan these days.
Saturday (Kill Day): everyone shields all day.
Other days: alliances can't farm each other, but keep resources shielded or spent as normal.