Club wars are a fun way to keep the game interesting and interact with other mayors.
War Basics
Each player has 10 health.
Each player has a 12 slot energy bank. They start you off with 6.
The Dome: Once your health goes to zero, no one can attack you until you completely rebuild. You will often be rewarded with war items for rebuilding.
Who can start a war?
Senior, Vice President and President members of the club can initiate a war
The War Timeline
The war timeline lasts 48 hours
Managing your energy bank:
1X Speed (15 min per 1 energy) -- All but the last 2 hours.
War Strategies
Watch out: Some teams will jump out to a higher score, and then hide out while their entire team is under a dome. They’ll just quit playing, and really who likes doing that?
To combat that, you need to maximize your ability to score points. You can do that with the following strategy.
You will be rewarded the full amount of points no matter how much health the opponent has.
For example:
Minimize the other team's ability to score off of your 10 health.
The maximum number of energy saved in the full 36 hours is 166. That equals a base score of 16,600 if each attack earns you 100 points. When you reach level 2, your attacks will earn an extra 10% i.e. 110 points for a 1 point attack. Thus if you want to earn two gold chests you'll need to make sure you attack pretty much every single time. Once you reach level 2 or 3 on some of your attacks the extra bonus points will add up, allowing you to skip an attack or two and still hit 16,000.
Post War
The waiting period for the next war to begin is 1 Day, 22 hours, i.e. it moves up 2 hours each time. If you start one war at midnight, the next war will start at 10pm.
War Loot
Win Reward
Unlocking additional weapon levels:
Over time you will be rewarded randomly with disaster cards. Once you obtain enough cards, certain disasters will unlock. You will earn additional points with weapons at higher levels. For instance, a level 2 weapon will earn 110 points per one health.
Unlock Level 1 Weapon - 4 keys
Unlock Level 2 - 8 or 16 keys
Flying Robot Level 2 - 8 keys
Not in Kansas Level 2 - 16 keys
Disco Twister LEvel 2 - 16 keys
War Basics
Each player has 10 health.
Each player has a 12 slot energy bank. They start you off with 6.
The Dome: Once your health goes to zero, no one can attack you until you completely rebuild. You will often be rewarded with war items for rebuilding.
Who can start a war?
Senior, Vice President and President members of the club can initiate a war
The War Timeline
The war timeline lasts 48 hours
- 12 hours of prep time
- 34 hours of attack at 1X energy
- 2 hours of attack at 3X energy
48 Hour Timeline | ||
12 Hours | 34 Hours | 2 Hours |
Preparation Stage | Attack Stage | Attack Finale |
6 Energy Provided | 1X Speed * | 3X Speed ** |
* 1X Speed = 15 minute intervals | ||
** 3X Speed = 5 minute intervals |
Managing your energy bank:
1X Speed (15 min per 1 energy) -- All but the last 2 hours.
- 2.5 hours for 10 energy
- 3 hours to max out at 12 energy
- 50 min for 10 energy
- 60 min to max out at 12 energy
War Strategies
Watch out: Some teams will jump out to a higher score, and then hide out while their entire team is under a dome. They’ll just quit playing, and really who likes doing that?
To combat that, you need to maximize your ability to score points. You can do that with the following strategy.
- Take your opponents down to one health left.
- Use a high point disaster (6 points or greater) as the final one to put a dome over them.
You will be rewarded the full amount of points no matter how much health the opponent has.
For example:
Have a teammate knock an opponent down to 1 health. Your team will have earned 900 points. If you then use your own 9 point disaster to knock them from 1 health down to 0, you will still earn 900 points even though you've only removed 1 health. By using this method, your team will have earned 1,800 points off of an opponent’s 10 health. Multiply this over 25 opponents on the other team, the potential score you can obtain from your opponents will increase substantially, thus limiting the ability of the opponents to jump out to a lead and hide under a dome.
Minimize the other team's ability to score off of your 10 health.
- Don't rebuild your city until you're under a dome. Rebuilding allows the other team to score additional points off of your 10 health.
- Attack right as you reach a max energy of 12. Make sure you can score a full 12 points. If the other team is not employing these strategies, they'll limit themselves to 10 damage, and you will have gained a 2 point advantage.
The maximum number of energy saved in the full 36 hours is 166. That equals a base score of 16,600 if each attack earns you 100 points. When you reach level 2, your attacks will earn an extra 10% i.e. 110 points for a 1 point attack. Thus if you want to earn two gold chests you'll need to make sure you attack pretty much every single time. Once you reach level 2 or 3 on some of your attacks the extra bonus points will add up, allowing you to skip an attack or two and still hit 16,000.
Chest Rewards | |
Bronze | 250 |
Bronze | 500 |
Bronze | 1,000 |
Silver | 2,000 |
Silver | 4,000 |
Silver | 8,000 |
Gold | 12,000 |
Gold | 16,000 |
Gold | 27,000 |
Post War
The waiting period for the next war to begin is 1 Day, 22 hours, i.e. it moves up 2 hours each time. If you start one war at midnight, the next war will start at 10pm.
War Loot
Win Reward
- 30 Simcash
- 3 Gold Tokens
- 3 Platinum Keys
- 10,000 coins
- 3 Silver Tokens
- 5 Keys
- 15,000 coins
- 3 Gold Tokens
- 15 Platinum Keys
Unlocking additional weapon levels:
Over time you will be rewarded randomly with disaster cards. Once you obtain enough cards, certain disasters will unlock. You will earn additional points with weapons at higher levels. For instance, a level 2 weapon will earn 110 points per one health.
Unlock Level 1 Weapon - 4 keys
Unlock Level 2 - 8 or 16 keys
Flying Robot Level 2 - 8 keys
Not in Kansas Level 2 - 16 keys
Disco Twister LEvel 2 - 16 keys