
Gold Mine
Produces gold while you are offline. A full mine stops producing, so collect in time.
Banners is a strategy game about your own village. You place mines and storages, unlock new buildings and levels with the Town Hall, and build walls and defenses. You train your army in the barracks and unlock new troops with cards that you get for battles. With the army you go on a campaign through 25 chapters or attack other players’ villages and take their resources.
There are 25 Town Hall levels. The first buildings go up in minutes, late Town Hall upgrades take days. While you are offline, mines keep producing, and builds and training keep going.
From Town Hall 3 you can build a Guild House and join a guild: guildmates send each other troops, and guilds fight wars against each other. Raids earn trophies that move players up the leaderboard.
The game runs in Discord. Join a voice channel on a server that has the Echo bot, click Activities (the rocket icon at the bottom of the channel window), pick Echo and open Banners in the games menu. Your village is tied to your Discord account and is the same on every server.
The game is in beta: rules and numbers still change. If you find a bug, send a bug report.
The “Friends” button is in the column of buttons on the left edge of the screen. Its window has your code of 6 letters and digits and an invite link. The “Invite a friend” button opens a Discord window where you pick who gets the link, and “Copy link” copies it. A friend who opens the game through the link is linked to you automatically. If they came in some other way, for example through “Invite to this game”, they enter your code in the “Friend code” field and press “Link”.
A friend code is entered once and only in a new village: within 72 h of starting the game. The Discord account must also be more than 30 days old. You cannot enter your own code, and two players cannot invite each other.
When your friend’s Town Hall 5 upgrade is finished, you both get a reward. You get gold, wood and mana worth 4 h of your Town Hall income and 8 cards. Your friend gets resources worth 1 h of their Town Hall income and 10 cards. Dark and divine mana are added if you already have storage for them. While a reward is waiting, the “Friends” button shows a red dot. Claim it with the “Claim” button in the window: resources go to your storages, and what does not fit goes to the Guild House treasury. You get rewards for your first 10 friends. Friends after that still appear in the list without a reward for you, and they always get their own.
In a new village you meet the advisor, the knight Vseslav. He takes you step by step and shows where to tap: collect gold from the mine, place a cannon from the “Shop”, win the first campaign battle, find the “Cards”, train troops in the “Army” and start a Town Hall upgrade. A step with an action counts by itself once you do it. If you lose the first battle, the advisor suggests training new troops and trying again.
Finishing the tutorial gives 500 gold and 10 Swordsman cards. You can skip the tutorial with the “Skip tutorial” button: tap it twice, and there is no reward then. If the village already has upgraded buildings or wins, the tutorial does not appear.
The main currency: defenses, the Town Hall, training regular troops, unlocking and upgrading cards. Produced by the Gold Mine, kept in the Gold Storage.
Goes into buildings and walls. Produced by the Lumber Mill, kept in the Wood Storage.
Needed for spells and some buildings. Produced by the Mana Spring, kept in the Mana Storage.
For dark troops and late buildings. The Dark Mana Collector unlocks at Town Hall 7.
The rarest resource: divine troops and the top upgrades. Its collector unlocks at Town Hall 14.
The Town Hall is the main building. Its level decides how many buildings you can place, how far you can upgrade them, how many builders you have and how high your troops can go.
| Town Hall | Upgrade | Builders | Camp | Troop level | Unlocks |
|---|---|---|---|---|---|
| 1 | — | 1 | 10 | up to 3 | Gold Mine, Lumber Mill, Mana Spring, Wood Storage, Gold Storage, Mana Storage, Barracks, Archer Tower, Cannon |
| 2 | 2 min | 1 | 20 | up to 3 | Wall |
| 3 | 30 min | 2 | 20 | up to 4 | Hero Hall, Guild House, Bomb |
| 4 | 1 h | 2 | 30 | up to 4 | Spring Trap |
| 5 | 3 h | 3 | 40 | up to 5 | Spell Forge, Mortar, Air Bomb |
| 6 | 6 h | 3 | 60 | up to 5 | Mage Tower, Sky Ballista, Big Bomb |
| 7 | 12 h | 3 | 75 | up to 6 | Dark Mana Collector, Dark Mana Storage, Hidden Lightning Tower |
| 8 | 1 d | 4 | 90 | up to 6 | Air Mine, Skeleton Trap |
| 9 | 1 d | 4 | 105 | up to 7 | Bomb Tower |
| 10 | 2 d | 4 | 140 | up to 7 | Whirlwind |
| 11 | 2 d | 4 | 160 | up to 8 | Repeating Crossbow, Tornado Trap |
| 12 | 3 d | 5 | 180 | up to 8 | — |
| 13 | 3 d | 5 | 220 | up to 9 | Fire Tower, Scatter Gun |
| 14 | 3 d | 5 | 240 | up to 9 | Divine Mana Collector, Divine Mana Storage |
| 15 | 4 d | 5 | 260 | up to 10 | Sky Cannon |
| 16 | 4 d | 5 | 280 | up to 10 | — |
| 17 | 4 d | 5 | 300 | up to 11 | Giga Bomb |
| 18 | 5 d | 5 | 300 | up to 11 | — |
| 19 | 6 d | 5 | 300 | up to 12 | — |
| 20 | 6 d | 5 | 320 | up to 12 | — |
| 21 | 7 d | 5 | 320 | up to 13 | — |
| 22 | 8 d | 5 | 320 | up to 13 | — |
| 23 | 9 d | 5 | 340 | up to 14 | — |
| 24 | 10 d | 5 | 340 | up to 14 | — |
| 25 | 11 d | 5 | 340 | up to 15 | — |
Mines and collectors produce resources on their own, and you collect them. Storages hold your stock and set how much you can keep.

Produces gold while you are offline. A full mine stops producing, so collect in time.

Produces wood.

Produces mana.

Produces dark mana.

Produces divine mana.

Stores gold. Raiders take part of the stock.

Stores wood.

Stores mana.

Stores dark mana.

Stores divine mana.
Barracks add camp space, the Spell Forge brews spells, the Hero Hall holds heroes, the Guild House takes reinforcements.

Adds camp space: 10 at level 1 and 5 more for each next level.

Brews spells. Its level is the number of spell slots.

Without the hall, heroes do not fight. The hall level caps hero levels.

You cannot join a guild without it. Holds reinforcements from guildmates.
Each defense has its own targets: some hit only ground troops, some only air troops, some hit an area.

A fast cannon against ground targets.

An archer that hits both ground and air.

Hits an area from far away but cannot hit troops right next to it.

An area fireball that also reaches flying troops.

Shoots down flying troops, does not fire at the ground.

Hidden underground, pops up when an enemy comes near.

Drops bombs on an area and explodes when destroyed.

Blows flying troops back, deals no damage.

A rapid-fire crossbow with long range.

A beam that burns hotter while it holds a target.

Hits anywhere on the base, wakes up when many troops are deployed.

Its shot bursts into fragments over an area.
Traps are hidden from the attacker and go off once per battle.

Explodes under ground troops.

Throws troops off the field.

A big blast, good against riders.

An area blast against flying troops.

One heavy hit on a flying target.

Releases skeletons that fight the attackers. Pick the mode in the trap card. “Target: ground” is set off by ground troops, and the skeletons hit only ground troops. “Target: air” is set off by flying troops, and the skeletons jump to hit them.

Holds troops in place and spins them.

A huge blast; the attacker can see it in advance.
Walls are placed one tile at a time and join their neighbors on their own. You can extend a row: select a wall and drag one of the four arrows around it, and new walls go in that direction until a building, the edge of the field, the Town Hall limit or until gold runs out. Troops that face a long way around to their target break the nearest wall in the path; an archer shoots over a wall if the building is in range. Walls upgrade instantly and need no builder. Each level looks different: stakes, stakes with barbs, stone and more.




















There are three kinds of troops. Regular troops train for gold, dark troops for dark mana, divine troops for divine mana. Everyone has the Swordsman and the Archer, the rest are unlocked with cards. Unlocking has no Town Hall requirement, but the Town Hall caps the level: up to level 3 right away, then one more level every two Town Hall levels. Each troop takes camp space.

Melee fighter, hits the nearest building

Shoots from range, over walls

Fast, double damage to mines and storages

Runs to a wall and blows up, opening a gap

Lots of health, goes only for defenses

Fireball, area damage

Flies to defenses and drops bombs

Flies and heals allies, does not attack

Flies, strikes an area from above

Moves underground and cannot be hit while digging

Fast flyer, shoots fire, walls do not stop it

Jumps over walls, attacks only defenses

Hits everyone around in a circle

Huge, splits into 4 small golems on death

Raises skeletons, stays at the back

A giant that stomps everything around it

Fire bird, rises from the ashes once

Heals allies and shields them, so they take less damage

Lightning hits the target and jumps to four more

Flies, breathes fire over an area
The numbers are for level 1. Each level adds +20% health and damage. From level 9, the Griffin gets another +8% per level. From level 11, the Titan gets another +8% per level. From level 11, the Phoenix gets another +11% per level. From level 12, the Stormcaller gets another +6% per level. From level 13, the Dragon gets another +7% per level.
Spells are brewed in the Spell Forge for mana and can be cast anywhere on the field. The forge unlocks at Town Hall 5.

Three lightning strikes on an area: buildings and troops

Heals allies in the circle for a few seconds

Allies in the circle hit harder and run faster

Ground troops jump over walls in the circle

Freezes defenses and enemies in the circle
Heroes are unlocked with cards and can fight from Town Hall 3, once the Hero Hall is built. They take no camp space. Each hero has an ability: after deploying the hero, tap it again. A wounded hero rests until the next battle.

Battle Cry. Calls swordsmen and flies into a rage

Shadow. Turns invisible and shoots faster

Healing Rain. Strongly heals all allies nearby

Bastion. Allies nearby take almost no damage

Boomerang Shield. The shield bounces between buildings and hits each one

Turret. Places a shooting turret

The Pack. Calls wolves

Meteor. Drops a meteor on its target and everything around it

Dive. Dives and burns everything below

Shadow Step. Jumps to a defense and hits with double force
Cards replace the laboratory. A battle against a player gives 4–6 cards for a win and 1 for a loss. The first win on a campaign base gives 2 for a watch post, 3 for a camp and 5 for a fortress. Rarity decides which card drops. Collect the required number and unlock the troop for gold; after that, cards and gold go into upgrades.
| Rarity | Drop chance | To unlock |
|---|---|---|
| Common | 60% | 10 cards |
| Rare | 26% | 8 cards |
| Epic | 10% | 5 cards |
| Legendary | 3% | 3 cards |
| Mythic | 1% | 2 cards |
Hero cards drop four times less often than other cards of the same rarity.
A battle lasts three minutes. You deploy troops beyond the white border around the base, and then they act on their own: each one heads for its own target. One star for 50% destruction, one for the Town Hall, one for the whole base. The battle ends when time runs out, the base is destroyed, or all deployed troops are dead and there is no one left to deploy. After the battle, troops you did not deploy return to the camp, and so do 50% of deployed troops that survived, if the camp has room.
Traps stay invisible until they go off. The Hidden Lightning Tower rises from the ground when troops come close. Sappers run to walls and blow a gap in them, the Shield Brute goes only for defenses, the Marauder for resources.
When the game is open in Discord, the battle result window has a “Share” button. It sends a battle card: win or loss, who the battle was against, stars, destruction percentage, loot, trophy change and up to 5 troops and heroes you deployed the most. The bottom of the card says how to open the game. There is no button after a practice battle.
On desktop and in the web version of Discord, the button opens a Discord window where you pick the chat for the card. On a phone, the Echo bot sends the card to the chat of the voice channel where the game is open. For that, Echo has to be on the server, you have to be in that voice channel, and the bot needs permission to send messages and attach files in the channel chat. If the Discord window does not open on desktop, the bot sends the card too. If the card cannot be sent, the reason appears under the button. You can share at most once every 30 seconds, and the bot posts each battle to the chat only once.
While you are in the game, your Discord profile shows “Playing Banners” and a line about what you are doing. In the village it is your Town Hall and league, in a raid or guild war the opponent and stars, in the campaign the base. During a replay it says “Watching a battle replay”. The line updates at most once every 15 seconds.
A raid starts from the “Battle” button at the bottom of the screen: pick “Raid” in its window. The game looks for an opponent among all players who have finished or skipped the tutorial. The opponent’s Town Hall is at most 2 levels away from yours, and players whose trophy count is closer to yours come first. Raid search does not offer villages under a shield, villages being attacked right now or members of your guild. The “Next” button skips the opponent and shows the next one. If there is no opponent, the window says why: how many villages are under a shield, have a Town Hall more than 2 levels away from yours, or belong to players who are still in the tutorial, on the old version of the game or in your guild. It also shows when the nearest shield ends. Searching does not remove your shield; attacking does.
In a raid on a player, the loot depends on the buildings you destroy: from each storage and mine you take a share in proportion to how much of its hitpoints you knocked off. From storages you can take up to 20% of the stock at early Town Halls and up to 14% at late ones, from mines half of what has piled up.
The Town Hall gap changes the loot: against a Town Hall one level above yours you get 120%, one below 80%, three below 25%. If 30% or more is destroyed, the defender gets a shield for 6 h. Below 30% there is no shield. While your village is under attack, a banner at the bottom of the screen has a Watch button, so you can watch the battle live. The defender can take revenge within 12 hours of the start of the raid, even if the attacker has a shield. How revenge works is described in Battle log.
The “Log” button on the side of the village screen opens your last 50 raids against players. They are split into the “Defenses” and “Attacks” tabs. A row shows the opponent and their Town Hall, when the battle was, stars, destruction percentage, resources and trophies. For a defense the resources show how much was taken from you, for an attack how much you took. Guild war battles are not in the log: the war has its own screen, and a war defense does not loot your village.
New defenses put a red dot on the “Log” button. Opening the log marks them as seen. Defenses older than 7 days do not count as new.
The “Replay” button shows the battle on the field as it went. You can speed the replay up to 2× or 4×, and the “From the start” button runs it again. Replays exist for battles from the new version of the game.
A defense has a “Revenge” button. You can attack the raider for 12 hours from the start of their raid, even if they have a shield and the Town Hall gap is bigger than regular search allows. Loot, trophies and the shield work as in a regular raid, and attacking removes your own shield. You cannot take revenge if the time is up, someone else is attacking the raider’s base right now, their village is still on the old version of the game, or you are now in the same guild. The revenge list is also on the “Raid” screen.
If your village was attacked while you were away, the “While you were away” window opens when you come back. It shows how many raids there were, who attacked, how much they took, how your trophies changed and how many attacks were repelled. You can open the log from there.
Echo can send you Discord DMs. You choose what to get in the game settings, on the “Notifications” tab. It has 10 switches, all off by default. The “Turn all on” button turns them all on at once. The switches by group:
Things that happen at the same time arrive in one message. Messages of one kind come at most once every 30 minutes, and the rest within that time arrives as a summary. No messages come while you are in the game, or from 0:00 to 8:00 by your device time: what piles up overnight arrives in one message in the morning. If Discord does not let messages from Echo through, a “Try again” button appears on the “Notifications” tab.
The campaign has 25 chapters with 3 bases each: a watch post, a camp and a fortress. Each chapter is built for the Town Hall level of its number, so a chapter’s fortress is usually taken with a Town Hall one level higher. A win unlocks the next base, and the first win on a base gives cards.

























A guild holds up to 50 players. Guildmates write in a shared chat, send each other troops and fight wars against other guilds together. The “Guild” button at the bottom of the screen opens the guild window.
Without a Guild House you can neither create a guild nor join one. The house unlocks at Town Hall 3, and guilds stay unavailable while its first construction is under way. During an upgrade the house works at its previous level.
The house holds troops sent by guildmates. They come out to defend the village when an enemy gets closer than 9–12 tiles to the house (the radius grows with the house level). In an attack, the “Reinforcements” button deploys all of them at once at one spot. Troops that die defending leave the house, survivors stay, and troops not deployed in an attack go back to the house. From level 4 the house also takes spells, and in an attack you cast them the same way as your own.
The house treasury collects resources: guild war loot and 25% of the raid win bonus. Rewards for tasks and achievements that did not fit in your storages go there too. The “Move to storages” button moves resources from the treasury, as much as fits. Nothing goes in above the treasury capacity, so empty it in time.
| House | Town Hall | Troops | Spells | Member slots | Treasury: gold | Treasury: wood | Treasury: mana | Treasury: dark mana | Treasury: divine mana |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 3 | 10 | — | 10 | 1,400 | 1,400 | 690 | — | — |
| 2 | 5 | 15 | — | 14 | 3,100 | 3,100 | 1,600 | — | — |
| 3 | 7 | 20 | — | 18 | 22,000 | 22,000 | 11,000 | 1,300 | — |
| 4 | 9 | 25 | 1 | 22 | 69,000 | 69,000 | 34,000 | 4,100 | — |
| 5 | 11 | 30 | 1 | 26 | 100,000 | 100,000 | 50,000 | 6,000 | — |
| 6 | 13 | 35 | 2 | 30 | 180,000 | 180,000 | 88,000 | 11,000 | — |
| 7 | 15 | 35 | 2 | 34 | 260,000 | 260,000 | 130,000 | 15,000 | 6,400 |
| 8 | 17 | 40 | 2 | 38 | 380,000 | 380,000 | 190,000 | 23,000 | 9,400 |
| 9 | 19 | 45 | 3 | 42 | 560,000 | 560,000 | 280,000 | 34,000 | 14,000 |
| 10 | 21 | 45 | 3 | 46 | 750,000 | 750,000 | 380,000 | 45,000 | 19,000 |
| 11 | 23 | 50 | 3 | 50 | 1,200,000 | 1,200,000 | 580,000 | 69,000 | 29,000 |
Troops and spells are given in space. The guild has as many member slots as the leader’s house gives. The guild level adds up to +50% to treasury capacity.
Any player with a Guild House can create a guild and becomes its leader. The name is 3 to 24 characters long, the description at most 180. The leader picks the join type and the requirements: the minimum Town Hall and trophies.
A player can have only one application at a time: a new one cancels the old one. When accepting an application, the leader or a co-leader can take a player below the requirements; only free slots and the player’s Guild House are checked. The guild has as many slots as the leader’s Guild House gives: 10 to 50. Rude words are not accepted in the name, description and application, and in chat they are replaced with asterisks.
If the leader leaves, the member with the highest role becomes leader; among equal roles, the one who joined first. When the last member leaves, the guild is deleted.
The leader and co-leaders put together the guild banner on the “Banner” tab of the guild window. A banner is made of ready parts: field color, a second color for the division, the division, a symbol, the symbol color and the field edge. You cannot upload your own images or text. The “Random” button builds a banner from random parts, “Save” saves it. The guild chat shows who changed the banner.
Until a banner is chosen, the guild has a default one: the game builds it once from random parts, and it does not change. The banner is shown in the guild window, in guild search, on the leaderboard, on the war screen and in player profiles. A flag with this banner flies over the Guild House in every member’s village. In battle the flag flies over the defender’s Guild House and disappears when the house is destroyed.
The same colors are used for the field, the division and the symbol. At the top are banners the game built from random parts.
All members write in chat, request and send reinforcements, and take part in wars. Other rights depend on the role.
| Role | Extra rights |
|---|---|
| Leader | Hands over leadership, accepts and declines applications, changes the description, banner, join type and requirements, starts and cancels war search, promotes and demotes members, kicks members from the guild |
| Co-leader | Accepts and declines applications, changes the description, banner, join type and requirements, starts and cancels war search, promotes and demotes members, kicks members from the guild |
| Elder | Kicks members from the guild |
| Member | Common rights only |
You can promote, demote and kick only members with a lower role. A promotion is one step up, and no one is promoted above co-leader. Only a leadership handover makes someone leader; the former leader then becomes a co-leader.
The chat shows guildmates’ messages, reinforcement requests, the results of their raids and defenses, the start and result of wars, and who joined and who left. A message can be up to 300 characters long, and you can send one at most once every 2 seconds and no more than 12 per minute.
The request button posts a request for troops to the chat, and you can add a note of up to 80 characters. You can ask while the house is not full, at most once every 20 min. At high guild levels the wait is shorter, down to 5 min. Under a request, guildmates see their ready troops and spells; one tap sends one troop or one spell. They can send as much as the house has free space, and one guildmate can fill it alone. A troop arrives at the sender’s level, but not above the cap for the receiver’s Town Hall. You cannot send reinforcements during your own raid.
The guild gets XP for reinforcements: 1 per troop space and 2 per spell space. A member’s raid win brings 3. Reinforcements and raids by one member give at most 200 XP per day, Moscow time. For a war the guild gets 5 per star plus 150 for a win, 80 for a draw or 30 for a loss. There are 20 levels, and bonuses unlock in steps.
| Level | Total XP | What changes |
|---|---|---|
| 1 | 0 | reinforcement request every 20 min |
| 2 | 500 | 5% refund for sent troops |
| 3 | 1,900 | war reward +5%, reinforcement request every 18 min |
| 4 | 4,500 | treasury +10% |
| 5 | 8,500 | reinforcement request every 15 min, 10% refund for sent troops |
| 6 | 14,100 | war reward +10% |
| 7 | 21,400 | reinforcement request every 13 min, treasury +20% |
| 8 | 30,700 | 20% refund for sent troops |
| 9 | 41,700 | war reward +15%, reinforcement request every 11 min |
| 10 | 55,700 | treasury +30% |
| 12 | 89,700 | reinforcement request every 9 min, 30% refund for sent troops |
| 14 | 133,700 | war reward +20%, treasury +40% |
| 16 | 188,700 | reinforcement request every 7 min, 40% refund for sent troops |
| 18 | 255,700 | war reward +25%, treasury +50% |
| 20 | 334,700 | reinforcement request every 5 min, 50% refund for sent troops |
Refund: the sender gets back this share of the cost of the troops they sent. The war reward and treasury bonuses are counted from the base values.
The leader or a co-leader starts a war. They pick the size (2, 3, 5, 10, 15, 20, 25, 30, 40 or 50 members per side, but no more than the guild has) and the lineup. If no lineup is picked, the strongest members by Town Hall and trophies go in. The game looks for an opponent among guilds waiting for a war of the same size, with lineup strength within 15%. Strength is the sum of Town Hall levels. A guild that waits longer than 1 h gets any opponent of the same size.
There is no preparation day: the war lasts 24 hours right after the match. Each member has 2 attacks and can attack each enemy base once. Attacks hit copies of the bases as they were when the war started: no construction goes on there, and Guild House troops defend the base again in every attack. The best attack on each base counts. The guild with more stars wins; with equal stars, the one with the higher average destruction. Trophies do not change in a war, and the defender loses nothing.
War loot does not arrive right away. It piles up, and when the war ends it goes into each member’s Guild House treasury: 100% for a win, 75% for a draw, 50% for a loss, counted from what that member looted. The guild level adds up to +25% on top. War attacks count towards daily tasks and the “Guild War” achievement.
You cannot attack members of your own guild, and raid search does not offer them. Guild House troops defend the village in regular raids too. A raid win with at least one star brings the guild XP. The result of every raid and every defense of a member appears in the guild chat.
Another player’s chat message, a guild card in search and a join application each have a “Report” button. Applications are seen by the leader and co-leaders, so they are the ones who can report them. Echo Support reviews the report. The reported person does not find out who sent it.
For violations, a message can be hidden or deleted, a guild name replaced with the neutral “Guild #…”, a description or application text cleared, writing in guilds banned for up to 365 days or permanently, and a guild can be disbanded. A ban closes chat, request notes, application texts, the description and guild creation. The person affected gets a letter from Echo on the website with the reason. You can dispute the decision on the appeal page.
The “Ranks” button on the side of the screen opens the leaderboard with the “Players”, “Guilds” and “Leagues” tabs. The player list shows the top 100 by trophies, the guild list the top 50 by points. You see your own row even if you are not on the list. The leaderboard includes players who have trophies or have searched for a raid at least once.
Only raids on players give trophies: 10 per star of a win. On a loss the attacker loses 8. The defender loses as many as the attacker gained, and gets 8 for a repelled attack. The campaign and guild wars do not change trophies.
Your league depends on your trophy count. A season lasts a calendar month, Moscow time, and ends on the 1st at 00:00 Moscow time. The reward goes by your best result of the season: if you reached a league and then dropped lower, you still get the reward for it.
The reward is cards and resources. Resources are counted in hours of Town Hall income: Town Hall income is the gold, wood and mana an active player at your Town Hall level gets in an hour from collecting and raids. Dark and divine mana are added if you already have storage for them.
| League | From trophies | Hours of income | Cards |
|---|---|---|---|
| Unranked | 0 | — | — |
| Bronze | 400 | 2 | 3 |
| Silver | 800 | 4 | 5 |
| Gold | 1,400 | 6 | 8 |
| Crystal | 2,000 | 9 | 12 |
| Master | 2,600 | 12 | 16 |
| Champion | 3,200 | 16 | 20 |
| Titan | 4,100 | 20 | 25 |
| Legend | 5,000 | 24 | 30 |
After the season ends, a results window opens when you come back; claim the reward there or on the “Leagues” tab. If you do not claim it, the game gives it to you when the next season ends. At the end of a season, trophies above 5,000 are cut: you keep 5,000 plus 50% of the excess. For example, 6,000 trophies become 5,500.
Guild points come from members’ trophies. Members are sorted by trophies, highest first, and each member’s trophies are multiplied by the weight of their place: places 1–10 ×0.5, 11–20 ×0.25, 21–30 ×0.12, 31–40 ×0.1, 41–50 ×0.03. A big guild does not overtake a strong one just by having more members. With equal points, the guild with more war wins ranks higher.
The “Tasks” button on the side of the screen opens tasks and achievements. Every day you get 3 tasks, one from each group: “Collect”, “Battle” and “Village”. The goal adapts to your village and Town Hall. If a group has no task available to your village (for example, you have no Guild House or have never searched for a raid), a task from another group is used. Tasks change at midnight Moscow time, and unfinished ones are gone.
| Group | Task | Goal |
|---|---|---|
| Collect | Collect gold from mines | what your collectors produce in 4 h |
| Collect | Collect wood from lumber mills | what your collectors produce in 4 h |
| Collect | Collect mana from springs | what your collectors produce in 4 h |
| Battle | Win battlescampaign, event bases, raids and wars | 2–4 |
| Battle | Earn stars in battlescampaign, event bases, raids and wars | 3–8 |
| Battle | Destroy buildings in battleswalls and traps do not count | 14–110 |
| Battle | Win raids against players | 1–3 |
| Battle | Loot gold and wood in raids | gold and wood worth 1 h of Town Hall income |
| Village | Train troopscamp space | as much space as your camp has |
| Village | Brew spellsforge space | as much space as your forge has |
| Village | Start a build or an upgradewall upgrades count too | 1–3 |
| Village | Send reinforcements to guildmatesspace | 15% of your camp space, at least 5 |
Where a range is given, the goal grows with the Town Hall: from level 1 to level 25.
Each task gives gold, wood and mana worth 1 h of Town Hall income. Completing all of the day’s tasks opens a chest: 3–8 cards depending on your Town Hall. If the reward does not fit in your storages, the rest goes to the Guild House treasury.
Achievements count over your whole time in the game. Each has 3 tiers, and each tier gives cards; achievements give no resources. Bronze gives 2 cards, Silver 5 cards, Gold 10 cards.
| Achievement | What counts | Bronze | Silver | Gold |
|---|---|---|---|---|
| Town Hall | Town Hall level | 5 | 12 | 20 |
| Trophies | Best trophy count | 1,000 | 2,600 | 5,000 |
| Raider | Raids won against players | 10 | 100 | 500 |
| Guild War | Stars in guild wars | 10 | 60 | 250 |
| Campaign | Stars in the campaign | 30 | 120 | 225 |
| Victor | Battles won | 25 | 250 | 1,500 |
| Destroyer | Buildings destroyed in battles | 250 | 2,500 | 25,000 |
| Gold Digger | Gold collected from mines | 100,000 | 5,000,000 | 100,000,000 |
| Woodcutter | Wood collected from lumber mills | 100,000 | 5,000,000 | 100,000,000 |
| Looter | Gold and wood looted in raids | 50,000 | 2,500,000 | 50,000,000 |
| Comrade | Reinforcements sent, space | 100 | 2,500 | 25,000 |
| Barracks | Troops trained, camp space | 500 | 10,000 | 100,000 |
| Forge | Spells brewed, forge space | 25 | 500 | 5,000 |
| Builder | Builds and upgrades started | 25 | 250 | 1,000 |
| Collection | Cards unlocked | 5 | 15 | 35 |
| Heroes | Heroes unlocked | 1 | 5 | 10 |
| Hero Power | Best hero level | 5 | 15 | 25 |
| Walls | Best wall level | 5 | 12 | 20 |
| Daily Tasks | Daily tasks completed | 10 | 100 | 500 |
| Seasons | Season rewards received | 1 | 3 | 12 |
Events run for a limited time, and a new one starts every few weeks. Event dates are in Moscow time: an event starts at 00:00 on the first day and ends at 24:00 on the last. While an event runs, a badge with its name and the time left appears on the left of the village screen. The badge opens the event window, and so does an icon on the campaign map. A red dot on the badge means there is a reward to claim.
An event boosts several troops: they hit harder, and some also get more health. The boost works in every battle started during the event: campaign, raids, guild wars and the event base. A battle started before the event ends is played out with the boost.
The event base is a special village built around the event’s theme. It has 3 tiers, each for its own Town Hall levels. You see the base for your Town Hall, and the base’s Town Hall equals yours. The first win on the base gives resources and cards. This reward is given once per tier: if your Town Hall moves up to the next tier during the event, that tier has its own reward. The base’s buildings give no loot, and repeat battles on it give nothing but count towards tasks. After the event ends, the base is closed. A battle started before the event ends is rewarded even after it.
An event has its own tasks that run for the whole event. Goals are set by your Town Hall the first time you enter the game during the event, and battles count from that moment. Claim the reward with the “Claim” button in the event window. Resources go to your storages, and what does not fit goes to the Guild House treasury. Completed tasks you did not claim are rewarded automatically after the event ends. Resources in event rewards are counted in hours of Town Hall income.
During Halloween the village changes: pumpkins with glowing faces stand by the buildings, lanterns hang on posts, cobwebs stretch by the lanterns and in the corners of walls, bats circle over the Town Hall, fog creeps along the ground, and the light turns to evening. On low graphics quality there are fewer pumpkins and lanterns and no fog. Event bases are decorated the same way in battle.
| Town Hall | Event base | First win |
|---|---|---|
| 1–6 | Pumpkin Patcha round ring of walls with a “stem” on top, mines in rows outside | 6 h and 6 cards |
| 7–13 | Old Graveyarda rectangular fence with rows of gravestones made of single walls inside | 8 h and 8 cards |
| 14–25 | Pumpkin King's Castlea ring of walls around the Town Hall, an outer ring and cross-shaped partitions | 10 h and 10 cards |
| Event tasks | Goal | Reward |
|---|---|---|
| Destroy buildings in battleswalls and traps don't count | 42–330 | 3 h and 3 cards |
| Win battlescampaign, raids, wars and the event base | 5 | 3 h and 3 cards |
| Get 3 stars on the event basebest battle on the event base | 3 | 4 h and 5 cards |
Event bases are guarded by Sky Ballistas and air traps.
The bases have more defenses than the Town Hall allows: Sky Ballista +2, Whirlwind +1, Air Mine +2, Air Bomb +2 and Archer Tower +1. The extra buildings are placed only if they are already unlocked at that Town Hall.
| Town Hall | Event base | First win |
|---|---|---|
| 1–6 | Cliff Nesta circle of walls, Sky Ballistas on four sides, air traps around | 6 h and 6 cards |
| 7–13 | Dragon Cavea circle of walls, Sky Ballistas on four sides, air traps around | 8 h and 8 cards |
| 14–25 | Dragon Peaka circle of walls, Sky Ballistas on four sides, air traps around | 10 h and 10 cards |
| Event tasks | Goal | Reward |
|---|---|---|
| Destroy buildings in battleswalls and traps don't count | 42–330 | 3 h and 3 cards |
| Win battlescampaign, raids, wars and the event base | 5 | 3 h and 3 cards |
| Get 3 stars on the event basebest battle on the event base | 3 | 4 h and 5 cards |
Event bases are snow forts with bastions at the corners.
| Town Hall | Event base | First win |
|---|---|---|
| 1–6 | Snow Towna square fort with towers jutting out at the corners | 6 h and 6 cards |
| 7–13 | Ice Fortressa square fort with towers jutting out at the corners | 8 h and 8 cards |
| 14–25 | Winter Palacea ring of walls around the Town Hall, an outer ring and cross-shaped partitions | 10 h and 10 cards |
| Event tasks | Goal | Reward |
|---|---|---|
| Destroy buildings in battleswalls and traps don't count | 84–660 | 4 h and 4 cards |
| Win battlescampaign, raids, wars and the event base | 10 | 4 h and 4 cards |
| Get 3 stars on the event basebest battle on the event base | 3 | 4 h and 5 cards |
Where a goal shows a range, it grows with the Town Hall: from level 1 to level 25. Dark and divine mana are added to rewards if you already have storage for them.
The gear in the top right corner, under your resources, opens the “Settings” window. It has four tabs: “Graphics”, “Sound”, “Notifications” and “Language”. Graphics, sound and language are saved on this device. In Discord the storage is sometimes unavailable, and then your choice lasts until the game restarts. Notifications are stored on the server and are the same on all devices.
Graphics quality can be high, medium or low. In “Auto” mode the game picks the level for your device and lowers it if the game runs slowly.
Sound turns on after your first tap or click in the game: that is how browsers work. The village and battles have different music. When the game tab is hidden, the sound is paused.
The “Sound” tab has two sliders: music volume, and the volume of effects together with button sounds. The “Mute all sound” button turns everything off at once.
On the “Notifications” tab you turn on Discord DMs from Echo. It has 10 switches in the “Village”, “Friends and guild” and “Events” groups. What each switch sends and how the messages arrive is described in Battle log.
The “Language” tab has three options: Auto, Russian and English. Auto uses your Discord language, or the website language if the game is not open in Discord. The language changes right away. Player messages in guild chat, player names and guild names are not translated. The game draws the “Share” card and writes the Discord status line in the chosen language.