Copy-paste rule sets to pin as your Kingshot alliance notice ā casual, competitive, or KvK-war. Tap Copy (or download them all as text), swap the [brackets], and set expectations that actually keep the team together.
An alliance without written rules isn't relaxed ā it's just unclear, and unclear is where drama and quiet quitting come from. Good rules do one job: they tell every member exactly what "being a good member here" looks like, before anyone has to be told off for it. Pick the set that matches how competitive your alliance is, pin it as your alliance notice, and you've replaced a hundred future arguments with one post.
Grab the whole set as a text file you can edit in Word/Notes and paste in-game.
Full rule sets
Casual / relaxed alliance
š [TAG] RULES ā we keep it chill, but a team
1. Tap alliance help daily (free, 2 taps ā helps everyone)
2. Join rallies when you can; no stress if you miss one
3. Shield before logging off during any war/event
4. Keep chat friendly ā take disputes to DMs
5. Away for a while? Just post here so we hold your spot
That's it. Show up when you can, be decent, have fun.
For social/casual alliances. Low pressure, still sets the basics.
Competitive / active alliance
š [TAG] RULES ā active K[#] alliance
1. Alliance help daily ā non-negotiable, it's free
2. Answer rally pings in events; react ā so leaders can plan
3. Shield when inactive during KvK/war ā no free kills
4. Hit [power/activity] expectations or you'll get a friendly check-in
5. No drama in chat. Problems ā DM an R4/R5
6. [5]-day no-login without notice = roster review
Meet these and you'll always have backup.
For alliances that want to climb. Clear expectations, fair enforcement.
KvK / war-focused alliance
āļø [TAG] WAR RULES ā read before KvK
1. Troops trained & healed before the window; hospital empty
2. Speedups & shields banked ā don't burn them early
3. Shield the moment you go inactive. No exceptions in war
4. Rally/garrison roles: follow your assignment, react to pings fast
5. No solo-poking the enemy without R4/R5 go-ahead
6. Timezone = [server time / UTC] on every call
7. Stay in voice/Discord during battle windows if you can
Discipline wins KvK. One out-of-sync member costs the whole rally.
Pin the week before a KvK. This is where wars are won or lost.
Short starter rules (new alliance)
š [TAG] ā the 3 rules that matter
1. Alliance help every day (free, helps us all)
2. Come to rallies when pinged
3. Shield up when you log off in a war
Be active, be kind. More rules later if we need them.
For a brand-new alliance ā start simple, add rules only when a real problem appears.
Specific policies
Inactivity policy
ā ļø [TAG] ACTIVITY POLICY
We review members who go [5]+ days with no login and no heads-up.
⢠Going away? Post here or DM an R4 ā we'll hold your spot, no problem.
⢠Silent inactives may be removed to keep seats for players who show up.
This isn't personal ā it's how we stay strong for everyone who's active.
The fair-warning version. Agreeing this in advance makes future kicks drama-free.
Warehouse / help conduct
š¤ [TAG] CONDUCT
⢠Alliance help is for everyone ā help all, every day
⢠Don't beg or spam for rallies; ask an R4 to organize
⢠Respect calls from R4/R5 during events ā questions after, action first
⢠Represent the tag well in world chat. You are the alliance to outsiders.
Covers the everyday behavior stuff that formal rules often miss.
Making rules stick (without becoming the fun police)
Pin them, don't just post them. Set your best rule set as the alliance announcement so every member sees it on their home screen ā a buried message isn't a rule.
Lead with the "why", enforce with a warning first. "Shield up when inactive so the enemy can't farm free points off us" lands better than "shield up or else". Most breaks are forgetfulness, not defiance.
Write the removal rule down before you need it. An inactivity policy everyone agreed to in advance turns a painful kick into a fair, expected process ā no accusations of favoritism.
Keep it to 5ā7 rules. A wall of twenty rules gets read by no one. Cover help, rallies, shields, activity and drama ā the rest is detail.
Revisit before big events. Re-pin the war rules the week before a KvK so expectations are fresh when it matters most.