Kingdom transfers

The King's desk

A King runs a transfer window with 35 Ordinary Invites, 3 Special Invites, two co-managers and a candidate list spread across three private conversations. The game shows him none of that in one place. This page is the arithmetic, quoted from the publisher — and the desk that keeps the count is a Discord command, not a spreadsheet.

What one kingdom can take in one window

These are published limits, not estimates. They are the reason an alliance of sixty cannot land intact in a single window, and the reason a King's invite list is a budget rather than a wish.

Ordinary kingdom
55
35 by the King's Ordinary Invites, 20 first-come when Transfer Opens.
Leading kingdom
30
20 by Ordinary Invites, 10 first-come. And no Special Invites at all.
Special Invites
3
Ordinary kingdoms only. One spent invite comes back on the 1st of each month, 00:00 UTC. Three is the ceiling as well as the start.
Ordinary Kingdoms have a transfer cap of 55, of which 35 are Ordinary Invites and 20 are available during "Transfer Opens". Leading Kingdoms have a transfer cap of 30, of which 20 are Ordinary Invites and 10 are available during "Transfer Opens". Century Games, Kingshot help centre, faq/8559. Read 2026-09-08.
Special Invites: Only issued to Governors who exceed a Kingdom's Power Cap. Each Kingdom initially has access to 3 Special Transfer Invites, with 1 spent Invite restored on the 1st of each month (UTC 00:00). The max Special Invites that can be issued is 3. Century Games, Kingshot help centre, faq/8547. Read 2026-09-08.

The Special Invite pool is not per window. It is a running balance that regenerates one a month, so a King who spent all three in one window walks into the next one with fewer. The Ordinary Invites do reset: they come out of that window's 55 or 30.

The two invites are not the same object

They differ in who they are for, whether the invitee gets told, and what happens if the invitee says no. Getting this wrong costs a King the scarcest thing he owns.

Ordinary InviteSpecial Invite
Who it is forA Governor who meets your Power CapA Governor who exceeds it — which is where the biggest accounts live
How many35 (Ordinary kingdom) or 20 (Leading)3, and only in an Ordinary kingdom
Does the invitee get told?No mail. It shows only in their transfer screenIn-game mail. They can check it themselves
If they declineThe seat is gone for this windowThe invite is returned to you
Can you take it back?No. "King's Invites cannot be withdrawn."
Who pays the Passes?The invited player, never the King
Special Invites come with mail notification, but not Ordinary Invites. Century Games, Kingshot help centre, faq/8551. Read 2026-09-08.
Your Special Invites will be deducted when issued to Governors who exceed your Kingdom's Power Cap. The Special Invites will be returned when the Governors turn down your invitation/transfer to other Kingdoms/have not transferred by the end of the event. Century Games, Kingshot help centre, faq/8556. Read 2026-09-08.
King's Invites cannot be withdrawn. Please use them wisely. Century Games, Kingshot help centre, faq/8550. Read 2026-09-08.

The cap is a Phase I decision, and then it is locked

Phase I is three days long. When Phase II opens, the number a King nominated is the number his kingdom lives with for the rest of the window — including for every whale who is now over it and needs one of three Special Invites instead.

Phase I: Pre-Transfer — The King has the power to nominate a Transfer Power Cap threshold for transferring into a Kingdom. If there is no King in the Kingdom, the duty shall be performed by the Governor who most recently held kingship. Century Games, Kingshot help centre, faq/8546. Read 2026-09-08.
Phase II: Invitational Transfer — Kings may issue Ordinary and Special Invites to ask Governors of other Kingdoms to join early. The Transfer Power Cap cannot be changed once this phase has started. Century Games, Kingshot help centre, faq/8546. Read 2026-09-08.

The desk enforces that: it will record a cap before and during Phase I, and from Phase II it refuses and shows you the sentence above. It also knows there may not be a King at all —

If the Kingdom has no King during the current Kingdom Transfer, then the previous King will perform the king's duties (including setting a Transfer Power Cap threshold in Phase I, inviting other Governors to the Kingdom, and approving Transfer Requests). Century Games, Kingshot help centre, faq/8562. Read 2026-09-08.

And that the crown itself moves on a schedule: "Before each Kingdom Transfer session starts, either Kingdom of Power or Castle Battle will be held on the server for you to make arrangements and adjustments to the kingship." (faq/8570). A handover mid-window is expected, so the desk has a command for it, and the log keeps every past action under the name of whoever took it.

What a declared cap looks like from outside

A King's ledger is private. Three things about it are not: the cap he announced, how many verified players in his own transfer group say that cap matches what they see in-game, and how many invitees confirmed for themselves that an invite arrived. That is all this lookup returns.

Type a kingdom number to see the cap its King declared here this window, and how many players have corroborated it.

A corroboration is not a verification. Nothing outside the game can prove who is King — the publisher exposes no endpoint that says so — and this hub never claims otherwise. What it can show you is how many people who play in that transfer group opened their own screen and agreed. Confirm in your own in-game transfer screen before you move an account.

The desk itself

Seven commands in the Discord server your kingdom already uses. The ledger is never posted publicly — only the King and his co-managers see it, and only the declared cap leaves the server.

/king desk — what is left, who has been invited, who confirmed. One screen, in your own clock. /king cap set:200 — declare your Power Cap. Phase I only; from Phase II it refuses and quotes the rule. /king invite id: kind:ordinary — log an invite. The Governor is told, and confirms it themselves. /king returned invite:12 — a declined or unused Special came back into the pool. /king log — every action at this desk, with the name of whoever took it. /king managers add user: — co-managers, who clear the same bar you did. /king handover user: — after Kingdom of Power or Castle Battle.

Who is allowed to open one

The honest answer is: nobody can prove kingship, so the desk asks for the strongest thing that can be checked. You need rung 3 — an admin of a Discord server where eight members have had their player IDs confirmed in the same kingdom by the publisher's own backend, vouched by two of those verified members, and admin there for fourteen days. On an alliance server rather than the kingdom's own, two of those vouches must name you King or Transfer Manager.

That is a real bar and it is deliberately not a claim of kingship. It is "this person runs a server full of verified players from that kingdom, and those players say he is the King." The transfer hub page explains the whole ladder, including what each rung does and does not prove.

Why the confirmations are the point

A King can write anything in his own ledger. The one line he cannot write is the invitee's. When an invite is logged, the Governor it names gets a message — a direct message, or a post in their own server if their DMs are shut — with a single button, and only their own click records that the invite arrived. A Special Invite comes with in-game mail, so they can check it; an Ordinary Invite does not, so the transfer screen is the only place it appears, and the message says which to look at.

After the window closes, the hub checks against the publisher's backend whether the people who were invited actually landed where they were invited. That is what turns "trust me, I always deliver" into a number nobody can type by hand.

Nothing here is a substitute for the game. The desk is a shared notebook: it holds what a King and his co-managers wrote down, and it says so on every screen. The game holds the truth — check your in-game invite counters before you rely on a number.

No account sales, anywhere near this

Century Games prohibits private and third-party account trading and penalises advertising it. A place where Kings and large accounts meet is exactly where those offers turn up, so the refusal here is structural rather than a warning: no field on this desk accepts a price or a payment method. Every incentive a King can offer is an in-game thing — a hive slot, protection, a title rotation, event support — and an invited Governor pays their own Transfer Passes.

By extending a King's Invite, do I have to provide the required Transfer Passes for the invited player? — No. The invited player has to cover the Transfer costs themselves. Century Games, Kingshot help centre, faq/8564. Read 2026-09-08.

If anyone offers to sell you an account or asks for money to arrange a transfer, that is not a deal this hub will carry.