Kingdom transfers

Alliance relocation board

An alliance of sixty does not fit through one kingdom's door in one window — an Ordinary kingdom takes 55, a Leading one takes 30. This is where an alliance that is moving and a King who wants them find each other with the arithmetic already done, the roster confirmed against the game, and a record of what happened last time.

Reading the board

If this does not resolve, the desk is unreachable from your network. Nothing below is cached from an old window, so you get an honest blank rather than a stale listing.

How it works, from either side

You are moving an alliance

In your own Discord: /caravan request. Tell your people to run /caravan join — each one adds their own confirmed player ID and declared power. Kings see a count, a set of power bands and a badge; nobody outside your server ever sees an ID.

You are a King recruiting one

/caravan board in your own Discord, read the verified rosters, then /caravan bid with the cap you will set and the invites you commit. Your bid lands in the alliance's own server, re-measured against your cap.

Posting happens from your own Discord through the KingshotPro bot — this page is read-only, and there is no form on it, because a listing has to come from an account the game can vouch for. Add the bot to your server.

This window

Groups are redrawn every window: a kingdom that was in group 6 last time can be in group 7 this time. Confirm in your own in-game transfer screen.

Alliances looking for a kingdom

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Kingdoms looking for an alliance

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What the badges on this page actually claim

  • Verified roster — enough members of that alliance each linked a distinct player ID and the publisher's own backend put every one of them in the same kingdom. It is the same rule that makes a Discord server group-verified, and it is what one person with a spare account cannot do.
  • Members verified in K… — the badge on a server, computed by the identity layer and never restated here.
  • Declared power — typed by the player. The game gives us no way to check it: the publisher removed the endpoint that returned power and nickname on 2026-07-21. Every power figure on this page says "declared" because that is all it is.
  • Agreed — both sides pressed confirm on the same term sheet. It is a record of what was promised, not a contract.
  • Landed — after the window closed, we asked the publisher where each member of that roster actually is. That number cannot be bought or written; it can only be delivered.

No listing on this page was written by us. An empty board says it is empty.

The numbers every listing is measured against

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.
King's Invites cannot be withdrawn. Please use them wisely. Century Games, Kingshot help centre, faq/8551. Read 2026-09-08.

So a promised slot is a real slot once it is issued, an invited player still pays their own Transfer Passes (faq/8564), and the arithmetic on each card — how many of a roster are over a cap and how many Special Invites that would take — is computed from those published figures by the same code that runs the alliance move calculator.

The publisher does not say whether a Special Invite also uses one of the kingdom's transfer slots. Every figure here takes the cautious reading that it does — if it does not, one or two more of you land.

No account trading, structurally

Century Games prohibits private and third-party account trading and penalises advertising it. This desk has no field that accepts a price: every free-text box on every command runs a money filter before anything is stored, and a refused write leaves no row behind. Recruiting incentives here are in-game things only — a hive slot, protection, a title rotation, event support. Every card carries a report link, and three reports hide a listing.