Moving kingdoms is a one-shot decision with a 25-day cooldown — get it right the first time. Work down the list; your progress saves on this device.
Last updated: October 6, 2026. Kingdom transfer rules can change with game updates.
A kingdom transfer is the biggest move an account ever makes, and most botched moves fail on logistics, not judgement: not enough passes banked, power over the target's cap, or an alliance that landed scattered across the map. This checklist walks the whole arc — eligibility → scouting → moving day → landing — so the only decision left is where, not how.
⚠️ Exact pass counts, caps, slot numbers and phase timings shift by event and server — confirm current values in the in-game transfer screen and the official help center before you commit.
A kingdom takes 55 in a window, or 30 if it is Leading, and only three Special Invites exist. A roster of sixty does not land intact, and the part that goes wrong is deciding who is left behind while the clock runs.
→ Alliance move calculator — paste the roster and the destination: who lands, who is left behind, how many Special Invites you are short and what the passes cost.
→ Transfer almanac — the three phases as exact times in your own clock, so nobody in the alliance packs a day early.
→ Kingdom directory — all 1,993 kingdoms with the transfer group and the power caps listed against each.
→ Transfer hub — when the destination is a stranger's promise, this is where the kingdom they claim gets checked against the game's own backend before you spend a pass on it.