🚚 Kingdom transfer

Kingdom transfer checklist

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.

The rules in one glance:
  • Transfer Passes scale with power — roughly 1–50; low-power/F2P accounts commonly need under 10, whales up to 50. One pass a week is buyable in the Alliance Shop, so big accounts bank for months.
  • Hard gates: your power below the target's cap · 25+ days since your last move · City Center requirement met · not in combat · out of your alliance · target has open slots.
  • Intake per window is a hard number. An Ordinary kingdom takes 55 — 35 Ordinary Invites the King sends, plus 20 slots first come, first served during Transfer Opens. A Leading kingdom takes 30 — 20 Ordinary Invites plus 10 open slots. A 60-name alliance cannot land intact in one kingdom in one window.
  • Special Invites: 3 per kingdom, one spent invite restored on the 1st of each month (UTC 00:00), maximum 3, Ordinary kingdoms only. They are the only route in for anyone over the Power Cap, and they arrive as in-game mail — an Ordinary Invite sends no notification at all. Neither kind can be withdrawn once issued, and the invitee pays their own passes.
  • The event runs in phases: Pre-Transfer (the King sets the Power Cap; you browse), Invitational Transfer (invites go out, the cap is frozen), then Transfer Opens for anyone who qualifies.

⚠️ 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.

Your transfer readiness 0%
🚚 Fully packed. Safe landing, Governor — and if the whole alliance is moving, post the hive-move notice so everyone lands tight.
🗓️ Eligibility — check these weeks ahead
🔭 Scouting — pick the right kingdom, not just any kingdom
📦 Moving day — the order of operations
🏡 After landing — become a local fast

This checklist is for one account. The alliance is the harder problem.

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.

More: Kingdom transfer guide · Transfer pass calculator · Hive-move & welcome templates · Alliance leadership guide