Moving kingdoms is a one-shot decision with a 25-day cooldown โ get it right the first time. Work down the list; your progress saves on this device.
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 โ eligibility โ scouting โ moving day โ landing โ so the only decision left is where, not how.
The rules in one glance:
Transfer Passes scale with power โ roughly 1โ50; 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 ยท 25+ days since your last move ยท City Center requirement met ยท not in combat ยท out of your alliance ยท target has open slots.
Leading kingdoms (top-ranked): lower power cap, fewer slots, no Special Invites. Ordinary kingdoms: higher cap, more slots, Special Invites allowed.
The event runs in phases: a scouting window (browse kingdoms and their caps), an invitational phase (transfer managers send invites), then open transfers for anyone who qualifies.
โ ๏ธ Exact pass counts, caps, slot numbers and phase timings shift by event and server โ confirm current values in the in-game transfer screen and the official help center before you commit.
Your transfer readiness0%
๐ Fully packed. Safe landing, Governor โ and if the whole alliance is moving, post the hive-move notice so everyone lands tight.