🚚 Kingdom transfer

Kingdom transfer guide

Moving your city to a new kingdom is the biggest one-shot decision an account makes — a 25-day cooldown, a pass cost that scales with your power, and a week-long event with hard eligibility gates. Here is exactly how it works, and how not to waste the move.

Transfer in one breath: a move costs 1–50 Transfer Passes (set by your Transfer Score vs the destination's Rating), needs your power under that kingdom's cap, at least 25 days since your last transfer, and you out of your alliance. Transfers only happen during a Kingdom Transfer event, which runs three phases across about a week. Know your pass count and your destination before the window opens.

The requirements — everything that must be true

A transfer is blocked unless all of the following hold. Most failed moves are a missed item on this list, not a bad decision:

  • Transfer Power below the target's power cap. Every kingdom sets a cap during the event; over it, you need an invite (see phases below).
  • Enough Transfer Passes for your Transfer Score — the count is shown before you confirm.
  • 25+ days since your last transfer. The cooldown is hard; there is no gem skip.
  • Town Center at the required level. Event-specific The first transfer event required Town Center 25; the level scales with kingdom age and generation, so read the current requirement in-game.
  • Not in an active battle. Recall gatherers and rallies, clear the hospital, go quiet.
  • Out of your alliance. You must leave before the move — officers should hand off rank first.
  • Not currently King or Transfer Manager. Step down from those roles first.
  • Fewer than 4 of your characters already in the target kingdom. The per-kingdom limit counts your alts.
  • Compatible generation. Both kingdoms should be in the same generation with similar unlocked features.
⚠️ Pass counts, power caps and the Town Center level shift by event, server and kingdom age. Treat these as the rules of the system; confirm the exact numbers in your in-game transfer screen before you commit.

How many Transfer Passes you need

The cost is 1 to 50 Transfer Passes, and it is not a flat fee. It is set by your Transfer Score (built from your account's stats) measured against the destination kingdom's Rating — the stronger you are relative to that kingdom, the more passes it charges.

  • F2P and low-power accounts commonly need under 10.
  • The heaviest accounts can be charged up to 50 for the same move.

Where passes come from

Two sources: paid packs, and one pass a week from the Alliance Shop (around 150,000 Alliance Coins). Because the free trickle is one a week, a strong account planning a move should start banking months ahead — the pass count is the thing most likely to strand you when the window opens.

Get your number first: the exact confirm screen is the only source of truth, but you can estimate your bracket in seconds with our Transfer Pass calculator before the event — then bank to cover it.
⚠️ The Alliance Shop coin price and the 1–50 range come from community data and the in-game event; your own confirm screen shows the exact cost for your account and destination.

The 25-day cooldown — and when you can actually transfer

Two clocks decide whether you can move right now:

  • The 25-day cooldown. At least 25 days must pass between transfers. If you moved recently, the date math decides which future event you are even eligible for.
  • The event window. You cannot transfer whenever you like — moves only happen during a scheduled Kingdom Transfer event. Between events, the door is closed no matter how many passes you hold.

So "when can I transfer?" has two answers that must both be yes: your cooldown is clear, and a transfer event is live.

The three event phases

A Kingdom Transfer event runs about a week in three phases. Knowing which phase you belong to is the difference between landing where you planned and missing the window:

1Pre-Transfer (about 3 days). Transfer Managers set their kingdom's power cap; everyone else browses the open kingdoms and their caps. This is your scouting window — shortlist destinations now, because slots run out later.
2Invitational (about 2 days). Transfer Managers send invites. If your power is above a kingdom's cap, an invite in this phase is the only way in — and only Ordinary kingdoms can invite above their cap.
3Open Transfer (about 2 days). Anyone who meets a kingdom's power cap can move, first-come, first-served. Popular kingdoms fill fast — have a backup on your shortlist.
⚠️ Phase names and durations follow the standard event schedule; exact dates and lengths are shown on the in-game event banner each time it runs.

Leading vs Ordinary kingdoms

During the event, kingdoms are split into two classes by Transfer Score, and it changes who can get in:

  • Leading kingdoms (the higher-scored, top-ranked ones): a lower power cap, fewer slots (roughly 30 — about 20 invitational + 10 open), and no Special Invites. Hard to enter if you are strong.
  • Ordinary kingdoms: a higher power cap, more slots (roughly 55 — about 35 invitational + 20 open), plus Special Invites that let a Transfer Manager pull in players above the normal cap.
The strong-account trap: if you are over a Leading kingdom's cap, no amount of passes gets you in — you either target an Ordinary kingdom, or you need a Special Invite. Sort that out during scouting, not on moving day.
⚠️ Slot counts and caps vary by event and kingdom — the numbers above are the typical shape; read the exact figures shown in your transfer screen.

Don't lose the move to logistics

The judgement call is where to go. The way moves actually get wasted is how — resource overflow taxed away, an active march blocking the transfer, or an alliance that lands scattered across a hostile new map. Two tools close that gap:

➡️ Interactive moving-day checklist — eligibility, scouting, moving day and landing, with your progress saved on your device.
➡️ Kingdom directory — compare destinations before you spend a single pass.

Scouting a destination's war strength? You inherit a kingdom's KvK cycle and matchmaking the moment you land. If you want a read on a target kingdom before committing, our KvK intel service scouts it for you.