Objective: Bash opponents to death. The winner will not be determined by points as usual, but by opponents defeated as attacker. Normal bash rounds will not allow ennobling of other villages (if ennoblements are enabled this will be stated in the round plan).
Winner: Top player in ODA (Opponents Defeated as Attacker)
Farm limit: Per farm level only 150 defensive units are supported (this number occasionally varies and will be outlined in the round plan).
Farm limit explained
Objective: to catapult your opponents' villages. The player with the highest point village wins. Nobling will be disabled – every player will remain with one village.
Winner: The player with the highest point village at the end of the round.
Note: If there is a tie in the largest village (which is fairly common in this type of round), any premium prize for the round will be split evenly between winners.
Objective: This will be like normal rounds, except that the nobling distance is greatly reduced greatly. You will not be able to noble more than around 25 squares from a village, forcing you to build up areas of control. The maximum nobling distance will be set on a round-to-round basis. Please check the round planner for the max. nobling distance for each cluster round to avoid unpleasant surprises.
Conditional win rounds
Objective: Conditional rounds are played to a set of winning conditions (either for the player or the tribe). These conditions can be either point requirements, or village requirements, or both.
When a player (or tribe) meets the winning conditions, this has to be maintained for a specified amount of time. Other players receive a report notification that someone has met the winning conditions.
Once the winning condition has been met and held for the required time, the round will end automatically.
If the end of the round is reached and no-one has met and held the winning conditions, the winner is the player (or tribe) with the highest points at the end of the round.
Winner: First player/tribe to meet the winning conditions and hold them for the required time. If the end of the round is reached with no-one meeting these conditions, then the top tribe/player will win.
King of the Hill
Objective: At the start of the round, a number of "hills" (1-5 villages) will be created by admins. These hills will be villages with large amounts of defence and "unusual" building levels.
Your goal is to conquer as many hills as you can. Fuller details of each round will appear below when they are planned.
Winner: The player holding the most Hills at the time of round closing. In the event of a tie for 'most Hills', the player with the highest Opponents Defeated as Attacker will receive the prize.
Objective: Precision Rounds are rounds where the victory condition is something other than 'Hold Rank 1 at time of round closing'. There are a great number of victory condition possibilities, including but not limited to:
- Player closest to a set average points per village
- Player closest to a certain ODA score
- Player with total points closest to a preset amount.
Winner: Winning conditions will be announced in the round description.
Objective: When you join the round you will be automatically placed in a tribe. Tribe members cannots attack each other or support outside their tribe. Outside trade is also disabled.
Number of tribes: 2-4, announced in the round description.
Secrets of power - Endgame scenario
So you've built up your troops, nobled your enemies, joined a powerful tribe and are the terror of smaller players everywhere. What to do next? At a set time in the game, so called "Secrets of Power" will appear in barbarian villages all over the map. These Secrets are inventions and discoveries that will lead your world to a new age. And they are the main objectives of the game: A tribe that manages to hold a full set of Secrets for a certain time will be the dominant force in this new age and will hence win the game.
Controlling a Secret
You gain control of a Secret when you conquer the village that it is currently stored (indicated by a special flag icon on the main map) or the secret is moved into one of your villages. Contrary to troops, a Secret can only move a small number of fields at a time. After having been moved, the Secret needs to rest in the village for a prolonged amount of time, again this is configurable. Once you give a move order to a Secret, it will leave your control - you cannot cancel the move or get it back (unless it is moved back to you), so be careful who you entrust it to.
After a while, Secrets will start to spread around a tribe holding them. You will receive periodic updates informing you when and possibly to where the Secret will spread. The newly spawned "copy" of the Secret is just as good as the original Secret. Eventually the Secrets will spread around more and more, making it ever harder to keep your opponents' greedy hands from them. Eventually it will be time to make an attack on any villages holding Secrets your tribe does not yet control.
Winning the game
To win the game a tribe must hold a full set of Secrets. That is, you don't have to hold all Secrets on the map, only at least one instance of each named secret. After a tribe has acquired control of a full set, a victory countdown timer will start. If a tribe retains control of a whole set for the countdown period, it will win the game. Note that only the set counts: If a tribe has more than one copy of a secret, it is sufficient for that tribe to retain control of one instance of this secret to retain completeness of the full set and thus win.
After a tribe has won, the world will automatically go to peace settings and will eventually be closed.