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Tribal Conflicts

Regular Clashes between the Tribes

📍 Jump in: Open the Tribal Lodge or Tribal Ranking in Pawtato Land.

Tribal Conflicts are its own strategic Multiplayer PvP-Game that will happen regularly next to the normal gameplay.

How to join a Tribal Conflict (step by step)

  1. On the World Map, click the Tribal Lodge building. This opens the Tribal Lodge, showing the current conflict's Status, your Registration Status, when Registration Closes, when the Battle Starts, and the number of Rounds.

  2. Make sure a Telegram or Discord account is linked to your profile — you cannot register without one.

  3. In the Tribal Lodge, check your Eligibility panel (Tribe, whether you qualified via Representing Land or Hero Pledge, and your Valor Weight). Then click Register Now and pay the Registration Fee (in TATO). See #registration and #registration-fee-and-refund-policy. Registration opens 3 days before and closes 10 minutes before the battle.

  4. (Optional, after registering) Open the Tribal Conflict page and, on the battlefield, use the Prepare for Conflict panel to unlock Preparations. They appear once Registration is done and can be unlocked by your Tribe until the battle starts — tap a Preparation card, enter an amount, and click Contribute to pool resources with your Tribe (up to 3 Preparations). See #preparations.

  5. 3 minutes before the battle, a Ready Check appears — click I'm Ready! before the timer runs out. Missing it removes you from the conflict (see the warning under #registration).

  6. When registered, open the Tribal Lodge and click Go to Tribal Conflict (or use the countdown button on the World Map) to enter the battlefield. That button appears in the map's right-hand countdown stack up to 48 hours before the battle, reading Tribal Conflict · <time left>, and switches to Tribal Conflict · Now while the rounds are running.

  7. Each round, click a Stronghold on the battlefield to open the action bar. Set how much Valor to spend with the Valor slider/input, then click ATTACK (an enemy or neutral Stronghold), DEFEND (your Tribe's Stronghold), or DO NOTHING to save Valor for later rounds. You can only act on one Stronghold per round — submitting another action in the same round overwrites your previous one. See #battle. Rounds and Valor mechanics are in #gameplay.

  8. After all rounds resolve, the Tribe holding the most Strongholds wins and rewards (Influence, Reputation, chests and items) are credited automatically. See #rewards-and-penalties.

Registration

Any player who has a Representing Land or a pledged Hero can register for a Tribal Conflict. Registration opens 3 days before and closes 10 minutes before the Tribal Conflict starts.

When registering, the Representing Land will be locked and cannot be changed until the Tribal Conflict is over. Land owner enters the conflict on the side of the Tribe their representing Land belongs to. Hero owners enter the conflict on the side of the Tribe of the Representing Land they pledged to. When registered, pledges cannot be broken until the Tribal Conflict is over.

Registration Fee & Refund Policy

Registration: Fee depending on TATO price and type of representation (Province/Estate/Hero) Unregister: 50% of Entry Fee will be refunded. No-Show: If you register, but miss the Ready-Check or are inactive during the game, nothing will be refunded.

Gameplay

Once registration is closed, every Tribe receives 100,000 Valor points, divided by the participants, where Hero owners get factor 1, Estate Representatives factor 2 and Province Representatives factor 3.

Example if 175 players join for one faction:

  • 12 Province Owners = 1,240 Valor each

  • 43 Estate Owners = 826 Valor each

  • 120 Hero Owners = 413 Valor each

The players fight over 10 strategic Strongholds at the border of the Divide.

Initially each Tribe holds three Strongholds while one - the Temple of Axomamma - is neutral.

Initially every Stronghold has 1,000 Points except for the neutral one, which has 1 Point. The maximum points a Stronghold can have is 5,000.

Battle

Players can use Valor to attack enemy strongholds (deduct points) or to defend their own Strongholds (add points). Valor used to defend counts more, with the bonus increasing the longer the battle goes (+50% in the first round and additional 5% per round, capped at +100%).

The maximum points a Stronghold can have is 5,000.

If a Strongholds’ defense is broken (Points <= 0) it will change to the Tribe of the last attacker who broke the defense and is reset to 1,000 points. If two Tribes attack the same Stronghold in a round, the Tribe who spent more Valor on the attack takes over.

If a Tribe loses all Strongholds, they are eliminated from the conflict and all their remaining Valor is drained. They can still watch the rest of the conflict resolve.

The game is played over 7-15 rounds (alternating), each running for 60-90 seconds.

Within a round, players can set an action:

  • Attack a Stronghold with X Valor (if the player has Valor left)

  • Defend a Stronghold with X Valor (if the player has Valor left)

  • Do nothing and preserve Valor

It is important for players to coordinate their actions to avoid wasting Valor as well as anticipate the other Tribes actions and set countermeasures.

After all rounds are over, the game ends and whichever Tribe holds the most Strongholds wins. If it is a tie, the higher number of total points on the Strongholds decides.

Tribe Chat

Coordination happens in the Tribe Chat panel, and it is free for everyone — there is no Powerup to buy and nothing to unlock.

  • Who can write: every player registered for the conflict. Anyone watching without a registration — including players who unregistered — has no chat panel.

  • When: from the moment you are registered, right through the battle and after the conflict has completed — so a Tribe can plan before the first round and talk the result over afterwards.

  • Messages are up to 200 characters, and you can edit or delete your own.

  • Alongside player messages the chat also carries system messages, such as Stronghold captures and ready checks.

Rewards and Penalties

1st Place (Winner ��):

The winning Tribe gets Influence equal to their initial Valor and 50 Reputation* for their Tribe. Hero Players will automatically credit the gained Influence to the Land they pledged to.

They also get Wooden Chests, Reforging/Refining Orbs, Greater Health Potions and Stamina Potions (Amount depends on Province, Estate or Hero Pledge).

2nd Place:

The Tribe which comes in second, will get Influence equal to a third of their initial Valor as well as 25 Reputation*. Hero Players will automatically credit the gained Influence to the Land they pledged to.

They also get Wooden Chests, Greater Health Potions and Stamina Potions (Amount depends on Province, Estate or Hero Pledge).

3rd Place (Loser ☠️):

The Tribe with the least Strongholds at the end of the Conflict can at least take 10 Reputation*, a Lucky Coin, Greater Health Potion and Stamina Potion (Amount depends on Province, Estate or Hero Pledge) home.

*Estates get double and Provinces tripple that amount.

Influence per Conflict is capped per player, based on how you represent your Tribe: 4,800 (Province), 3,200 (Estate) or 1,600 (Hero). The cap is applied before any Glyph of Representation bonus, so a Glyph of Representation still boosts your Influence on top of the cap.

Special Rules

These rules may change in future conflicts to keep a changing meta which prompts new strategies.

Tribe General

The Player with the most pledgers will be the General for his Tribe in this Battle and receive a special privilege. He can also hand over the role to another Player if wanted. If the General stays inactive (submits no actions or marks) during the first three rounds, the role is automatically reassigned to the next Player with the most pledgers.

The General sees currently allocated Valor on all Strongholds in real-time and can mark Strongholds to signal the Tribe where to attack or defend.

The General can use Divine Intervention once per game, where he needs to choose one of three options:

  • Invulnerability: makes one owned Stronghold invulnerable for the round

  • Wrath: deals 6,666 damage to a selected enemy Stronghold

  • Reflection: mirrors all damage taken by the selected Stronghold in this round to all enemy Strongholds (distributed evenly)

The General can appoint up to three Lieutanants, which can also see all currently allocated Valor in real-time.

Temple of Axomamma

  • Valor used to defend the Temple of Axomamma only counts once (instead of double).

  • The Temple of Axomamma loses 1,000 points each round automatically.

  • The Tribe currently holding the Temple of Axomamma gain 1,000 points on each of their other Strongholds each round.

Preparations

During the registration period, players can use resources to unlock certain advantages for the upcoming Conflict. Preparations are a team effort (similar to Divine Callings), so the needed resources can be pooled by all registered participants.

To keep funding a tribe-wide effort, each player can contribute at most 25% of a Preparation's goal — no single player can unlock a Preparation on their own. The contribution window shows how much of your allowance remains.

If a Player contributes 5% or more of the amount needed to unlock a Preparation, they earn Reputation once that Preparation activates:

  • Most Preparations grant +50 Reputation with your Tribe's faction.

  • Decay instead grants +100 with Supay and −100 with the Temple of Axomamma.

The contribution window previews the exact Reputation gain (and loss) before you donate.

Only up to 3 Preparations can be activated for a Conflict. These need to be unlocked before the start of the Conflict and cannot be changed for the remainder of it. The Tribe has to choose which Preparations best fit their strategy:

  • Fortified Walls ( x 2,500): Valor spent on defending in the first three rounds grants +50% Defense

  • Rushed Invasion (x 500): Valor spent on attacking in the first three round deals +50% damage

  • Forged Resolve ( x 2,500): +10% starting Valor to all participants of the Tribe

  • Hidden Supply Routes (x 10,000): First time your Tribe flipps an enemy Stronghold, it resets to 5,000 instead of 1,000 points

  • Accumulating Interest (x 250): Remaining Valor increases by +2.5% at the end of each round

  • Sacred Bastion (Crystalx 50): The first Stronghold which would be conquered, avoids the capture and remains at 1 point in that round (it can be attacked and captured in the next round).

  • Decay ( x 50) : All enemy Strongholds take 500 damage per round. Supay likes to see this.

More Preparations might be added in the future.

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