Siege Rules

Who can start or join a siege, duration, costs, conquer cooldown, and final resolution behavior.

Siege Rules

Related in Castles: Castle Types and Rewards | Siege Rules | Upgrades and Power

A siege can be started only by an alliance overlord who is physically in the castle city and has enough alliance vault gold.

Core rules:

  • starting a siege costs 2000 alliance gold
  • one active siege per castle at a time
  • siege duration is 2 hours
  • overlord is auto-added as first attacker
  • participants must be in the same city and have at least 50 health
  • after a castle is conquered (ownership changes, or it falls to neutral because the attacker already holds another castle), it cannot be sieged again for 3 days

Defenders are members of the current governing alliance. Non-defending alliances can join as attackers.

Militia (Beacon Tower)

Alliances with a Beacon Tower send militia into castle battles. Militia are not player characters; they add flat combat power when the siege resolves, alongside ram, trebuchet, walls, and gate bonuses.

  • Defense: If your alliance governs the castle under siege, your beacon level adds DEF power equal to beacon level × 750 (up to 7,500 at level 10).
  • Attack: If your alliance is on the attacking side, your beacon adds ATK power the same way.
  • Neutral castles: Unowned fortresses have no defense militia.
  • Snapshot: Militia strength is recorded when the siege starts. If the Overlord upgrades the beacon during an active siege, the new level applies to that ongoing battle for the upgrading side.
  • Where you see it: Castle detail shows defending militia, attack militia on the active siege card, and both sides in the last siege summary.

When timer ends, total attacker power and defender power are compared. If attackers win, control changes. If attacker already owns another castle and wins, the conquered castle becomes neutral instead of being assigned, and the same 3-day siege lock still applies. Voluntarily abandoning a castle clears that lock and can be sieged again immediately.

Losing a siege and the Cellars

When a siege ends, members of the losing side can be thrown into the castle city's cellars. Neutral castle rules have exceptions: sometimes no one is jailed when attackers win an unowned fortress. See Captivity and the Cellars.