Expeditions

Expeditions can be triggered 4 times a day, at 3:00, 9:00, 3:00 and 9:00 (GMT+2).

Creating a team

For the expedition to begin, a team of 2 or 4 players must be created and validated. Participating players must be at least Throne 7.
The team must be created in the 6 hours interval between two expeditions.
An expedition requires either 1 500 or 5 000 marauder cards. You can launch as many expeditions as your clan allows. For get marauder cards, you need to be in Raider Neighbourhood and grind on Lighthouse, Arena, PvP, Gem Bay.
Matchmaking is based on historical power, according to the most powerful player. We therefore invite you to form teams of players with equivalent power.

A Warlord, Deputy Leader or Clan Leader must approve the team:

Then, at 3:00, 9:00, 15:00 and 21:00 (GTM+2), each player has 5 minutes to declare himself ready (and must therefore be present !) :

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If one of the 4 players is absent, the team leader can replace the absent player. Any player of throne 7 or higher may respond to the team leader’s request and take the absent player’s place; otherwise, the expedition will not start, and you’ll get back the marauder cards used to validate the team.

Once all 4 players have validated, the search for opponents begins. When an opponent is found, you are directed to the card. If no opponent is found, the expedition ends and you get your marauder cards back.

During the expedition

An expedition lasts a maximum of 40 minutes. You must drive 3 camels to the arrival points. There are 10 locations to deploy to, including 2 intersections. Depending on the location, they can be deployed. Each phase gives you 5 minutes to deploy your fighters. Fighters killed in one phase will be unusable in the next phase, after which they will be resurrected.

The 5 camels start one by one from the starting points and automatically move one location per turn. When the camel arrives at an intersection, the leader of the team controlling it can choose which location the camel will take. The locations to prioritize are those on which the camels will be on the next turn (framed in blue in the photo below), which is how you will recover camels.

If you win the pitch, it turns blue and the camel receives a blue coat of arms. If you don’t, it turns red and the camel receives a red coat of arms.

If a camel already has a crest of one color, the opposing team can take it back by winning the next slot. To keep their camel, the team must win the next slot : the camel will then have two crests of the same color.

When a camel with two crests of the same color is on a pitch won by the opposing team, one of its crests turns grey. This camel must then be used to win a second pitch.
When there’s only one pitch left before the finishing point, and the camel has two crests of the same color, it’s no longer possible to reclaim it.

As soon as 3 camels are led by the same team to an arrival point, the expedition is over.

If you win the expedition, you get a marauder’s chest (upgradeable chest) and 24 000 clan tokens or 10 000 tokens if you make a team of 2. If you lose, you get 6 000 or 2 500 glory (blue star).
You can also collect 0-300 expedition tokens or 0-400 expedition tokens for 4V4.
The chest can contain materials from clan expeditions.

(for more details, click on the “+”).

Contents in the clan store :

(for more details, click on the “+”).

Finally, if you ever have any questions about this tutorial, we invite you to join our Discord server, Facebook or even write a comment below :

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