Every base in Raidcrown hides one Crown inside a Crown Vault, and the defender decides where it goes. A raid is scored in three marks, earned in order. This guide covers every rule.

Before the raid

You get 30 seconds to scout the base. Scouting ends early as soon as you deploy your first troop. Then the clock starts: 3 minutes to earn your marks.

Troops land only on the beach, the sand around the island, from your raid boats. You can land anywhere along it.

Mark 1: Breach

Reach 50% destruction. Destruction counts buildings, and every building counts the same, whatever its size. Walls, traps and Mason's Lodges don't count. A False Vault counts as a building like any other.

Mark 2: Seize

Destroy the real Crown Vault. The Crown drops on the spot where the vault stood, and the first of your troops to reach it picks it up. Picking it up earns the second mark. Flying Gryphon Riders can carry the Crown too.

Once a base has a False Vault, it looks exactly like the real one. You can't tell them apart until one of them is destroyed.

Mark 3: Escape

Get the carrier to any beach tile. When it arrives, the carrier and the Crown leave the battlefield, you earn the third mark, and the raid carries on with the rest of your army.

  • The carrier stops attacking and heads for the nearest beach. Most troops slow down while carrying the Crown; the Cutpurse carries it at full speed.
  • Every defense in range targets the carrier first, and Snare traps prefer it too.
  • If the carrier falls, the Crown drops where it fell, and any of your troops can pick it up again. It never goes back to the vault.

How a raid ends

A raid ends when time runs out, when you end it, when you reach 100% destruction, or when you have no troops left on the field or waiting to deploy. While the Crown is in play (dropped or carried), reaching 100% destruction doesn't end the raid: it keeps going until the Crown escapes, your army is gone, or time runs out.

What you win

  • Loot. You earn gold and mana for the damage you deal to the defender's mines, wells, storages and Keep. Only part of what a base holds can ever be taken.
  • Ransom. An Escape pays an extra 50% of the loot you won. The game pays it, not the defender.
  • Trophies. More marks win more trophies. How many depends on your rating compared with your opponent's: beating a stronger player is worth more. The defender loses what you gain.
  • Renown. Raids on real players earn Renown for the season leaderboards: 10 for each mark, plus 1 for every full 10% destruction.

After you're raided

  • Truce. After a defense you get a truce from matchmaking: 8 hours after a 1-mark raid, 12 hours after 2 marks and 16 hours after 3. Starting a raid of your own ends your truce.
  • Replay and Retaliation. Every defense saves a replay, and you get one free Retaliation raid on the attacker's current base within 24 hours.

Tips for attackers

  • Scout for the vaults first. Plan your route to the Crown before you deploy a single troop.
  • Send a Cutpurse with an escort. It runs for the vaults and carries the Crown at full speed, but it is fragile. Shieldbearers in front soak up the first volleys.
  • Plan the way out. The shortest route to the beach is often the most defended. Clear a lane before you seize the Crown.
  • Save your Haste rune for the escape, and use Ward to keep the carrier alive under fire.

Tips for defenders

  • Don't put the vault in the middle every time. Raiders expect it there. Vary its position and think about the routes a carrier would take back to the beach.
  • Make the escape the hard part. Snares, Caltrops and towers along the routes back to the beach punish a carrier.
  • Use the False Vault. Give it real protection: a lightly guarded decoy fools nobody.
  • Watch your replays and move your vault. Moving buildings is always free.