Event Calendar6 min read

Post-KvK: Plan Your Next 24 Hours

After KvK, assess wounded troops, resources, and upcoming events. Build a practical guild plan for the next 24 hours.

Post-KvK: Plan Your Next 24 Hours
IN SHORT
  • Recheck event cards as soon as KvK ends to set your priorities.
  • Choose which events to enter based on wounded troops, resources, and speedups.
  • Share assignments and check-in times for the guild’s first 24 hours.
CONTENTS

When KvK ends, two questions usually fill guild chat: Should we heal the wounded now, and what event is next? Both matter. The mistake is spending what you have left without checking the schedule. An action you rush today could consume resources or speedups you need tomorrow.

The first 24 hours in this guide are a planning window for your guild, not a requirement imposed by the game. Event order and scoring conditions can change, so base every decision on the current in-game cards. If you are still planning how to protect troops before battle, see the hospital and shelter guide. Here, we will build the schedule after the fighting ends.

Recheck event cards when KvK ends

Your prewar plan may no longer fit your guild’s situation. If three members have more wounded troops than expected, revisit tomorrow’s planned Wonder battle. If the guild took few losses, you may be able to recover resources and prepare for the next event. Prioritize your current position, not your old plan.

For your first check, write down three things from the in-game event cards: what is open now, when the next event starts, and when each one ends. Compare the displayed time with your phone’s clock. Telling members in different time zones only “20:00” invites confusion; include the time zone.

Then post a short decision in guild chat: What event is coming, what must members prepare, and who will make the final check? For example, if a card shows six hours remaining, first ask whether you can meet its conditions with what you already have. Do not spend resources merely because an event appears on the calendar.

Guilds that want event cards surfaced in their group can enable LordsRally’s optional LM Events notifications. These alerts are off by default and do not replace reading the in-game conditions. See the features page for details.

First two hours: assess the aftermath

Before committing to the next event, find out who is actually ready. Use the first two hours for individual check-ins: wounded troops in the hospital, available resources, resources still in bags, and remaining speedups. Do not assume what a member’s hospital can handle; check your own castle and battle reports. A few members being ready to fight again does not mean the whole guild is ready.

R4/R5 does not need a long spreadsheet. Ask each member three questions: Can you join another battle? Do you have the resources to heal your wounded? Would doing so use speedups reserved for the next event? Suppose four players on a ten-person participation list must heal first. Update assignments around the players who are ready rather than continuing to plan for ten.

Treat resources already out and reserves in bags separately. Identify what is actually missing before opening everything at once. If you need supplies, RSS resource packs are available on our site. Acquiring or spending resources before calculating your needs makes it harder to see what remains for the next event.

The moment a battle ends is not necessarily the moment you are ready for another event. Verify wounded troops and resources first.

Post-battle member check-in

  • Report wounded troops in the hospital and whether you can fight again.
  • Check available resources separately from reserves in bags.
  • Note any speedups you need to reserve for the next event.

Match event points to the action

A common post-KvK mistake is using speedups out of habit rather than according to the event schedule. Research, construction, training, and healing do not score the same way in every event. Before finishing an action just because a Hell Event is open, read its current scoring conditions. If you have taken a Guild Fest quest, check its completion requirements separately. Never assume the two events overlap.

Use this decision order:

  1. Confirm which actions score points on the active event card.
  2. Calculate the resources and speedups needed to finish your chosen action.
  3. Check whether an upcoming guild event needs those same resources.
  4. Start or finish the action only if you can meet the conditions before the deadline.

Say your research has roughly five hours left and your speedups are limited. If the current event does not reward that action, do not speed it up simply to avoid waiting. Even if it does, do not drain your reserves for points without first accounting for wounded troops in the hospital. The goal is not to enter every event; it is to finish the ones you choose.

If you are unsure when a Guild Fest quest counts as complete, read the Guild Fest and Hell Event timing guide. After KvK, though, start with your losses and resource balance.

Add attendance and check-ins to the guild calendar

Writing down an event’s start time is not enough. You also need to know who will be ready then. A single announcement is easy to miss in a guild spread across time zones. For the first 24 hours, R4/R5 can set two check-ins: one to gather battle losses and one to confirm attendance for the next event. These are communication checkpoints, not game rules.

For example, if six players are online in the evening and four in the morning, do not wait for everyone to answer at once. Collect wounded-troop and resource updates from the evening group, then leave the same short questions for the morning group. At the second check-in, count only players who can participate. If a Wonder battle is on the calendar, plan around ready members rather than an assumed roster of ten.

If a Wonder battle is next, !wow can help you check the relevant timers; it is not a calendar for every event. Browse the English commands on the commands page. Make the attendance call using both in-game event information and members’ readiness reports.

A decision sequence for the first 24 hours

Instead of one long post-KvK task list, use three checkpoints. First, establish what you lost. Second, verify the next event’s requirements. Third, announce a firm guild decision. The times below are examples; move them earlier if an event deadline demands it.

After gathering hospital and resource updates in the first two hours, do not require every member to take the same action over the next six. A player with many wounded troops may need to prioritize healing, while a ready player can prepare for the event. At the final check-in, state one of three decisions clearly: We are entering; we are entering with a smaller roster; or we are skipping this event to recover. “We’ll see” becomes a roster problem when battle time arrives.

Avoid these mistakes during your checks:

  • Treating the pre-KvK participation list as valid after the battle.
  • Spending speedups or resources without reading the event card.
  • Posting the start time without the end time and time zone.
  • Counting a player with unaddressed wounded troops as ready.

For more ways to plan around in-game events, explore the game guides on our blog. A sound post-KvK plan is not about entering everything. It is about knowing which events your guild is ready for, and why.

If you want to work through your guild’s post-KvK event priorities together, get in touch.

Sample first-24-hours plan

CheckpointPriorityGuild outcome
First 2 hoursCheck wounded troops, resources, and event cardsConfirmed readiness
Next 6 hoursVerify event requirements and attendanceDraft participation list
Rest of the dayAnnounce the participation decision and timeFinal guild plan

Frequently Asked Questions

Should I heal wounded troops as soon as KvK ends?

Check your hospital and resources first. Weigh any urgent battle preparation against the next event’s conditions; do not delay healing on the assumption that it will score points.

Can I complete a Hell Event and a Guild Fest quest together?

Possibly, if their requirements overlap. Before starting, verify the active Hell Event card and your chosen Guild Fest quest separately.

Which time zone should we use for guild event times?

Choose one time zone and state it clearly in every announcement. Ask members to convert it to local time and confirm attendance at the second check-in.

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