Alliance Event • Weekly • Zero-Risk Battles

Precinct Powerplay

Three lanes. Six alliances. Five opponents. One goal: control the flags and climb the league ladder.

Powerplay is a test of how your alliance spreads its strength around. Your troops can't die and can't be injured here, so there is basically no excuse to sit it out. Register your squad, help the alliance hold at least two lanes, and start walking up the ladder toward Master.

Zero-Risk Deployment
6 Alliances
3 Battle Lanes
16-Rung League Ladder

⭐ Zarael & Awkie's #1 Rule — Always Register

Your troops don't die, don't get injured and don't tie up your normal Squad Queues. Even members who never see a single battle still collect the registration reward.

Section 1

How Powerplay Works

Tap any step to see what actually happens — and what you should be doing.

Register

Sign up while registration is open, pick the lane you want to stand in, and deploy the squad you want fighting for the alliance.

Section 2

Weekly Event Timeline

One full weekly cycle, start to finish.

Phase 1

Sign-Up

~47 hours

Members register, choose a lane and deploy a squad. This is the phase most alliances lose the event in.

Phase 2

Matching

~1 hour

Six alliances get pulled into the same event group. Nothing to do here but wait.

Phase 3

Prepare + Battle

5 rounds × ~12 hours

Each round is an 11-hour Preparation Phase followed by a 1-hour Battle Phase. Over the five rounds you meet every other alliance in the group exactly once.

Phase 4

Results / Show

~60 hours

Final rankings, rewards, league movement and battle replays are all available to review.

Event Start

Precinct Powerplay opens weekly at Monday reset — 00:00 UTC.

Section 3

Can We Participate?

Your alliance needs

  • ✅ You're in an alliance.
  • ✅ Chief's Office Level 10 or higher.
  • ✅ At least 10 alliance members registered.

10

Registered members minimum

🚨 Leadership Warning

Fewer than 10 registrations and the ENTIRE alliance fails to match. No match means no Powerplay battles at all — not for anyone.

R4/R5 Tip

Never assume everyone signed up. Check the participation list before the deadline and go chase those last few names personally.

Also worth knowing

  • • The alliance cannot disband while the event is running.
  • • Once matching is done, withdrawing costs that player every event reward — and their deployed squad keeps fighting anyway.

Section 4

The Three-Lane Battlefield

Tap a lane to see how it works. All three run at the same time.

The Top-20 Rule

A lane can hold any number of registered players, but only its 20 strongest squads by Power actually deploy. Everyone below the line still collects the registration reward — they just don't earn KO rewards.

Players #1–20

⚔️ Active — they fight.

Player #21+

👀 Spectator — registration reward only.

⚠️ Don't Bench Your Own Players

Pile too many strong squads into one lane and you'll push other good squads below the top-20 cutoff. Spread your strength on purpose, not by accident.

Section 5

How Lane Battles Actually Work

Winner stays on. Everyone gets two fights, tops.

  1. Your Squad #1⚔️ vsEnemy Squad #1Fight 1 — strongest first
  2. Your Squad #1 (winner, damaged)⚔️ vsEnemy Squad #2Fight 2 — COMBO! on a second win
  3. Your Squad #2⚔️ vsEnemy Squad #3Squad #1 retires after two fights

The rules

  • The strongest squads step in first.
  • Battles resolve automatically — no manual control once the bell rings.
  • The winner stays on the field and immediately faces the next enemy squad.
  • Damage and losses carry over into that next fight.
  • Any squad can fight a maximum of two times.
  • Two wins in a row triggers COMBO!
  • After its second fight a squad retires, win or lose.
  • If both squads wipe each other out, both retire.
  • When one alliance runs out of squads, the other captures the lane flag.

🧠 What This Means

One monster squad cannot bulldoze a whole lane. Power, depth and smart lane placement win Powerplay — in that combination, not individually.

Section 6

How Do We Win?

Tap two flags and watch what happens. You never need all three.

Capture two flags to win the round

Win

+3

Powerplay points

Tie

+1

Powerplay points

Loss

0

Powerplay points

Points stack across all five rounds and decide your final group ranking, 1st through 6th — which is the number that controls both rewards and league stars.

Tiebreaker priority

  1. 1Total Powerplay Points
  2. 2Total Flags Captured
  3. 3Total Enemy Squads Defeated (KOs)

Don't Give Up On A Losing Round

Even when the match is gone, one more flag or a few extra KOs can still move your final group ranking. Those scraps matter later.

Section 7

Lane Strategy Command Center

👤 During Registration

Every player picks their own lane. This is where lopsided setups are born, so give your members instructions early.

👑 After Matching

Only R5 and R4 can rearrange squads, and only during the 11-hour Preparation Phase before each round.

Win Two, Not Three

The win condition is two flags. You don't need the strength to bully every lane — you need the strength to reliably take two of them.

Concentrate Strength

Two genuinely strong lanes usually beat three politely average ones. Average everywhere loses everywhere.

Respect The Top-20 Cap

Concentration only helps until you're shoving useful squads past the cutoff. Past that point you're just benching your own alliance.

Adjust Every Round

Registration order is a starting point, not a permanent formation. Use each 11-hour Preparation Phase to set up for the next opponent.

Watch Your Depth

Power wins fights, depth finishes lanes. Two fights per squad means the strongest lane still needs bodies behind the heavy hitters.

Section 8

The League Ladder

16 rungs across six leagues. Each rung takes 5 stars — fill the bar to promote, drop too far and you relegate.

Star changes by final group rank

RankIronBronzeSilverGoldDiamondMaster
1st+4+4+3+3+3+2
2nd+3+3+2+2+2+1
3rd+3+3+2+2+2+1
4th+2+2+1+1+1-1
5th+2+2+1+1+1-1
6th+1+100-1-2

🟢 Safe Climbing

You cannot lose stars down here. Even a 6th-place finish still nudges you forward.

🟡 Progress Gets Slower

Finishing 6th earns nothing — but it doesn't cost you anything either.

🟠 Relegation Begins

Finish 6th and you drop a star. From here on, turning up matters.

🔴 Welcome To The Meat Grinder

Only 1st–3rd gain stars. 4th and 5th cost you one, 6th costs two. Getting to Master is one challenge — staying there is a different one.

Section 9

Rewards Center

🎁 Registration Rewards

Every registered member gets paid — even if their squad never makes a top-20 lane roster. Registering is free value, full stop.

⚔️ KO Rewards

  • • 1 enemy squad defeated → KO Reward 1
  • • 2 enemy squads defeated → KO Reward 2
  • • Two is the cap, because a squad only ever fights twice.
  • • Undefeated participants receive Tier-2 rewards.
  • • Only players on the active top-20 lane list qualify.

🏆 League Rewards

Scaled by League × Final Group Placement, and paid mostly in Precinct Powerplay Badges — the event shop currency.

Sample badge payouts (approximate — not guaranteed values)

League1st place6th place
Iron~9,500 badges~3,800 badges
Silver~14,300 badges~5,700 badges
Diamond~20,200 badges~8,100 badges
Master~23,800 badges + cosmetics~9,500 badges + cosmetics

Treat these as sample payouts, not fixed reward values.

Section 10 • Prestige

👑 Made It To Master?

Master is the only league that hands out the exclusive 14-day Sentinel cosmetics — and all six Master placements get them. Finish last in Master and you still walk away wearing the set.

Sentinel Nameplate

A 14-day nameplate that tells your state exactly where you finished the week.

Sentinel Avatar Frame

Frames your chief portrait for 14 days. Subtle, and everyone notices it anyway.

Sentinel Skin

A 14-day exclusive chief skin, Master league only.

Sentinel Skin II

The second 14-day Sentinel skin variant handed out at the top of the ladder.

Sentinel cosmetic screenshots will be dropped in here as soon as they're captured.

Section 11

Common Mistakes

❌ "I'm protecting my troops."

Nothing to protect. Troops cannot die and cannot be injured in this event, and it doesn't touch your normal Squad Queues. Register.

❌ Fewer than 10 registrations

This isn't just weak turnout — under 10 registered members the entire alliance fails to match. No match, no Powerplay, no rewards.

❌ Stuffing everyone into one lane

Only 20 squads per lane deploy. Overload a lane and you quietly bench squads that would have won somewhere else.

❌ Chasing KOs instead of flags

Flags decide matches. KOs are the third tiebreaker — valuable, but never the plan.

❌ Going AFK in Master

Master has no soft landing. Finish 4th, 5th or 6th and you're handing stars back.

❌ Withdrawing after matching

Your deployed squad keeps fighting anyway, but you personally lose every event reward. There's almost no upside.

Section 12

Player vs Leadership Quick Guide

  • Register. Always. It's free value.
  • Make sure your best squad is the one deployed.
  • Take the lane leadership assigned you, if they gave instructions.
  • Remember only the top 20 Power squads in a lane actually fight.
  • Don't withdraw after matching — you keep fighting, you just lose your rewards.
  • Go back after the Show Phase and check your rewards and battle replays.

Section 13

⚡ Precinct Powerplay Quick Hits

Weekly Event

Kicks off at Monday reset — 00:00 UTC.

Zero Risk

Troops cannot die or be injured.

Minimum Participation

10 registered alliance members.

Three Lanes

Left • Middle • Right

Top-20 Rule

Only the 20 strongest squads in each lane fight.

Two-Fight Maximum

Each squad battles at most twice.

Win Condition

Capture 2 of 3 flags.

Match Points

Win 3 • Tie 1 • Loss 0

Leadership Control

After matching, R4/R5 rearrange lanes during Preparation.

16-Rung Ladder

Iron → Bronze → Silver → Gold → Diamond → Master

Master Warning

4th–6th all lose stars.

Always Register

Even spectators collect the registration reward.

ZA Game Guides — Police Chief Guide by Zarael & Awkie