Prison Clash event artwork — a fortified state prison under artillery fire
State EventSeason 18 RoundsAlliance vs Alliance

Prison Clash

Register. Occupy. Hold 30 minutes. Get etched into the Hall of Fame.

Prison Clash is the state-wide land grab. Alliances register for a single prison, fight everyone else who registered for it, and try to hold the building long enough for control to lock in. Personal contribution decides your reward level. Alliance control decides who opens the big chest — and whose name goes on the wall.

Register Occupy Hold 30 Min Protection Rewards

The loop

How Prison Clash Works

Tap a step to expand it. Each round of the season repeats the same seven beats.

  1. Each round opens with a registration window. Your alliance signs up for one prison — you can only fight for the prison you registered for, so leadership picks the target before the window closes.

Season 1 — round tracker

Round 3 of 8. Mid season. Rivalries are set. Register early, rotate squads, and make sure Distributed Control Rewards actually reach the people doing the fighting.

Round structure

The Three Phases Of A Round

Every round moves through the same three states. Knowing which one you are in tells you exactly what to do.

Registration Phase

Alliance leadership registers the alliance for one prison. Members should be online, healed and rallied up before this closes.

  • R4/R5 agree the target prison and post it in Alliance Notices
  • Everyone heals squads and refills Ammo
  • Teleporters ready for anyone who is far from the target
Occupation Phase

Open combat. Attackers push in, defenders hold, and the occupation clock only counts while you hold the building.

  • Send strongest chiefs first to break the current holder
  • Keep a rotation of fresh squads — casualties still score
  • Never let the prison sit empty; the hold timer resets
Protection Phase

Control has locked in. The prison is shielded behind a dome with a countdown timer and cannot be attacked.

  • Distribute Control Rewards before the round ends
  • Heal everyone and rebuild squads
  • Scout which prisons unshield first for the next round

The map

Know Your Prisons

Not every prison is worth registering for. Pick the one your roster can actually hold for a full 30 minutes.

Regular Prison

The standard target. Lower defence and usually the sensible pick for mid-tier alliances that want a realistic shot at holding a full 30 minutes.

  • Lighter garrison than the top-tier prisons
  • Still contested — several alliances register for the same one
  • Best value for alliances that cannot win a straight power fight

Reading the screen

The Prisons Board

Everything the in-game Prisons tab is telling you — phase points, registration filter, prison tiers and the reward preview on each card.

Alliance Phase Points

Phase points are banked by your whole alliance across the round. The left column is the payout you have already secured, the right column is what the next phase upgrades it to.

Advanced Teleporter (15 days)

Now ×1 → Next phase ×1

Diamonds

Now ×20 → Next phase ×25

Police Badges

Now ×3 → Next phase ×4

1hr Universal Speedup

Now ×4 → Next phase ×5

Supermax No. 1-4Locked

Reach the Supermax Phase Milestone to unlock registration

Rewards previewTop control pool ×Best
Prison No. 1-4Contested

Open to every alliance — expect multiple registrations

Rewards previewHero Fragments ×200
Prison No. 5-8Held

Already controlled — you can still register and contest it

Rewards preview1hr Universal Speedup ×400
Prison No. 9-12Contested

Furthest from most cities — check the km distance before you commit

Rewards previewTroop reinforcements ×60

Reward previews you will see on the cards

Hero Fragments×200
Advanced Teleporter×90
1hr Universal Speedup×400
Riot Squad Troops×60
Guard Troops×60

How to read the board

  • The header shows the season and round — Season 1 runs 8 rounds, so check which one you are in before registering.
  • Alliance Phase Points sit above the list: the left block is what your alliance has already banked, the right block is the next phase payout.
  • Registered / Not Registered filters the list. Registered shows the prison your alliance actually signed up for this round.
  • Each card shows the prison number, its coordinates, distance in km and a Prison Rewards Preview icon — that preview is the pool for whoever holds it.
  • Supermax prisons show a padlock until your alliance reaches the Supermax Phase Milestone. Until then you cannot register for them at all.

Personal scoring

How Contribution Points Are Earned

Three sources, all of them stacking. You do not need to win fights to score.

Enemy Defeats

Points for every enemy squad you beat at or around the prison. The most reliable source for strong combat chiefs.

Attack the squads defending the prison, not random field targets — only prison combat counts.

Occupation Time

Points accrue while your squads are inside the prison. How fast they accrue scales with the power you have sitting in there.

Even low-power chiefs should park inside once it is held — occupation is the fairest source of points.

Casualties Inflicted

Killing enemy troops scores on its own, separate from winning the fight.

A losing attack that still wipes a chunk of the defender's squad is not wasted contribution.

The ladder

Reward Levels 1 → 10

Contribution points convert into a reward level for the round. Level 10 unlocks at 88 points.

LevelPointsWhat it means
11Turn up and land a single scoring action.
22–4One decent fight or a short occupation.
35–7A couple of clean wins.
48–15The realistic target for a casual member.
516–29Active member playing the full round.
630–42Solid combat chief with rotations.
743–55Core fighter, in the prison most of the round.
856–71Front-line chief carrying pushes.
972–87Top of the roster for the round.
1088+Maximum tier — the whole round spent fighting and holding.
points

24 points → Level 5

Active member playing the full round.

6 more points to reach Level 6.

The payouts

Four Separate Reward Pools

Tap a pool to see what comes out of it. Tap any item icon to view it full size.

Every chief who scores contribution

Participation Rewards

Paid out to anyone who contributed at all. Amounts scale with the reward level you reach for the round.

  • Diamonds
  • 1-Hr Training Speedup
  • 1-Hr Healing Speedup
  • 5K Hero EXP

End of season

Season Rewards Ladder

Your final reward level pays out once at the end of the season. Every row below is the exact payout from the in-game Season Rewards tab.

Lv.Points
1088+60 days1,0001020
972 – 8760 days800916
856 – 7130 days600812
743 – 5530 days500711
630 – 4230 days40068
516 – 2915 days30056
48 – 1515 days25045
35 – 715 days20034
22 – 47 days15023
113 days10012
  • Season Rewards are paid at the end of the season, on top of everything you earn each round.
  • The avatar frame is a timed cosmetic — the higher your level, the longer you keep it (3 days at Lv. 1, 60 days at Lv. 9-10).
  • Diamonds jump hard after Lv. 5: 300 → 400 → 500 → 600 → 800 → 1,000. Two extra good rounds are worth hundreds of diamonds.
  • Gold Police Badges match your level exactly — Lv. 7 pays 7 badges, Lv. 10 pays 10.

Before you hit

Defender Intel

Every prison shows its recommended power and defender lineup before you commit. Read it first — it decides whether you rally or walk away.

Recommended Power

10,491,876

Defensive Squad Total

169.4K

Defender Lineup

  • VI33.8K
  • V22.5K
  • VI33.8K
  • V22.5K
  • VI33.8K
  • V22.5K
  • Recommended Power is the total the game suggests you bring — not what one chief needs. Split it across the rally.
  • Six defender squads alternate Tier VI (33.8K) and Tier V (22.5K). Focus fire the Tier VI squads first; the Tier V ones fold fast afterwards.
  • Defensive Squad Total is the raw troop count sitting in the prison. Bring healing speedups — casualties are part of your contribution score anyway.
  • Check this screen before every round: prisons scale, so last round's numbers are not this round's numbers.

R4 / R5

Leadership Playbook

Prison Clash is won in the registration window, not in the fight.

Pick a prison you can actually hold

A held Regular prison pays far more than a heroic failure at a Supermax. Register down a tier if your top 10 chiefs are not online.

Post the target early

Registration windows are short. Put the prison number, the march time and the rally plan into Alliance Notices before the window opens.

Distribute rewards the same round

Distributed Control Rewards sit in leadership's hands. Agree the rule up front — contribution order, or fragments to the alliance's main rally leads — and pay it out before the next round starts.

Rotate, don't feed

Send strong chiefs in waves. Sending everyone at once means the whole alliance is hospitalised at minute five and the hold timer resets.

Track shield timers

Every shielded prison shows its Protected countdown. Note which ones unshield near your next registration window and register for those.

Play your role

Strategy By Chief Type

If you are a solo / low-power chief

  • Occupation time is your friend — get inside a held prison and stay there
  • Casualties still score, so trading into a big defender is not a waste
  • Target Level 4-5 for the round; that is a good casual result

If you are a front-line fighter

  • Break the defender first, then let the smaller chiefs fill the prison
  • Heal between waves — a full squad scores far more casualties
  • Level 8-10 is realistic if you play the whole occupation phase

If you are running the alliance

  • One prison, one plan, posted in advance
  • Fill the prison the moment it is clear — the 30-minute hold is the whole game
  • Save Advanced Teleporters for members who are out of march range

Common mistakes

  • Attacking a prison your alliance never registered for — you score nothing.
  • Letting the prison sit empty for a minute; the continuous hold timer resets to zero.
  • Everyone attacking at once, then having no healthy squads left to hold.
  • Leadership sitting on Distributed Control Rewards until members stop caring.
  • Chasing a Supermax prison with half the roster offline.

Prestige

The Hall Of Fame

Etched into stone for posterity

Every alliance that has ever controlled a prison is recorded in that prison's Hall of Fame — permanently, and visible to the whole state. It pays nothing. It is also the single best recruiting tool your alliance has, so screenshot it every time your tag lands on the wall.

Prison Clash FAQ

  • Season 1 runs 8 rounds. Each round has its own registration, occupation and protection phases, and your contribution is scored per round.

Prison Clash Quick Reference

  • Event type

    State Event — alliance vs alliance

  • Season

    Season 1 — 8 rounds

  • Entry

    Alliance registers for one prison per round

  • Win condition

    Hold the prison continuously for 30 minutes

  • Personal scoring

    Enemy defeats + occupation time + casualties

  • Reward levels

    10 levels, from 1 point up to 88+

  • Biggest prize

    Distributed Control Rewards — hero fragments, skill books, teleporters

  • Prestige

    Alliance name etched into the prison Hall of Fame

The 30-minute continuous hold is the whole event. Everything else is preparation for it.