Kampfinsel

Kampfinsel Handbook — How to Play & Wiki

Who May Attack Whom?

The sea knows many laws — and every captain asks the same question before setting sail: am I allowed to?

In short: Attacks and colonization follow protection rules; spying and trade have rules of their own. Beginner protection, vacation, confirmed alliance treaties and the points barrier can block new attacks. Absence and voluntary departure change this protection; an ongoing feud may still apply. This page gathers the rules — details are in the chapters at the end.


Whom may I attack? #

In principle, any inhabited island of another captain — unless a rule on this page prevents it. Attack restrictions check Attack and Colonization. Spying and trade have their own limits, including spy allowances, receiving limits and vacation mode. Spying does not end beginner protection. Dispatching fleets follows its own rules (chapter “Fleet Dispatch”).

You may attack across ocean borders as well, as soon as an ocean is open. Only colonization from foreign waters is blocked for a time after an ocean has been freshly opened — attack, trade and espionage are not.

Clicking an island in your ocean on the map may show an estimate of whether attacking or colonizing is possible. Some restrictions leave it blank. The binding check happens when you send; if the game rejects the order, it tells you why.

Who may attack me? #

The same rules apply in reverse. During your first fourteen days, nobody attacks or colonizes you. Your beginner protection ends early if you attack an active captain, or create or join a Combined Attack against a player or a fortress held by players. Departing captains are leaving the world but count as active until deletion: attacking them also ends it. Before each such action, the game warns you: your beginner protection ends with this action and does not return. Only your confirmation ends it at dispatch or joining — in the browser, without JavaScript and in the app; never upon arrival or combat resolution. Colonization or an individual attack on slumbering or rudderless captains, ruins or unheld Corsair Fortresses does not end it. Afterwards, the points barrier, alliance and treaty protection and feud rules still apply, with the exceptions below. A smaller attacker must also respect the other protections. A Frontier Respawn starts a new fourteen-day period of beginner protection.

Your island warns you of approaching attacks; a higher watchtower shows them earlier. After substantial plundering by an individual attack, you hold retribution against the raider for a short time. A successful individual counterattack can carry home more than your holds normally fit, up to what was stolen. Your next individual attack on the raider consumes the claim at departure, even if recalled or defeated. An open claim can pierce alliance and treaty restrictions and an armistice cooling-off period. The game rules stand above all mechanics: repeatedly overrunning much weaker captains is bashing and is forbidden.

What about much stronger or weaker captains? #

The points barrier protects downwards: a captain who has grown overwhelmingly strong can neither attack nor colonize clearly weaker captains; the measure is the total score of the rankings. Upwards there is no limit — smaller captains may take on larger ones at any time, and whoever has no points at all yet meets no barrier.

The barrier does not apply to slumbering, rudderless or departing captains. Slumbering captains keep their beginner protection, and a treaty still protects them; what else falls away for rudderless and departing captains is explained further below. Striking upwards is rewarded: take an inhabited island from an awake captain of a higher league — or of your own league, if they hold noticeably more points than you — and you receive a colonization permit as a gift. And whoever raids the same island again and again in quick succession carries away less each time.

Old Empire, rudderless islands, ruins — what applies? #

An empire whose captain falls silent loses its protection in stages: slumbering from seven days, rudderless from fourteen, Old Empire ruin from thirty. The map shows you the state of every island.

Against sleepers and the rudderless you gain loot, attack points and an island eligible for conquest, but no bounty. The combat report shows whether a conquest grants a colonization permit; the conditions are below.

A captain who requests deletion appears as departing for seven days. Voluntary departure removes the points barrier, their beginner protection and alliance and treaty protection; the main island becomes conquerable too. A feud shield against third parties or a feud truce may still apply. Departing captains count as active until deletion when your attack decides whether your own beginner protection ends. A barred account keeps beginner protection as well as main-island, alliance and treaty protection.

Main island or colony — does it make a difference? #

It makes a difference for conquest. The main island of an awake, slumbering or rudderless captain can never be colonized. As long as their account exists, nobody can take it — not even after a long break. Their secondary islands you can take over if you fight their main building down far enough and bring a colony ship. The main island only becomes free once the captain leaves of their own accord or the account turns into an Old Empire Ruin after thirty days without action.

The spy report tells you whether an island is its owner’s main island.

Alliance, treaties, feud, combined attack #

Corsair fortresses #

An unheld Corsair Fortress belongs to no captain, and no barrier, treaty or feud protects it. Anyone may attack it from any ocean; only a Combined Attack from one alliance can conquer it. A captain alone fights immediately alone and loses troops, but can neither weaken nor conquer the fortress and receives no loot.

Once an alliance holds the fortress, it is only a target for recapture: by a combined attack of another alliance, never by a single attack — the game refuses that at dispatch. A freshly conquered fortress is protected for a while, and an alliance does not attack its own fortress.

Home port, shield, vacation — when am I safe? #

How do I get a colonization permit as a gift? #

Four things put a colonization permit into your colony account as a gift: losing an inhabited island, a strike upwards, a treasure homecoming in your alliance and a promo code. The strike upwards: take an inhabited island from an awake captain of a higher league — or of your own league, if they hold noticeably more points than you — and you receive a colonization permit as a gift at once, and the battle report tells you so on the spot. If your colony account is already full, none is added. For this gift, status changes take effect with the next daily update, often only the following day. Opponents already recorded as slumbering or rudderless, Old Empire ruins, Corsair Fortresses and empty islands do not grant it, nor do comrades of your alliance, treaty partners or your feud opponent; between the same two captains it works only once in thirty days, and the Admiralty grants nobody more than three waivers in thirty days. The other way round, you also receive a colonization permit as a gift if you yourself lose an inhabited island to an opponent — except to your feud opponent, or if the conquest counts as a strike upwards for your opponent: each conquest brings at most one gift. You may build a new colony ship at any time; it sails with a permit from your colony account. Everything else is in the chapter "Colonization".

A treasure homecoming and a strike upwards do not rule each other out: each of these gifts puts its own colonization permit into your colony account, as long as a slot is free there.

At a glance: target by target #

Plunder against a slumbering, rudderless or departing captain, or an Old Empire ruin, includes a map piece too: a won solo attack on the main island that reaches the plunder phase takes one displayed piece from the display case — one per battle. Whoever is under beginner protection or on vacation, or has been barred, loses none. More in chapter "The Treasure Hunt".

Read more #

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