Zombie Siege is the weekly alliance defence: 27 waves of zombies hit every member’s Headquarters in turn, each wave a level higher than the last, for about an hour and three quarters, and the alliance’s reward is 13 Golden Wrenches for everyone who’s still standing at the end.
- Scope: alliance only; an R4 or R5 schedules it, and every member’s base is a target
- When: once a week, on the Monday or Tuesday the leadership picks, at the start time they set in the Event Center
- How long: 27 waves in about 1 hour 45 minutes, or sooner if every base in the alliance has fallen
- The rule that decides it: two failed defences and your base is out of the event
- Shields do nothing here. Your base is attacked whether or not you’re shielded
What Zombie Siege is and when it runs
Only an R4 or R5 can start it, from the Event Center, and they choose between Monday and Tuesday. Most alliances take Monday, because the wrenches it pays are the Monday currency of the Alliance Duel and an alliance that sieges on Monday night can spend them on Mod Vehicle Boost the same day. The countdown shows in the Event Center once it’s scheduled, in Apocalypse Time, with a Battle Prep window before the first wave.
Then the waves come. The event screen shows a wave counter, Regular Zombie 1 of 27 upward, with a timer to the next wave, and the zombies attack each member’s Headquarters in turn. The zombie’s level is the wave number: wave 24 is a level-24 Regular Zombie, wave 27 a level-27 one, and some waves send an Elite Zombie instead. By the last rounds the attacking force is around ten thousand units of level-27 zombies with a full set of level-150 heroes behind them, which is the fight you’re preparing for.
Every defence settles by mail, one report per wave: Defense Victory or Defense Defeat, the zombie that attacked, whose Headquarters it hit, and the points earned. The event screen keeps the count that matters: Total Defense Failures, out of 2. Lose twice and your base is knocked out; you can still send your troops to reinforce the members who are still in.
Personal rewards arrive when the siege ends. The alliance reward, the wrenches, is paid on Wednesday after the daily reset.
How scoring works in Zombie Siege
Points are paid per defence, to the player whose base held and to everyone whose troops were inside it when the wave hit. A reinforcer earns a share of the host’s points in proportion to the damage their troops did. In practice that means a successful defence at wave 27 is worth several hundred thousand points to the people in the base, and even a defeat pays something to the reinforcers who fought.
| What pays | How it pays |
|---|---|
| A Defense Victory at your own Headquarters | The wave’s points, in full, by mail |
| Reinforcing a base that holds | A share of that base’s points, by your troops’ damage |
| Reinforcing a base that falls | A smaller share, for the damage your troops did before it fell |
| A Defense Defeat at your own Headquarters | A failure against your two, and reduced points |
Two leaderboards run through the event, Alliance Ranking and Individual Ranking, and the individual one pays on its own. In the siege I read, first place went to a player on 9.8 million points, and the top six were all above 5 million.
| Individual rank | Diamonds | Electricity chests (1,000 each) |
|---|---|---|
| 1 | 1,000 | 300 |
| 2 | 750 | 250 |
| 3 | 500 | 200 |
| 4 to 6 | 400 | 150 |
The Golden Wrenches are the reason the alliance runs it at all. Thirteen of them go to each member of an alliance that holds to the end, and the wrench is the item that modifies vehicles, which is why the Monday of Alliance Duel pays 5,000 points for each one spent.
War Frenzy raises the damage every member deals while it’s active, and the sieges that go well keep it up for the second half of the event, when the waves are at their strongest. It’s refreshed every ten minutes, so somebody in the alliance is calling it.
What to do before and during Zombie Siege
- Before the first wave: everything home. Recall every march, every gathering trip, every scout. Don’t start a boomer, a dig or a mine run. Troops that are out when the wave hits aren’t defending anything.
- Set the wall. Your strongest heroes in the defence formation, your full garrison in the base, the troops healed. This is the one event where your wall formation does the fighting.
- Don’t shield. It does nothing against the siege, and a shield you bought today is a shield you don’t have for Saturday.
- Watch the chat, not the map. The leadership calls War Frenzy and names who needs help. The Event Center shows who’s online and still in the event.
- Reinforce the people who’ll fall without you. Offline members first, then the bases nearest you, because your troops arrive sooner. A base that falls early costs the whole alliance; a base that holds wave 27 with your troops in it pays you too.
- When you’re knocked out, keep playing. Two defeats end your own defence, not your event. Send your formations to whoever is still standing and earn through them.
- Let the fires burn. A burning Headquarters is how the alliance spots who’s offline and under attack. Putting them out with diamonds spends diamonds and hides the signal.
Zombie Siege rewards and what to spend them on
The 13 Golden Wrenches are the prize, and they have one job: vehicle modifications. Hold them for Monday. On Mod Vehicle Boost day each wrench spent is 5,000 Alliance Duel points before research, 10,000 with Event Expert, and thirteen of them is the difference between the first chest and the third on a day most players struggle to score on.
The individual ranking pays diamonds and electricity for the top six, and the personal points from each defence add up on the Rewards tab through the siege. Treat the diamonds as the diamond guide says, and the electricity as what it is: a week of power for a base that’s been building.
What you don’t spend: healing. Your injured come home from the siege like any other fight, so the hospital will be full on Tuesday morning. The healing speedups from Friday’s Canyon Clash are for exactly this.
Mistakes that cost points in Zombie Siege
- Leaving a march out. The wave hits a base with half its troops away, and that’s one of your two failures spent on nothing.
- Shielding. The siege ignores it. The shield is wasted and Saturday is one shield shorter.
- Running the map during the event. Boomers, digs and gathering take the troops the wall needs.
- Reinforcing a strong base early. The points go to whoever did the damage, and a low-level member whose base is doing fine doesn’t need your troops stealing the credit in the first fifteen waves. Go where someone will fall.
- Going quiet after joining. An offline member is a base the alliance has to carry for 27 waves.
- Paying diamonds to put fires out. It costs diamonds and it removes the one signal the alliance uses to find who needs help.
- Burning War Frenzy on wave 3. The waves that break bases are the last ones.
- Skipping it. Thirteen wrenches a week, for an hour and three quarters of standing still with your troops at home.
Is Zombie Siege worth it for a free player?
Yes, and for a free player it’s one of the most generous hours in the game. The wrenches are the same 13 for everyone in an alliance that holds, whatever your power, and a free account’s vehicle modifications stall without them. The personal points come from your own wall and from reinforcing, and reinforcing is the job a low-power player can always do: your troops in a stronger member’s base earn a share of every defence that base wins.
The honest limit is your own wall in the late waves. A base that can’t hold wave 20 takes its two failures and is out of its own defence, and that’s fine: it’s two defeats, not a loss of the wrenches, as long as the alliance holds. Spend the rest of the event in other people’s bases, and spend the week before on the wall formation, since the same five heroes and the same garrison defend you every Monday.
The siege sits in the events schedule beside the Alliance Duel it feeds, and the beginner’s progression guide covers what to build before any of this matters.