Glory War is the season’s alliance-versus-alliance battle, every Tuesday from Season 2 onward: two alliances fight for an hour around their Alliance Centers and season buildings, the first to destroy the other’s Alliance Center I wins outright, the higher Glory score wins otherwise, and the winner takes a fifth of the loser’s season points.
- Scope: alliance against alliance, inside a group of four states
- When: every Tuesday in a season, from Season 2; the hour is set on the event screen, and alliances’ windows differ
- How long: one hour, or until an Alliance Center I falls
- What’s safe: player Headquarters can’t be attacked during the window
- What’s at stake: 20% of the loser’s season points move to the winner, 25% in the final round
What Glory War is and when it runs
Glory War arrived with Season 2 and runs in every season since, on Tuesdays. Your state is grouped with three others for the season, and the war pairs alliances across that group. Each alliance has an Alliance Center I on the season map with season buildings around it; the war is fought over those buildings, not over anyone’s base, because Headquarters are off limits for the hour.
The start time is on the event screen, and it isn’t the same for every alliance; cross-state allies help each other most when their windows don’t overlap. Check the screen on Monday.
The season points at stake are the alliance’s: every member’s personal Glory plus the alliance’s city points. Winning takes 20% of the loser’s total, and the final round of the season takes 25%, which is how a 20-million lead becomes 24 against 16 in one Tuesday.
How scoring works in Glory War
Two ways to win. Destroy the enemy’s Alliance Center I and the war ends on the spot. Otherwise, when the hour ends, the higher Glory War score wins. The score comes from the enemy’s buildings and troops:
| Action | Personal contribution | Alliance Glory |
|---|---|---|
| Destroy an opposing Alliance Center | 0 | 60,000,000 |
| Destroy an opposing season building | 0 | 60,000 |
| Reduce an opposing Alliance Center’s durability by 100 | 400 | 400 |
| Reduce an opposing season building’s durability by 100 | 50 | 50 |
| Kill 1 opposing unit in the war | 150 | 1 |
Read the two columns apart. The Alliance Glory column decides the war, and it’s the buildings: one Alliance Center is worth a thousand season buildings, and a season building is worth 60,000 unit kills. The personal column is your own reward track, and it’s the opposite: kills pay you 150 each and the Alliance Center knock pays you nothing. A player farming kills is filling their own ladder while the alliance score sits still.
The map rules shape the fight. A building can only be attacked from a free tile next to it (cactus and sapphire tiles count as free). Attacking a building costs fuel and takes several hits on a timer. An Alliance Center holds 20 reinforcing trucks. Troops lost attacking buildings die; troops lost defending or in paired tank fights go to the hospital until it’s full, then die. Virus resistance from the Bio Lab cuts the cost of every fight.
What to do in each phase of Glory War
- Before Tuesday: fix the defence. Either strip the season buildings near your Alliance Center I so there’s nothing cheap to score on, or pack it: a complete ring of Headquarters and structures around it with no free tiles, no cactus or sapphire gaps. Twenty trucks in the Center. Bio Lab levelled, resistance up.
- Monday: read the start time and set the roles. Rally leaders on the enemy Center, Center defenders at home, building clearers opening the path, tank interceptors on the approach, callers, relief.
- Opening: clear the path. Hit the same tiles together, the ones that open a route to the enemy Alliance Center I. Scattered targets score personal points and nothing else.
- Main push: rally the Center. Full rallies on the Alliance Center I, in order; its 20 trucks are the fight. If it falls, the war is over.
- Adapt at the halfway mark. If the Center won’t fall, switch to score: season buildings at 60,000 each and durability on the Center at 400 per hundred, both Alliance Glory. Set the decision point before the war, not during it.
- Mind the hospital. Past 100% capacity, losses die. Heal in batches, and stop a march that can’t finish before the timer.
- After: return. Use the Return control to bring the Headquarters home; a base left on the enemy map is the first mistake of the next war.
Glory War rewards and what to spend them on
The war pays three ways. The season points taken from the loser lift the alliance’s season rank, and the rank is the reward: the season’s ranking brackets run from Supreme Legion at first through Dawn Army, Glorious Pioneer, Protection Oath, Expeditionary Alliance, Wasteland Legion and Wasteland Guardian, each paying the season’s items, with the season’s recruitment tickets at the top. The personal contribution track pays every player on their own points, win or lose. And a win is the week’s 20%.
What to do with it. The season’s recruitment tickets are the season hero, so the tier list decides whether that hero is the one to chase. The personal track’s items go the way the season’s do: badges into Alliance Recognition for the Alliance Duel, fragments to the next star.
Mistakes that cost points in Glory War
- Farming kills. 150 personal, 1 Alliance Glory. The war is buildings.
- Leaving free buildings near your Center. Each one is 60,000 the enemy picks up for fuel.
- A gap in the ring. A cactus or sapphire tile next to your Center is a free tile to attack from.
- Hitting scattered targets. Together on the tile that opens the path, or the path never opens.
- Rallying a reinforced Center past the loss limit. Twenty trucks and a full hospital on the other side; set the switch-to-score point and keep it.
- A march that can’t finish before the timer. Troops out when the hour ends scored nothing.
- Leaving the Headquarters on the enemy map. Return before you log off.
Is Glory War worth it for a free player?
Yes, because the personal contribution track pays on your own points whatever the result, and the alliance’s rank reward reaches every member. A free account’s job in the war is a role, not a damage figure: a building clearer on the right tile, a truck in the Center, a tank interceptor on the approach. Those are the jobs that move the Alliance Glory column, and none of them needs the strongest formation in the alliance.
The honest limit is the loss. Troops lost attacking buildings die, and a free account’s hospital fills fast, so the fuel and the troops go where the alliance calls, not where the personal ladder tempts.
Glory War sits in the events schedule as the season’s Tuesday war, beside the Trade Hubs that share the season map, and the beginner’s progression guide covers what to build before any of this matters.