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Whiteout Survival Wiki

Events

Rallies. Defense. Scoring windows. State warfare.

This page is the INT event command hub: what each major event is, what members should do, and which details must always be confirmed in the live event panel before spending resources or entering battle.

Live panel ruleEvent frequency, exact timers, scoring values, reward tiers and state-age gates can change. Use this page as the strategy map, then confirm the active event screen before acting.

Combat Events

Bear Hunt, Foundry, Frostfire, Crazy Joe, Brothers in Arms and SvS require clear commands and disciplined execution.

Scoring Events

Hall of Chiefs, King of Icefield, Alliance Mobilization and War Preparation reward timed item usage.

Safety Events

Brothers in Arms and SvS punish unshielded/offline cities. Shield discipline protects the whole alliance.

Live Data

Never trust old point values blindly. State age, season and patches can change the event panel.

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INT Event Protocol

During coordinated events, R4/R5 calls take priority over personal points. If an event has rally captains, lanes, HQ waves, target markers or state command, members should follow calls first and ask questions after the active window. Solo attacks are forbidden when leadership calls rally-only play.

Alliance · Rally Damage

Bear Hunt / Bear Trap

Alliance damage event against the raging bear. R4/R5 activate it, members have a short battle window, and rewards scale with total damage.

  • Rally first: join officer-called rallies quickly; do not waste time with random solo hits.
  • Captains matter: rally captain heroes and troop formation have a major impact on damage.
  • Cooldown: public sources describe roughly 47.5h summon cooldown / two reset participation logic.
CoreRallyDamage
Alliance · Defensive Waves

Crazy Joe

Defensive alliance event where waves attack member cities and Alliance HQ. Coordination and Embassy capacity decide how cleanly the alliance scores.

  • 20 waves: public guides describe 20 attacks, with HQ defense waves around 10 and 20.
  • Shields do not work: reinforce other members before the event instead of relying on a shield.
  • Do not panic heal: avoid healing during waves unless leadership calls it.
MandatoryDefenseEmbassy
Alliance · Battlefield Control

Foundry Battle

Registered alliance battlefield where building occupation and timed rotations generate Arsenal Points. Troops do not die and are healed after battle.

  • Register early: only registered members can enter; clean marches/infirmary/reinforcement status before entry.
  • Buildings win: capture and hold objectives, not random fights away from points.
  • Legions: public guides describe up to two legions, with R4/R5 handling registration.
CoreRegistrationBuildings
Alliance · Three-Way Battlefield

Canyon Clash

Monthly battlefield where three alliances compete across four phases. Each player controls three squads while R4/R5 organize Legions, Fuel, Guardians, Fortresses and the Frozen Citadel.

  • Full guide: registration, command roles, battle mechanics, phase plan, player checklist, rewards rules and FAQ.
  • Three languages: English, Polish and Simplified Chinese are available on one page.
  • Live panel first: always confirm current timers and event help in game before registration or battle.
Full Guide3 Alliances60 Min
Open Canyon Clash Guide
Solo / Squad · Mine Control

Frostfire Mine

30-minute battlefield focused on gathering Orichalcum from veins while fighting other chiefs. It is about map movement, skill path and efficient occupation.

  • No real troop death: public sources describe unlimited troops and auto-heal style mechanics inside the mine.
  • Vein levels matter: higher veins collect more, but weaker players may score better by holding safer lower veins.
  • Cooldown risk: losing fights can put heroes on cooldown, so choose battles carefully.
RecommendedOrichalcum30 min
State · Kill Event

Brothers in Arms

Dangerous kill event where points come from killing or losing troops. State rules vary, so NAP and local leadership calls matter more than generic internet advice.

  • Shield if not hunting: offline/unshielded cities can become easy points for enemies.
  • State rules first: target rules vary by state; verify NAP-cleared targets before attacking.
  • Gathering risk: gathering during KE/BIA can be dangerous depending on state policy.
DangerShieldNAP
State · Cross-State War

State vs State

The main state-wide event. It has matchmaking, preparation, battle and Field Triage phases. State 4272 should use the dedicated SVS page for detailed protocol.

  • Prep decides tempo: the higher prep score determines who attacks and who defends.
  • Battle day: focus Sunfire Castle, turrets, shield discipline and state command.
  • Recovery: Field Triage / Rebirth tools must be used before expiry.
StateSVS/svs
Alliance · Task Board

Alliance Mobilization

Team scoring event with individual and alliance rankings. Members accept missions, complete them and contribute to alliance milestones and league ranking.

  • Pick realistic tasks: do not take a task you cannot finish before the timer expires.
  • Task color/value: public guides describe blue/purple/orange missions, with orange usually the strongest.
  • R4 refresh: officers can refresh public tasks; communicate before wasting a slot.
CoreTasksPoints
Solo · Stage Spending

Hall of Chiefs

Multi-stage competitive event where points come from the required item/action of the current day. It rewards hoarding and precise timing.

  • Spend by stage: construction, research, training, hero and gear windows change by day/season.
  • Do not dump items early: save speedups, shards and gear materials for the day that scores them.
  • Stage reset: act before reset and do not rely on old stage tables without checking the panel.
ScoringHoardDaily
State · 7-Day Scoring

King of Icefield

Monthly state competition with daily challenges and medal rewards. It rewards planning, saved items and consistent participation across the full week.

  • Full week: public guides describe a 7-day Monday-Sunday structure.
  • Daily challenges: complete daily tasks for medals and rewards.
  • Resource timing: same rule as HoC — wait for the correct day when possible.
StateMonthly7 days
State · Castle Control

Sunfire Castle

State leadership battle around castle and turret control. Follow state/alliance command; do not split marches into random side fights during organized castle windows.

  • Command-led: join assigned rallies and reinforcements.
  • Turrets matter: turret/castle ownership affects battle control.
  • Shield if offline: castle windows often overlap with hostile activity.
StateCastleRally
Alliance · Fortress / Facilities

Fortress & Facility Battles

Territory objective fights where presence, rally timing and correct assignments matter more than personal point chasing.

  • Show up early: relocate and prepare before the window opens.
  • Follow targets: hit officer-marked rally targets only.
  • Reinforce: fill occupation and defense calls when leadership asks.
TerritoryObjectiveCommand
Hero / Lineup Event

Alliance Championship / Showdown

Automated lineup competition. The most important action is setting your strongest available teams before lock and reviewing losses when changes are allowed.

  • Set teams early: do not miss the lock window.
  • Review logs: adjust counters when an edit window opens.
  • Do not ignore: even passive events require preparation.
LineupsPassiveReview

Hoard First, Spend When It Scores

Hall of Chiefs, King of Icefield, SVS Preparation, War Preparation and Alliance Mobilization all reward timing. Save speedups, hero shards, Chief Gear/Charm materials, widgets, Essence Stones, pet items and resources until the active task confirms they score. If an item is rare and the panel does not score it today, wait.

EventTypeParticipationPrimary Rule
Bear Hunt / Bear TrapAlliance rally damageCoreJoin rallies fast; no random solo play when rally-only is called.
Crazy JoeAlliance defenseCoreReinforce members; HQ waves require fast recall/redeploy.
Foundry BattleRegistered battlefieldScheduled