- The palace is located in the center of the map, with coordinates (x:600, y:600).
- The alliance occupying the palace has the right to elect the kingdom's king.
Preparation state
Before occupying the Palace, there is a preparation for the Palace battle. In this state, the palace cannot be contested, and the palace has no king for the time being. Before the start of the palace battle, the countdown will start, and the battle will officially begin after the timer ends.
Battle state - When kingdom wonder enters battle status, all Alliance lords can send troops to kingdom wonder and Turret Guard.
- Deployed troops will support kingdom wonder or Turret Guard occupied by your alliance. If another alliance occupies buildings, then the troops will enter battle.
- Kingdom wonder and Turret Guard troop strength will be determined by the number of occupying troops and their level in the Hall of War.
- If different alliances occupy a kingdom wonder and a Turret Guard, the turret will fire at the castle.
- If a kingdom wonder enters battle with four Turret Guards, the wounded troops on either side will suffer direct death.
- Any alliance that occupies the castles for more than 8 hours becomes the ruling alliance. The ruling alliance captain has the power to appoint a king.
- Kings have the right to appoint officials and issue reward packs while they are in power.
Protection status
After the battle status is over, the palace will enter a protection state where the palace and guard turrets cannot be attacked. After the protection status ends, a new battle will start for the palace again.