FAQ · How to use
What's new in 1.0.72
- Who sends when, once — that phone alert fires once when you save the orders you are going to send. It does not repeat while the land panel refreshes. Rebuild 1.0.72 (105).
- New heroes — Evony: Huitzilopochtli (ranged main) and Coyolxauhqui (ranged assistant), Heavenly Fire Aug 28–Sep 7 2026. State of Survival: Ichiban Kasuga (Rider), Kazuma Kiryu (Hunter), Goro Majima (Infantry), B. Jenet (Infantry). Mai Shiranui is on the list; open her card for troop type. Each name has a portrait and a how-to-get note.
- New event notes — Evony Cholula. Rise of Kingdoms Dreams of Phantasma (Sep 22). State of Survival Like a Dragon, King of Fighters, and Echoes of Steel. Lords Mobile Grim Wolf. Doomsday Seven Deadly Sins through Sep 30 (Meliodas named; companions stay off the march list until a troop card is public). Puzzles & Survival Azure Planet look. Last War Season 7 awakening is Carlie, McGregor, and Murphy.
- Calcs match your game — troop names and pictures follow the title you picked. Shared bank uses that game’s resource names. Rebuild 1.0.72 (105).
- More games — Lands of Jail, Foundation: Galactic Frontier, Mafia City, Rise of Castles, Order of Kings, Arkheim, Warpath, and Art of Conquest. Same land / SEND clocks. Unique troop tiles per title. Rebuild 1.0.72 (105).
- 1 min GET READY stays put — that ping is get ready, not SEND NOW. The countdown does not reset, the leader clock does not add time, and SEND NOW fires once when the clock hits zero. Rebuild 1.0.72 (105).
- One SEND — each person gets one SEND NOW per order wave. GET READY then that one SEND. The time does not recast. It only moves if the host delays shared land before GET READY, or you change your distance.
- No leftover pending — after you open the live envelope and enter distance, old pending mail / Accept offers / drafts from the last wave drop off this phone.
- Host clock waits — after Send envelopes, the leader countdown stays idle until mailed teammates enter a new distance for this wave. Leftover times from the last rally do not start it.
- Land together — if a longer march would miss SEND, shared land delays so everyone still lands together. SEND = land − your march. Once GET READY has fired, land stays locked.
- Timer steps — Step 1 select team · Step 2 distance · Step 3 your rally time · Final step: Save team + distance + your rally time.
- Skip wait — off unless you turn it on under My Profile. A 2-person wave never auto-skips, and skip only runs with more than 5 teams.
Rally timing for Kingshot, Whiteout Survival, Grand Gangster War, and many other strategy games. Pick Game under My Profile or on the Calcs tab — events, troops, boosts, rally-open limits, and calculators follow that game. Hit together: host sets one shared land time — everyone arrives then. Each multi-sender enters distance only. SEND = land − your march so farther players get the push first. In game: pick the rally length the leader chose (1m / 5m / 15m…) — that is not your distance. Stagger hits: tap Rally sender, then Stagger hits. Each team is a wave. Wave 1 lands at your land time; later waves land after the gap you pick. Inside a wave, farther SENDS first. Pick what each wave sends — troop types follow your Game (Grand Gangster War: Thug / Biker / Gunner / Bomber). Solo team hits: no in-game rally timer — leader picks one delay; every attacker (2, 5, or more) types distance only; #1 longest march SENDS first so everyone HITS together. City reinforce: distance is required; optional delay vs the hit is added on top; SEND = hit + delay − distance. If the host changes rally time after share, teammates’ SEND times auto-adjust (distance stays the same). Rally open (join window) is capped to that game’s max (e.g. Kingshot 1/3/5m · Top War 1/2/3m · Whiteout / Grand Gangster War up to 60m). Share orders as envelopes to people you pick — no codes required on Deploy. SEND alerts wait until every sender on the team has entered distance. Rally joiners still join in-game before the rally starts; they must not delay or stretch the rally clock or the wave will not hit together. Leader Cancel order stops the whole group they started. First time: you must enter in-game name, Player ID, server number, and alliance name — if you skip any of these, people in your alliance cannot see you and you cannot use alliance chat. Then tap through Interactive how to (More → Help to replay). Find screens: bottom bar is Timer · Teams · More — tap More for a grid of every tab. Use Close FAQ anytime to return. Fan tool only — not affiliated with the games or Jeabslist.
How to use · your Game
This FAQ language and this game card follow what you set in the app (globe / My Profile). Same Timer rule in every game. Hit together: LAND together · SEND = land − your march · farther SEND first. Stagger hits: each Orders team is a wave · later waves after the gap. Solo team hits: leader delay · each person distance only (2, 5, or more) · #1 longest march SENDS first. City: SEND = hit + delay − distance.
Quick start (30 seconds)
- First time: enter in-game name, Player ID, server number, and alliance name (must match the game). Skip any of these and alliance mates cannot see you and alliance chat will not work. Then tap Turn on phone alerts and Allow Notifications. Then tap through Interactive how to (More → Help to replay).
- Timer steps: Step 1 select team · Step 2 distance · Step 3 your rally time · Final step: Save team + distance + your rally time.
- Skip wait: off unless you enable it in My Profile. Times stay there — they do not show on Pick who. A 2-person wave never auto-skips. Skip only runs with more than 5 teams.
- Host (Hit together): put multi-senders on Orders (Team 1 is already there) → set shared land time (UTC) and the in-game rally length (1m / 5m / 15m…) → Lock SEND & share and/or Send envelopes. Farther SEND first so everyone lands together.
- Multi-senders: open a Rally ✉ envelope (or My times) → pick that same rally length in the game → enter distance as H/M/S (the march clock — not the rally length). Host rally is locked.
- Joiners: open Rally ✉ envelope → heroes + troops → arrive before the rally starts. Never delay/stretch the rally or you will not hit together. You never hold SEND.
- Stagger hits: as Rally sender, tap Stagger hits (Timer or Orders). Each team is a wave. Wave 1 lands at your land time; later waves land after the gap. Inside a wave everyone still lands together (farther SENDS first). Pick what each wave sends — presets follow your Game’s troop types.
- Solo team hits: no in-game rally — leader picks one delay for everyone. Every attacker (2, 5, or more) only types distance. #1 longest march SENDS first. LAND = rally + delay · SEND = land − your march.
- City reinforce: enter distance to the city. Optional delay vs the hit is extra. SEND = hit + delay − distance.
- Timer — SEND clock only. No Ready / Boot name list. Host Cancel order is under the countdown.
- Lineup (#) — Ready on target · Boot · still missing · Release. Everyone LANDS together.
- Deploy — envelopes · cancel the whole group the leader started.
- SEND alerts wait until all multi-senders have distance (or Release) → Battle starting · everyone LANDS together · press SEND when your phone says so. Each phone gets one SEND NOW for this wave.
Stagger hits
- On Timer, tap Rally sender then pick Hit together or Stagger hits. Hit together = everyone lands at the same second. Stagger hits = waves one after another.
- Seconds between each hit: tap 5s / 10s / 15s / 30s / 1m… or pick any second from the list. Wave 2 lands that many seconds after Wave 1; Wave 3 after Wave 2 by the same gap.
- Each team is one wave. Team 1 / Wave 1 lands at your land time. Later teams land after the gap. Tap + Add another team for the next wave.
- Inside a wave everyone still lands together. Farther cities SEND first: SEND = that wave’s land − your march. Joiners still arrive before that wave’s rally starts.
- Pick what each wave sends on the team card. Presets (front/soak, mixed, ranged/damage, cavalry/mobile) use the troop types for the Game you set under My Profile — Kingshot infantry/cavalry/archers, Whiteout infantry/lancer/marksman, Last War tank/missile/aircraft, Grand Gangster War Thug/Biker/Gunner/Bomber (plus Bomber landmarks), and so on. Tweak % after you tap a preset.
- Changing the gap updates later waves from Team 1’s land time. Lock SEND & share / envelopes as usual.
0. Interactive how to (first time)
- After Terms, language, and profile, the app asks to Allow Notifications (Turn on phone alerts), then opens an interactive tour.
- Screen 1: you must enter in-game name, Player ID, server number, and alliance name. If you skip any, people in your alliance cannot see you and you cannot use alliance chat.
- Later screens: shared rally time + distance → SEND, in-game rally length vs distance, alerts wait for distance, joiners, alerts, Timer · Teams · More grid, leader cancel.
- Replay anytime: in the app, More → Help → Interactive how to.
1. First open · language · profile (required)
- Language first: the app asks what language you speak. Setup, Interactive how to, alerts, and this FAQ then use that language.
- Change language anytime: globe on Timer, My Profile tab, or the language menu at the top of this FAQ.
- Then accept Terms.
- Then you must enter all four, matching the game: in-game name, Player ID, server number, and alliance name. If you skip any, people in your alliance cannot see you on the app and you cannot use alliance chat.
- Then pick the game you play. Change it anytime: More → My Profile.
- Then tap Turn on phone alerts and Allow Notifications so order envelopes, GET READY, and SEND can reach this phone. You can turn this on later under My Profile.
- Then tap through Interactive how to. Replay: More → Help → Interactive how to.
2. Free tools vs Chat ($1/month)
- Free forever: Timer · My times · Lineup (Ready on target + Release) · Deploy (envelopes + cancel) · Cancel tab · Share envelopes · Rally ✉ · Whale · host rally + distance → LAND · Orders · City / reinforce · Map · In/Out · March · Alerts · My Profile · Calcs · Help / FAQ · iOS SEND alerts.
- Chat (~$1/mo on iOS App Store): World + server + alliance rooms, screenshots, auto-translate, mute/block players, map pins to rooms, multiple chat identities, Share envelope in Chat. Subscribe or Restore under My Profile / Chat paywall. Rally orders use envelopes (free inbox or posted in a room — tap to open). No paste codes.
- Not paid: Host sets rally · everyone enters distance · in-game rally length · LAND = shared rally · SEND = land − your march · solo leader delay · City reinforce (distance + optional delay vs hit) · envelopes · Lineup Ready on target · Cancel tab / cancel host order · Calcs · Map directory when online · step helpers.
- Timer + Calcs work offline. Map directory · alliance board · gift-code refresh · Chat need online + iOS Chat sub + a saved My Profile (see §15).
- Paywall: Tap Continue with Free to keep Timer / My times / Lineup / Calcs / City / Boot / envelopes. Only Chat rooms need Subscribe. Cancel anytime in iOS Settings → Subscriptions.
3. Menu map · More grid
The phone bar is Timer · Teams · More (plus the SEND clock on iOS). Tap More to pull up a tile grid of every screen — Orders, Rally, Lineup, Deploy, Alliance, In, Out, Map, Alerts, My Profile, Chat, Calcs, Tips, Heroes, Help. Tap a tile to open it. Help is in that grid.
- Bottom bar: Timer · Teams (March) · More ▴ · SEND clock (iOS). Tap More for a tile grid of every other screen.
- Timer — host rally time, in-game rally length, your distance, lock/share. Clock only — no Ready / Boot roster.
- Teams / March — personal loadout (heroes/troops/presets) for Orders — not rally groups.
- Orders — Team 1 ready to fill · assign · troops · Lock & share · envelopes.
- Rally ✉ — envelope inbox (orders sent to you).
- Deploy — envelopes · cancel. Ready / Boot names are on Lineup. Open from More only when you pick Deploy.
- Lineup — Ready on target + Boot · still missing · Release.
- My times — your distance only (host rally locked).
- Alliance — alliance roster · tap → host/support order.
- Whale Destroyer — team picks + mailed · envelopes to invite.
- Cancel — batch cancel hosted waves.
- City — defend your city · hit times · reinforce.
- In (red) · Out (green) — live feeds.
- Map — coords directory per Game + server.
- Alerts · My Profile (Game · language · role · Chat Subscribe).
- Chat — paid rooms after My Profile + Subscribe.
- Calcs · Tips · Heroes · Help — calculators · event how-to · portraits · Interactive how to + this FAQ.
Full loop and per-game how-to live on More → Help. First-time users get an Interactive how to after setup — replay it from Help. Language (globe on Timer, or the menu on this FAQ) updates the whole app including this FAQ.
3b. Who appears where (people lists)
- Timer — your land / SEND clock only. Counts how many still need distance. No Ready on target list.
- Orders — people you assign to teams + primary envelope picker.
- Deploy — envelopes + cancel. Link to Lineup for Ready / Boot.
- Lineup — Ready on target (only place) + Boot · still missing + Release + send # / minutes.
- Alliance — full alliance roster (tap → host/support order).
- Whale Destroyer — only team picks + people you mailed. Envelope picker here to invite onto that list.
- City — reinforce assignees for city defense only.
- Mail / Out / In — envelopes or live wave cards, not a team directory.
- March / My times / Cancel / Map / Calcs — no raid roster of teammates.
4. Clocks · UTC · who holds SEND
- Distance = how far that person is (city→target march / travel time in their game). It is not the in-game rally length (1m / 5m / 15m…).
- Host rally time (UTC) = when everyone lands. Only the host who started the team sets this.
- Then YOUR SEND = land − your march — no extra delay on rally team hits. Everyone LANDS together; farther SEND first.
- Solo team hits: leader delay on LAND only (no in-game rally length). See §5d.
- UTC / Local / View as only change how you read times — not the real SEND moment.
- One SEND per wave — after distance is in, that phone keeps one SEND time. GET READY then one SEND NOW. Leftover mail does not fire a second SEND.
- If the host changes land time after share, each teammate’s SEND auto-adjusts only if SEND has not started yet; distance stays.
- Big SEND holds only for multi-SENDERS still missing distance (or until the leader Boots them).
- Rally joiners never hold that clock. Arrive at the city before the rally starts; do not delay the multi-SENDER you join.
- Who is Ready on target / still missing: Lineup only (Release there). Deploy = envelopes + cancel.
- City reinforce uses different math: SEND = hit + delay − distance · arrive = hit + delay. See §14.
5. Multi-senders · distance (hit together)
Host sets shared rally time (when you press SEND) and the in-game rally length (pick Xm in the game). Multi-senders only enter distance (how far they are) — do not type the rally length as distance. In survival games that often means the clock above Deploy; in others, the map march / travel time — the app labels it for your selected Game.
YOUR SEND = land − your march · everyone LANDS together — farther SEND first.
Edit distance later under My times (host rally stays locked). When every multi-sender has distance in, the app can send Battle starting and arm GET READY → SEND alerts. Everyone LANDS together.
5b. Rally open · in-game rally length · move closer
- Rally open / in-game rally length = the join window you pick when you start the rally in the game (1m / 5m / 15m…). It is not your march distance and not the app’s SEND clock.
- The leader picks it here. Teammates see In game: pick this rally time and start a rally of that length in the game.
- Each Game has its own open chips and a hard max (leader cannot pick longer than that game allows).
- With 2+ distances, the app measures spread (longest − shortest) and recommends an open that covers it — capped to this game’s max.
- It lists each person’s SEND time (shared land − their march) so farther players leave first.
- If the need is longer than the game’s max open, it lists who must move closer.
- Host can tap Set rally open Xm when a recommendation is shown.
- City reinforce orders do not use this card — they use distance to the city instead.
5c. In-game rally length (not distance)
- In-game rally length is for rally team hits only — the timer you pick when you start a rally in the game (1m / 5m / 15m…). Joiners must arrive before that window ends.
- The leader picks it in this app. Teammates see a card: In game: pick this rally time — start a rally of that length in the game.
- That number is not distance. Distance is your city→target march clock (H/M/S), typed separately on the envelope or My times.
- Solo team hits do not use this — there is no in-game rally timer; the leader sets delay on Orders instead (§5d). City reinforce also skips this card.
5d. Solo team hits · leader delay
- Solo team hits (Orders): there is no in-game rally length to pick — everyone sends their own march, not a shared rally bubble. The leader sets one delay for everyone in the app instead.
- Put every attacker on the team — 2, 5, or more all work the same. Each person types distance only (nobody else sets delay).
- LAND = rally + the leader’s delay (same for everyone). YOUR SEND = that land − your march.
- #1 = longest march SENDS first so everyone LANDS / HITS together. Closer players SEND later. The delay only shifts the shared land clock — it does not make everyone SEND at the same second.
6. Envelopes · Rally ✉ · Chat share
- How orders are shared: on Orders, Deploy, or Whale Destroyer, pick people → choose which order → Send envelopes. Recipients open them under Rally ✉.
- Or use Share envelope in Chat (Orders / Deploy / Whale / Chat ✉ Share) — posts a tappable envelope. Needs Chat subscription. Tap the envelope in the room to open the order. No paste codes.
- What to share (audience): Sender envelope = enter distance · Ready. Joiner envelope = heroes + troops only (alliance room). Full = sender + joiner. World hit call = coords + alliance + land (no joiner). Pick the matching type — Chat does not swap joiner to sender when you ping a name.
- Opening an envelope shows the order sheet. Tap ← Back (top or bottom) or press Esc to close without locking.
- Joiners: open the envelope for heroes + troops, then join in-game before the rally starts.
- Multi-senders: open the envelope → enter distance (H/M/S) → SEND when alerted.
- World hit call (Chat): multi-alliance same coords — alliance label + host + target + land.
- Paste team codes are not used — envelopes only (inbox or Chat).
- Chat messages scroll up/down so you can read older posts in the room.
Whale Destroyer
- More → Whale — whole-server same target, same land. Pick Game under My Profile first (each game keeps its own hit).
- Server hit: target name + coords + land together (UTC). Use Timer land copies the Timer clock. Save server hit.
- Simultaneous rallies: Add rally (same land) — one slot per hit that lands together. Each slot: alliance that gets the order, who leads, troops, heroes. Save whale presets on this tab.
- Send envelopes: pick that whale rally → Alliance / Server people → Send envelopes. They open Rally ✉. The envelope uses this whale land + target (not a different Orders team).
- Share envelope in Chat: pick Sender (distance) or Joiner (heroes + troops, alliance room) or Full. Tap the envelope in the room. Share hit to server chat posts a tappable whale envelope for the whole server (sender / distance).
- Invited hitters = team picks ∪ people you mailed. Not the whole server directory.
7. Roles · joiners still join
- Rally leader / multi-sender: Team 1+, rally time + in-game rally length, Lock & share, Lineup Ready on target + Release, Deploy envelopes, Cancel order.
- Other multi-senders: open Rally ✉ envelope → pick the same rally length in the game → enter march distance → SEND when alerted.
- Solo team hits: leader delay is already set. Every attacker (2, 5, or more) only types distance. #1 longest march SENDS first. LAND = rally + delay · SEND = land − your march.
- Joiners: open Rally ✉ envelope · lock heroes + troops. You can join — march so your troops reach the city before the rally starts. No personal SEND timer. You never delay the multi-SENDER you join. Use ← Back if you opened the wrong order.
8. Leader steps
On Timer: Step 1 team, Step 2 distance, Step 3 rally time, then Final: Save. Then share envelopes.
- Timer Step 1 — Select team on Timer (or fill Team 1 on Orders). List every multi-sender. Joiners get envelopes, not Ready wait.
- Timer Step 2 — Distance — copy the march clock (H/M/S) from the target in game.
- Timer Step 3 — Your rally time — chips or the number picker for shared land (UTC).
- Final step — Save team + distance + your rally time so this phone keeps all three.
- Then Lock & share / Send envelopes. Clocks wait until mailed teammates enter distance. Skip-wait is a My Profile setting (off by default) and never appears on Pick who. A 2-person wave never auto-skips; skip only runs with more than 5 teams. If waiting burns SEND, shared land delays so everyone still hits together.
9. Deploy · Share envelopes
Open the Deploy tile in More (senders).
- Ready on target and Release are on Lineup — not this tab.
- Optional mid-wave Share envelopes (picker).
- Cancel order for the live wave — that stops the whole group the leader started (or Cancel tab for several waves).
9b. Lineup · Ready on target · My times
Open Lineup and My times from More (tile grid).
- Lineup: Ready on target (only place) · Boot · still missing · Release. Everyone LANDS together; farther SEND first.
- SEND minutes can stay frozen until the wave is live, then count down together (same SEND).
- My times: host rally locked — edit only your distance (not the in-game rally length).
- Deploy has envelopes / cancel — not the Ready / Boot name list.
10. Rally time · in-game length · rally open
- Rally land (Timer · host): when everyone arrives. Chips follow this game’s options, or type a countdown (e.g.
5:30,12m) and Apply. - In-game rally length: pick Xm when you start the rally in the game. Teammates copy that number from the app card. It is not distance.
- Distance = how far you are (march clock). Then YOUR SEND = land − your march — farther SEND first, same land. Same rule in every Game.
- Rally open: join-window lengths for this Game only, capped to that game’s max. Leader cannot pick longer than the game allows.
- When distances are known, follow §5b so open covers spread or people move closer.
- Host changes land after share → teammates’ SEND times auto-adjust (distance stays).
- GET READY lead (1m / 3m / 5m before YOUR SEND) is separate — Timer or Alerts.
11. Orders · envelopes · same target
- Orders opens with Team 1 ready to fill. Assign multi-senders · troops / March presets. Tap + Add another team only if you need more waves.
- Hit together: no delay — rally time + distance only. Pick in-game rally length on Timer.
- Stagger hits: pick on Timer (Rally sender). Each team is a wave — Wave 1 lands at your land time; later waves after the gap. Pick what each wave sends (troop types follow your Game).
- Solo team hits: no in-game rally — leader picks one delay; every attacker (2, 5, or more) only enters distance. #1 longest march SENDS first. LAND = rally + delay · SEND = land − your march.
- Send order to people — pick Alliance / Server / Both, check recipients, Send envelopes (they open under Rally ✉).
- Optional: Lock SEND & share. Chat (paid) is for rooms / talk — rally orders use envelopes.
- City defend / reinforce stays on the City tab (distance required — see §14).
11b. Cancel tab · stop hosted teams
- Open Cancel (✕) (Sender role). Lists every wave / team you published on the alliance board.
- Tick one or more teams · Cancel selected, or Cancel all my orders.
- When you started the group, Cancel order on Timer / Out / Deploy also cancels the whole group (every team on that land) — not only your phone.
- Confirm once · those waves cancel on the server · teammates get notified and must stop SEND · Rally ✉ envelopes for those teams clear.
- Same as Cancel order on Timer / Out / Deploy — this tab is for picking several waves at once.
- Joiners use Leave / hide on their own phone; they cannot cancel someone else’s host wave from this tab.
12. Alerts · SEND while in the game
- Alerts arm after Lock & share and the multi-sender group is ready (green / Release on Lineup). They wait while anyone on the team still needs distance.
- Cue: GET READY → ticks → SEND NOW / DEPLOY NOW — press Send in-game immediately. That is one SEND, not two.
- Team leaders: after distance is in, stay in your game on the rally ready to push Send. Joiners must not delay/stretch your rally clock or the wave will not hit together.
- Group Ready can also fire a Battle starting · be ready to push in rally push.
- iOS: allow Notifications so background alerts work while you are in the game.
13. March · heroes · team presets
- Pick a team chip — selected team highlights green.
- Heroes + pets + troop % or Troop # · Save team march preset for Orders.
- Hero portraits show for every listed Game (March, Teams, Heroes, Orders) — including Clash of Kings, Clash of Queens, Mobile Strike, West Game 2, Total Battle, Stormfall, Ant Legion, KVK, and the rest. Grand Gangster War includes Donald.
- Troop tiles use that Game’s own art (Kingshot knights, Grand Gangster War Thug/Biker/Gunner/Bomber, and so on) — not a shared look.
- % mode: all active troop types share one pool — total at most 100%.
- Troop types / tiers follow Game (You or Calcs chips).
- Joiners copy loadout into the game — no personal multi-send path.
14. City · reinforce · Map · Incoming attacks · Outgoing rally/troops
- City — hit times (UTC), reinforce waves, share reinforce. This tab is free.
- Reinforce distance is required — that is travel time to the city. Allies never skip it.
- Optional delay vs the hit is added on top of that distance (later arrive after the hit mark).
- Arrive (LAND) = hit mark + delay. SEND = hit + delay − distance. Hit mark already includes Before / At / After.
- Map — pins by Game + Server · Use as target · share needs Chat sub.
- In — landings on your city; clear completed when done.
- Out — outgoing waves / armed Deploy lines.
15. Chat · profile · identities · paywall
Chat uses your in-game identity (not a phone number). It follows the Game chip you pick under My Profile / Calcs. Fill profile → Subscribe → open Chat online.
Required to open Chat
- Player ID — ID in your game profile.
- Server number — kingdom / server #.
- Display name — name on every message.
- Alliance name (recommended) — exact tag → alliance room = that name + your server.
- If anything required is missing, Chat shows a profile prompt — Save & open Chat, or Not now.
Multiple names (identities)
- Save several Player ID / display names for the same Game + server (alts / farms).
- Pick the active identity under My Profile or the Chat profile panel — that name is what posts.
- Switching Game chips restores the last identity you used for that game when available.
Also for Chat
- Chat subscription (~$1/mo on iOS) — Subscribe or Restore. Timer, Map, Orders, Calcs stay free.
- Online connection for Chat, Map directory, and alliance board.
- Language — My Profile / globe. Messages can auto-translate; typing uses your phone keyboard by default (optional App keyboard).
- Optional profile photo on chat messages.
- Mute — hide that player’s messages in chat. Block — hide + stop their chat pushes to you. Manage lists under My Profile (Muted & blocked).
- Chat keeps about 3 days of messages (day separators + times).
Rooms
- World — all servers · hit calls + map pins.
- Server — your kingdom.
- Alliance — alliance talk on this server.
- Private (✉) — 1:1 from a player’s photo.
- Share / open Rally ✉ envelopes in rooms (Chat sub). Free inbox is still under Rally ✉.
16. Calcs tab · suite by Game
- Calcs is free forever (own menu tab ∑). Listed under Free in the Chat paywall.
- Game chips switch suites: deep Kingshot / Whiteout tables, or form · train · heal · speedups · day plans for other listed titles (Last War, Evony, RoK, CoD, SoS, Lords, Viking…).
- Groups (March · Gear · Troops · Events…) then tools. Run · Pull from March · Apply to March · Link form · save tool presets.
- Missing / invalid inputs: orange field highlights + “Still need / check these” or block banner. Fix values and results update live.
- Pick suite/tool → enter numbers → use totals on Timer yourself (Calcs never auto-write land or SEND).
- Community tables — recheck costs and times in your game client before spending.
17. My Profile · Help · Kingshot community (Jeabslist)
- My Profile — Game · Player ID · server · display name · alliance · multiple chat identities · muted/blocked lists · role · language · Chat Subscribe/Restore.
- Help — this FAQ · how-to loop · event tips · heroes · Jeabslist gift codes.
- Jeabslist — third-party stats / gift codes. Redeem codes only in Kingshot.
- Language — Globe / My Profile changes the whole app (tabs, how-tos, paywall, alerts, chat UI). Missing pack keys fall back to English until filled.
Event tips · heroes
Summaries for the Game you picked under My Profile / Calcs. Meta moves by generation — verify in-game.
- Captain carries stats · full skills matter for multi-SEND.
- Joiners: still fill seats — arrive before open; loadout from Rally ✉ envelope.
- In-game rally open chips follow the Game you picked (max capped per title).
Troubleshooting
- 1 min ping reset the clock / SEND twice? Rebuild 1.0.72 (105). The 1 minute cue is GET READY, not SEND NOW. After that ping, land and SEND stay locked until the real SEND.
- SEND more than once / times jumping? Each person gets one SEND NOW per wave. Rebuild 1.0.72 (105). After you enter distance, leftover pending mail cannot recast SEND.
- Pending orders still on this phone? Open the live envelope and enter distance (or you already have it in). Old Accept offers and drafts from the last wave drop off. A new pending item only appears for a new envelope you have not opened.
- It said someone took too long / skip wait? Skip-wait is off unless you enable it in My Profile. A 2-person wave never auto-skips. Skip only runs with more than 5 teams.
- SEND already past while waiting? Shared land delays on the server so everyone still hits at the same time. SEND = new land − each march.
- Whale Destroyer envelopes empty? Add a rally slot on Whale Destroyer, save the server hit (land + target), then pick that rally under Send envelopes. Chat share uses the same pick — Sender = distance, Joiner = heroes + troops (alliance room).
- In-game rally time vs distance? The Xm card is the rally length you pick in the game. Distance is the march clock (H/M/S) — a different number.
- Solo team hits? No in-game rally timer — leader delay is already set. Every attacker (2, 5, or more) only types distance. #1 longest march SENDS first. LAND = rally + delay · SEND = land − your march.
- City reinforce SEND? Distance is required. Optional delay vs the hit is extra. SEND = hit + delay − distance · you arrive at hit + delay.
- Who is ready / waiting? Open Lineup for Ready on target, Boot · still missing, and Release. Deploy is envelopes + cancel.
- Where is my distance? Your game’s march / travel timer to the target (often clock above Deploy). Enter H/M/S on the envelope or My times.
- Host changed rally time? Your distance stays; SEND recalculates automatically (refresh board / My times if needed).
- I’m joining a rally (not multi-sending): open Rally ✉ envelope → heroes + troops → reach the city before the rally starts. You won’t hold SEND.
- Opened the wrong order? Tap ← Back on the order sheet (or Esc).
- How do I share an order? Use Send envelopes to people (Rally ✉ inbox), or Share envelope in Chat so the room can tap to open. Paste team codes are not used.
- Where did my envelope go? Recipients: Rally ✉ tab. Hosts: send again from Orders or Deploy.
- Troop % won’t go higher: shared pool full (≤ 100%). Lower another type first.
- Where do joiners get the loadout? Host sends a Rally ✉ envelope — open it for heroes + troops.
- Path span too long for open: app lists who must move closer for this game’s max rally open.
- My team will not start: a multi-sender still missing distance → wait or Release them on Lineup. Joiners alone shouldn’t block.
- Need to scrap the wave: host Cancel order, or Cancel tab → select teams → Cancel selected.
- Hide someone in Chat: Mute or Block on their message · manage under My Profile.
- Map empty / Chat incomplete: Player ID + server + display name (+ alliance) → Save → online · Chat sub if Chat. Use the profile prompt if Chat asks.
- Chat “could not reach server”: check Wi‑Fi/cellular · Chat sub active · profile saved. Wait a minute and retry; try cellular vs Wi‑Fi if it keeps failing.
- Wrong name posting: under My Profile / Chat identities, pick the active name for this Game + server.
- No alert in the game: Notifications on · multi-sender group armed · open Timer once after lock.
- Tabs do nothing: hard-refresh the PWA (or reopen the iOS app) so the latest script loads. Then Timer → Orders → Lineup → Deploy should switch.
- Calcs says missing inputs: orange fields — fill qty / from–to / capacity, then Run. Troop Res uses Quantity, not a separate “count” field.
- Chat paywall vs free: Continue with Free keeps Timer / My times / Lineup / Calcs / City / envelopes. Only Chat rooms need Subscribe.
- UI still English: pick your language again (globe). New strings may show English briefly until language packs update.