Game rules
Attacks and scouting
From the Rally Point you choose the troops, the target and the type of mission. Each type has different rules for battle, loot, buildings and conquest: the table sums up the differences, the details are below.

| Normal Attack | Raid | Siege | Scouting | |
|---|---|---|---|---|
| Battle | To the end: the loser loses all troops | Both sides lose only part of their troops | To the end: the loser loses all troops | Only scouts fight |
| Loot | Yes | Yes | Yes | No |
| Rams and catapults | Yes | No | Yes | No |
| Loyalty and conquest | Yes | No | Yes | No |
| Frees prisoners | Yes | No | Yes | No |
| Defender can evade | Yes | Yes | No | No |
| Can be an ACS | Yes | Yes | Yes | No |
| What the defender sees coming | The type of mission; the units only with the «Watchtower» building, shortly before arrival | The type of mission; the units only with the «Watchtower» building, shortly before arrival | All troops and the hero, with exact numbers | Nothing: scouting does not appear among incoming troops |
Normal Attack
A normal attack fights to the end. If you win you lose part of your troops and the defender loses all of theirs; if you lose, all your troops die. Only normal attacks and sieges use rams against the wall and catapults against buildings, lower loyalty with chiefs to conquer the village and free the prisoners caught in traps. The survivors bring the loot home.
Raid
A raid is for stealing resources while risking fewer troops. Both sides lose only part of their troops, less the clearer the victory; but if the defence is more than twice your attack, all your troops die. Rams, catapults and chiefs have no effect and prisoners are not freed.
Siege
A siege is a stronger normal attack, meant for big offensives. It follows the rules of a normal attack, with these differences:
- It can only start from the capital, with at least 10.000 troops including at least one ram and one catapult, and it cannot hit the villages of the Babylons.
- The troops get +20% attack but travel slower: travel time x1.5 (x1.1 between alliances at war).
- The defender sees the siege coming with the exact number of troops and the hero, and evasion does not work.
Scouting
If you send only scouts in an attack, raid or siege, the mission becomes scouting: there is no battle and no loot. In the confirmation you choose what to look at:
- Spy resources and troops: the resources in storage and the troops in the village.
- Spy on defenses and troops and buildings: loyalty, the level of the wall, Residence or Palace and the other buildings, and the troops.
If there are scouts in the village, their own or reinforcements, the scouts clash: yours can die and the defender gets a report. Without defending scouts yours never die and the defender notices nothing. Heroes do not count against scouts.
Sabotage: scouts of the Carthaginians, Egyptians, Scythi, with the Espionage Center at level 20 or higher, destroy 25 to 50% of a random resource when they win a scouting mission against a village. The defender gets a notice.
When you cannot attack
You cannot attack your own villages, players under beginner protection or on vacation, those covered by weakness protection, or alliances that have a pact or a truce with yours. A sitter can only send reinforcements to the account's villages.
See also: ACS (joint attack) Catapult targets Evasion Weakness Protection Rally Point Watchtower
Values for the Babylon server: speed x10, troop speed x5, production x4. Times are those with the building at level 1. Server Settings