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Beginner's Guides

Guild War Pre-season Guide

Genesis War
2026.05.12 Tuesday 12:00 (UTC + 9)

The Ultimate Tactical Saga Reborn, 『Genesis War』

Greetings, this is GM Azidahaka.


A competitive arena where strategy and cooperation between Guilds are put to the ultimate test—the Guild War Pre-season is now live.

This guide is designed to help our Guild members smoothly navigate the basic rules and progression of the Pre-season and prepare for the upcoming official seasons.

Please review the details below to strategize with your Guild members and participate in the Guild War Pre-season.


[Guild War Pre-season]

Guild War is a bi-weekly Guild PvP content where members compete through strategic combat and cooperation.

The Pre-season will last for approximately four weeks, allowing you to experience the overall flow and systems of the Guild War before the official season begins.


[Guild War]

A minimum of 20 Guild members must participate in the Guild War.

Even if the minimum requirement is met, if the total number of participating Guilds is an odd number, one Guild will be unable to proceed with the Guild War.

Guild War is content where you consume Entry Tickets to engage in battle, with the objective of destroying 20 of the enemy Guild's Strongholds.

The battlefield map consists of a Guild Fortress and 3 Defense Lines.


■ Defense Line Composition

  1. Guild Fortress: 3 members stationed
  2. East / West Defense Lines: 6 members stationed each
  3. Central Defense Line: 5 members stationed


There are 1 Defense Tower and 5 Barracks in the East and West Defense Lines, 

and 1 Defense Tower and 4 Barracks in the Central Defense Line.

※ You can enter the Defense Tower by destroying 4 Barracks in the East and West Defense Lines, and 3 Barracks in the Central Defense Line.

※ Once a Defense Tower is destroyed, that Defense Line is neutralized.

※ You can enter the Fortress once 2 Defense Lines are neutralized.


The Fortress contains the Keep, the West Gate, and the East Gate. You can enter the Keep after destroying both the West and East Gates. Once the Keep is destroyed, the Fortress is neutralized.


■ Victory Conditions

  1. The Guild with the higher score at the end of the Guild War wins.
  2. In the event of a tie, the Guild that reached that score first wins.


■ Combat & Ticket Rules

  1. Each Guild member can set 2 Defense Decks, with 4 characters per deck.
  2. Guild War Defense Decks must be set for 2 rounds of 4 characters each, and characters assigned to one round cannot be placed in another round. Registration for the Guild War is automatically completed once the Defense Decks are saved.
  3. You can consume 1 Entry Ticket to challenge one of the target's 2 rounds.
  4. You cannot enter a round that is already in battle, and if both rounds are in battle, you cannot challenge that target.
  5. Upon defeat, the opponent's deceased characters are excluded from the next battle, and only surviving characters remain in the Defense Deck.
  6. If you spend additional tickets to re-challenge, previously used characters cannot be redeployed.


■ Combat Restrictions

  1. Exceeding the combat time limit results in a defeat, and defeat rewards can be obtained.
  2. If you abnormally exit the game during battle or return after the time limit has expired, the Entry Ticket will be consumed, the kill count will be treated as 0, and no defeat rewards will be granted.


■ Pre-season Rewards

  1. During the Pre-season, you can obtain participation rewards by completing a battle after consuming 1 or more Guild War tickets.
  2. Season ranking rewards can be claimed after consuming 3 or more Guild War tickets and completing battles during the season.


[Guild War Progression Flow]

The Guild War proceeds in the following order:

Registration → Placement Standby → Placement → Combat Standby → Combat → Completion


Registration lasts for 11 hours and 50 minutes from the start. Registration is completed simultaneously with setting Defense Decks, and Defense Decks can be modified until the deadline.


Guilds that do not meet the minimum participation requirement by the deadline cannot participate in the Guild War, and the Placement Standby state is maintained for 10 minutes after the deadline.


The Placement Phase then proceeds for 23 hours and 45 minutes, during which the Guild Leader can assign registered members to each object.


When Auto-placement is selected, Defense Decks are automatically assigned based on CP to buildings in order of their destruction scores.


After placement ends, the Guild War begins following a 15-minute Combat Standby state.


Once the Guild War battle starts, you can consume tickets to engage in battle for 7 hours. Members who did not register will also be issued Guild War tickets and can participate in battle.


Victory is determined based on whether the Fortress was destroyed and the time the score was reached after the Guild War ends.


Members who meet the participation requirements can obtain Guild War participation rewards, and rankings can be checked through the reward UI at the end of the season.


[Guild War Pre-season Ranking Rewards]

Pre-season rankings can be viewed at the bottom left of the Guild main screen.

A dedicated Guild War ranking menu will be added through a new UI in the future.


Pre-season ranking rewards are distributed as 'Knighthood Coin', and the quantity varies by rank.


Ranking

Reward

1st

Knighthood Coin x 450

2nd

Knighthood Coin x 320

3rd

Knighthood Coin x 240

4th~10th

Knighthood Coin x 160

11th and below

Knighthood Coin x 80


※ All images in this notice were taken in a test environment. 

※ Images may be subject to change depending on the update progress.

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