Guide › Campaign, tower, events and the season pass
Campaign, tower, events and the season pass
Besides raids and duels there is a lot to do: a campaign against goblin camps, an endless tower, puzzles, weekend treasure camps, daily and weekly quests, events and the season pass. None of these costs trophies.
Campaign
150 goblin camps in a fixed order, on Normal, Hard and Legend. Every camp pays once; every fifth is a boss camp with its own moves. No trophies are at risk. You earn 1 to 3 stars per camp. Every fifth camp is a boss camp.
| Camp | Boss | Boss building | Boss rank | Special move |
|---|---|---|---|---|
| 5 | Grimtooth | Grim Cannon | 1 | Sky Hunter |
| 10 | Drummer Brakk | War Drum | 2 | Life Leech |
| 15 | Mog the Hurler | Skull Thrower | 3 | Horn Caller |
| 20 | Seer Ashka | Ember Eye | 4 | Last Fury |
| 25 | Ironjaw | Grim Cannon | 5 | Trap Thrower |
| 30 | Warlord Krull | War Drum | 6 | Whirlwind Slam |
| 35 | Old Boulderback | Skull Thrower | 7 | Stone Shield |
| 40 | The Cinder Witch | Ember Eye | 8 | Hunter's Mark |
| 45 | Captain Blackpowder | Grim Cannon | 9 | Horn Caller |
| 50 | Chief Thunderhide | War Drum | 10 | Stone Shield |
| 55 | Skullsplitter | Skull Thrower | 11 | Life Leech |
| 60 | The Eye of Tuskvale | Ember Eye | 12 | Hunter's Mark |
| 65 | Frostjaw | Grim Cannon | 12 | Whirlwind Slam |
| 70 | Hailcaller Vrenn | War Drum | 12 | Horn Caller |
| 75 | Snowslinger Mok | Skull Thrower | 12 | Stone Shield |
| 80 | The Pale Seer | Ember Eye | 12 | Life Leech |
| 85 | Iceborn Gakk | Grim Cannon | 12 | Sky Hunter |
| 90 | Glacier King Thrum | War Drum | 12 | Life Leech |
| 95 | Cinderhide | Skull Thrower | 12 | Horn Caller |
| 100 | Smokebelly Rusk | Ember Eye | 12 | Stone Shield |
| 105 | Ashmaw | Grim Cannon | 12 | Trap Thrower |
| 110 | Warpriest Zorga | War Drum | 12 | Horn Caller |
| 115 | Old Lavafoot | Skull Thrower | 12 | Sky Hunter |
| 120 | The Ember Queen | Ember Eye | 12 | Stone Shield |
| 125 | Bonecrusher Dral | Grim Cannon | 12 | Horn Caller |
| 130 | High Drummer Gorr | War Drum | 12 | Trap Thrower |
| 135 | Boulderlord Ugg | Skull Thrower | 12 | Whirlwind Slam |
| 140 | The Grey Oracle | Ember Eye | 12 | Last Fury |
| 145 | Tuskguard Morv | Grim Cannon | 12 | Life Leech |
| 150 | The Goblin Emperor | War Drum | 12 | Horn Caller |
Star rewards
| Stars collected | Reward |
|---|---|
| 15 | Golden Chest, 12 Forge Embers, 1 spin |
| 30 | Ogre Chest, 15 Forge Embers, 1 spin |
| 60 | Rune Chest, 30 gems, 20 Forge Embers, 1 spin |
| 90 | 20 Treats, 25 Forge Embers, 1 spin |
| 120 | Royal Chest, 30 Forge Embers, 1 spin |
| 150 | 150 gems, 35 Forge Embers, 1 spin |
| 180 | Royal Chest, 300 gems, 40 Forge Embers, 1 spin |
| 210 | Rune Chest, 20 Treats, 45 Forge Embers, 1 spin |
| 240 | Royal Chest, 50 Forge Embers, 1 spin |
| 270 | 60 gems, 55 Forge Embers, 1 spin |
| 300 | Royal Chest, 30 Treats, 60 Forge Embers, 1 spin |
| 330 | 80 gems, 65 Forge Embers, 1 spin |
| 360 | Royal Chest, 70 Forge Embers, 1 spin |
| 390 | 100 gems, 30 Treats, 75 Forge Embers, 1 spin |
| 420 | Royal Chest, 80 Forge Embers, 1 spin |
| 450 | Royal Chest, 300 gems, 85 Forge Embers, 1 spin |
Boss moves
| Boss move | What happens | How to beat it |
|---|---|---|
| Horn Caller | Blows its horn at 66% and again at 33% health: a pack of Goblin Guards pours out and fights for it. | Drop a Fire Bomb or Thunderbolt on the boss the moment the horn blows - it sweeps the guards in one go. Splash troops help too. |
| Stone Shield | A stone shield soaks up every hit. Siege troops from the Siege Workshop crack it five times faster than any other troop. | Send siege troops (Siege Catapult, Ballista, Titan, ...) at the boss first. Once the shield cracks, every troop can hurt it. |
| Whirlwind Slam | Winds up for 2 seconds - a red circle shows the spot - then smashes everything inside it. | Spread your troops out so one slam only catches a few, and never drop them all on one spot. |
| Hunter's Mark | Marks your toughest troop (often your Warchief) and shoots only at it, hitting it 50% harder. | Drop your toughest troop far away from the boss, on the other side of the camp - then the boss cannot reach its mark and fires normally. |
| Life Leech | Drains the buildings around it and heals itself every 2 seconds - the more buildings next to it, the more it heals. | Destroy the buildings right next to the boss first. Alone, it cannot heal. |
| Last Fury | Below 25% health it goes into a rage and deals 80% more damage. | Cast Deep Freeze when the rage starts, or keep all troops fighting so the boss falls before it hurts. |
| Trap Thrower | Throws traps next to your ground troops. Each one bursts after 2 seconds, hurts and slows. | Fliers set off nothing. Or send one cheap ground troop ahead to waste the traps, then bring the army. |
| Sky Hunter | Fires a salvo at the fliers near it every 6 seconds. | Take the boss on with ground troops. Use your fliers on buildings far away from the boss. |
Endless Tower
Climb floor by floor against camps that get harder and harder. Every floor pays once. No trophies are at risk. The first 100 floors follow a fixed plan; after that every floor gets harder. Floors can have special rules:
| Rule | What it means |
|---|---|
| Warm-up | No special rule. Learn the climb! |
| Silence | No spells on these floors. |
| Trap Maze | Every camp hides twice as many traps. |
| Wild Floors | Only Beast Yard troops (and your hero) may fight. |
| No Chief | Your hero stays home. Troops only. |
| Stone Walls | Walls have double health. |
| No Machines | No Siege Workshop troops on these floors. |
| Eagle Eyes | Defenses shoot 15% farther. |
| Light March | Only two thirds of each troop type may come along. |
| The Summit | No spells, and twice as many traps. |
Puzzle camps
Twenty puzzle camps, each with a fixed army. Win with all 3 stars using exactly these troops. They open at Great Hall 2.
| Puzzle | What you learn |
|---|---|
| First Steps | Send your tough Brutes first. Slingers shoot from behind while the cannon is busy. |
| Gate Crasher | Battering Rams smash the wall. Goblins wait until the way is open. |
| Behind the Shield | Two cannons guard the hall. Let one big Ogre soak the shots while Slingers do the damage. |
| Hog Rush | War Hogs run straight for defenses. Clear the guns first, then the rest falls easily. |
| Bee Line | Bees fly over walls. Cannons and catapults cannot hit them – only the Ballista Tower can. |
| Sly Fox | Foxes go for loot. Let Brutes keep the towers busy while the Foxes empty the vaults. |
| Splash Danger | Bomb Towers love crowds. A few big Ogres survive where a swarm of Goblins would melt. |
| Trap Field | Hidden traps wait around the hall. Send one tank first to spring them, then the rest. |
| Guard Post | Guard Posts send goblins. Bombers blow up whole groups of them at once. |
| Sky Bolt | Sky Bolts only hit flyers. Let the War Hogs break it first, then the Parrots rule the sky. |
| Crystal Corner | Crystal Towers hit an area. Minotaurs take the hits, Spark Oracles answer from range. |
| Long Shot | Siege Ballistas outrange cannons. Rams open the wall so the shots can follow. |
| Mender's Touch | A Mender keeps the Minotaurs standing. Keep her behind them, never in front. |
| Spark Storm | Spark Oracles hit groups of buildings. Boulder Ogres smash the guns that shoot back. |
| Tiger Pack | Battle Tigers hit hard but are not tanks. Let War Hogs lead the charge. |
| Big Tusk | One War Elephant can soak a whole defense. Slingers behind it finish the job. |
| Sun Spire | The Sun Spire burns one target hotter every second. Many small troops beat one big one here. |
| Trebuchet | Trebuchets throw from very far. Rams first, the Trebuchet behind, and the walls fall one by one. |
| Charge! | Minotaur Chargers break through fast. Frost Oracles slow the defense behind them. |
| Grand Exam | Everything you learned: tank in front, rams on the walls, healer behind, damage dealers last. |
Treasure Camps (weekends)
A weekend event: 10 goblin camps full of treasure, open on Saturday and Sunday. Every camp pays once and the best raiders win extra. No trophies are at risk.
| Camp | Tokens |
|---|---|
| Prospector Outpost | 5 |
| Panning Creek | 5 |
| Dusty Claim | 5 |
| Pickaxe Hollow | 5 |
| Dig Site | 15 |
| Nugget Ridge | 5 |
| Glitter Gulch | 5 |
| Deep Shaft | 5 |
| Mother Lode | 5 |
| Gold Vault | 25 |
Delivery Balloon and Event Shop
Three big orders every day for gold, XP and Event Tokens. Orders you miss cost nothing. Delivery sizes: Picnic Basket (10 Event Tokens), Market Crate (15 Event Tokens), Grand Cargo (20 Event Tokens). The Event Shop sells 8 offers at a time; the offers change every Monday and each has a weekly limit. Event Tokens can only be earned by playing.
Lucky Wheel
One free spin every day. Every field is shown before you spin. Spins can never be bought. The wheel has 10 fields; you can hold up to 10 spins.
Daily gift calendar
A free gift every day for 28 days, and a big one every 7th day. Log in day after day to build a streak.
| Day | Gift |
|---|---|
| 1 | 500 gold |
| 2 | 800 food |
| 3 | 10 gems |
| 4 | 2 Treats |
| 5 | Golden Chest |
| 6 | 20 gems, 5 Forge Embers |
| 7 | Rune Chest, 30 gems, 1 spin |
| 8 | 1,000 gold |
| 9 | 1,600 food |
| 10 | 15 gems |
| 11 | 3 Treats |
| 12 | Golden Chest |
| 13 | 25 gems, 10 Forge Embers |
| 14 | Rune Chest, 40 gems, 20 Forge Embers, 1 spin |
| 15 | 1,500 gold |
| 16 | 2,400 food |
| 17 | 20 gems |
| 18 | 4 Treats |
| 19 | Ogre Chest |
| 20 | 30 gems, 15 Forge Embers |
| 21 | Royal Chest, 50 gems, 5 Treats, 2 spins |
| 22 | 2,000 gold |
| 23 | 3,200 food |
| 24 | 25 gems |
| 25 | 5 Treats |
| 26 | Ogre Chest |
| 27 | 35 gems, 20 Forge Embers |
| 28 | Royal Chest, 100 gems, 40 Forge Embers, 3 spins, Royal Banner |
Quests and achievements
Every day 5 daily quests arrive (picked from 80 kinds, each pays 300 gold, 100 Tusk Pass points); finishing all gives 5 gems, 150 Tusk Pass points. Every Monday 7 weekly quests arrive; all of them open the Weekly Chest. There are 568 achievements, each with three star levels that pay gems; examples: Sweet Victory, Green Thumb, Master Baker, Reliable Neighbor, Conqueror, Duelist, Master Builder, Gardener.
Weekly events
A new event runs every week and gives a bonus on top of what you earn.
| Event | Bonus |
|---|---|
| Harvest Festival | Crops grow 30% faster |
| War Week | Raid loot +30% |
| Cook-Off | Workshops are 25% faster and Hunter's Camps produce 20% more |
| Duel Cup | Chests unlock 20% faster and troops train 15% faster |
| Builders' Week | Buildings finish 20% faster |
| Fishing Week | Orders pay 20% more gold, Hunter's Camps produce 15% more and your Barn holds 20% more |
| Plunder Run | Raid loot +30% and Gold Mines produce 15% more |
| Potion Week | Spells brew 30% faster and workshops are 15% faster |
| Market Week | Orders pay 30% more gold |
| Tower Storm | Troops train 30% faster and troops deal 10% more damage in raids |
| Orchard Days | Crops grow 25% faster and workshops are 10% faster |
| Chest Festival | Chests unlock 25% faster and Gold Mines produce 20% more |
| Master Builders' Fair | Buildings finish 30% faster |
| Pet Parade | Hunter's Camps produce 25% more and Gold Mines produce 15% more |
| Drill Week | Troops train 30% faster |
| Trade Winds | Orders pay 30% more gold and Gold Mines produce 10% more |
| Gold Rush | Gold Mines produce 50% more |
| Card Forge | Chests unlock 15% faster and workshops are 20% faster |
| Barnyard Days | Hunter's Camps produce 25% more and crops grow 30% faster |
| Gate Crashers | Raid loot +25% and troops train 15% faster |
| Harvest Race | Crops grow 30% faster |
| Craft Fair | Workshops are 25% faster |
| Scholars' Week | Research is 25% faster and Hunter's Camps produce 20% more |
| Balloon Days | Orders pay 20% more gold, Gold Mines produce 20% more and Hunter's Camps produce 15% more |
| Warchief's Trial | Your Warchief hits 15% harder, your Warchief has 15% more health, Hunter's Camps produce 20% more and raid loot +10% |
| Timber Week | Buildings finish 25% faster and Gold Mines produce 15% more |
| Great Feast | Hunter's Camps produce 50% more |
| Explorers' Week | Troops train 20% faster and raid loot +15% |
| Market Days | Orders pay 20% more gold and Gold Mines produce 20% more |
| Iron Walls | Defenses have 15% more health, walls have 15% more health and Gold Mines produce 25% more |
Album, chronicles, secrets, titles, frames and emotes
- Album: everything you grow, make, train, tame and build lands there by itself (662 entries). Fill a page for a bonus.
- Chronicles of Tuskvale: 40 stories from Grub in 5 chapters (The Muddy Beginning, The Old Warlords, The Eye and the Frost, Ash and Ember, The Crown of Tusks).
- Village Secrets: 30 hidden little things in your village. Find them for gems.
- Titles and frames: 40 titles and 92 frames for your profile. They are only for show and give no bonus.
- Emotes: 78 ready-made reactions for friendly messages.
Season pass
A season lasts 28 days (4 weeks) with 60 pass levels; every 300 pass points give a level. Everyone gets the free track. The paid Tusk Pass adds a second track and a boost to what you earn: Double gold and food from mines, camps and raids; Double XP and forge embers; 60% more card copies in every chest. Everything on the free track can be earned without paying. The season has a theme; there are 12 themes: Season of Blossoms, Season of the Sun, Season of Storms, Harvest Season, Season of Mists, Frost Season, Feast Season, Season of Embers, Season of the Tide, Deepwood Season, Golden Season, Season of the Great Tusk.
| Level | Free track | Tusk Pass track |
|---|---|---|
| 1 | 1,000 gold | 3,000 gold, 3,000 food |
| 5 | Golden Chest | Rune Chest |
| 10 | Rune Chest | Royal Chest, 50 gems |
| 15 | Golden Chest | Rune Chest |
| 20 | Rune Chest | Royal Chest, 50 gems |
| 25 | Golden Chest | Rune Chest |
| 30 | Rune Chest | Royal Chest, 50 gems |
| 35 | Golden Chest | Rune Chest |
| 40 | Rune Chest | Royal Chest, 200 gems, the pet Chilly Penguin |
| 45 | Golden Chest | 20 gems, 60 Forge Embers |
| 50 | Rune Chest | 75 gems, 100 Forge Embers |
| 55 | Golden Chest | 20 gems, 60 Forge Embers |
| 60 | Royal Chest, 50 gems | 300 gems, 200 Forge Embers, 30 Treats |
Windows and screens: the help text of the ? button
Every window in the game has a ? button with these three lines. They are repeated here so you can read them in one place.
| Window | How it works | What you get | How to get more |
|---|---|---|---|
| Quests | Do what a quest says, then tap Claim. Daily quests change every day, weekly quests every Monday. | Gold, XP, gems and Tusk Pass points. All seven weekly quests open the Weekly Chest. | Achievements and the Tusk Pass have their own tabs with long-term rewards. |
| Campaign | Fight goblin camps one after another in Normal, Hard and Legend. Destroy half a camp or its Great Hall to win. | Each camp pays once on the first win; Hard pays 1.5x, Legend 2x. Every 5th camp is a boss camp with its own moves - tap the camp to read how to beat the boss. Each difficulty has its own star rewards. | Clear a Normal camp to open it on Hard, a Hard camp to open it on Legend. No trophies are at risk. |
| Chronicles of Tuskvale | The story of Tuskvale in 40 pages, told by Grub. Beat a campaign boss (every 5th camp on Normal) or reach a milestone to unlock a page. Tap a page to read it. | A piece of the story with every page, and gems for every chapter you read completely. | Grey pages say how to unlock them: boss camps up to 150, Great Hall levels, player levels and village secrets. |
| Village Secrets | 30 hidden little things in your village – find them for gems. Try odd things: tap things again and again, build in patterns, visit in the morning or after dark. Grub whispers a hint as soon as you are close. | 5, 10 or 25 gems for each secret, once. | Hints stay in this window. Some secrets only work after dark (18:00–08:00), in the evening or in the morning, or need a decoration you can buy in the shop. |
| Chief's Journey | Do what the step says, then tap Claim. Steps you already did can be claimed at once. | Every step pays a few gems, some gold and XP; every 10th step gives a chest. | The journey leads through every part of Tuskvale. Tap Show me to see where to go, or the Next button for the best thing to do right now. |
| Expedition | Send your whole trained army away for 1, 4 or 8 hours. | Gold, food, cards and treats when it returns. Bigger armies bring more. | You cannot raid while the army is away, so send it before a break. |
| Weekly Event | Every week a new event: a bonus for everyone and three goals with three steps each. Every step is 1 point. | 5 reward tiers: Event Tokens, gems, Forge Embers, a Golden Chest and the event's own emote. Unclaimed tiers are paid when the week ends. | There are 30 events. Each comes back after 30 weeks. The Delivery Balloon and the Event Shop are here too. |
| Endless Tower | Climb floor by floor. Each floor is a fixed camp; win at least one star to go up. | Every floor pays once. Every 5th floor is a Guardian floor with gems, every 10th gives a chest. | No trophies are at risk. Every 10 floors bring a rule (no spells, only beasts, double traps …) – read it before you climb. After floor 100 the tower goes on forever and gets harder. |
| Practice Ground | Twenty puzzle camps, each with a fixed army. Win with all 3 stars using exactly these troops. | Every puzzle pays gems once, the first time you get 3 stars. | Your own troops stay home and nothing is used up. Each puzzle teaches one trick – read its tip first. |
| Treasure Camps | Weekend event: ten goblin camps full of treasure, open every Saturday and Sunday. On Saturday and Sunday (UTC) attack the ten camps in order. Win a camp with at least one star to open the next one. | Every camp pays gold and Event Tokens once per weekend; camps 5 and 10 add forge embers and a chest. From Monday the best raiders collect a rank reward. | Replay a camp for more stars and points to climb the ranks. A higher Great Hall brings stronger camps that pay more. Trophies are never at risk. |
| Tower Ranks | Shows how high you climbed compared to players in your group. | A place to aim for. | Clear more floors to rise. |
| Lucky Wheel | Spin once a day for free. All ten fields are equally likely and shown before you spin. | Gold, food, gems, embers, treats or cards. | Extra spins come from the tower, the weekly chest, the campaign and the calendar. Spins can never be bought. |
| Daily Gift | Collect one gift every day. Every 7th day is a big one. | Gold, food, gems, treats, chests and spins – all shown in advance. | Collect day after day for a streak that adds gold and food. One missed day per week is forgiven. |
| Album | Everything you discover is added to your album by itself. | A small reward for every new entry and bigger ones at 25, 50, 75 and 100 percent of a page. | A full page gives a permanent bonus. Grey entries show how to find them. |
| Delivery Balloon | Three big orders every day – deliver goods for gold, XP and Event Tokens. Every day the balloon brings three big orders. Tap Deliver when all goods of an order are in your barn. | Gold, XP and Event Tokens. Every third delivery of the week adds cards, and all three in one day add a small bonus. | Higher levels bring bigger orders that pay more gold. Missed orders cost nothing – three new ones land every day at 00:00 UTC. |
| Event Shop | Trade your Event Tokens for packs, cards, chests and more. Tap Buy to spend Event Tokens on one of eight offers. Offers change every Monday and each has a weekly limit. | Gold, food, pet treats, forge embers, cards, spins, chests and sometimes gear – everything is shown before you buy. | Earn tokens with Delivery Balloon orders and in the weekend Treasure Camps. Tokens are only earned by playing and stay with you from week to week. |