Bear Hunt — how the score actually works, and what the brackets pay

📚 Cross-checked · Last checked 2026-07-29

한국어 →

Bear Hunt is started by your alliance, not by the server: R4 and above can open it, with a 48-hour cooldown and a publisher-stated minimum of 46 hours between sessions. Rewards are paid by personal damage points in brackets, and your bracket is decided far more by troop tier and by whose rally you join than by how many troops you own.

Bear Hunt is the name Century Games uses in its English help centre, and it is the single most important recurring event for a free-to-play account, because it is where Hero Gear materials come from.

1. Nobody schedules it for you

This is the part most guides get wrong by omission. Bear Hunt is not on a server timer — alliance members above R4 start it. The publisher gives two numbers for the gap between runs: the cooldown is 48 hours, and there must be a minimum interval of at least 46 hours measured from the tally of the previous session. Both are official and they do not quite agree, so treat 48 hours as the planning figure and 46 as the earliest possible. Either way the consequence is the same: if your R4s are asleep, your alliance simply gets fewer runs than the alliance next door, and no amount of personal optimisation makes that back. If you are shopping for an alliance, ask how promptly they open it.

2. The score is damage, and damage is tier

Two Governors with the same troop count score very differently. Someone running 70% tiers 1–7 and 30% tier 8 will land a bracket or two below someone running 100% tier 8 with the same numbers. Converting troops upward beats training more of them. This is the most reliable way to move up a bracket.

3. Join the strongest captain, not the first rally open

The publisher answers this one directly. Asked why an opposing rally with stronger stats deals less damage, the help centre says the damage a rally team deals mainly depends on the captain's heroes and the chance of triggering their skills. That is the official version of advice you will see stated as folklore everywhere: load your four marches to full strength into the rallies opened by your best-geared members, and if one fills before you get in, wait for the next strong captain rather than taking whatever is open.

4. Always bring heroes

Troops sent without heroes lose both the skill contribution and march capacity. In a damage-scored event that is a straight subtraction from your bracket.

5. Do not switch alliances mid-season

Official and unforgiving: your ranking points are cleared when you leave your alliance, and rejoining the same alliance inside the season does not bring them back. If you are planning a move, make it after a season tally, never during one.

6. The Alliance Trap

Two rules worth knowing before your alliance rearranges its territory. You may keep contributing Hunting Arrows to a max-level trap, but the level will not rise any further — so past cap those arrows are wasted. And a trap cannot be moved, only removed: rebuilding resets its level to zero and every arrow has to be contributed again from scratch. Moving the trap for convenience is one of the more expensive mistakes an alliance can make.

7. Do not expect Viking Vengeance to behave the same way

Bear Hunt is winnable for a free-to-play account. Viking Vengeance is structurally harder: top scorers receive reinforcements filling six marches while you have four. That is a ceiling, not a skill gap, and it is worth knowing before you spend a month chasing a number you cannot reach.

8. What the brackets pay

Rewards are paid in three items — a crafting hammer, a hero gear chest and an enhancement component — plus alliance coins. We describe them rather than name them because we have not confirmed the English client's names. Per run, by personal damage points:

Personal damage pointsCrafting hammersGear chestsEnhancement parts
175M – 330M10211
330M – 635M11211
635M – 1.2B12212
1.2B – 2.4B13312
2.4B – 4.8B14313
4.8B – 9.6B15313
9.6B – 19.2B16314
19.2B – 38.4B17314
38.4B and above18315

Across roughly 15 runs a month, sitting in the bottom bracket the whole time still accumulates about 150 hammers, 30 chests and 165 components. The gap between the bottom bracket and the top one is under 2×. Attendance is worth more than optimisation here.

Sources: Century Games official English help centre — When does Bear Hunt start?, What should I do if I miss Bear Hunt?, Minimum interval between sessions, Why are my ranking points cleared?, Why does a stronger-looking rally deal less damage?, Contributing to a max-level trap, Rebuilding a removed Alliance Trap. The bracket figures in section 8 are cross-checked from independent reference tables and are not published by Century Games; the alliance coin column is missing from that data and we have left it out rather than estimate it. Values shift between versions.

Kingshot — Guides

01 Kingshot Gift Codes — what is live, and what every other list still gets wrong Two Kingshot gift codes work as of 31 July 2026 — Kingshot888 and VIP777 — both rede… 02 How to redeem a Kingshot Gift Code — in-game and on the official page In-game it is Profile → Settings → Gift Code. On the web it is the official Gift Cod… 03 How Kingshot battles actually resolve — rows, rallies and garrisons Infantry hold the front row, Cavalry the middle, Archers the back, and units clear t… 04 Free-to-play hero route — one hero per generation, and who it should be Raise one hero per generation to 5 stars rather than three to 3 stars. Defensive low… 05 Mithril and Hero Gear — what it is for and what the levels cost Century Games describes Mithril as a material used to imbue Gear. Enhancement costs… 06 Bear Hunt — how the score actually works, and what the brackets pay Bear Hunt is started by your alliance, not by the server: R4 and above can open it,… 07 Truegold — what needs it, and the refining trick that saves you months Truegold is the extra material eight buildings require past a certain level, in ten… 08 Sanctuary Battle — 30 unbroken minutes is what decides ownership Signing up needs an alliance of 20 or more members and R4 or above, and each allianc… 09 Swordland Summit League — the seven-week clock, and why sign-up week decides it The League is a seven-week calendar, and it locks your Combatant and Substitute list… 10 Flamedragon Tyrant — the weekly clock, and where your troops actually die Alliance Sign-Up is Mon–Tue, Combatant Dispatch Wed–Thu, and the battlefield opens S… 11 Kingshot Kingdom Transfer — eligibility, Transfer Passes and the invite rules Transfer runs in three phases — Pre-Transfer, Invitational Transfer, Transfer Opens… 12 Kingshot first week — Town Center level is the gate on everything There is one answer for week one: never let the Town Center stall. Alliance opens at… 13 Kingshot troop losses — how the Infirmary and Enlistment Office decide what dies Defending, your troops never die until the Infirmary is full. Attacking, you always… 14 Kingshot Teleporters — all four types and when each one is the right move Four Teleporters exist: Random, Alliance, Territory and Advanced. Random, Alliance a… 15 Kingshot alliance ranks — R5 powers, and replacing an absent leader Ranks run R0 to R5. R3 and above can promote or demote anyone at least one rank belo… 16 Kingshot server roadmap — what opens when, and what Kingdom Progression Optimization really changes Kingshot unlocks content by server age, not by your own Town Center level, so "what… 17 Kingshot buildings — roles, final specs, and the Town Center levels that gate everything The Town Center is the level cap for every other building, so a stalled account is a… 18 Kingshot research priority — and the two buildings both called Academy In the Academy, take Development first to buy growth speed, then Combat (troop capac… 19 Hall of Governors — how the score is built, and which cycle is worth spending on Hall of Governors is an individual scoring event on a two-week cycle. The first seas… 20 Kingshot packs — what is actually worth buying, and what never is The two consistently good buys are the Monthly Card and the Growth Fund, because the… 21 Kingshot free-to-play roadmap — starting with what not to do The free-to-play answer is: take the baseline event rewards only and never empty you… 22 Kingshot Pets — the two-a-day cap is why nobody rushes this Pets need Town Center Lv. 18 and a server-age requirement — both, which is why level… 23 Kingshot Fishing event — the Bait cap of 10 is your score ceiling Bait starts at 5, restores one every 3 hours, and stops at 10 — so 30 hours away fro… 24 Bear Hunt vs Viking Vengeance — where the free-to-play wall really is Both are damage events, but they wall you off differently. In Viking Vengeance the r…

Back to the hub — the calculators, Gift Codes and event schedule all live there.