Bear Hunt and Viking Vengeance get filed together as “the damage events”, and for a paying account that is roughly fair. For a free-to-play account it is not, because the two events stop you for completely different reasons. One of them you can climb past using other people's power. The other one you structurally cannot.
Viking Vengeance: entry and who starts it
| Question | Published answer |
|---|---|
| Entry requirement | “Reach Town Center Lv. 7 while in an alliance to join the Viking Vengeance event.” |
| Who starts it | “Members above R4 are in charge of starting Viking Vengeance.” |
Sources: Viking entry FAQ · Viking start FAQ
Two failed defences and the round is over for you
After 2 failed defenses, the Viking Marauders will stop the attack.
— Marauder attacks FAQ
That single line is the real scoring cap of the event, and it is the reason Viking Vengeance is not an offence event at all. Points arrive because raiders keep coming; lose twice and they stop coming. Everything you do before the round starts therefore matters more than anything you do during it:
- Put your strongest heroes on city defence, not in a marching squad.
- Take alliance reinforcements before the round opens, not after the first loss.
- Empty the Infirmary and march at full strength — troops sitting wounded are troops not defending.
Be selective about reinforcements. Under the published combat rules the defending side's attribute buff is taken from the single highest-buffed governor among the defenders, so the first person to fill your slots is not automatically the person you want in them. The mechanics are laid out in how battles resolve.
Bear Hunt: the same wall, with a way around it
| Question | Published answer |
|---|---|
| Who starts it | “Alliance members above R4 can start Bear Hunt.” |
| Cooldown | “The cooldown of Bear Hunt is 48 hours.” |
| Minimum interval | “There must be a minimum interval of at least 46 hours (starting from the tally of the previous session).” |
| Leaving the alliance | “Your points will be cleared after you leave your alliance. Even if you rejoin the same alliance within the season, you won’t be able to retain your points.” |
Sources: Bear Hunt start FAQ · Cooldown FAQ · Interval FAQ · Point clearing FAQ
The point-clearing rule is the one that costs people a season. Leaving your alliance zeroes your Bear Hunt points, and rejoining the same alliance does not give them back. If you are considering an alliance move, do it immediately after a tally, never mid-season with points banked. The full reward brackets are in the Bear Hunt guide.
The actual difference, side by side
| Event | Lever a free-to-play account can pull | Where it stops |
|---|---|---|
| Bear Hunt | Load all four squads into a high-power member's rally | The rally captain's strength, not yours — so a strong alliance carries you a long way |
| Viking Vengeance | Nothing equivalent — you defend with your own city | Your own defence, hard-capped at 2 failures |
This is why the same player can place respectably in Bear Hunt and badly in Viking, and conclude their account is inconsistent. It is not. Bear Hunt rewards who you fight with; Viking rewards what you built. And the published rally rule explains the Bear half precisely:
Such differences in damage are normal. The amount of damage that a rally team deals mainly depends on the captain’s heroes and the chances of triggering their skills.
— Rally damage FAQ
“Mainly depends on the captain's heroes” is the sentence to act on. Your troops contribute; your heroes largely do not, because you are not the captain. So the highest-value decision in Bear Hunt is not upgrading anything — it is joining the right rally, and joining it full.
Two trap answers about Alliance Traps
Yes, you may continue to contribute, but the level will not increase.
— Trap contribution FAQ
An Alliance Trap cannot be moved, so it can only be removed. When it is rebuilt, you need to contribute Hunting Arrows again to upgrade it from scratch as its level is reset.
— Trap removal FAQ
Together these two say something the interface never does: contributing to a maxed trap is allowed but pointless, and moving a trap is impossible — the only operation is delete-and-rebuild, from level zero, paid for in Hunting Arrows all over again. Alliance leadership should treat trap placement as permanent, because for practical purposes it is.
What this guide does not claim
- Viking Vengeance point values, and the rank cut-offs per bracket.
- How many raider waves a successful defence draws.
- Alliance Trap max level and the Hunting Arrow cost per level.