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Kingdom vs Kingdom (KvK)
Quick answers
- Is Iron Realms free to play?
- Yes. Iron Realms is free to play in any browser with no download and no account required. Every building, troop tier and Seat of Power is reachable without spending money — purchases buy speed and cosmetics, never a higher ceiling.
- Does spending money make you stronger in Iron Realms?
- No. Nothing purchasable raises your power ceiling. A charter audit runs on every build and fails it if any offer would sell power. Spending compresses time: the summit takes about 24 months free, or 18 months with the $9.99 monthly Charter held throughout.
- How long does it take to max a keep in Iron Realms?
- About 24 months of free play at roughly half an hour a day, or 18 months with the $9.99 Warden's Charter. Keeps cap at level 45 and troops at tier 13 — the same summit for everyone.

Alliances war within a realm; kingdoms war between realms. Kingdom vs Kingdom matches your whole kingdom against another on a fourteen-day cycle — the largest arena in the game, and the only one where a lord who never opens a rally still moves the scoreboard.
How the cycle runs
- Kingdoms are matched for a 14-day season with its own shared scoreboard.
- Every enemy host you rout is worth 4 points to your kingdom's total. That is a flat rate — a small lord routing a small host scores exactly as much as a giant routing a giant.
- Seats held, objectives taken and battles won all feed the same pool.
- The realm with the most at the season's close takes the honours.
Why the flat rate matters
Four points per routed host is the design decision that makes KvK different from every other war in the game. Seat warfare rewards concentration — the biggest banner takes the biggest seat. KvK rewards participation: fifty lords each routing one host outscore one lord routing thirty. A kingdom of active mid-sized players genuinely beats a kingdom carried by three whales, and that is not marketing copy, it is arithmetic.
Pulling your weight
- Field something, always. A host that never marches scores zero, and there is no catch-up mechanic in a fortnight.
- Coordinate targets across alliances. Kingdoms score together, so two banners hitting the same front is worth more than four hitting four.
- Hold what you take. Seats feed the pool for as long as you keep them — see Seats of Power.
- Keep your army trained through peacetime. Fourteen days is not long enough to build a war host from nothing.