Welcome to Kingdom 1810

Different Alliances. One Community.

A home for players of all backgrounds and playstyles, brought together by teamwork, friendship, and a shared love of the game.

Stronger together. Always.

Who we are

More Than a Kingdom.

Kingdom 1810 is built on trust, teamwork, and the friendships we make along the way.

From competitive veterans to casual players, everyone brings something valuable. We share knowledge, celebrate progress, and help each other grow.

We play to win, but we never forget to have fun.

Every kingdom has a story, and ours is still being written.

Kingdom 1810 started the way every Kingshot kingdom does: a fresh map, a lot of new governors, and nobody quite sure who to trust yet.

Over time, the strongest alliances made a choice that shaped everything after it. Instead of wearing each other down, they signed a non-aggression pact and started working as one kingdom. Troops that used to be lost in fights at home were saved for KvK. The crown started rotating, so no single alliance holds the throne forever. Big events got a shared game plan.

We've had great seasons and rough ones. We've won KvKs we didn't expect to win, and lost a few we thought we had. Through all of it, the same idea kept us together:

We win. We lose. We persevere.

What we're proudest of isn't a single win. It's that players from different alliances, time zones and languages chose to build one kingdom together, and they keep choosing it every week.

  • โ€”KvK Prep record
  • โ€”KvK Battle record
  • โ€”alliances ยท one kingdom

Our alliances

Five Alliances. One Shared Vision.

Our NAP 5 works together to keep the peace, coordinate kingdom-wide decisions, and prepare for the challenges ahead. Each alliance has its own identity, but we share a commitment to 1810.

    What the NAP is

    The non-aggression pact is a promise between 1810's alliances not to fight each other. No hits on each other's cities or gatherers, no blocking each other out of facilities, and scouting counts as an attack. Instead of losing troops at home, we save our strength for KvK.

    How decisions are made

    • Any NAP alliance can bring a proposal to the Votes chat.
    • Big proposals are posted in English, Korean and Turkish so every leader can read them.
    • Votes stay open for at least 24 hours and need a majority to pass.

    What's next

    We want NAP decisions to be as open as possible. A proposal for a public decision log, a kingdom-wide player vote and a suggestion box is being discussed by the NAP. We'll share the result here once it's decided.

    When something goes wrong

    The NAP Court keeps track of NAP breaks and the event cap. If you're reported, you'll have 48 hours to respond. Judges look at the whole picture: honest mistakes made in the heat of a battle can be excused, and several related mistakes made at once can be counted as one. For most first offenses, an apology is all it takes.

    Have an idea?

    Tell your alliance's R4s. They bring ideas to the NAP.

    • The crown rotates. A new King is crowned every 2 weeks, and the castle rotates between NAP alliances in this order: MFL, HOT, TUR, VAL, ONE. New alliances join at the end of the list, and alliances can swap turns when it helps the kingdom (for example, around KvK).
    • Top event spots rotate too. In capped events, one NAP alliance gets the top 5 spots each time, in the same order. Everyone else stays under the cap, so free-to-play and low spenders get a real shot at rewards, and we all save resources for KvK.
    • Staying under the cap. In mini events, aim to finish as close to the last reward tier as you can. The cap is 3x that tier. Your leaders post the number for each event. Events that don't use KvK resources have no cap.
    • Slips happen. Most players who go over the cap simply didn't know the number. The first time is a warning, and your leaders will help you plan for next time. Repeated slips have bigger consequences, and strikes clear after 2 KvKs. When in doubt, ask your R4 for the number before you push.
    • Missed your Bear? Ask your R4 about joining a NAP alliance's Bear.

    Build your future in 1810

    A place to call your own.

    Bring your team. We'll help you find your footing.

    Established Foundation

    Move into an established alliance home instead of starting from scratch.

    A Supportive Kingdom

    Join a community that values cooperation, shared knowledge, and growth.

    Looking for a new home? 1810 is in transfer group 7, and we save seats for new players every transfer window.

    • 55 seats per window. 35 are invitation spots (including 1 special invite), and 20 are open seats.
    • Invitation spots are planned ahead. Visit the Transfer Desk and tap Request an Invitation Spot. Tell us a little about yourself and when you'd like to move. A request isn't a promise, but every request is read.
    • Open seats are first come, first served. We can't hold them for anyone.
    • Over the power cap? You can still come. You'll either need to get under the cap for that window or receive the special invite, which is given out case by case.
    • Moving with friends? You can send one request for your whole group.

    Dates, power caps and seat counts for the next window are always on the Transfer Desk.

    You'll fit right in here if you are:

    • Active and reliable. You show up for events you sign up for, and you let your leaders know when life gets busy.
    • A team player. You like a good game plan and you're happy to follow calls in a battle.
    • Competitive in a friendly way. You want to win KvK as a team, without the drama.
    • Any spending level. Free-to-play, low spender or whale, there's a place for you. What matters is how you play with others.

    Not sure if 1810 is right for you? Message any alliance leader. We're happy to chat.

    Let's talk about your next move.

    Our transfer team can share details and help you explore your options.

    Contact the Transfer Team

    Our State Alliance

    LAW

    Different alliances at home. One team in battle.

    When KvK arrives, we unite under LAW, our State Alliance, to represent Kingdom 1810.

    Players from across our alliances combine their strengths, coordinate rallies and reinforcements, and fight toward a shared victory.

    One kingdom. One battlefield. One LAW.

    KvK is where 1810 comes together. Every 4 weeks, the whole kingdom fights as one.

    • One banner: LAW. LAW is our KvK alliance. Players from every 1810 alliance join it for KvK, and it always leads.
    • Save for KvK. Many resources score far more in KvK, so we hold them until then. Hold your Truegold until KvK, stay at TG5 until after the next KvK, and stay under the event cap.
    • Keep our secrets. Hide your Governor Gear and VIP level, and never post combat reports in World Chat. Opponents scroll back to learn our stats.
    • The State Alliance comes first in KvK week. It gets first call on its combat facilities. Taking one of them during KvK week is state treason, the most serious offense in 1810.
    • Win the castle together. The castle goes to the alliance that holds it the longest, so we plan rallies, counters and handoffs as a team and always give the castle back to LAW.
    • Follow the calls. Battle orders can be short when time is tight. Every call is meant respectfully.

    How we operate

    Shared Direction, Your Own Style.

    Every alliance has its own identity, and every player enjoys the game their own way. What connects us is a shared understanding of our strategies, expectations, and responsibilities.

    • Shared Expectations

      Clear guidelines help us stay organized, respect agreements, and work together with confidence.

    • Shared Knowledge

      We exchange strategies, explain game mechanics, and help players at every level improve.

    • Strategic Preparation

      We coordinate events, save resources for KvK, and plan for the kingdom's long-term success.

    • Fair Opportunities

      Event rotations spread ranking chances so success isn't limited to the strongest or biggest spenders.

    1810 runs on teamwork at every level.

    Your alliance comes first. Every alliance has its own leaders: R5 (the leader) and R4s (officers). They plan your events, share the game plan, and answer your questions. If you're ever unsure about something, ask an R4. Asking first is always better than guessing.

    The NAP connects the alliances. Leaders from each NAP alliance work together in a few group chats:

    • General Discussion for day-to-day kingdom talk
    • Votes for proposals and votes, and nothing else
    • KvK for KvK planning
    • NAP Court for keeping track of the event cap and NAP breaks

    Events are planned ahead. Each alliance sets its own event times, and the kingdom shares a calendar so big events don't clash. Your alliance posts what to do and when, usually in the daily Alliance Notice.

    Problems go through leaders. If someone from another alliance causes trouble, don't take it into your own hands or message their leaders directly. Tell one of your R4s and they'll sort it out. One clear voice keeps things calm.

    Need help? Start with your alliance's R4s or alliance chat. The University chat is open to all of 1810, and verified members can find guides, the calendar and their tasks in the Kingdom Hub.

    Sanctuaries are shared rewards, so we take them as a team.

    • Always use a rally, even a rally of one. Rewards only go to the players in the rally that defeats the rebels guarding the Sanctuary. A solo clear gives one person everything and leaves everyone else with nothing.
    • Soloing a Sanctuary is one of the few things that can get you zeroed right away. Reinforcing someone who solos counts the same.
    • Join with the troops your rally leader asks for (usually 60k for TC30 leaders), and don't overfill. Extra troops crowd out teammates who need a spot to earn their rewards.
    • Registrations are called out in the Sanctuary group chat. You can register for any fort or Sanctuary.

    Building our future

    Growing Together.

    Sharing knowledge and helping others succeed makes the whole kingdom stronger. Here's what we're working on, and what we're exploring next.

      Have an idea that could make 1810 better? We'd love to hear it.

      Our community

      Come for the Game. Stay for the People.

      From Bear rallies and castle battles to everyday conversations and unexpected friendships, there's always something happening in 1810. Different languages, time zones, and personalities. Plenty of laughs, a little chaos, and memories worth keeping.

      There's always something happening in 1810. Here's what a normal stretch of weeks looks like:

      • Bear Hunt, every other day. Alliances rally the Bear together, and everyone is welcome to start rallies, whatever their power.
      • Viking Vengeance. We fill each other's castles with reinforcements and rack up points as a team.
      • Swordland Showdown and Tri-Alliance Clash. Two legions, set battle times, and a lot of teamwork.
      • Alliance Championship, Cesare's Lords, Cesare's Fury, Hall of Governors and other events, each with its own game plan.
      • Castle Battle and a new King every 2 weeks.
      • KvK every 4 weeks, when the whole kingdom joins LAW and fights side by side.

      Between events, it's the people that make 1810 feel like home. Our players live all over the world, from New Zealand and Korea to the UAE, Germany and the US, and we speak English, Korean, Turkish and more. Someone is almost always online to help with a rally, answer a question or just chat.

      You'll meet rally leaders who'll show you the ropes, R4s who keep the plans running, and plenty of friends who'll cheer when your rally lands and laugh with you when it doesn't.

      Your next chapter

      Find Your Place in 1810.

      Whether you're a competitive veteran, a casual player, or somewhere in between, there's more to a great teammate than power alone. If you value teamwork, communication, and a community that grows together, we'd love to meet you.

      Connect With 1810