This is an ongoing guide documenting the strategies, tips, and lessons we’ve learned while building and managing an alliance. I’ll continue updating it as new game features are introduced, alliance mechanics evolve, and we discover better ways to help our members grow together.
If there is one most important thing to do when starting a strategy war game, it’s finding an active alliance.
Unless you’re joining a brand-new server where everyone is starting from scratch, don’t create an alliance with only yourself as the member. Doing so will significantly slow your progress.
The biggest advantage of joining an active alliance is that it helps you grow much faster. You’ll benefit from:
- Alliance Help, which reduces your construction and research times.
- Alliance Gifts, which provide free resources, speedups, and other valuable rewards simply by being an active member.
- Alliance Rallies, where joining other members’ rallies earns you additional free resources and rewards while helping the team defeat stronger enemies.
- Alliance Events, which offer valuable rewards that are difficult—or sometimes impossible—to earn on your own.

An active alliance doesn’t just make the game more enjoyable—it also saves you time, helps you grow faster, and gives you access to a steady stream of free rewards that add up over time.
Members Management
To keep our alliance active, thriving, and growing—especially with Era of Revival arriving on Server 214—we’ve put several strategies in place.
None of these strategies are perfect, and as the game evolves, so will we. We’ll continue to stay flexible, adapt when needed, and make changes that are in the best interest of the alliance and its members.
Alliance Guidelines

Read more about Alliance Guidelines here.
Members Removal
As we move into a more competitive league, it’s important that we keep active players—not just those who log in once a day, but those who are actively growing their accounts.
Why is participation in Alliance Duel so important?
As F2P players, we need to maximize every free reward available, and Alliance Duel is one of the most rewarding recurring events in the game. Once we enter the Era of Revival, the rewards become even more valuable, including UR Epigraph Shards and Hero Awaken Omni Shards. These are essential materials for long-term progression and can significantly strengthen your account over time.
Therefore, participation in Alliance Duel has become one of the key factors we use to determine whether a player is contributing consistently and should remain in the alliance.

Members may also be removed from the alliance for the following reasons:
- Repeatedly breaking server rules, such as plundering players from our own server during Covert Operations or attacking our own server’s Caravans. Read more about server rules here.
- Purposely creating conflict by instigating misunderstandings, arguments, or fights between alliances within the same server.
- Repeatedly ignoring messages from the leadership regarding alliance matters. We rarely send direct messages unless they are important and related to the game or the alliance.
These rules are in place so everyone can enjoy the game—including the leadership. We’d rather spend our time helping the alliance grow than constantly resolving avoidable problems.

Alliance Reminders
Reminders like this are sent out weekly through Alliance Notices.
Since Alliance Duel is the most important weekly event, we’ve structured our Alliance Notices around it. From Day 0 right through to Day 6 (Raid Day), members receive daily reminders relevant to that day’s objectives and preparations.
Alliance Notices
The posters we post as Alliance Notices are designed to match the daily theme of the Alliance Duel, providing members with timely reminders, tips, and strategies for each day’s objectives.
Day 0
At Jardin, Alliance Duel doesn’t start on Day 1—it starts on Day 0.
On Day 0, we prepare by stocking up and avoiding the collection of items that will be needed for the upcoming Alliance Duel stages. Planning ahead helps us maximize our points and gives the entire alliance a better chance of winning throughout the week.
1. Falcon Quests should only be collected on Days 1, 3, and 5 of Alliance Duel.

2. Start your building upgrades on Day 0 of Alliance Duel, but save your Wiggly Hammer collections until Days 2 and 5 of the following Alliance Duel cycle. This helps maximize your Alliance Duel score.
This strategy is especially useful for players with Sanctuary Level 20 and below.
If most of your buildings are still Level 20 or below, getting Alliance Help is usually enough to complete your upgrades without having to wait in a long queue for the Minister position. That’s why it’s important to join an alliance with active, supportive members who regularly provide help.
However, once your Sanctuary and most of your buildings reach Level 20 or higher, collecting Wiggly Hammers this way is no longer practical. Building upgrades now take several days to complete, and the higher the building level, the longer the upgrade time.
At this stage, it is more efficient to use your Building Construction Speedups to earn Alliance Duel points. Use them wisely and only when necessary, as they become a valuable resource at higher levels.
Poster for Building Upgrade :

The recommended building upgrade flow is:

Day 1
- General Guide for Day 1

2. Poster about don’t collect Wiggly Hammer on Day 1, 3, 4, 6 & 0
Day 2
- General Guide for Day 2

2. Falcon Quest Reminder Poster (Same as the one in Day 0)
3.
Day 3
1. General Guide for Day 3

Day 4

Day 5

Day 6

There was a time when Alliance Duel matchmaking was based solely on Alliance Might. Because of this, we would strip the gear from all heroes and remove survivors from all buildings immediately after Day 6 ended to temporarily lower our Alliance Might before the next matchmaking.
However, Sanctuaries are now divided into leagues, so Alliance Might is no longer the only factor in matchmaking. This strategy may still be useful before a new league begins, but its effectiveness is much more limited once league placements have been established.

Leadership
Nobody can do everything alone. The contributions of every leadership member (R4 & R5) go far beyond the titles they hold in the game.
To keep the alliance running smoothly, different responsibilities are delegated among the leadership team. In my opinion, the Diplomat has one of the busiest roles. Despite providing blog tutorials, YouTube videos, regular Alliance Notices, and Alliance Mails, there will always be players who choose to ignore them. As a result, the Diplomat constantly has to monitor offender lists to check whether any of our members have violated server rules.
At Jardin, we follow the FAFO principle. We’ve provided the tutorials. We’ve sent the reminders. If a member still chooses to plunder players from our own server, their coordinates will be handed over to the affected alliance on a silver platter.
Repeat offenders will be removed from the alliance and blacklisted from rejoining for the foreseeable future.
Here are some examples of how responsibilities are delegated among our R4 and R5 leadership team:
1. Alliance Tech Donations
Alliance Tech has a habit of bouncing from one technology to another before one is fully completed. Whether it’s a game glitch or someone with overly enthusiastic fingers, nobody knows for sure. To avoid wasting donations, one leadership member is assigned to manage the research order, while the rest of the leadership ensures everyone follows the agreed sequence.
2. Elixir Scramble
Only one R4/R5 should handle the scheduling. The interface isn’t the most user-friendly, especially for newer players. Having a single coordinator prevents confusion and accidental changes.
3. Recruiting & Removing Members
One or two leadership members oversee recruitment and removals. This makes communication much easier and helps keep track of players who have left, been removed, or are blacklisted from rejoining.
4. Alliance Caravan
The easiest approach would be to let only leadership members act as Coachmen. However, we want our members to have fun and feel involved. Instead, a team of two or three R4s manages the Alliance Caravan. One acts as the program lead, while the others help coordinate, remind players when it’s their turn, and teach them how to reroll until they get a UR Caravan.
Once the Alliance Gift reaches Level 20 and two Alliance Caravans become available each day, the Caravan team’s workload essentially doubles.
5. Cheese Trap
Since there are two Cheese Traps and each player can only participate once, at least two R4s are needed to coordinate the timing and player assignments. On top of that, R4/R5 members receive an additional damage bonus when they initiate the rally, making leadership coordination even more important.
6. Education Department
Not an official in-game title—we simply made it up.
This role is responsible for creating tutorials, guides, and educational content. It doesn’t have to be fancy posters or professionally edited videos. As long as the information is clear and helps players understand the game, it has done its job.
Some alliances keep all of their guides in Discord. I chose to publish mine on my blog instead, making them accessible to both our members and the wider Last Asylum community. Other R4s are welcome to repost or organise the guides in Discord for members who prefer everything in one place.
7. Alliance Notices
One leadership member should take charge of posting daily reminders.
Yes, the game has been around for quite some time, and experienced players probably don’t need constant reminders. However, every alliance has newcomers who are still learning the game. We also have veteran players who only recently discovered that our Alliance Notices are actually filled with useful tips and event reminders—not just decorative messages.
For our alliance, the Alliance Notices are already prepared and published on the blog. R4 members simply need to save the images to their phones and post the appropriate notice on the designated day.

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