Tiles Survive! Field Manual
Alliance & Events · v0.11

Reservoir Raid

Your real troops are safe. The scoreboard is not.

Two alliances enter a separate battlefield and compete for Purified Water. Capture buildings, keep them, and finish with more Water than the other alliance.

If you remember only five things

Do this

  1. Go where your leader marks. Do not pick a random building because it is nearby.
  2. Stand inside important buildings. Holding them produces Water over time.
  3. Attack when the team attacks. One organized push is better than ten lonely marches.
  4. Heal freely. Event healing costs no resources, and your troops do not permanently die here.
  5. Watch the score. The winner is the alliance with the most Purified Water when time ends—not the alliance with the most exciting battle reports.
The big reliefReservoir Raid does not use your real Garrison troops. The event supplies max-level training units. Injured units go to an unlimited Field Hospital, healing costs no resources, and anything still injured is restored when you leave.

Can I participate?

CheckCurrent in-game rule
AllianceMust be among the top 15 alliances by Power before registration begins.
Your accountPower Plant Level 12 or higher.
MembershipYou must already belong to the alliance before it registers. Joining afterward does not make you eligible.
RosterUp to 30 participants and 10 reservists. The roster cannot be changed after registration ends.
RegistrationThe alliance leader or an R4 registers the alliance.

Before you enter

How the match unfolds

StageWhat opensWhat a regular player should do
Stage 1Water Treatment Centers, Water Processing Plants, Solar Power Stations and Abandoned HelipadsMove to your assigned opening building and stay with your team.
Stage 2Central Reservoir, Munitions Factories and Dev CompoundsWatch for a new marker. The center is valuable, but your caller may need you on a support building.
Stage 3Water Tanks appear randomlyCollect or contest them only when directed. Do not abandon a more valuable hold without permission.

Which buildings make the most Water?

The first capture pays a one-time amount. Keeping the building then adds more every minute. These figures come directly from the supplied in-game Rules screens.

BuildingAlliance: first / minuteYou: first / minute
Central Reservoir9,000 / 1,8004,500 / 900
Water Treatment Center6,000 / 1,2003,000 / 600
Water Processing Plant3,000 / 6001,500 / 300
Munitions Factory1,200 / 240600 / 120
Solar Power Station1,200 / 240600 / 120
Dev Compound1,200 / 240600 / 120
Abandoned Helipad1,200 / 240600 / 120
“First control” means more than touching itYour alliance must occupy the building until its color changes. Taking a building your alliance has already controlled later gives only a small amount of Water.

Some buildings help you do more than score

Fight better

Munitions Factory

Provides the combat bonuses shown in the event. Use the live building panel for the exact affected stats.

Shorter timers

Solar Power Station

Provides a timer-related benefit. It may be worth holding even though it produces less Water than a major water building.

Attack a building remotely

Dev Compound

Sends Infected toward an enemy-held building. They damage its Garrison and lower troop ATK and DEF. The horde grows stronger with each dispatch, up to four times.

Move faster

Abandoned Helipad

Improves the chance of free Advanced Relocators and reduces the relocation cooldown.

Do battles give points?

Yes—but battle points are Solo Purified Water only. They do not add Alliance Purified Water.

For every 10,000 enemy troop Power defeatedSolo Water
While attacking a building80
While defending a building40
TranslationAttacking can build your personal score, but the alliance wins by holding productive buildings. Do not trade the team's Water for your own battle points.

Healing, burning and moving

Healing is free

The Field Hospital has unlimited capacity and treatment consumes no resources. Heal during the event so your teams can keep fighting.

Burning moves you

After a failed defense, your Settlement burns quickly. If the fire is not put out, you are automatically relocated to the Safe Zone.

Relocation has a cooldown

Advanced Relocation is free during the event, but it goes on cooldown after use. Your own Advanced Relocators can also move your Settlement.

Leaving costs ten minutes

If you exit midway, you cannot re-enter for 10 minutes. Your Field Hospital units are restored when you return.

Useful jobs for every account

Your strengthUseful work
Top fighterClear defended objectives, lead organized pushes and answer serious enemy threats.
Middle fighterReinforce important buildings, join pushes and replace tired defenders.
Smaller accountCapture openings, help fill buildings, collect safe opportunities and report enemy movement.
Limited availabilityTell leadership your time window and take one clear assignment.
Which normal bonuses still work?

The Rules screen says bonuses from research, Alliance tech, Chief talents, VIP status, bonus items and skins remain active during Reservoir Raid.

Should I attack a stronger player for points?

Usually not by yourself. You may earn personal Water for defeated troops, but repeated losses waste time and leave objectives open. Attack when the trade supports the team plan.

What should leaders decide before the match?

Lock the roster carefully, name one caller, assign opening teams, decide who pivots when Stage 2 opens, and identify who watches the score and Water Tank spawns. Post the plan in plain language before entry.

Use the current Rules screen for the clockThe structure and numbers above match the screenshots supplied for this guide. Event timing or balance can change in a future update.