01. What It Is
Most of the value in Prison Clash is paid for killing the Mafia garrison, not for holding the prison. The Fighter and Ally chests land the moment the defenders fall, no matter which alliance ends up in control. Control adds a third chest, a hero-fragment pool and season points on top, and it is decided in the last 30 minutes of a two-hour window.
The map holds 16 prisons: 4 Supermax Prisons in an inner ring around the State Capitol and 12 Prisons around the outer edge. Each is garrisoned by a Mafia force. A season runs 8 rounds; each round your alliance registers, picks a battle time, clears the garrison, and tries to hold the prison for 30 continuous minutes. The event is permanent and restarts every season with a harder garrison.

🏛️ Supermax Prison (×4)
2 season points per round. Double Fighter, Ally and Occupier chests. 100-chest Unifier pool. Special pool rotates 420 hero fragments or 600 legendary skill books. Must be unlocked before it can be contested.

🔒 Prison (×12)
1 season point per round. Single chests. 40-chest Unifier pool. Special pool rotates 200 hero fragments, teleporters and speedups. Open from the start.
Prison Clash shares the state map with Capitol War but is a separate event with separate rewards. The always-on Facility system (Crime Lab, Logistics Hub, Cop Academy, Arsenal) is the other half of this feature and is covered in section 09.
02. Eligibility
The gate that costs alliances the most is the roster snapshot: only members who were in the alliance at 00:00 server time on battle day can fight. Recruiting on the day is useless, and a member who hops to a new alliance that day is locked out of Prison Clash for everyone.
| Action | Requirement |
|---|---|
| See the event at all | Server day 4 or later and PD (Chief Office) Lvl 7 |
| Register the alliance | Alliance Lvl 4 or higher; done by R4 or R5 |
| Fight on battle day | In the alliance at 00:00 server time that day |
| Distribute rewards | R4 or R5, within 24 hours |
| Contest a Supermax Prison | Supermax must be unlocked ("Reach Supermax Phase Milestone") |
⭐ Leaving and returning is allowed
A member who leaves on battle day can still fight if they return to the same alliance. Joining any other alliance ends their participation. The exact Supermax unlock rule is not visible in the client; treat it as a milestone the game announces.
03. Registration
Registration compounds: every prison you hold at the end of a season is auto-registered next season for free, and the free ones do not use up your two active slots. An alliance that wins its picks can grow its holdings by up to two prisons every season while keeping everything it already has.
- ▸Two active slots. One Prison and one Supermax Prison per registration phase. Not two Prisons.
- ▸Switching cancels. Registering a different prison of the same type wipes the earlier registration. You can edit your choice until registration closes.
- ▸Pick 3 of 5 battle times. 03:00, 09:00, 13:00, 14:00 and 17:00 server time. The button stays greyed out until exactly three are chosen.
- ▸You do not choose the final time. The slot picked by the most alliances in the state wins for everyone.
- ▸Everyone gets a mail. "Prison Clash Time" goes to all members on registration, and push notifications fire 10 minutes before and at the start. Players cannot turn those off.
💡 Vote with your friends, not just your roster
Because the majority slot wins state-wide, the three times you pick are votes, not bookings. Coordinate with allied alliances so your combined votes land on a slot your active players can make. A lone alliance picking 03:00 gets 03:00 only if the rest of the state agrees.
04. The Difficulty Ramp
The garrison jumps 14.8× between season 2 and season 3 (6.7M to 99M), and the recommended power jumps 32×. Seasons 1 and 2 are the cheap window. Difficulty is identical across all 8 rounds of a season and across every prison of the same type, so round 1 costs exactly what round 8 costs. Fight every round; waiting buys nothing.
In seasons 1 and 2 a Supermax garrison is about 2.9× a Prison garrison, and the game recommends 5× the power for 2× the reward. From season 3 the two garrisons are identical. The Supermax then pays double on every channel for the same fight, and the only reason to take a Prison at all is that it fills your second registration slot.
| Season | Prison Garrison | Supermax Garrison | Defenders | Recommended Power |
|---|---|---|---|---|
| 1 | 4.81M | 14.12M | 169K / 345K | 10.5M / 53.0M |
| 2 | 6.70M | 19.68M | 169K / 345K | 10.5M / 53.0M |
| 3 | 99.0M | 99.0M | 300K | 336.6M |
| 4 | 118.8M | 118.8M | 300K | 336.6M |
| 5 | 133.1M | 133.1M | 336K | 465.7M |
| 6 | 171.9M | 171.9M | 372K | 613.8M |
| 7 | 233.2M | 233.2M | 372K | 613.8M |
| 8 | 274.6M | 274.6M | 438K | 1,011.8M |
Garrison power is computed from the defender lineup and its combat buff. The game only shows you Recommended Power and the defender count. Seasons 1 and 2 field mixed T5/T6 (Prison) and T6/T7 (Supermax) lines; seasons 3 to 8 field tier-10 units only, split evenly across the three arms.
⭐ Plan the power spike for season 3
An alliance that clears a season 2 Prison comfortably will hit a wall in season 3 unless it is already fielding roughly 15× the combined power. Use seasons 1 and 2 to bank chests and season-ladder rewards, and treat season 3 as the real start of the event.
05. The Occupation Phase

Control is decided by the last 30 minutes of the 2-hour window, not the first. An alliance takes full control by occupying the prison for 30 continuous minutes. If nobody manages 30 continuous minutes, control goes to whoever is occupying when the window closes. A late push in the final half hour can take control from the alliance that bled 30% of its officers clearing the garrison.
| Fight | Officer Loss | Notes |
|---|---|---|
| Attacking the Mafia garrison | 30% injured | No deaths |
| Fighting another alliance's squads | 35% injured | Attacker and defender, no deaths |
No fight in a prison kills officers. Everything goes to the hospital, so hospital capacity and healing speedups are the real throughput limit, not troop count. A player with a full hospital cannot join the second wave. Note the asymmetry: sitting in a garrison that gets attacked costs you 35% injured even though you never marched.
Free teleport
- ▸2 charges, available from 10 minutes before the battle until the event ends.
- ▸Only into the territory of a prison your alliance registered for. It will not put you next to an unregistered prison.
- ▸Two charges means one trip out and one trip home. Do not burn the second charge repositioning inside the battle.
🚫 Garrisoning drops your shield
Deploying a garrison to a prison or facility warns you that your city shield drops, and you cannot use any shield item while a garrison march of yours exists anywhere: prison, facility, turret or city hall. Only players who can absorb a hit on their city should garrison. Recall your garrison before you shield.
06. Rewards
A member of an alliance that clears and holds one Supermax Prison collects about 1,200 diamonds, 2 Legendary Recruitments and 4 Epic Recruitments every round. Over an 8-round season that is roughly 9,600 diamonds and 16 Legendary Recruitments from a single prison. A Prison pays exactly half. The chests are award-only; nothing in the shop sells them.
| Channel | Who gets it | Trigger | Prison | Supermax |
|---|---|---|---|---|
| Fighter Chest | Members who fought | Garrison defeated | 1 | 2 |
| Ally Chest | All members | Garrison defeated | 1 | 2 |
| Unifier Chest pool | Distributed by R4/R5 | First alliance to defeat the garrison | 40 | 100 |
| Occupier Chest | All members | Control at end of phase | 1 | 2 |
| Special pool | Distributed by R4/R5 | Control at end of phase | Rotates | Rotates |
Three of the five channels pay on the garrison kill alone. The alliance that clears the Mafia first owns the Unifier pool even if it loses control later, and the alliance holding at the end owns the special pool and Occupier chests even if it never touched the garrison. They can be two different alliances.
What is in each chest
| Chest | Contents (per chest, every line always drops) |
|---|---|
| Fighter | 400 Diamonds · 10× 1-Hr Training Speedup · 10× 1-Hr Healing Speedup · 5× 5K Hero EXP |
| Ally | 200 Diamonds · 5 h Construction Speedup · 5 h Research Speedup · 400K Ammo · 400K Cash · 80K Electricity · 20K Gas |
| Unifier | 2× Epic Recruitment · 50 min Universal Speedup · 200K Ammo · 200K Cash · 40K Electricity · 10K Gas |
| Occupier | 1× Legendary Recruitment · 2× Epic Recruitment · 2× 5K Hero EXP |
Diamonds
Patrol Book
Deploy Book
Universal Speedup🏛️ Supermax, per member, per round
Fought and held: 1,200 Diamonds, 20 Training + 20 Healing Speedups, 10 h Construction + 10 h Research Speedups, 800K Ammo, 800K Cash, 2 Legendary + 4 Epic Recruitments, 70K Hero EXP.
🔒 Prison, per member, per round
Fought and held: 600 Diamonds, 10 Training + 10 Healing Speedups, 5 h Construction + 5 h Research Speedups, 400K Ammo, 400K Cash, 1 Legendary + 2 Epic Recruitments, 35K Hero EXP.
The special pool rotation
The special pool is the only place this event hands out hero fragments and legendary skill books in bulk, and it only goes to the controlling alliance. Each prison cycles through a fixed set of four prizes, one per round. The Supermax rotation is worth chasing; the Prison rotation is consumables plus one fragment round.
| Pool prize | Total | Cap per player | Seen on |
|---|---|---|---|
| Tony Fragment | 420 | 15 | Supermax |
| Scarlett Fragment | 420 | 15 | Supermax |
| Legendary Patrol Skill Book | 600 | 20 | Supermax |
| Legendary Deployment Skill Book | 600 | 20 | Supermax |
| Advanced Bulletproof Fibers | 500 | 15 | Supermax |
| Scarlett Fragment | 200 | 10 | Prison |
| Legendary Patrol / Deployment Skill Book | 300 | 10 | Prison |
| 10K Hero EXP | 300 | 10 | Prison |
| 1-Hr Universal Speedup | 400 | 10 | Prison |
| Advanced Teleporter | 90 | 4 | Prison |
| 12-Hr Squad Penetration / Health / Deployment UP II | 60 | 2 | Prison |
Each prison's four-prize cycle is fixed and repeats after round 4. Check the prison's reward preview before registering; two prisons of the same type can be on different prizes in the same round.
07. Distribution
The distributable pools have a 24-hour fuse and a per-player cap, and together they punish small or absent leadership. An R4 or R5 must be online the day after the battle, and the cap forces the pool to be spread across a minimum number of people or the remainder is lost.
| Pool | Total | Cap per player | Minimum recipients to drain it |
|---|---|---|---|
| Unifier Chests, Prison | 40 | 5 | 8 |
| Unifier Chests, Supermax | 100 | 5 | 20 |
| Hero Fragments, Supermax | 420 | 15 | 28 |
| Legendary Skill Books, Supermax | 600 | 20 | 30 |
| Scarlett Fragments, Prison | 200 | 10 | 20 |
| 1-Hr Universal Speedups, Prison | 400 | 10 | 40 |
The Unifier minimums are enforced by the distribution window. The special-pool minimums follow from the same cap rule and are our arithmetic, not an on-screen number.
- ▸Who. Alliance Leader, R5 or R4 only. Nobody else sees the button.
- ▸When. 24 hours from the end of the phase. The window closes itself and the rest is gone.
- ▸To whom. Only members still in the alliance at calculation time. The list can be sorted by Contribution, Power, Alliance Rank or PD level.
- ▸Contribution is scored on enemy eliminations, occupation time weighted by squad power, and casualties. The exact weights are not visible.
⭐ Assign a distributor before the battle
Name one R4 whose job is distribution and a backup in a different time zone. A Supermax special pool needs 28 to 30 recipients to empty; an alliance with 15 active members leaves half the fragments on the table no matter how well it fought.
08. Season Points
Season rewards are bracketed by your alliance's total points, not its rank, so several alliances can all land in the top bracket. The in-game rules text says "final ranking"; the game's own reward screen buckets the whole leaderboard by points. Every member of the alliance receives the bracket reward by mail.
Controlling a Prison is 1 point and a Supermax is 2. The whole map is worth 20 points per round, and the top bracket starts at 88, so points must accrue every round you hold a prison for the ladder to be reachable at all. Under that reading, one Prison held all season is 8 points (Lvl 4), one Supermax is 16 (Lvl 5), and Lvl 10 needs more than half the map every round. The per-round summation happens out of sight; treat this as the only reading that makes the numbers add up.
| Tier | Points | Guardian of Justice Frame | Diamonds | Legendary Recruitment | 1-Hr Universal Speedup |
|---|---|---|---|---|---|
| Lvl 1 | 1 | 3 days | 100 | 1 | 2 |
| Lvl 2 | 2–4 | 7 days | 150 | 2 | 3 |
| Lvl 3 | 5–7 | 15 days | 200 | 3 | 4 |
| Lvl 4 | 8–15 | 15 days | 250 | 4 | 5 |
| Lvl 5 | 16–29 | 15 days | 300 | 5 | 6 |
| Lvl 6 | 30–42 | 30 days | 400 | 6 | 8 |
| Lvl 7 | 43–55 | 30 days | 500 | 7 | 11 |
| Lvl 8 | 56–71 | 30 days | 600 | 8 | 12 |
| Lvl 9 | 72–87 | 60 days | 800 | 9 | 16 |
| Lvl 10 | 88+ | 60 days | 1,000 | 10 | 20 |
The ladder is a bonus, not the prize. Lvl 10 pays 1,000 diamonds once per season; a single Supermax pays 1,200 diamonds per member per round. Chase prisons for the chests and the special pool, and let the season tier follow.
09. Facilities
The in-game text says facility buffs of the same type and level do not stack. It leaves out the half that matters: the same buff at different levels does stack. A Lvl 1 Crime Lab plus a Lvl 3 Crime Lab is +13% Construction and Research Speed. A second Lvl 1 Crime Lab adds nothing. The correct target set is exactly one facility of each type-and-level combination, seven in total, and every facility beyond those seven is pure cost.




| Facility | On map | Buff to every member |
|---|---|---|
| Lvl 1 Crime Lab | 8 | +5% Construction Speed, +5% Research Speed |
| Lvl 3 Crime Lab | 4 | +8% Construction Speed, +8% Research Speed |
| Lvl 1 Logistics Hub | 8 | +5% Resource Confiscation Speed, +5% Resource Production |
| Lvl 2 Cop Academy | 8 | +5% Training Speed |
| Lvl 3 Cop Academy | 4 | +15% Squad Deployment Speed |
| Lvl 2 Arsenal | 8 | +5% Squad Attack, +5% Squad Defense |
| Lvl 4 Arsenal | 3 | +8% Squad Attack, +8% Squad Defense |
✓ The full seven-facility set
One each of the rows above gives +13% Construction, +13% Research, +13% Squad Attack, +13% Squad Defense, +15% Deployment Speed, +5% Training Speed, +5% Resource Confiscation. Facility buffs add into the same pool as hero, tech and VIP buffs; they are not a separate multiplier.
Three conditions for a buff to count
- ▸Your alliance owns it. Obvious, and not enough on its own.
- ▸Your territory reaches it. A facility marked "Territory Not Connected" or "Ineffective" gives nothing. Lose the connecting banner and every member loses the buff.
- ▸It is not being contested. Once a facility enters the "Contest" phase, its buff is switched off for the current owner until the either the contest time expires (thus retaining control for the alliance) or another alliance gains control of it.
You can only contest facilities adjacent to your alliance territory. The capture rules below are the game's stated design; the timers are run out of sight, so treat them as intent rather than something we verified round by round.



| Facility level | Officer loss per attack | Hold to capture | Protection after capture |
|---|---|---|---|
| Lvl 1 | 10% injured | 15 min | 3 days |
| Lvl 2 | 20% injured | 20 min | 3 days |
| Lvl 3 | 30% injured | 25 min | 3 days |
| Lvl 4 Arsenal | 30% injured + 10% killed | 30 min | 3 days |
The Lvl 4 Arsenal is the only fight in the whole Prison Clash system that permanently kills officers. Everything else, prisons included, only injures. Send the Arsenal push with troops you can afford to lose, and take it once; the 3-day protection window covers the alliance that holds it.
First-capture rewards
The first alliance to capture a facility pays every member a one-time bonus. This is a land grab: the reward is gone once anyone has taken it. Lower-level facilities pay less but cost 10% injuries instead of 30%, so sweep the untouched Lvl 1 and Lvl 2 facilities near your territory early.
| First capture of | Reward per member |
|---|---|
| Lvl 1 Crime Lab / Logistics Hub | 1,500 Diamonds · 1 Alliance Teleporter · 10× 1-Hr Universal Speedup · 600K Ammo · 600K Cash · 120K Electricity · 30K Gas |
| Lvl 2 Cop Academy / Arsenal | 2,000 Diamonds · 1 Advanced Teleporter · 15 speedups · 800K Ammo · 800K Cash · 160K Electricity · 40K Gas · 20 Rare Universal Hero Fragments |
| Lvl 3 Crime Lab / Cop Academy | 3,000 Diamonds · 1 Advanced Teleporter · 20 speedups · 1.2M Ammo · 1.2M Cash · 240K Electricity · 60K Gas · 20 Epic Universal Hero Fragments |
| Lvl 4 Arsenal | 5,000 Diamonds · 2 Advanced Teleporters · 30 speedups · 2M Ammo · 2M Cash · 400K Electricity · 100K Gas · 10 Legendary Universal Hero Fragments |
The Logistics Hub's +5% Resource Production is displayed on the facility panel, but we could not confirm that it is applied to your production. Treat the Logistics Hub as a +5% Confiscation Speed facility and consider the production line a bonus if it works.
10. Common Mistakes
- ▸ Registering a Prison instead of a Supermax from season 3 on. The garrisons are identical from season 3. The Supermax is double points, double chests and the only source of 420-fragment pools. Fill the Supermax slot first and use the Prison slot as the extra.
- ▸ Clearing the garrison and going home. The Occupier chests, the special pool and the season points all belong to whoever holds the prison at the end. Keep a garrison in place through the last 30 minutes, or someone else collects the fragments you paid 30% injuries for.
- ▸ Sitting on rewards past 24 hours. The distribution window closes itself and undistributed Unifier chests and fragments vanish. Assign a distributor and a backup before the battle.
- ▸ Grabbing every facility in reach. A second facility of the same type and level adds zero buff and costs injuries, a garrison and shield lockout. Hold one of each type-and-level combination, seven total, and stop.
- ▸ Holding a facility your territory does not reach. "Territory Not Connected" means no buff for anyone. Extend banners to it or let it go.
- ▸ Garrisoning with your main account and expecting to shield. No shield item works while any garrison march of yours exists, and deploying one drops the shield you have. Garrison with players who can take a hit.
- ▸ Recruiting on battle day. Only members in the alliance at 00:00 server time can fight. New joins are spectators, and a member who leaves for another alliance that day is out for good.
TL;DR — The Quick Hits
- 1. From season 3, a Supermax Prison is the same fight as a Prison and pays double on every channel. Always fill the Supermax slot first.
- 2. The garrison jumps 14.8× between season 2 and season 3 (6.7M to 99M). Seasons 1 and 2 are the cheap window; farm every round.
- 3. Difficulty is flat across all 8 rounds and all prisons of a type. Round 1 costs what round 8 costs. Never wait.
- 4. Killing the Mafia pays Fighter and Ally chests to your alliance no matter who ends up in control. That is 1,200 diamonds per member per round on a Supermax, 600 on a Prison.
- 5. Control needs 30 continuous minutes inside the 2-hour window. If nobody manages it, the last occupier wins. The final half hour decides the round.
- 6. Control pays Occupier chests (Legendary Recruitment), the special pool (420 hero fragments or 600 legendary skill books on a Supermax) and season points.
- 7. No prison fight kills officers: 30% injured against the Mafia, 35% injured in alliance-vs-alliance, attacker and defender alike. Hospital capacity is the limit.
- 8. Register one Prison and one Supermax per season. Everything you held last season is auto-registered for free on top.
- 9. Pick 3 of 5 battle times, but the state-wide majority slot wins. Coordinate votes with allied alliances.
- 10. Only members in the alliance at 00:00 server time on battle day can fight. Leaving and returning to the same alliance is allowed; joining another is not.
- 11. R4/R5 have 24 hours to distribute, at most 5 Unifier chests per player. A Supermax pool needs 20 to 30 recipients to empty.
- 12. Facility buffs of the same type and level do not stack, but different levels do. Hold exactly seven: one of each type-and-level combination, for +13% Construction, Research, Attack and Defense.
- 13. A facility buff needs ownership, territory connection and no active attack. Any one missing switches it off for the whole alliance.
- 14. The Lvl 4 Arsenal is the only fight in the system that permanently kills troops (10%). Take it once with troops you can spare.
- 15. You cannot use a shield while any garrison march of yours exists. Recall before you shield.