Club Penguin Armies Map
Invasion Rules
1. Army Size Requirements:
- The invading major army must have at least 10 members present for invasions, at any point of it, while small/medium armies must have at least 5 members present at invasions at any point of it, for it to be valid. This applies to all time zones.
- The minimum number of troops for a valid defense is 5, for S/M armies, and 10, for Major armies. If an army fails to reach this at the end of room one, then the battle concludes.
- Armies must be consistently active throughout free land invasions and hit the minimum size at any point in the room to make it valid. This is up to judges’ discretion.
2. War/Ordinary Invasions:
- All the land an army owns will automatically be locked while at war. Thus, armies will not be able to transfer or release land (unless they surrender the war). In addition, land will also be locked as soon as an ordinary (i.e., not war-related) invasion is scheduled on it.
- The invasion of a capital server can only be scheduled once an army has no servers in its possession. After the capital invasion has been scheduled, it may proceed regardless of whether the army that owns it obtains more land, with the only exceptions being the surrender of the opposing army or its breaking the rules, resulting in the loss of the war.
- If the defending army does not show up, the invading army will be declared victors after they have remained online for 10 minutes.
- Armies can only schedule 3 invasions at any given time, with only 2 of these invasions being against another army.
- Armies can only invade land that is adjacent to the land they currently own, unless they use an item. If an army not on the map wishes to join it, then it can invade any land.
- Upon successfully invading a server that contains items in it, the invader gains these items, as long as they abide by the item cap.
- Opposing army leaders must be informed of the invasion with a ping in the invasion scheduling channel right after it has been posted.
- A war can end in two ways:
- If the winning army in the conflict decides to issue a force treaty against the losing army, it should be placed within 48 hours of the capital invasion concluding; if it is not, the winning army will lose its right to enforce a force treaty. Extensions can be provided, giving the army an extra 24 hours if a proposed treaty has been invalidated (admin discretion).
- If the winning army in the conflict decides NOT to issue a force-treaty against the losing army, then the war concludes right after the capital invasion is concluded, when successful.
3. Time Zones Rules:
- An army cannot schedule more than one invasion against the same army during the same time zone; this would be EU, US, and AUSIA. Invasions must be scheduled at least 2 hours apart.
- The following table is the official Club Penguin Armies time zone table.

4. Free Land Invasions:
- Armies may only schedule one freeland invasion per day.
- Any army whose nation is less than 10 servers is allowed to gain servers through non-hostile methods (freeland invasions and server transfers). Once an army has accumulated a nation with more or equal to 10, they must invade via hostile methods to gain more land.
5. Other Regulations:
- Armies will have a 7-day grace period upon (re)joining the map.
- Armies must use CPA: Battleground for map battles. However, for practice battles, armies are allowed to use any CPPS, following their in-game rules.
- An army is NOT allowed to indefinitely reschedule invasions. There will be a limit of 3 times per invasion. This rule will apply to all types of invasions, including free land and wars. If an army reschedules an invasion more than 3 times, the invasion will be deemed invalid.
- Raids are allowed in any army events, practice battles, and war battles, apart from tournament battles.
Economy system
- Each army earns 100 coins per week per server, 200 for its capital.
- Fog of War setting: Armies do not know how many coins other armies have. Army leaders can check their army’s balance in their threads on the Discord server and make purchases there.
- Armies can do trades with coins and can involve the economy in treaties. An army can earn up to 5000 coins from other armies per month.
- Upon occupying an army’s capital, the invader steals 50% of the defender’s balance, without the 5000 coins limitation of the rule above.
- In order to be part of the economy system, an army needs to have land on the map.
Items
There are 6 items, with different prices and uses. Items are used by the armies privately, in their threads. When an army has been targeted, they get notified.
- Ships :
- Allows armies to invade coastal land.
- Stored in coastal servers.
- Maximum allowed per army, at any point: 5.
- They disappear after use, regardless of whether the invasion is successful or not.
- Cost: 1000 coins.
- Planes:
- Allows armies to invade any land.
- Stored in any server.
- Maximum allowed per army, at any point: 5.
- They disappear after use, regardless of whether the invasion is successful or not.
- Cost: 2000 coins.
- Bombs/ Nukes:
- Upon usage, armies select the target server, then the item disappears from their inventory.
- Stored in any server.
- Can be used against all servers, including self-owned.
- Maximum allowed per army, at any point: 3.
- They require a plane to be used, which does not get destroyed after usage.
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- For Bombs: The targeted server will not generate income for a week. Additionally, items in that server will not be able to be used for that week.
- Bomb cost: 2000 coins.
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- For Nukes: The targeted server will not generate income for 4 weeks. Additionally, any items stored there will be destroyed.
- Nuke cost: 4000 coins.
- Intel:
- Upon usage, armies can get info regarding what items are stored in a server owned by another army.
- Stored in any server.
- Maximum allowed per army, at any point: 4.
- Cost: 1000 coins.
- Storage:
- Upon purchase, armies are allowed to store their items on the server they wish, through the /buy item [] location [] command. Without a storage, items get stored on a random server when they get purchased.
- Maximum allowed per army, at any point: 5.
- As soon as an item is stored in a server 1 “storage” item ceases to exist.
- Cost 500 coins.
Server Ownership
Armies will be given the option of renaming non-legacy servers (i.e., servers not listed in CPAB), as long as the names are appropriate. The administration has the power to refuse any names that they deem inappropriate.
- An army must not request a name change of a server if another army has scheduled an invasion on it.
- Armies can change the server name immediately after a successful free land invasion.
- Legacy servers CANNOT be renamed.
- Armies can only obtain 50% (+1) of any/all available land pieces (not including locked land).
- If an army is below this cap before it declares war, then the war goes on normally without limitation. As soon as the war is over, if it owns more servers than the cap, it will have to release or transfer some servers to go back down. If they are right at the cap, they won’t be able to declare war on the map, only to be declared.
Judging Rules
Club Penguin Armies is partnered with Club Penguin Army Judges, the independent organization for judging within the army community.
- The invading army must request judges in the appropriate CPAJ channel, following the format, at least 24 hours before a battle.
- Ideally, land invasions against another army have 3 judges, with tournament finals having 5.
- Invasion of free land requires just 1 judge. If there is no available judge for a free land invasion, then it can be recorded, starting from the time it was scheduled.
- Armies may decline up to 2 judges per battle. No rejections can be made an hour before the battle begins unless there is a confirmed affiliation of one of the judges, or a judge has been recently vetoed.
- A tier system regarding the number of overtime rooms exists:
- Capital invasions: Up to 2 overtime rooms
- Non-capital invasions: Up to 1 Overtime room
- Practice battles: Up to the individual armies involved.
- In the case that a tie occurs, the defending army keeps its territory.
- In the case of an insufficient number of judges, Head Judges can fill in as judges, with unaffiliated HJs not being vetoable.
- In the rare event that there are no judges for an invasion, the invading army has to record the battle, starting from the time it was scheduled. Then, a leader of the army has to send the recording to the Head Judges, who will verify the result.
Discord server map Rules
The format for declaring an invasion in #invasion-scheduling must follow the layout below:
Army Names: Army A vs Army B (Only Army A if the invasion is for freeland).
Invasion of Server: Frostbite
Date and Time: Tuesday 30th November 3PM EST
Ping the army leaders of the defending army (For freeland there is no ping needed)
- Armies must give at least 24 hours’ notice for an invasion, and cannot schedule more than a week in advance, unless there is a tournament with special rules.
- All server transfers must be stated clearly in #server-transfers, and only become valid once the receiving army has accepted. (Subject to war terms).
Apart from server transfers, armies can transfer coins to each other. The maximum coins an army can receive per month is 5000.
General Battle Terms
All battles are required to follow the general battle terms. If any army is found to be in violation of these terms, then it will be subjected to penalties based on the severity of the violation.
The General Battle Terms are as follows:
- No multi-logging, botting, or any other means of any unfair increase in an army’s size.
- No blackmailing.
- No doxing in any form or DDoSing.
- No server bot raids, including defacing army servers and websites.
- No reporting other people’s accounts in-game to stop them from attending battles, unless a rule is broken.
- No toxic tactics (attacking someone’s race, religion, gender, disability, sexual orientation, etc.)
War Terms
A war must include a legitimate declaration outlining the terms, and at least one invasion scheduled and carried out (this includes if one side no-shows) to be valid. The final decision will be up to the judgment of the administration.
The invading army can set the terms for the invasion/war.
- It is against the rules to create war terms that result in an auto-loss from the opposing side, or terms that result in giving the declaring army an advantageous position. If both sides agree to nonordinary war terms, they will be upheld. Nonetheless, the validation of war terms is entirely up to the Administration.
- Armies are allowed to put terms such as “If armies fail to show up in X consecutive battles, it will constitute the forfeit of the war.”, with the number X being 3 at a minimum.
- 1v1 war terms, preventing outside declaration or intervention in the conflict, are NOT enforced by Club Penguin Armies.
- ‘No dual-enlists’, ‘no visitors’, and any other term that does not allow individuals to attend war battles are NOT enforced by Club Penguin Armies.
- ‘No loopholes’ war term is NOT enforced by Club Penguin Armies.
- An army cannot put a term forbidding its opponents from invading free land. It is allowed to acquire up to 3 freeland servers during a war.
Treaties
- Armies can sign mutually-agreed treaties (such as peace treaties and non-aggression pacts) for as long as they desire, with CPA upholding them.
- Force treaties can only be upheld for up to 4 weeks. This is also the maximum length that a force treaty can prevent conflict between two armies.
- In addition, force treaty terms such as “no raiding”, “no invading” are only applied when it comes to the Map and the Map battles.
- When making a force treaty, armies are not allowed to impose changes such as mergers, colonization, or leadership, web, or server changes. Fun terms are allowed in force treaties, as long as they are deemed appropriate by the Club Penguin Armies’ Administration.
- All treaties must be published in #treaties, with the involved parties being pinged in the channel. The validation of treaties is subject to the Administration’s discretion.