Speed rounds are a modified game versions of the original game. They are played with a much higher speed (e.g. 120 times) and last somewhere between a few hours and a few weeks.
No paladin, no archers, coins, 1 tech per unit, tribe limit 3, growing bonus villages, tribe lock, no outside support, cannot attack own tribe. No morale, no account sitting, no sleep mode.
Player limit:
75
Requirements for victory:
Bash round. Opponents defeated as attacker wins the round. Per farm level only 150 defensive units are supported - for 4500 total at level 30 farm. More than that fights with reduced efficiency.
No paladin, no archers, coins, 1 tech per unit, tribe limit 3, growing bonus villages, tribe lock, no outside support, cannot attack own tribe. No morale, no account sitting, no sleep mode.
Player limit:
100
Requirements for victory:
Bash round. Opponents defeated as attacker wins the round. Per farm level only 150 defensive units are supported - for 4500 total at level 30 farm. More than that fights with reduced efficiency.
No paladin, no archers, academy and packages, constant noble cost, 1 tech per unit, tribe limit 5, growing bonus villages, tribe lock, no outside support, cannot attack own tribe.
No paladin, no archers, coins, 1 tech per unit, tribe limit 5, growing bonus villages, tribe lock, no outside support, cannot attack own tribe. No morale, no account sitting, no sleep mode.
Player limit:
100
Requirements for victory:
Bash round. Opponents defeated as attacker wins the round. Per farm level only 150 defensive units are supported - for 3000 total at level 30 farm. More than that fights with reduced efficiency.
No paladin, archers, coins, 4 techs per unit, tribe limit 10, growing bonus villages plus extra large villages, tribe lock, no outside support, cannot attack own tribe.