
DoomsdayEpic squad
Every 6 days1 day long
A single captain marches on it. The more monsters you kill the more Tournament, Valor and Experience you take.
29 of them, grouped by what they actually are. The calendar is what the game is played against — half the advice on this site amounts to knowing which one is running.
Written from scratch rather than quoted. Where an entry says «not recorded» the game has not said and nobody here has counted: those are gaps, not guesses.
Cadence is the weak part. The game publishes almost none of it, so most entries below say when they run only if it is actually known.
One squad on the map and everybody hitting it. Only one of these runs at a time.

Every 6 days1 day long
A single captain marches on it. The more monsters you kill the more Tournament, Valor and Experience you take.

Every 24 days2 days long
Pays no Valor Points at all: Experience, and coins that only its own shop takes.
A single captain, like Doomsday.
RewardsThe coins carry over from one Hellforge to the next, but the shop only opens while the event runs — unlike the Ragnarök shop, which stays.


Every 6 days1 day long
Three captains march together. It fields two of each of its four monsters, so eight groups in all, and that is what makes it the poorest of the epics to attack.
Not the place to level captains up; there are better.

Every 24 days2 days long
The epic monster event that pays in Conquest Points rather than Valor Points.
The Hero and the captains go together.
RewardsThe Conquest Points are poor next to a CP run. What it is good for is Experience: four stacks only, and the Hero goes in with three captains, so more bonuses stack on it than on an event that takes one captain or the Hero alone.
Dustan’s Conquest Point bonus does not reach it — the one place everybody expects it to.

Every 24 days2 days long
Fenrir’s squads are taken by individual captains; Jörmungandr’s through raids. Killing monsters yields Jörmungandr Scales and Fenrir’s Fangs, and what a raid pays you depends on what you contributed to it.
RewardsRagnarök Medals, and the shop. Three tabs, always open, and the coins keep between events. Rune Stones from it craft the Warrior of Ragnarök set.
The shop stocks by your troop level and restocks when the event opens. Raise a guard level after it has started and you earn points against the old, cheaper thresholds while the new shop waits for the next Ragnarök.

No fixed scheduleNo fixed schedule. It runs during Dawn of the Season, before a Seasonal Kingdom opens, and during Season’s Legacy, right after one closes.
The best Experience in the game by a clear margin, and no Valor Points at all.
Three captains and the Hero.
RewardsBoth of those rank you on the Experience you earn while they last, so the event feeds the ranking it runs inside.
Fought by the clan as a body, and usually gated behind having one worth the name.

Every 24 days2 days long
A clan tournament with four clans to a division.
Rank Points accrue on their own, and pouring Omen Essence into the Flame makes them accrue faster. The other half is subtraction: clans drop Dark Omen monsters on each other to choke that production, and the clan under them has to clear them off.
RewardsBy where your division finishes, and stronger divisions pay better. Spoils of Dread runs alongside it and pays Valor and Clan Chests for fighting the monsters.
Against Dark Omen monsters this is the exception to irreversible losses: troops revive with Silver at a tenth of the cost, no equipment is damaged, and nothing is lost for good.

Every 24 days5 days long
A clan tournament built as five separate trials, three fought and two gathered. It requires a clan capital and at least 55 members.
Trial of the Chimera, epic Chimera squads on clan raids. Trial of the Basilisk, epic Basilisk squads with the Hero. Lava Fountain Trial, placing and holding fountains to draw Lava Oil. Trial of Tartaros, spending that oil on the Tartaros crypts. Trial of Briareus, epic Briareus squads with three captains.
RewardsClan ranking, Hermes’ Loyalty Shop and a battle pass. Two artifacts — the Torch of Olympus and Zeus’ Lightning — are the reason to keep turning up.

Every 6 days1 day long
A clan tournament run on contracts: kill what the contract names, score for the clan.
You start with ten contracts across four difficulties, easy to expert, and the squad you kill need only match the description rather than be exactly it. The whole list can be rerolled three times a tournament and the points you already banked stay.
RewardsThe top hundred clans are paid by rank. Individually the contracts hand out extra Valor and Experience, and the clan leader can switch on a bonus that doubles everyone’s.
Ties are broken by who got there first, not by who has more.

Every 6 days1 day longIt runs the day before Rise of the Ancients, every time.
The first half of the Tinman pair: vaults are raised, raided, and turned into the bonuses the second half runs on.
The day’s daily quests pay map fragments, the fragments make a vault, and raiding vaults pays Ancients’ Coins. The coins go into the three clan artifacts the same day, and that is what decides what day two is worth. How the tournament itself is scored is not covered here.

Every 6 days1 day long
The second half of the Tinman pair: the squads themselves, as many and as long-lived as the first half paid for.
The Tinman squads are summoned onto free tiles and the clan attacks them. How many there are, how long they stay and what they pay were all settled the day before, by what the coins bought.
Putting every squad down is not optional for a clan that means to grow: the level is what the rewards scale from, and the level only climbs on a kill.
Where the kingdom itself is the side, and where its rulers are decided.

Every 12 days3 days long
The event that decides who rules the kingdom.
Three days, and only the first two are fought. Those two pay Conquest Points, taken off enemy armies or out of the Shadow Invasion, and the top hundred become Senators: first place is Princeps with 25 delegates, second to hundredth get 10 each. The third day the Senators vote, and the most voted becomes King.
RewardsThe King opens the Royal Treasury for kingdom-wide bonuses, and hands out titles — good ones and bad ones — that stay until the next ruler changes them.
Anyone in the top hundred cannot raise Shield of Peace while it runs. The calendar marks the two days of fighting; the vote falls on the day after.

Every 12 days1 day long
Kingdom against kingdom, fought over banners.
Kingdoms are drawn into leagues and only meet their own league. You open portals into the enemy kingdom, attack cities and take their banners; a banner is yours until somebody takes it back, and the higher its level the more it scores while you hold it.
RewardsThe best kingdoms take Gold ingots for the Royal Treasury and Golden Mountains for their players. Winners go up a league, losers down.
Ranked on your own account, and the ones that fill the calendar between the big ones.

Every 6 days1 day long
The tournament that puts Mercenary Exchanges on every kingdom’s map.
You cannot trade in your own kingdom. Every exchange carries its own random stock. Buying needs a Caravan at home: you send a captain with Silver and the march has to land inside two hours, unless your Hero is Ayrin, whose bonus removes the time limit outright.
RewardsThe captain comes back with what was hired, and the better the offer the more it scores.
What a mercenary costs is not published. The offers are generated per player and per purchase.

Every 2 days2 days long
An event for captain fragments, run through the Summoning Circle.
A regular Summoning Scroll scores one point, an elite scroll ten.
RewardsMeeting the goals pays fragments of one particular captain, and which captain it is changes with the slot.

Every 6 days1 day long
The dragon’s event.
Kill monsters of every kind — common, rare and epic — for Dragon Seals. How hard it is scales with your Hero and captains.
RewardsThe Seals turn straight into Dragon Orbs, which is what the dragon evolves on.

Every 6 days1 day longWants guardsmen level 4 to enter.
The artifact event.
Beat Runic squads for Guardian Stones, and raid with clanmates to gather them faster. Difficulty and reward both scale with your army.
RewardsThe Stones turn into Artifact Experience, for levelling artifacts, and Artifact Summoning Keys, for summoning them.

No fixed schedule30 days longNo fixed slot: it opens right after a Seasonal Kingdom closes. A Seasonal Kingdom runs 90 days and comes round twice a year.
The tail of a Seasonal Kingdom: thirty days that pay out on the Experience you earn in them.
It opens the moment a Seasonal Kingdom closes and runs for thirty days. There are three reward thresholds, and what moves you along them is the Experience you earn while it lasts.
RewardsArtifact Summoning Keys, Mythic Reward Chests, or both.
How much Experience each threshold wants follows your troop level, so the same three rewards cost more the higher you are. The jump from G9 to T9 is the big one.
Six tournaments that all make your dead cheaper to bring back, each from a different angle. Knowing which one is live is worth real money — it is the best reason there is to hold a graveyard rather than revive the moment a fight ends.
No fixed schedule
The one that pays you back for spending Sacred Potions.
Bring your dead back with Sacred Potions, and a share of what you spend is refunded — the more you spend across the tournament, the larger that share.

Every 6 days1 day long
The one that swaps Gold for Silver.
While it runs, fallen troops come back for Silver however they died. Anything that died before it opened still wants Gold. Points follow the level, the rarity and the type of what you bring back.

Every 24 days1 day long
Half-price Gold, but only for what died attacking players.
A 50 % cut on the Gold to revive troops lost attacking other players — occupied cities and resource points included. Those same revivals are what score.

No fixed schedule
The mercenary one.
Reviving mercenaries pays Authority Coins, spent in the tournament window itself.
RewardsThree offers are always up: more mercenaries, resources, Clan Chests or speed-ups.
Every mercenary →What to revive and what to rebuild →The Temple →

Every 6 days1 day long
The broadest of them, and the one that feeds captain stars.
Points for reviving anything killed while it runs, monsters or players alike.
RewardsThe personal goals pay Essence of the Immortals, which raises a captain’s stars.
Captains and their stars →What to revive and what to rebuild →The Temple →

No fixed schedule
The conquest-point one.
Points for reviving what died attacking other players.
RewardsThe goals pay Trophy chests and Conquest Points.
What Conquest Points are for →What to revive and what to rebuild →The Temple →
Three of a kind, and they are all built the same way. Each trio has a wheel — spend its coin for a random prize — and a hunt, where monsters on the World Map drop a second coin that is exchanged there for the wheel's own. The daily quests pay it too, whichever trio is running. None of them has a fixed slot in the calendar.

No fixed schedule
The wheel of its own trio.
Spend Lucky Coins for a random prize.
RewardsEvery spin pays one of these.

No fixed schedule
The wheel of its own trio.
Spend Lizard Coins for a random prize.
RewardsEvery spin pays one of these.

No fixed schedule
The wheel of its own trio.
Spend Ramses Tokens for a random prize.
RewardsEvery spin pays one of these.

No fixed schedule
The third one, and only the Pharaoh has it.
It pays Ramses II fragments by how good your prizes in Pharaoh's Bazaar turned out, so it is the Bazaar that decides what this one gives.