Official Player Guide
ChickenKingdom Player Handbook
Learn the systems that shape everyday play, from quests and trade to governing a
settlement, fighting a siege or running an outlaw band. Open /ck in game
for the main menu and /ckguide for guidance based on your current position.
/kingdomRealm and settlement menu
/ckdiplomacyRelations, wars and occupations
/ckoutlawOutlaw band menu
/cardYour character card
/duelChallenges and duel records
/nquestsQuest journal
A useful first session
/ck and check the inbox for invitations or active events./card.Your Character
Character & Social
Character cards
/card opens your character card. /card <player> opens
another player's card. It shows allegiance, kingdom or outlaw rank, settlement or
hideout, profession, selected title, backstory and combat record.
/card profession. It describes your character and does not lock gameplay abilities./card title./card backstory, type up to 12 lines in chat, then use /card save. The limit is 700 characters.Chat and voice
| Tool | Use |
|---|---|
/kchat or /kc | Switch to kingdom chat. Add a message to send only that message privately. |
/pchat or /pc | Return to public chat. |
/msg <player> <message> | Send a private message. Use /reply for the latest conversation. |
| Simple Voice Chat | Install the matching Minecraft 1.19.2 Simple Voice Chat client mod to speak, listen and create voice groups. |
Sitting
Right-click the lower half of a stair or a bottom slab with an empty main hand to sit. Sneaking keeps the normal block interaction. Dismount with the usual vehicle key.
The Living World
Quests, Shops & Public Services
Points of interest
Spawn, towns, taverns and other public sites are marked as red points of interest on the live map. These are protected service areas where NPC conversations, quest steps, shops and registered Tavern Strongboxes remain usable. Combat and fall damage are disabled, hunger is restored, and the surroundings stay unchanged.
Quests and NPCs
Interact with quest NPCs in the world to begin and continue stories. /nquests
opens the quest journal; use it to review available and active quests, inspect progress,
preview a quest or abandon one. Quest points are shown in the same menu.
Shops and money
NPC merchants use a familiar trading screen. Check the item, quantity and price before confirming a trade. Your normal balance is used for shops, player payments, bounties, kingdom costs, duel wagers and strongbox fees.
/balView your balance./pay <player> <amount>Pay another player./baltopView the wealth leaderboard./bountyOpen the bounty menu.Bounties
A bounty must be at least 100 coins. Placing one adds a 5% fee and opens a confirmation screen before money is taken. Bounties expire after 30 days; bounties of at least 1,000 coins are broadcast publicly. The bounty menu shows targets, values and rankings.
Fishing
Fishing gives ordinary catches and normal fishing experience. Enchanted fishing treasure is replaced with cod to keep enchanted gear tied to the server's progression.
Realm Life
Kingdoms
A kingdom begins as a landless political group. It recruits members, claims a capital,
governs settlements, funds public contracts and takes part in diplomacy. Use
/kingdom for the main kingdom menu; it only shows actions available to your
current role.
Join or create
| Path | How it works |
|---|---|
| Join by invitation | Leadership sends an invite. It remains valid for 48 hours and can be accepted from the kingdom menu or inbox. |
| Request membership | Select a kingdom from the public list and send a request for its leadership to review. |
| Create a kingdom | Costs 10,000 coins. Choose a unique 3-16 character name and a heraldic color. A kingdom can hold up to 100 members. |
Kingdom ranks
| Rank | Main responsibility |
|---|---|
| Monarch | Owns the crown, sets realm direction, declares war, controls succession and handles final decisions. |
| Chancellor | Runs administration: recruitment, member roles, finances, contracts, diplomacy and siege scheduling. |
| Baron | Governs one village as its mayor and controls its local residents, laws and development. |
| Citizen | Established member with normal residential and resource access. |
| Recruit | New member with guest-level settlement access until promoted. |
| Refugee | Displaced member who remains in the kingdom but has no settlement rights until reassigned. |
Realm travel
The Monarch sets the kingdom spawn inside the capital. /kingdom spawn begins
a 60-second preparation period; movement, damage or combat interrupts it. The capital
requirement guarantees every established kingdom has one consistent return point.
Land & Government
Settlements & Rights
Claim progression
- Form the realm. A new kingdom exists without land.
- Reach 20 members. This unlocks the first claim, which must become the capital.
- Grow the population. Every additional 10 members unlocks one more region claim.
- Choose useful land. Later claims become villages or resource regions.
Claims use predefined regions rather than individual chunks. Stand inside an available region and use the kingdom region menu. The menu shows eligibility, the exact price, upkeep and the required treasury reserve before confirmation.
Region types
| Region | Purpose | Leadership |
|---|---|---|
| Capital | Seat of the crown, kingdom spawn, main treasury services, realm contract board and most valuable war target. | The Monarch acts as Mayor; the Chancellor acts as Deputy. |
| Village | Residential settlement with its own residents, laws, local treasury, depot and contract board. | An appointed Baron serves as Mayor and may appoint Deputies. |
| Resource region | Shared production land for farming, mining, forestry or another regional resource. | Kingdom leadership sets the minimum global rank allowed to work there. |
Local roles
Global kingdom rank and local settlement role are separate. A Citizen may be a Resident in one village, a Guest in another and a Worker in a resource region.
| Local role | Typical access |
|---|---|
| Mayor | Controls local laws, roles, objectives, residents, contracts and depot withdrawals. |
| Deputy | Helps manage residents, local contracts and approved depot materials. |
| Resident | Normal home access, including building, containers, interactions and animals under standard village laws. |
| Worker | Production access in resource regions. |
| Guest | Basic interaction access without residential building rights. |
Village laws
Mayors choose a law profile that controls building, storage, interactions, animals, contracts and local management. Standard villages give Residents normal home access and Guests basic interaction. Strict villages reserve more actions for local leadership. The region menu shows the active law and the minimum local role for every action.
/kingdom and check both your kingdom rank and your local role in that region.
Economy & Development
Treasury, Upkeep & Growth
Treasury and taxes
Kingdom costs are paid from the kingdom treasury. Members can deposit money; only the Monarch can withdraw it, with a 5,000 coin limit per player and across the kingdom during a rolling 24-hour period. Leadership sets dues by rank. Default dues are 25 for Citizens, 50 for Barons and 75 for Chancellors; Recruits and Monarchs default to 0. A quarter of an assigned resident's dues goes to that settlement's local treasury.
Weekly upkeep
Upkeep is processed every Saturday at 14:00 Europe/Amsterdam. Time spent with the server offline still counts, so a missed cycle is collected after the server returns. More land increases total upkeep. If the treasury cannot pay, the kingdom enters debt and cannot claim. Continued failure forfeits one region, choosing resource land first and the capital last.
Claim and upkeep scaling
- Capital costs and upkeep are higher than ordinary village land.
- Resource regions cost slightly more than villages.
- Each region already owned raises the next claim price by 35% and increases total upkeep pressure.
- A claim is approved only if the treasury can still hold one full upkeep cycle afterward.
Supply contracts and depots
Contracts let leadership buy building materials from players. A contract reserves its full reward from the treasury. Deliver the requested plain material at the correct local, realm or allied board; payment goes directly to you and the items enter the selected depot. Named, enchanted or damaged materials stay in your inventory. Leadership can withdraw approved depot materials for public projects.
| Depot | Base capacity | Contract scope |
|---|---|---|
| Capital | 2,048 items | Realm-wide contracts and deliveries. |
| Village | 1,024 items | Local settlement contracts. |
| Resource region | 768 items | Local production contracts. |
Prestige
A Monarch may submit the capital and a Baron may submit their village for staff review. Build quality earns Established, Grand or Legendary prestige. These tiers reduce upkeep by 20%, 40% or 60% and multiply depot capacity by 2, 4 or 8. A region can be submitted once every seven days, and the prestige menu tracks requests and results.
Kingdom ranking
The leaderboard rewards both territory and development: capitals are worth 500 points, villages 250 and resource regions 100. Established, Grand and Legendary prestige add 150, 350 or 700 points for each reviewed settlement. Open the kingdom leaderboard to see the full score breakdown.
Local Politics
Village Independence
A village Baron can attempt to turn the village into the capital of a new kingdom. The Baron chooses the proposed name and color and pays 100,000 coins from their personal balance. The list of eligible village residents is frozen when the vote begins.
| Rule | Requirement |
|---|---|
| Eligible voters | At least 3 residents must be eligible when the declaration opens. |
| Voting period | 48 hours. |
| Turnout | At least 50% of eligible residents must vote. |
| Approval | At least 60% of votes cast must support independence. |
On success, the village becomes the new kingdom's capital. Supporting residents join the new kingdom; residents who opposed or skipped the vote remain with the former kingdom and become Refugees until reassigned. If the vote fails, supporters remain recorded as rebels and can be removed by the old kingdom's leadership.
/kingdom independence statusReview active declarations and results./kingdom independence declare <name> <color>Begin a vote as the village Baron./kingdom independence vote <for|against>Cast your frozen resident vote.Relations Between Realms
Diplomacy
/ckdiplomacy opens the diplomacy board. Every player can inspect relations,
active wars, truces, alliance calls, current fronts and occupied territories. Chancellors
and Monarchs receive the actions their office can perform.
Relations
| Relation | Meaning |
|---|---|
| Neutral | No formal alliance, truce or war exists. |
| Alliance | Friendly kingdoms share a named alliance group and may support contracts and wars. Allied support must be committed to a campaign. |
| Truce | A 72-hour protected peace period. Breaking a truce creates a 24-hour delay before the kingdom can declare war again. |
| War | An ongoing hostile relation. It can remain active between battles and ends through peace, surrender or a later settlement. |
Authority
Chancellors and Monarchs can manage alliances and treaty proposals. Proposals expire after 48 hours. Only a Monarch declares war or accepts surrender-level decisions; Chancellors can schedule fronts and negotiate ordinary peace. Alliance leaders decide whether their realm joins a support call, so allies are not enrolled automatically.
Campaigns
War Planning
From declaration to battle
- Declaration. The Monarch declares war from the diplomacy board. This creates the hostile relation, not an immediate siege.
- Target. Leadership chooses an eligible enemy region. Frontline villages and resource regions come first; a capital becomes eligible after the other target land is gone.
- Objective. Defending leadership places the one-chunk war objective at a defensible point fully inside the target region.
- Schedule. A Chancellor or Monarch chooses a listed battle window at least 18 hours in advance.
- Roster. Fighters and committed allies are frozen when the siege is scheduled.
Battle windows
| Day | Time |
|---|---|
| Friday | 19:00-22:00 Europe/Amsterdam |
| Saturday afternoon | 14:00-17:00 Europe/Amsterdam |
| Saturday evening | 19:00-22:00 Europe/Amsterdam |
Roster rules
- A player must have joined the kingdom at least 24 hours before scheduling.
- Recruits and Refugees are not eligible fighters.
- The exact roster is frozen at scheduling; later promotions or recruits do not enter that battle.
- Allied kingdoms and hired outlaw bands count only after their support is formally committed.
- Only one open front can be scheduled at a time, with at least six hours between sieges.
/ckwar chunk shows the objective for your relevant front. During battle, a
particle border marks the objective chunk in the world.
The Battle
Sieges
Staging
During the final hour before a siege, attackers already inside the target receive a five-minute warning and are moved outside. New attacker entry is held at the border until battle begins. At the start, the frozen defenders remain inside and the frozen attackers enter from outside; outsiders cannot enter the active battlefield.
Winning the objective
Siege progress begins in the middle. Exclusive attacker control pushes it toward capture; exclusive defender control pushes it back. Additional attackers provide a modest capture bonus and fighter kills move the score, but repeated kills against the same opponent only count once every ten minutes. After reaching full capture progress, attackers must hold the objective uncontested for a final 90 seconds.
Defenders can win by resetting progress to zero before attackers cross the halfway mark. Once attackers have crossed halfway, defenders can stop and reverse progress but cannot reset it below that line. If the attacking side abandons the battlefield, it receives a warning after three minutes and loses after five.
Building and storage during battle
- Each side shares a 10-second block-breaking cooldown.
- Attackers can place ladders and scaffolding for access.
- Doors and gates remain usable by registered fighters.
- Attackers cannot open defender containers. Broken blocks drop no loot and all recorded siege damage is restored afterward.
- During a reconquest, settlement containers are locked for both sides until the battle ends.
After the result
A defender victory keeps the region and closes that front. An attacker victory starts an occupation; the region, residents and stored materials do not transfer immediately. A recently conquered region receives 12 hours of protection before another front can target it.
Peace and surrender
Mutual peace ends the war by agreement. Surrender is a Monarch's unilateral decision and pays 2,500 coins plus 10% of the surrendering treasury, capped at 25,000, then creates a truce. An active occupation must first be resolved by reconquest, negotiated return or annexation.
Conquered Territory
Occupation & Reconquest
Occupation is the period between a successful siege and final ownership. The defeated kingdom remains the legal owner: its residents, Mayor, local records and stockpile stay in place. The occupier can use doors and gates for access but does not gain building, storage or settlement-governance rights during this period.
The deadline is the end of the following week's final Saturday battle window, giving the legal owner a complete weekend of reconquest options. A kingdom can administer only one unresolved occupation, so it must settle that region before scheduling another offensive siege.
Three ways an occupation ends
| Resolution | Result |
|---|---|
| Reconquest | The legal owner receives one military attempt. It becomes the attacker and the occupying kingdom defends the same objective. A win restores the region immediately. |
| Negotiated return | Either side proposes a preset amount. The legal owner pays the occupier if both accept, and the region returns immediately. Offers remain valid for 12 hours. |
| Annexation | If the occupation is unresolved at the deadline, ownership transfers to the occupier. The legal owner's Monarch may also recognize annexation early. |
Reconquest rules
A Chancellor or Monarch of the legal owner schedules the single reconquest with at least one hour of notice, using an available weekend battle window before the annexation deadline. The roster freezes when scheduled. The same final-hour clearing and border entry rules apply, with the former owner entering as the attacking side. If reconquest fails, negotiation remains available until annexation.
Capital occupation and Crown in Exile
Capitals follow the same occupation and reconquest rules. While its capital is occupied, a kingdom is marked Crown in Exile. Membership, diplomacy, taxes and upkeep continue, while new land claims and moving the kingdom spawn are suspended until the capital's occupation is resolved. The existing capital spawn remains the realm's return point.
/ckdiplomacy and choose Occupied Territories to see the
legal owner, occupier, annexation deadline, reconquest status and return offers.
Life Outside the Law
Outlaw Bands
An outlaw band is a compact organization built around a hidden base, supply contracts,
raids and mercenary work. Open /ckoutlaw to create, join or manage one. Creating
a band costs 5,000 coins; a band can hold up to 20 members. Invites last 24 hours.
Band ranks
| Rank | Main responsibility |
|---|---|
| Boss | Controls the band, succession and final decisions. |
| Lieutenant | Recruits members, manages contracts, launches raids, handles stash withdrawals and accepts mercenary offers. |
| Bandit | Builds in the hideout, uses containers and deposits supplies into the stash. |
| Runner | Uses ordinary hideout interactions and delivers contract materials. |
Hideout and upkeep
A band needs five members before it can claim one hideout. The hideout has a core chunk used during purges and a shared stash for up to 4,096 plain material items. Named, enchanted and damaged items stay in normal storage. Hideout upkeep is processed hourly from the band balance, including elapsed offline time. Three unpaid cycles forfeit the hideout.
Outlaw contracts
Lieutenants post material requests and reserve the reward. Runners deliver matching plain materials to the band; the delivery screen shows the amount and reward split before confirmation. Contracts supply building, raid and mercenary preparations without exposing custom equipment to material-storage rules.
Organized Crime & Hired Steel
Raids, Purges & Mercenaries
Kingdom raids
Outlaw Lieutenants can launch a 20-minute raid during the Wednesday 19:00-22:00 Europe/Amsterdam window. At least two eligible attackers and two eligible defenders must be online. Raiders breach with a side-wide 10-second block cooldown and may loot containers, while defenders retain normal door and switch access. Unique kills against at least 25%, 50% or 75% of the eligible defender roster unlock 2%, 5% or 10% treasury plunder.
Hideout purges
A kingdom Chancellor can launch a purge against an outlaw hideout. Kingdom fighters must take and hold the hideout's core chunk until the purge score reaches 160. Until the hideout falls, attackers cannot use its containers, doors or switches. A successful purge removes the hideout claim.
Mercenary contracts
Kingdom Chancellors can offer a war contract to an outlaw band. A Lieutenant accepts or declines before the siege. The offer may contain an upfront payment of up to 50,000 and a success payment of up to 100,000, held safely in escrow. The minimum total offer is 100. The hired band joins the frozen siege side; earning the success payment requires at least 120 seconds of band presence during the battle.
Raid cooldowns are 12 hours for the attacking band and 24 hours for the target. Current availability, requirements and payment terms are shown in the outlaw and diplomacy menus.
Safe Tavern Trade
Tavern Strongboxes
Official taverns contain registered barrel strongboxes identified by a floating Tavern Strongbox label. Right-click a registered barrel to open five private stack slots shared across every official tavern. Goods placed in one tavern can be collected from another.
| Service | Cost or rule |
|---|---|
| First charter | 2,500 coins, including the first 7 rental days. |
| Renewal | 500 coins per 7 days, prepaid up to 28 days. |
| Same-tavern collection | Free. |
| Collection at another tavern | 75 coins per stack as a courier fee. |
| Expired rent | Stored goods remain safe. Renew the charter before storing or collecting items. |
Using the strongbox
- Right-click the labelled barrel and buy or renew your charter if required.
- Shift-click one inventory stack to place it into an open strongbox slot.
- Click a stored stack to collect it. The menu shows whether a courier fee applies.
Named, enchanted, damaged, lore-bearing and ChickenKingdom items keep all of their data. Bundles, shulker boxes, backpacks and other portable or nested storage items cannot be stored. Each action is recorded before the inventory changes, protecting goods and payments if the server stops during a transaction.
Formal Combat
Duels
/duel opens the challenge menu. The opponent must be within 12 blocks and both
players must be near an available arena within 18 blocks. Neither player may be recently in
combat. A challenge expires after 60 seconds.
Wagers and equipment
Choose a wager from 0 to 100,000 coins. Both players pay the same amount when the challenge is accepted; the winner receives both payments. A draw or cancelled start refunds both sides. Duelists use their own inventory and equipment, keep all items and levels on death, and return to their previous outside-arena locations after the result.
Match rules
- A 10-second countdown begins after both players are placed in the arena.
- A duel lasts at most six minutes; a timeout is a draw.
- Death, logout or
/duel leavegives the opponent the win. - Only the two duelists can damage each other. Arena blocks, containers, item drops and item pickups are protected.
- Travel commands and leaving the arena are blocked until the match resolves.
Records
/duel stats, /duel top and /duel history show results.
To keep rankings competitive, the first three wins against the same opponent each week give
full leaderboard points, wins four through ten give 25%, and further repeat wins give none.
Match results and wager payouts are unchanged.
Reading the World
Live Map & Scoreboard
Use the live Dynmap to plan routes, find services and understand political borders. Toggle layers to reduce clutter, then click an area for its name and current details.
| Layer | Appearance and information |
|---|---|
| Kingdom Territories | Gold borders and realm information for capitals, villages and resource regions. |
| Points of Interest | Reddish protected public areas with quests, shops and services. |
| Claimable Regions | Clean white outlines for predefined unclaimed land. |
| War Objectives | Subtle light one-chunk objective squares for relevant fronts. |
| Wars & Occupations | Red and orange conflict information, including legal owner, occupier, reconquest status and annexation deadline. |
| Outlaw Hideouts | Purple outlaw territory markers when the hideout is visible on the map. |
The in-game scoreboard uses registered display names for the region you are standing in. It also surfaces important realm states such as an occupation or Crown in Exile, while action bars and titles provide countdowns during travel, raids and sieges.
Shortcuts
Command Reference
Menus are the primary interface. These player commands open the correct board or perform a common action; detailed leadership actions are presented inside those menus.
Main systems
| Command | Use |
|---|---|
/ck [kingdom|wars|outlaws|inbox|guide] | Open the unified server hub or a specific section. |
/ckguide | Show concise guidance for your current situation. |
/kingdom | Open kingdom membership, land, economy and government. Aliases: /ckkingdom, /kingdoms. |
/ckdiplomacy | Open relations, alliances, wars, fronts and occupations. Aliases: /ckwar, /ckdip. |
/ckoutlaw | Open outlaw membership, hideout, contract, raid and mercenary management. |
/card [player] | Open a character card. Alias: /playercard. |
/duel | Open challenges, wagers and duel records. Alias: /duels. |
/nquests | Open the quest journal. |
/bounty | Open bounty placement, target and ranking menus. |
Kingdom shortcuts
| Command | Use |
|---|---|
/kingdom status | Show your realm, rank, assignment and current progress. |
/kingdom list | Compare kingdoms and inspect public details. |
/kingdom leaderboard | Open territorial and prestige rankings. |
/kingdom spawn | Prepare travel to your capital spawn. |
/kingdom finances | Open taxes, treasury, upkeep and reserve information. |
/kingdom contracts | Open available supply contracts. |
/kingdom prestige | Review settlement prestige and submissions. |
/kingdom requests | Review membership and governance requests. |
/ckwar chunk | Show the relevant siege objective chunk. |
Communication and economy
| Command | Use |
|---|---|
/kc [message] | Switch to kingdom chat or send one kingdom-only message. |
/pc | Return to public chat. |
/msg <player> <message> | Send a private message. |
/mail | Read mail received while offline. Use /mail send to write one. |
/bal | View personal balance. |
/pay <player> <amount> | Transfer money to another player. |
/spawn | Travel to the server spawn. |
/help | Open the server command help. |
Checks That Solve Most Issues
Common Problems
| Situation | Check | Next action |
|---|---|---|
| Building is denied in kingdom land. | Your global rank, local role and that settlement's law profile. | Open /kingdom and ask the local Mayor or Deputy for the correct assignment. |
| A kingdom claim is unavailable. | Member threshold, region type, treasury balance, one-cycle reserve, debt and occupation status. | Use the Regions and Finances menus; the failed requirement is shown before confirmation. |
| Kingdom spawn preparation stops. | Movement, damage, combat or an invalid capital spawn interrupts the 60-second preparation. | Stand still in a safe place. The Monarch can verify the spawn from inside the capital. |
| A player is missing from a siege roster. | They must be Citizen or higher and have joined at least 24 hours before the siege was scheduled. | Review the frozen roster in the campaign detail menu. |
| Siege progress is stationary. | The objective may be empty or contested by both sides. | Use /ckwar chunk and move inside the particle-bordered objective. |
| An occupied region cannot be used by the occupier. | Occupation grants military access, not immediate ownership or resident rights. | Use Occupied Territories for reconquest, return terms or the annexation deadline. |
| A strongbox will not open for storage. | Charter expiry, five occupied slots or insufficient courier funds. | Renew in the barrel menu, collect a stack or return to its deposit tavern. |
| An item will not enter a strongbox. | Portable storage such as a shulker, bundle or backpack is blocked. | Store the item itself; named and enchanted non-container items are supported. |
| An item will not enter a depot or outlaw stash. | Those systems accept only matching plain materials. | Remove names, enchantments and damage, or keep the unique item in normal storage. |
| A duel challenge is unavailable. | Distance to the player, distance to an arena, arena availability and recent combat. | Stand together beside a free arena and wait for the combat tag to end. |
| An outlaw hideout is at risk. | The band balance may have missed hourly upkeep. | Deposit funds before the third unpaid cycle and review the hideout status menu. |