# Guild reinforcements

> How to station troops in a guildmate's village, how much it can hold, how long they stay and how reinforcements show up in the battle report.

Guilds · https://jds-game.com.br/portal/wiki/guia/reforcos-de-guilda?lang=en

A guild member can **station troops in another member's village** to help defend it. It's the most direct way to protect an ally who's about to take an attack — or who's offline.

A reinforcement **never changes hands**: the troops stay yours, they only defend the host village, and only you can call them back.

# How to send

- Open the **Allies** tab on the Guild screen. It lists the villages of every member, even those outside your field of view on the map.
- Pick the ally's village, your home village and the troops. Heroes don't go as reinforcements, and caravans don't garrison.
- For your own villages, use the realm's regular reinforcement — this tab is for allies only.
- Once on its way, a reinforcement **can't be cancelled**: the march continues until it reaches the ally's village. Only after it's stationed can you **recall** it, and then the troops march back.
- The **March of the Order** path, from the [Order Tree](https://jds-game.com.br/portal/wiki/guia/arvore-da-ordem?lang=en), makes reinforcements arrive faster.

If the Allies tab doesn't show the sending form, reinforcement between members is disabled on this server; whatever is already en route or stationed is still listed: what has already arrived can be recalled, and what's still en route continues until it arrives.

# Who can reinforce whom

- **Both sides** need at least **3 days in their current guild**. That clock counts from your first time joining that guild and doesn't reset if you leave and come back to it.
- Neither side can be under novice protection or a Peace Pact: a protected village can't be attacked, so it neither sends nor receives reinforcements.
- Mutual reinforcements that would close a loop between members are refused.
- Every refusal tells you the reason on screen.

# How much fits and how long it stays

- Each village hosts a cap of allied troops: **200**, plus **150** for each combined level of its [Barracks](https://jds-game.com.br/portal/wiki/construcoes/quartel?lang=en) and [Wall](https://jds-game.com.br/portal/wiki/construcoes/muralha?lang=en). The cap applies when sending and again on arrival: if, when the reinforcement gets there, the village can no longer hold the troops, the **entire** march goes back home, not just the excess.
- The reinforcement returns on its own after **1 day**. You can recall it earlier, at any time: the troops march back.
- Troops you receive can't be passed on to a third player.

# In battle

- Reinforcements join the village's defense against players and against raiding bands, together with the local garrison. They **never attack**.
- Losses are split between the local garrison and each reinforcement, and come out of the lender's army. The lender is notified when they lose troops.
- The **Guild Wall** bonus from the tree strengthens the defense of anyone attacked at home.

# In the report

- When the attacker wins, their report splits enemy losses into **Local garrison** and **Reinforcements**, without saying whose each reinforcement is. On a loss, and in the defender's report, that split doesn't show.
- Scouting shows that an allied reinforcement is stationed, but not what it's made of.
- Reinforcements count toward the strength the map shows for the village, but not toward the host's ranking or progression.

# When the bond ends

If you or the ally leave the guild, get expelled or the guild is disbanded, **all reinforcements between you return at once**, in both directions — what you lent and what was lent to you. The bond is with the guild at the time of sending: switching guilds also sends everything back.

Keep track of it all in the Allies tab: **Troops on loan** shows what's en route to or stationed with allies, and **Reinforcements received** shows who is defending you and until when.
