Island Goldrush

Goldrush Guide

Fight for territory, protect your league's clams, and understand where your battle supply goes.

How Goldrush works

The main goal is to build your league's point production by claiming tiles and clams across the six configured days. Coordinate a strategy with your league, choose useful routes and high-value tiles, and capture or retake tiles effectively. Attacks contain individual opponent fights: your Tatari skills and formation decide those fights, while Energy Drinks cover the battle cost.

Island GoldrushReference rules
Leagues4 competing leagues
Team size4 players
Battle formation15 Tatari arranged in a 5 × 5 tile space
League capacity50 teams in each configured day
ResourcesEnergy Drinks for battle supply; Super Drinks are a separate condensed resource
Energy Drink

Energy Drinks / Cans are the battle resource used to boost your Tatari in Goldrush. The amount allocated determines your boost level. Energy Drinks expire after the event ends (Day VI).

Super Drink

Super Drinks are cans used for Dunerush Tournament. The verified goldrush conversion rate uses a 1:1 amount when Energy Drinks are insufficient.

Goldrush and Dune Rush have different rules. This guide covers Island Goldrush and its underwater clams. The tournament has 20-player teams, 8 leagues and league transfers. Its sand and deepsea variants belong in a separate guide.

Before you attack

  1. Coordinate with your league. Check marked tiles and announcements before allocating your Energy Drinks. Agree on which targets to capture and whether any tiles need to be retaken.
  2. Build a complete formation. Damage, buffs, debuffs and healing all affect the opponent fights. A high power number alone does not establish the outcome.
  3. Check the Energy Drink boost and exhaustion. A selected amount determines a buff level; the initial Energy Drink cost also depends on your next counted attack, role and active spa buffs.
  4. Check the tile again before committing. Ownership and defender counts can change while other players are attacking.

Taking a tile and earning a reward are separate steps. A near-cleared tile can produce a short attack, but its low defender count is not an explicit percentage refunded cans.

When several players attack the same tile

Ownership and defender counts update from the server while attacks are happening. The game records the credited capturer separately from kill MVP. For mining tiles, the in-game text describes league kill totals deciding kill MVP; however last-hit determines who capture the tile.
Skipping the animation does not create extra hits. Skip goes straight to the settlement display for the server-provided fight records. It can get you back to the controls sooner, but no client rule establishes that it changes hit order or guarantees last-hit. The exact ordering and tie-breakers for simultaneous attacks are server-controlled and are not exposed in the game data.

Tile health and point production

The tile's health bar represents its remaining defenders, not the combined HP of the Tatari fighting in one battle. The battle record identifies an opposing trainer or NPC; defeating opponent formations contributes to reducing the defender count.

One trainer and one tile defender are not the same permanent slot. An attack can contain several opponent fights. Which opponent appears is supplied randomly by the server. The random names floating in the map animation are decorative; use the actual battle records to check who you fought. You may fought same trainer on single attack.
Tile typeBase defendersBase points / minuteBase points / hour

These are base values before the daily production rate. Applicable home-territory shields increase defender capacity by 20%, 40% or 80%; they do not add a fixed 20, 40 or 80 defenders. Clam defense and harvest rewards are listed separately below.

Daily unlocks and score

The Island schedule has six day entries. Clams are listed on Days 2, 4 and 6; tile production rates also change across the event.

DayClamsTerritory score rate

Use the event screen for actual start, preparation, battle and settlement countdowns. These are day-based rules, not a prediction of the next server calendar date. The configured score percentages apply to base production: 50% means 0.5×, and 120% means 1.2×.

League roles and daily changes

RoleSlotsEnergy Drink discountResponsibilities
6 appointment actions per day. Officer appointments and transferring league leadership share this limit. Removing a title completely does not consume an action. The in-game rules also describe possible automatic league leader transfer after more than 24 hours of inactivity.
Follow the election rules shown during preparation / goldrush registration day. The in-game descriptions cover a highest-Combat-Power selection and a voting variant. Higher power can affect selection or candidate eligibility to become Goldrush League Leader.

Energy Drink boosts

The available Energy Drinks amount determines the highest boost level it reaches. For example, 20–29 Energy Drinks gives Lv 2. The ordinary boost cap is Lv 10; rally levels are listed separately below.

Boost levelEnergy Drinks selectedATK bonusHP bonusDEF bonus

Check the initial Energy Drink cost

This estimates the initial Energy Drink allocation cost at the selected threshold. It does not predict final spending or unused Energy Drinks returned after the attack. Enter only the spa discount currently active.

Exhaustion increases Energy Drink cost

The game calculates the next attack’s Energy Drink cost using your daily attack count plus one. After 10 counted daily attacks, the next attack uses the exhaustion rate cost modifier.

Next counted attackExtra costMultiplier before discounts
Kills and daily attacks are separate counters. One attack can show several opponent fights. The client receives the daily counter from the server. Do not assume 11 kills automatically means +20% exhaustion.
Single attack counts as +1 attack whether you use minimum or maximum cans. Joining a team rally counts as +1 attack. Starting a rally has a different calculation; please see the Rally attacks section.

There is a real battle behind each result

Tatari attacks, skills, buffs, debuffs, defense and elemental matchups determine the fight. Goldrush uses PvP Arena Factor and the 0.8 / 1.2 elemental factors. Selected Energy Drinks boosts ATK and HP and no DEF bonus.

After combat, a separate calculation uses the enemy side's recorded total damage relative to your formation's total battle maximum HP. This is cumulative damage, not damage per second or opponent's total ATK.

Energy Drink loss per opponent fight
min(available energy drink, max(3, min(50, ceil(50 × enemy damage ÷ formation battle max HP))))

Tile health is not an input to that formula. Healing can restore your remaining HP while total damage already recorded remains. The green bar in Battle Details shows remaining formation HP, not remaining cans.

Battle Details result labels

The result label uses remaining formation HP on that fight, not the number of drinks spent.

Result label shown in-gameFormation HP remaining
Great VictoryYour HP 70% or more
VICTORY!Your HP more than 20%, but less than 70%
Narrow WinYour HP 20% or less
Narrow LossEnemy HP 20% or less
DefeatEnemy HP more than 20%

Estimate Energy Drink Loss

This calculator tests a simple model to check the formula using displayed formation HP multiplied by the battle HP buff. It does not predict how many cans you will lose before a battle, because opponent damage is only known after the battle result.

Energy Drink loss is capped by the supply available for that fight; exhaustion and discounts are separate. Use damage from all opponent Tatari.

Clam harvests and defense lines

Island clams are assigned to the four leagues on Days 2, 4 and 6. Each has a maximum of 3,000 defenders. Their opening state comes from the server, and the active harvest screen counts down to the next daily boundary.

Defense line brokenAttacker claim points
2,100 defenders160,000
1,200 defenders128,000
0 defenders80,000
Attacker points and owner harvest are different rewards. Breaking a defense line can grant claim points to the attacking side. Damage also reduces the owner's harvest ratio. At zero defenders, the clam defense fails and the owner receives no harvest revenue.

Rally attacks

Rallies allow trainers in the same league to attack together. A higher tier adds more participant slots and a larger total kills contribution; paying three times the base cost does not triple the stat bonus.

Base creation costParticipantsBoost levelATK bonusHP bonus

To host a rally, you must first spend 5,000 Energy Drinks to unlock it. All rallies have a 5-minute preparation timer. The host can select who joins; if the host does not choose, the system selects members randomly.

Rally calculator

Experimental calculation and formula.

Attack completed means your daily attack count before the rally. Tile HP means the remaining defenders on that tile. The server calculation is not verified; this calculator is based on user-experience data.

Goldrush rewards

Attack rewards, league ranks, team ranks, clam stage points and final rewards are different categories. Select a reward category to inspect its configured brackets.

Total attack rewards

Select a kill threshold to see the rewards earned through that row.

Reward settlement info. See the in-game Goldrush screen for current daily and final rewards. Candy display can scale with the active schedule/account coefficient. Ranking brackets are alternatives, not cumulative milestones; attack and rally reward paths may differ.

Goldrush team milestone rewards

Team points unlock these rewards in sequence. Select a milestone to see the combined rewards from the first row through that threshold.

Total rewards

Select a milestone to see all rewards earned up to that row.

Useful habits

  • Coordinate targets and protection. Watch league marks and announcements, especially before clam settlement.
  • Clam days matter, but Day 1 matters too. Expand your territory early by attacking unclaimed tiles defended by NPCs. Coordinate useful routes and high-value targets to prepare your league for the days ahead.
  • Check your next attack cost. Exhaustion, officer perks and an active Hot Spring cost-reduction buff affect the Energy Drink cost before you enter the fight.
  • The “10 attacks before a rally” myth. Doing 10 normal attacks first does not give a rally a fresh exhaustion counter. In the current calculation model, normal and rally attacks advance the same daily count, so those earlier attacks move the rally closer to higher Energy Drink costs.
  • Sharing cans through rallies. A rally on a tile with few defenders remaining may finish early and return unused cans to contributors. The configured participation reward is 50 cans; teammates who join but do not attack may receive it.

The Hot Spring discount means a currently active spa buff that specifically reduces GvG Energy Drink consumption. It does not apply to every spa buff.

Disclaimer: This fan-made guide is based on recovered v0.49.1 game data and observed battle records. Live event rules and server settings may change. HP scaling and final supply returns are still being checked. Please contact me on Discord: kenzkunz with corrections.