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 Goldrush | Reference rules |
|---|---|
| Leagues | 4 competing leagues |
| Team size | 4 players |
| Battle formation | 15 Tatari arranged in a 5 × 5 tile space |
| League capacity | 50 teams in each configured day |
| Resources | Energy Drinks for battle supply; Super Drinks are a separate condensed resource |

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

Before you attack
- 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.
- Build a complete formation. Damage, buffs, debuffs and healing all affect the opponent fights. A high power number alone does not establish the outcome.
- 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.
- 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

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.
| Tile type | Base defenders | Base points / minute | Base 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.
| Day | Clams | Territory 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
| Role | Slots | Energy Drink discount | Responsibilities |
|---|

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 level | Energy Drinks selected | ATK bonus | HP bonus | DEF 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 attack | Extra cost | Multiplier before discounts |
|---|

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.
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-game | Formation HP remaining |
|---|---|
| Great Victory | Your HP 70% or more |
| VICTORY! | Your HP more than 20%, but less than 70% |
| Narrow Win | Your HP 20% or less |
| Narrow Loss | Enemy HP 20% or less |
| Defeat | Enemy 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 broken | Attacker claim points |
|---|---|
| 2,100 defenders | 160,000 |
| 1,200 defenders | 128,000 |
| 0 defenders | 80,000 |
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 cost | Participants | Boost level | ATK bonus | HP 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

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


