Docs β†’ Crypt Cycles β†’ Advanced rules: building a requirement out of many lines

πŸ§ͺ Advanced rules: building a requirement out of many lines

How rule sets, groups and rules fit together, what each one measures, exactly what a miss costs, and a worked example you can copy. The unsupported feature, explained in full.

Crypt Cycles 14 min read Guide Updated 30 Sep 2026

The ordinary chest cycle asks one thing of a member: reach a point target, or a chest count, or both. That is enough for most clans and you should stay on it if it is enough for yours. Advanced rules exist for the clan that wants to ask something more specific β€” bring me 1,200,000 points of Epic Crypt chests, and at least 40 crypt chests of any kind, and either 5 Tomb chests or 3 Ancient chests β€” and wants each of those lines measured and charged on its own.

β›”
This is an unsupported feature
You opt in by ticking five statements, and one of them is that we will not help you set these rules up, and will not investigate why a particular member passed or failed. A rule that cannot be met will penalise everybody it applies to, exactly as written, and those penalties will not be reversed for you. This article is the whole of the support that exists β€” read it before you turn the feature on, not after.

The three words you need

Everything in the builder is one of three things. Get these straight before you open it and the rest is mechanical.

WordWhat it isExample
RuleOne measurable line. It measures one number over one set of chests and compares it to a target. It is the only thing in the builder that touches chest data.Points from Epic Crypt, at least 1,200,000
GroupA box of rules with a word for how they combine: all of them, any one of them, or at least N of them. A group can also hold other groups, as deep as you need."Crypt work" β€” all rules must pass
Rule setEverything asked of one tier. It is the top level: one or more groups, plus a word for how those combine. Each tier has its own, and they are independent.The G7 rule set: 2 groups, 5 rules
πŸ’‘
Read it as a sentence
The builder writes the top line for you: A G7 meets the requirement if … all groups pass. Everything below is that sentence spelled out. If the sentence does not read as something you would say out loud to a member, the rule set is wrong regardless of what the dry run says.

Turning it on

1
Open the opt-in Clan Management β†’ Chest Cycles

On the Advanced rules card, choose Review terms & enable. The card sits above the cycle table; if you cannot see it, you are not a clan admin for the selected clan.

2
Tick all five statements

Five checkboxes, one per promise: no setup support, no result investigations, penalties applied as your rules describe them, the rules may change with the feature, and the acceptance is recorded. The Turn it on button stays disabled until all five are ticked β€” and the server checks again when you press it, so there is no way past this.

3
Your acceptance is written down

Who you are, the date, the terms version and your IP. Turning the feature off later writes a second entry β€” it does not erase the first. You can read both from Acceptance log on the same card.

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Turning it on changes nothing by itself
Existing cycles keep judging exactly as they did. Advanced rules only apply to a cycle that actually has rules on it, which means a cycle you create with Advanced rules as its setup. Everything else carries on unchanged.

Creating a cycle that uses rules

New chest cycle panel β€” the five setup choices, with "Advanced rules" selected
The dates are pre-filled to start exactly where the last cycle ends. Only the Advanced rules choice creates a cycle with no tier targets at all.
1
Add the cycle Clan Management β†’ Chest Cycles β†’ New cycle

Pick Advanced rules under How are requirements set?. The cycle is created with no requirement rows whatsoever β€” that is deliberate. A cycle is advanced by having rules, not by a flag, so it starts empty and you fill it.

2
The rule editor opens by itself

A cycle created this way and then left alone asks nothing of anybody while reporting that it has a requirement, so the editor opens straight away. You can close it and come back β€” click the cycle's row and its rules are right there in the panel.

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You cannot convert an existing cycle
Open the rule editor from a cycle that judges Per G-level or Per might bracket and it will only save to your clan template, never onto that cycle. Writing rules onto it would silently replace what its members have been measured against all week. Create a new cycle with Advanced rules instead.

What a rule measures

A rule is four choices and a number. Left to right, it reads as one sentence.

ChoiceOptionsWhat it does
MeasurePoints or Chest countPoints sums the logged point value of the matching chests. Chest count counts them, one each, whatever they are worth.
FromAll chests, A chest group, A chest tag, Named chestsWhich chests count. Groups and tags come from your Chest Catalog; Named chests is a searchable multi-select over the whole catalog.
At leastA numberThe target. Zero is not a target β€” a rule left at zero cannot be missed and charges nobody, which is what makes a half-finished rule harmless.
PenaltyCarry over the shortfall or Fixed amountWhat missing this one line costs. Covered in its own section below.
πŸ’‘
Penalty chests never count towards a target
A penalty booked against a member last cycle is not something they collected, so it is excluded from every rule's measurement. This differs on purpose from the old two-number requirement, which nets penalties off the point total. A rule that says "bring me 1,200,000 points from Epic Crypt" is asking for Epic Crypt points, and a penalty is not one.
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An empty group or an unused tag measures zero
Point a rule at a chest group that holds nothing, or a tag nobody has applied, and it measures zero for everybody β€” not "everything". With a target above zero that rule fails for every member in the tier, every time. Check the group has chests in it before you save.

How a group decides

Every group carries one word, and it applies to its own children β€” its rules and any groups nested inside it, counted together in the order they appear.

WordThe group passes when
all rules must passEvery child passes. One miss fails the group.
any one ruleAt least one child passes. The rest can all miss.
at least N rulesAt least N children pass. A number box appears next to it when you choose this.

The same three words appear at the top of the rule set as all groups pass, any one group passes and at least N groups pass. There they decide how the tier's top-level groups combine.

Empty group
passes
A group with nothing in it asks for nothing, so it cannot fail.
Tier with no rules
passes
Treated as "nothing is asked of them", never as "everybody fails".

Required and Optional

Every group also carries Required or Optional. This only means something on a top-level group:


What a miss costs

This is the part to get right, because it is the part that takes points and Silver off real members. There are three levels to it.

1
Each rule states its own cost

Carry over the shortfall charges exactly what they were short: target minus what they brought. Miss a 1,200,000 target by 200,000 and you are charged 200,000. Fixed amount charges the number you type, however short they were. Silver is always a flat number β€” there is no "Silver they were short of" β€” and it is debited from the member's Silver account on the clan ledger, while points are booked as a penalty chest in the next cycle. Two separate charges for the same miss.

2
A failed group charges every failed rule inside it

Not the first, not the cheapest β€” all of them. A group that is any one rule over two lines, with the member missing both, charges for both. And the other way round: a group that passes charges nothing at all, however badly a rule inside it was missed. That is what "any one" means, and it is the single most common surprise.

3
Several failed top-level groups are combined

One setting per tier, under If several blocks fail:

  • Add them up β€” the strict reading. Each failed group cost the clan something on its own.
  • Only the largest β€” caps the damage when a bad cycle trips several groups at once.
  • Only the first that fails β€” reads the groups top to bottom and stops at the first failure, which makes the order you put them in meaningful.

Switching penalties off

Each group has a Penalties for this block switch, and it is inherited downwards: turn it off on a group and nothing inside that group can charge anything, at any depth. The tier-level switch Penalties on for this tier does the same for everything. This is how you run a tier with the whole tree in place, measured and visible, with no money attached β€” which is the right way to try a new rule set on a live cycle.


A worked example

Say a G7 should do real crypt work, and should also be turning up for one of the two weekly events. As a sentence: bring 1,200,000 crypt points and at least 40 crypt chests, and take part in either the Tomb or the Ancient.

LevelWhat you buildSetting
Rule setA G7 meets the requirement if…all groups pass
Group 1"Crypt work" β€” Requiredall rules must pass
Β· rulePoints from the Crypt chest group, at least 1,200,000Carry over the shortfall
Β· ruleChest count from the Crypt chest group, at least 40Fixed, 50,000 pts
Group 2"Weekly event" β€” Requiredany one rule
Β· ruleChest count from named chests Tomb I–III, at least 5Fixed, 25,000 pts
Β· ruleChest count from named chests Ancient I–III, at least 3Fixed, 25,000 pts

Now read what happens to three members, with Add them up as the combine setting:

MemberWhat they didResult
Brings everything1,300,000 pts Β· 44 crypt chests Β· 6 TombPasses. Both groups pass. Charged nothing.
Skips the Ancient1,300,000 pts Β· 44 crypt chests Β· 6 Tomb Β· 0 AncientPasses. Group 2 is any one rule and Tomb cleared it, so the missed Ancient rule costs nothing.
Short on points1,000,000 pts Β· 44 crypt chests Β· 0 Tomb Β· 0 AncientFails. Group 1 fails on the point rule β†’ 200,000 carried over. Group 2 fails with both rules missed β†’ 25,000 + 25,000. Added up: 250,000 points.
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Look at row three again
The member met the chest-count rule inside Group 1, and it still cost them nothing β€” correct, because only failed rules are charged. But they were charged twice inside Group 2, for two rules where the group only ever needed one. That is the rule written as designed: a failed group charges everything inside it that failed. If that is not what you want, split Group 2 into two Optional groups, or switch the tier to Only the largest.

Each tier stands on its own β€” including T9

There are ten tiers: G1 through G9, and T9. Each has an independent rule set, and a tier you never touch asks nothing of its members.

πŸ’‘
T9 is not G9
T9 is a tier of its own everywhere in chest cycles: it gets its own rule set, its own targets and its own penalties, and a G9 rule set does not reach its members. If you want more from your T9s than your G9s, say so on T9 β€” that is the whole point of it being separate. If you leave T9 empty while G9 has rules, your T9 members are asked nothing.

To avoid typing the same set ten times, use Copy rules from… at the top of the editor. It copies another tier's rules into the one you are editing so you can adjust the numbers. Nothing is saved until you press save β€” look them over first.

⚠️
Tiers are locked at the open
A member is judged at the G-level they held when the cycle opened, not the one they hold now. Someone who levels up mid-cycle is still measured against the tier they started in. You can see exactly which tier each member is locked to from G-level tiers as they were when this cycle opened in the cycle's actions.

Check it before it charges anybody

1
Read the dry run

Under the rules, the editor shows how many members of the tier would pass as the cycle stands right now β€” on today's chest data, part-way through the cycle. A rule set that passes nobody on day 5 of 7 is probably impossible, not strict.

2
Open "Who fails, and on which rule?"

A grid of every member in the tier with a column per top-level group, so you can see whether the failures are spread out or all landing on one line you got wrong.

3
Preview the close before you close

Close cycle shows exactly who will be charged and how much, before anything is written. Nothing is booked until you confirm. If the list surprises you, do not close β€” go back and fix the rules.

β›”
Automatic closing does not preview
If your clan has automatic closing on, a finished cycle closes on its own and charges everybody the rules say to charge, with nobody looking at the list first. Do not combine automatic closing with a rule set you have not watched through a full cycle by hand.

Saving, and saving as a template

Two different buttons, two different places:

Every save is logged with who changed what. A rule edit does not appear in the acceptance log β€” that log records only turning the feature on and off.


When something looks wrong

What you seeWhy
Everybody in a tier failsAlmost always a rule pointing at an empty chest group or an unused tag β€” it measures zero for everyone. Check the group in your Chest Catalog.
Nobody is charged although members failedPenalties are off somewhere above them: the tier switch, or a group switch that silences everything inside it.
A member missed a rule badly and paid nothingThe group that rule sits in passed, on any one or at least N. A passing group charges nothing.
A member is short on points but the rule says they are fineRules measure collected chests only. Penalties carried in from last cycle do not reduce a rule's measurement, though they do show in the member's point total elsewhere.
The tier shows "not set"That tier has no rules, so nothing is asked of its members and they all pass. Check T9 specifically β€” it does not inherit G9.
Your rules will not save onto the cycleThat cycle judges per G-level or per might bracket. Rules can only be saved onto a cycle created with Advanced rules.

Turning it off again

You can, at any time. Closed cycles keep the rules they were closed with and nothing is recalculated; your rule sets are kept, so turning it back on restores them; and your acceptance stays in the log. Any open cycle that was using rules stops being judged by them, so switch it off between cycles rather than in the middle of one.