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Not to be confused with counterattacks after destroying a portal.

A Blood Moon

Blood Moon is a nighttime Greed event characterized by a creepy ambience, and an unusually large assault of enemies, called Blood Moon wave.

A Blood Moon wave is a timed, one-sided wave, that happens in a very specific frequency, and is usually followed by a recovery day.


In Classic and New Lands[]

All Blood Moon events will happen after five or six normal days. So the first Blood Moon will take place on day V or VI. If it happens on day V, the second will take place either on day X or day XI. If the 1st happened on day VI, the 2nd will take place on day XI or XII; and so on.

If the Monarch wants to track more precisely when the Blood Moon will come, they'll need to take notes about the last time it happened.

The sequence below shows the notes of a player[1] who recorded all the Blood Moons between day 35 and 100, when he was going for the New Lands "Day C" achievement. Numbers are days with Blood Moon, bullets represent the common days between Blood Moons and underlined days denote a 6 day interval.

38 • • • • 43 • • • • 48 • • • • 53 • • • • • 59 • • • • 64 • • • • • 70 • • • • 75 • • • • 80 • • • • • 86 • • • • • 92 • • • • 97

In Two Crowns[]

Blood Moons start a bit later and happen in a schedule linked to the seasons cycle. The following board showing the start-end days for the seasons helps to understand it:

Year Spring Summer Autumn Winter
1 116 1732 3348 4964
2 6580 8196 97112 113128
3 129144 145160 161176 177192
4 193208 209224 225240 241256
5 257272 273288 289304 305320

A Blood Moon will always take place around two days before a season change.

Starting on the spring of the third year, an extra Blood Moon will always occur two days before the middle of the season.

Year Spring Summer Autumn Winter
1st 14 30 46 62
2nd 78 94 110 126
3rd 134 · 142 150 · 158 166 · 174 182 · 190
4th 198 · 206 214 · 222 230 · 238 246 · 254
5th 262 · 270 278 · 286 294 · 302 310 · 318

So, on the first two years: one Blood Moon per season, with fifteen days between the Red Moon days. From the third year onwards: two Blood Moons per season, with only seven days between them.

In all Challenge Islands Blood Moons take place with the same frequency of those in Classic and New Lands—i.e. every five or six days.

Wave time[]

Just like nightly waves, Blood Moon waves are timely launched to reach the Kingdom's border by midnight.

New Lands Kingdom: New Lands & TC16 Two Crowns – This timing is announced by a rumbling sound.

Creepy ambience[]

Blood Moons can catch a new Monarch unaware, especially if they've never experienced the event before. With some knowledge (usually acquired along a succession of Monarchs), even without paying much of attention to its scheduled frequency, it's possible to notice an incoming Blood Moon by its visual and audible indications.

Red sky[]

The most typical sign of a Blood Moon is that during the night of the event the sky and the Moon, both acquire a red hue.

Heavy weather[]

Rain and redder sky at sunrise: a Blood Moon is coming by nightfall (day V, 3rd island, New Lands).

Classic Kingdom: Classic & New Lands New Lands – Aside from the frequency in which they occur, Blood Moons can be fairly predictable during the day by the weather and the color of the sky. The entire daytime preceding a Blood Moon is usually stormy, rainy (snowy if in the winter), or at least very cloudy. From the sunrise of that day, the sky is pinker and darker than usual.

TC16 Kingdom Two Crowns – The weather is overall more diverse, with a larger range of nuances, and it can't easily be used to foresee a Blood Moon during the morning and after noon. However the sky at dusk before the Blood Moon tends to be red for a noticeably extended time.

Day counter color[]

TC16 Kingdom Two Crowns – The morning day number on a Blood Moon day tends to have a reddish color.

Sinister music[]

On Blood Moon days a sinister music starts playing exactly at the sunset. About fourty seconds after that, it will be midnight, when the wave should be hitting on the Kingdom borders. Here are the Blood Moon tracks for each of the games and settings:

Note that sounds and musics have different volume sliders on the options menu. Players that have lowered the music volume too much won't be able the hear the Blood Moon track.

Rumbling sound[]

This section is about New Lands & Two Crowns.

The Blood Moon sound in Two Crowns
In New Lands the sound is more subtle (hear it in this video).

The moment the portal is opened, a deep rumbling or grinding sound of moving heavy stones that lasts for about a second will be heard all over the land. This is the same noise that warns of an upcoming counterattack after having destroyed a portal.

A couple of seconds after that, the first monsters will traverse the swirling goo of the portal, being followed by the rest of the wave. When this happens, Monarchs should be aware that an important enemy force is already on land and heading to town.


A Blood Moon wave is a one-sided wave, meaning that the attack comes from only one random side.

At noon the active portals on both sides use to become non-exhausted. But on Blood Moon days only one portal will recover its ability to recognize a hostile presence.

Scouting at least one active portal on the afternoon of a Blood Moon day can be useful to predict which side of the Kingdom will be attacked. To do that, the Monarch shall approach the portal (less than half of the screen) and wait a couple of seconds for the reaction. If the portal opens and release one greedling, this is where the Blood Moon assault will come from. If it remains closed, the attack will come from the other side.

On Skull Island (Two Crowns) they can come from both sides. If they do, it's possible to hear two distinct rumbling sounds announcing them.

Wave composition[]

Timer icon.png

This section may be outdated due to a recent update.

The attacks scale in number over time, much like regular attacks, making it a formidable challenge to overcome in later days. While this is more incremental in the previous games, it is easy to tell for the Blood Moons in Two Crowns campaigns:

Blood Moon

(Two Crowns)

1st Features only high amounts of regular greedlings.
3rd Will usually include floaters.
5th Breeders and crown stealers will appear.

In the Two Crowns Challenge Islands the waves strength increases much faster. They may also include armored breeders.

Next night truce[]

All portals exhaust their resources to fuel the Blood Moon wave and will shut down for the subsequent day, which prevents the regular monster's wave from spawning the next night. So, after each Blood Moon the Kingdom will witness a day, a night and another day without attacks from the Greed.

The extra time may be useful to (listed from the least to most aggressive):

  1. reconstruct the walls, recruit and equip townsfolk that may have lost their tools and coins during the Blood Moon attack;
  2. safely recruit townsfolk from vagrant camps without the risk of an attack from the greed.
  3. deforest far from the village, as builders will have enough time to return to safety — this may be particularly useful for deforestations starting from a grass field far after a wood section, to prevent the destruction of a vagrant camp or a merchant settlement adjacent to the town;
  4. expand the kingdom frontiers, building a wall very far from the already established walls — this will give an extra time for builders to upgrade the wall to max level, and for knights, archers and catapult to join the new defense point;
  5. seize a portal very far from the kingdom frontier — the extra time will allow knights to arrive at the portal without having to fight the regular monster would normally appear. Note that the portal being attacked still will release greedlings to defend itself. And if the portal is destroyed, the counterattack will still follow as normal.

Skull Island Skull Island (New Lands) & Skull Island (Two Crowns) – There is no next night truce.

Atypical cases[]

New Lands Kingdom: New Lands – If all portals have been destroyed, the Moon will not turn red and no monsters will spawn, but there will still be a storm and the Blood Moon music will play that night.

[This section can be expanded to include non common cases, like Blood Moon waves "skiped" by traveling, or happening when the cliff portal (not the cave) is destroyed.]


All changes noted below affect Kingdom Two Crowns only.

Date       Platf Version
Nov 16,
PC 1.1.13
FIX: Bug where Blood Moons would clear incorrectly, leaving the Kingdom vulnerable and without defenses at the end of the wave.
FIX: Lack of cooldown days after Blood Moons in Dead Lands.
BALANCE: Blood Moons are more consistent throughout the game (getting more frequent the longer the game lasts). This includes:
· A Blood Moon at the end of the first spring (that used to rare) will always happen.
· Blood Moons during winters before the 3rd year (that used to be uncommon) will always take place. (Change noted by wiki editors).
· The truce duration (that used to start with 2 days, decreasing to 1 in mid game, and 0 in late game) has been fixed to 1 day, no matter the year. (Also noted by wiki editors).
BALANCE: Daybreak will no longer end the onslaught from Blood Moons, making them similar to retaliation waves in this aspect. The Kingdom won’t be safe until every Greed has been defeated.
NEW: Number of the day is no longer black on Blood Moon days, but dark red. (Noted by wiki editors).


  1. Day C the Easy Way by Colonel Sanders Lite.