Your SvS prep score is decided by when you spend, not how much. Every speedup, Fire Crystal, and hero shard is worth full points on its matching day and close to nothing on the other four, so the whole event comes down to holding your stockpile until the right window opens.
This Whiteout Survival SvS guide covers what scores on each prep day, what to bank ahead of time, and how the prep result feeds into the Sunfire Castle fight at the end of the week. It assumes you already have the day-one fundamentals handled and just want the scoring math.
Updated September 2026. Checked against Whiteout Survival 1.33.9 and the Fire Crystal Age update.
How Prep Week Actually Scores
Prep runs Monday through Saturday, 10:00 UTC to 10:00 UTC, split into five scoring days with their own themes, leaderboards, and milestone rewards. Construction, research, and training speedups all pay 30 points per minute, but only on the day that matches them. A mid-2026 rework tightened which activities count where, which ended the old habit of saving everything for one giant dump.
Your individual score feeds a state total, and the state with more points wins prep. That matters more than the personal chest rewards, for reasons the castle section covers. Version numbers move fast here, so check what the current build lists in its event panel before you commit a stockpile.

Day 1, Construction: Spend Fire Crystals, Not Your Speedup Stack
Hold a Furnace upgrade for this day and let the Fire Crystals carry your score. Each Fire Crystal put into a Furnace upgrade is worth roughly 2,000 points, which buries what the same real estate in construction speedups would pay at 30 points a minute.
The practical move is to start a long building upgrade a day or two before prep opens, leave it running, and finish it inside the Day 1 window. Construction speedups are the filler, not the plan. If you have nothing expensive left to build, Day 1 is the correct day to score badly and save your materials for Thursday.
Day 2, Research: The Cheapest Points on the Board
Day 2 rewards research speedups at the same 30 points per minute, plus Fire Crystal Shards spent in the War Academy at about 1,000 points each. Hero shards, Lucky Wheel pulls, and Expert Sigils also land here, which makes this the day free players score best relative to spenders. Queue your most expensive War Academy line and finish it inside the window.
The honest limit is the ceiling. Once your War Academy lines are capped out for your current Furnace level, Day 2 has nowhere left to put points, and no amount of hoarding fixes that. Century Games documents the current tech tree on the official Whiteout Survival site, which is worth checking if the Fire Crystal Age shuffled your usual order.

Day 3, Beast Slay: Where Alliances Beat Wallets
Rally Polar Terrors, and rally them with people who show up. A coordinated Polar Terror rally is the single biggest line item available to a free player all week, worth around 30,000 points, and ordinary beast kills scale into five figures at higher levels. Stamina is the limiter, so bank it and drink what you need.
The catch is that this day is only as good as your alliance chat. A state with three active rally leaders will out-score a richer state that never fills a march. If your rally formations are guesswork, the same hero and troop logic from our Bear Trap breakdown applies more or less unchanged here.
Day 4, Hero Development: Train at the Top Tier or Skip It
Train the highest troop tier you have opened, and promote into it rather than training fresh. Points scale with the training time per unit, so the closer your troops sit to your maximum tier, the more each speedup second pays. Training T9 when you have T11 available is the most common way players waste a whole day.
Hero gear and Mithril also count today. Spend both on heroes you actually field instead of chasing a leaderboard tier, because the gear stays on your account long after the medal does. Our hero investment guide covers which roster slots deserve the Mithril.
Day 5, Power Boost: The Dump Day That Rewards Hoarders
Day 5 runs long, roughly 34 hours, and closes when the battle phase opens at 10:00 UTC Saturday. Anything that raises total power counts, which means Chief Gear, Chief Charms, pet advancement, hero exclusive gear, and leftover Fire Crystals all pay here. Hitting 250,000 points on this day alone earns a State Medal.
This is the day to empty the bag, with one exception. Do not break your Chief Gear upgrade order just to squeeze in a level, because a lopsided set costs you more in the castle fight than the medal is worth. The sequencing in our Chief Gear guide still applies on Friday.

What Prep Week Buys You in the Sunfire Castle Battle
Winning prep means the castle fight happens in the other state, and you attack. Lose it and you defend at home, which is the harder job. The battle itself runs five hours, and an alliance wins outright by holding the castle for two and a half consecutive hours, or on total accumulated hold time if nobody manages that.
Turrets are the part people misplay. A turret shoots at whoever holds the castle, but it goes quiet when both the turret and the castle belong to alliances from the same state, so taking turrets before the castle is usually correct. Century Games spells out the current ruleset in its Castle Battle help entry, and it changes often enough to reread.
Turning This Whiteout Survival SvS Guide Into a Prep Week Plan
Pick one day to win and treat the rest as maintenance. If you are free to play, that day is almost always Beast Slay, because rallies cost coordination instead of money. If you have a Furnace upgrade and a pile of Fire Crystals, Day 1 is yours. If you have been hoarding Chief Gear materials for a month, take Day 5 and ignore the first four.
Most of what circulates as a Whiteout Survival SvS prep guide tells you to save everything, which is only half the instruction. Saving is easy. Deciding which single day your stockpile is worth the most on, then spending all of it there without flinching, is the part that moves your state up the board. Our other strategy game guides go deeper on the individual systems, and the rest of the site lives at Strategygame.org.
Frequently Asked Questions
What is the best day to score in Whiteout Survival SvS?
For most free-to-play chiefs it is Day 3, Beast Slay. A filled Polar Terror rally pays around 30,000 points and costs stamina rather than money. Spenders usually score highest on Day 5, Power Boost, where Chief Gear and pet advancement dump all at once.
Do speedups score the same on every prep day?
No. Construction, research, and training speedups each pay about 30 points per minute only on their matching day and almost nothing on the others. Using a research speedup on construction day is the most common way players throw away a stockpile.
What happens if my state loses the SvS preparation phase?
Your state defends. The Sunfire Castle fight is hosted in the losing state, so enemy alliances march on your castle instead of the reverse. Defending is harder because attackers get turret support, which is the real reason prep points matter.
How long is the Whiteout Survival SvS prep phase?
Prep runs Monday to Saturday at 10:00 UTC, split into five scoring days. Day 5 is extended to roughly 34 hours and ends when the battle phase opens on Saturday.
Can a free-to-play player compete in SvS?
Yes, on Day 3 especially. Beast rallies reward turnout and coordination, and an active alliance of free players will out-score a quiet state with deeper pockets. The other four days are where wallets separate the field.
