Whiteout Survival Hall of Chiefs
Hall of Chiefs is Whiteout Survival's early-state development competition: complete the day's missions, collect point milestones and compete for ranking rewards. Its featured heroes are Jeronimo in Generation 1 and Philly in Generation 2, with different daily schedules as the state grows. Saving the right upgrade for its scoring stage matters more than raising power at random. Checked in November 2026.
Daily Missions by Generation
Start by identifying your event edition. The earlier layout separates City Construction, Hero Development, troop training, gathering, general power and Chief Gear. The later layout opens with Power Boost and adds a final Hero Development stage. Those similar names can hide different scoring rules, so use the mission list rather than the theme alone when deciding what to spend.
The table shows the early and later layouts side by side. Short opening editions can omit days, and the fourth day can change theme. Your event panel decides which rows apply. Look through the whole schedule before starting a long upgrade: construction points on an opening stage and construction points on a mixed stage can have different values.
| Day | Early layout | Later layout |
|---|---|---|
| 1 | City Construction | Power Boost |
| 2 | Hero Development | Hero Development |
| 3 | Train Troops | Train Troops |
| 4 | Gather Resources | Charm Upgrade or Gather Resources |
| 5 | Power Boost | Power Boost |
| 6 | Chief Gear Upgrade | Chief Gear Upgrade |
| 7 | - | Hero Development |
Day 1 and Day 2
Early Day 1 rewards power gained through construction and research. Later Day 1 also includes power from training or promoting troops, but uses its own point rates. A building's power gain and the time used to complete it are different measurements. Check which measurement the mission names before assigning speedups from your backpack.
Day 2 centers on heroes: Lucky Wheel spins and Rare, Epic and Mythic Hero Shards. The point value rises with shard rarity. Pick the hero upgrade you want first, then count the resulting event points. Spending a valuable Mythic shard on a hero you do not use can raise today's score while leaving your main march no stronger.
Gathering missions can accompany Hero Development in some editions. Their resource quantities and point rates vary, so read the resource line in the active window before choosing a march. Do not apply a Meat quantity to Wood, Coal or Iron just because all four appear under the same daily theme. For building choices, keep the Furnace upgrade guide beside your event plan.
Mission Points and Troops
These expandable tables retain every scoring row for each layout. The gathering rates are handled separately because editions use different quantities. For troop training, the listed points are per troop at the named level; a large batch multiplies that rate. Guides recommend comparing promotions by the difference between the old and new training tiers rather than treating the promoted troop as newly trained.
Generation 1 scoring
Day 1: City Construction
| Scoring action | Points |
|---|---|
| Raise 1 Power through Construction | 45 |
| Raise 1 Power through Research | 45 |
Day 2: Hero Development
| Scoring action | Points |
|---|---|
| Play Lucky Wheel | 90,000 |
| Use 1 Rare Hero Shard to ascend Heroes | 4,000 |
| Use 1 Epic Hero Shard to ascend Heroes | 14,000 |
| Use 1 Mythic Hero Shard to ascend Heroes | 35,000 |
Day 3: Train Troops
| Scoring action | Points |
|---|---|
| Train 1 Level 1 Troop(s) | 90 |
| Train 1 Level 2 Troop(s) | 120 |
| Train 1 Level 3 Troop(s) | 180 |
| Train 1 Level 4 Troop(s) | 265 |
| Train 1 Level 5 Troop(s) | 385 |
| Train 1 Level 6 Troop(s) | 595 |
| Train 1 Level 7 Troop(s) | 830 |
| Train 1 Level 8 Troop(s) | 1,130 |
| Train 1 Level 9 Troop(s) | 1,485 |
| Train 1 Level 10 Troop(s) | 1,960 |
Day 4: Gather Resources
| Scoring action | Points |
|---|---|
| Raise 1 Power through Research | 45 |
Day 5: Power Boost
| Scoring action | Points |
|---|---|
| Use 1 Essence Stones | 50,000 |
| Use 1 Widget for Exclusive Hero Gear | 100,000 |
| Raise 1 Power through Construction | 30 |
| Raise 1 Power through Research | 30 |
| Raise 1 Power by training/promoting troops | 20 |
Day 6: Chief Gear Upgrade
| Scoring action | Points |
|---|---|
| Raise Chief Gear score by 1 | 500 |
| Raise 1 Power through Construction | 30 |
| Raise 1 Power through Research | 30 |
| Raise 1 Power by training/promoting troops | 20 |
Generation 2 scoring
Day 1: Power Boost
| Scoring action | Points |
|---|---|
| Raise 1 Power through Construction | 30 |
| Raise 1 Power through Research | 30 |
| Raise 1 Power by training/promoting troops | 20 |
Day 2: Hero Development
| Scoring action | Points |
|---|---|
| Play Lucky Wheel | 90,000 |
| Use 1 Rare Hero Shard to ascend Heroes | 4,000 |
| Use 1 Epic Hero Shard to ascend Heroes | 14,000 |
| Use 1 Mythic Hero Shard to ascend Heroes | 35,000 |
Day 3: Train Troops
| Scoring action | Points |
|---|---|
| Train 1 Level 1 Troop(s) | 90 |
| Train 1 Level 2 Troop(s) | 120 |
| Train 1 Level 3 Troop(s) | 180 |
| Train 1 Level 4 Troop(s) | 265 |
| Train 1 Level 5 Troop(s) | 385 |
| Train 1 Level 6 Troop(s) | 595 |
| Train 1 Level 7 Troop(s) | 830 |
| Train 1 Level 8 Troop(s) | 1,130 |
| Train 1 Level 9 Troop(s) | 1,485 |
| Train 1 Level 10 Troop(s) | 1,960 |
Day 4: Charm Upgrade or Gather Resources
| Scoring action | Points |
|---|---|
| Raise Chief Charm max score by 1 | 1,000 |
| Raise 1 Power through Research | 45 |
Day 5: Power Boost
| Scoring action | Points |
|---|---|
| Use 1 Essence Stones | 50,000 |
| Use 1 Widget for Exclusive Hero Gear | 100,000 |
| Raise 1 Power through Construction | 30 |
| Raise 1 Power through Research | 30 |
| Raise 1 Power by training/promoting troops | 20 |
Day 6: Chief Gear Upgrade
| Scoring action | Points |
|---|---|
| Raise Chief Gear score by 1 | 500 |
Day 7: Hero Development
| Scoring action | Points |
|---|---|
| Use 1 Rare Hero Shard to ascend Heroes | 4,000 |
| Use 1 Epic Hero Shard to ascend Heroes | 14,000 |
| Use 1 Mythic Hero Shard to ascend Heroes | 35,000 |
| Use 1 minute of any speedups | 300 |
Keep troop-level scoring separate from missions that award points for raw power. The troop training overview can help you choose an upgrade for your army; the event then determines when that upgrade earns points. A training queue is part of your development plan, so do not fill it solely because a stage happens to offer a reward.
The video plans the Hall of Chiefs stages one by one and shows how players save resources and speedups for each day to win Jeronimo shards.
Heroes and Ranking Rewards
Jeronimo is the Generation 1 featured hero, followed by Philly in Generation 2. Choose a ranking goal around the hero shown in your reward panel. A season change matters if your plan depends on a specific hero's shards rather than Gems or other development items.
Each stage offers 4 personal point milestones. Stage Ranking pays the top 100 eligible Chiefs with more than 50,000 stage points, while Total Ranking covers the top 100 at the end. Daily first place can award 20,000 Gems. Crossing a minimum score qualifies you for consideration; your actual position still depends on the scores of other Chiefs.
Keep those reward routes separate in your notes. A personal milestone is a fixed target within your current edition, but a leaderboard position moves as opponents score. Count the materials required for the next reward before increasing your budget. Guides recommend securing milestones before attempting a ranking push, especially when the leading accounts are spending far beyond your stockpile.
Frequency and SvS Transition
Hall of Chiefs returns about every 2 weeks in early states. The opening run can last between 5 and 6 days, and the seven-day format can begin on occurrence 3 or 4 depending on the server. Plan from the visible closing timer instead of assuming your state's first cycle matches an older state's calendar.
After a state participates in State of Power, King of Icefield normally takes over this development-event role. A bye is an exception: when State of Power finds no suitable opponent, Hall of Chiefs can return as a replacement. Read that week's notice before committing resources to a competition you expected to be something else.
Guides recommend sorting saved items into daily groups: construction and research, hero development, training, then gear and charms. Keep a separate reserve for your alliance's next SvS plan. That turns each day's choice into a small decision about the next reachable reward instead of a last-minute decision about your entire backpack.
Frequently Asked Questions
Can a free player compete in Hall of Chiefs?
Guides recommend treating the 4 stage milestones as the first goal for a free account. A leaderboard push consumes resources that could serve several later events. Make a separate decision about ranking after you have counted your saved items and compared your score with the current leaders; buying packs is a choice, not a participation requirement.
Why is my first Hall of Chiefs shorter?
New states can begin with a 5 or 6-day edition before moving to the longer schedule. Match your plans to the days visible in the event panel. A checklist built for a seven-day event can leave materials unused when a shorter edition ends, so write down the actual closing time before reserving items for its final stage.
Should I use every shard on day 2?
Day 2 has Hero Development missions, but a later seven-day schedule also scores shard use on its closing day. Split your stock around rewards you can actually reach instead of emptying it immediately. For example, keep the shards intended for Philly separate from other upgrades so a small daily ranking chase does not consume your next hero goal.
Does Hall of Chiefs mean the same thing as Hall of Heroes?
They are separate events. Hall of Chiefs turns daily development actions into stage and total scores and features Jeronimo or Philly in its early generations. Hall of Heroes uses Marks of Valor for exchanges, including Alonso in Generation 2. Check the event name before following a shopping plan: Marks and daily development points serve different purposes.
Can Hall of Chiefs appear after my first SvS?
Yes, a State of Power bye can bring Hall of Chiefs back when your state has no suitable opponent. The replacement notice gives 00:00 UTC next Monday. Treat that notice as the schedule for the bye week rather than assuming the next event must follow the usual post-SvS rotation.
Read Next
Compare future cycles in the event calendar, weigh hero investments with the hero tier list, and plan permanent upgrades through the Chief Gear guide.