Viking Rise · guide & serviceViking Rise farm accounts: Chief Hall 13, 17 & 20Beta

A farm is a separate account that gathers resources for your main city. Below is an honest guide: why farms matter, how to build them by hand and how to move resources. And if you'd rather not spend your evenings on it, the Fbots bot registers new accounts, plays the whole story up to Chief Hall 13, moves them to your kingdom and farms them 24/7 — and levels them on to 17 and 20 by itself. Need it fast and cheap? Chief Hall 6 for $1.50, about 3 hours per account.

Order farms → Read the guide Chief Hall 13 — $7.00 instead of $12.00
Chief Hall
13 · 17 · 20
13 on delivery, 17 & 20 — the bot levels on
Price per account
$7.00
Chief Hall 13, instead of $12.00
Free
5
Chief Hall 6 on a server plan
Creation
≈ 3 h
Chief Hall 6 for $1.50

What is a farm account in Viking Rise

A farm (farm account, alt) is a second, third or tenth account in the same kingdom as your main city. It doesn't fight and doesn't need spending: its job is to gather resources on the map, stockpile them and hand them to your main.

Almost every strong player runs farms. The reason is simple: from the mid Chief Hall levels, building and research costs grow faster than one city's income. Without resources coming in from outside, your main runs short on food, wood, stone and gold — especially before events and KvK.

Why you need farms

  • Resources for your main. Every farm adds more marches on the map plus its own resource buildings. Ten farms out-gather your main city on its own.
  • Faster growth. Farm resources pay for Chief Hall upgrades, research and troop training on your main, so your speed-ups go where they matter instead of into gathering.
  • KvK and defence. In kingdom wars farms build tribe flags and fortifications, help hold the defence and earn kingdom points during the preparation stage.
  • Tribe support. Farms complete tribe help and tasks, hold territory and gather on tribe resource points.
  • A safety net. If your main gets burned, the stockpiles on your farms help you rebuild fast.

How many farms do you need

There's no fixed number — it comes down to how much time you're willing to spend looking after them. As a rule of thumb: 3–5 farms are enough to feel the difference early on; actively growing players keep 10–20; kingdom top players run dozens.

The real limit isn't the game, it's the routine: every farm has to be logged into and sent gathering several times a day. That's why the number of farms almost always grows together with automation.

How to create a farm account by hand: step by step

Doing it manually takes a few hours per account. Here's the order:

  1. Get a new email. A separate IGG account per farm is the cleanest setup: farms never get mixed up with your main, and email + password login works on any device.
  2. Create a new IGG account. Log out of your current account in the game settings, start a new game and bind it to the new email — otherwise the farm's progress is easy to lose.
  3. Finish the tutorial. The story quests of the first hours give resources, speed-ups and heroes, so it pays to complete them.
  4. Migrate to your kingdom. New accounts start in a fresh kingdom; while the account is young you can move it with the newcomer migration. Don't put it off — as the level grows, migration gets expensive or unavailable.
  5. Join your tribe. Resource help, construction speed-ups and protection all go through the tribe.
  6. Level the economy, not the army. Chief Hall, resource buildings, storehouse, gathering and load research. Farms barely need military buildings.
  7. Send marches to gather. Higher-level resource tiles and more marches mean a bigger haul. Repeat every time your marches come back.

How to send resources from farms to your main

There are two working ways, and players usually combine them:

  • Tribe resource help. Farm and main in the same tribe — the farm sends resources to its ally. The amount is limited by building levels and game rules, but it's safe and predictable.
  • Raiding your own farm. Your main attacks its own farm and loots the unprotected resources. Before a raid, collect resources from the buildings, send the farm's troops out gathering, drop the shield and don't leave construction running. Don't level the farm's storehouse too high — it protects resources from looting, including from you.

Common mistakes

  • Farms in someone else's kingdom. Migration gets put off "for later", and later it's no longer available — the farm is useless for your main.
  • Farms on the same email as your main. Losing access to one email hits every account at once.
  • Building an army on a farm. Resources go into troops the farm doesn't need.
  • A forgotten shield. A farm without a shield gets looted by neighbours — the resources go to them, not you.
  • Gathering by hand once a day. Marches sit idle most of the day, and the farm brings in a fraction of what it could.

How to automate your farms

The expensive part of farming isn't creating accounts, it's the daily routine: log in, collect rewards, send marches, upgrade a building, start research — on every single account. That's exactly what the Fbots bot does: it cycles through your farms 24/7, collects rewards and mail, sends marches gathering, builds, researches and handles tribe help, and you watch progress in your dashboard.

You don't have to create farms by hand either. In the Account shop you set how many and your kingdom number — the bot registers new IGG accounts, plays the whole story up to Chief Hall 13 and moves them to you (quick option: up to Chief Hall 6, about 3 hours). Finished farms show up in Accounts with login, password and IGG ID and start farming right away.

Ready-made farms from Fbots: how it works

You choose how many and which kingdom — the bot does the rest on cloud Android devices.

01

Order

In the Account Shop choose how many farms you need and your kingdom number.

02

Sign-up

The bot registers a new IGG account on its own email — farms aren't linked to your main.

03

Leveling

Plays the whole story and takes the Chief Hall to level 13 — from there it levels on to 17 and 20 by itself. Quick order: up to 6, about 3 hours.

04

Migration

It moves the farm to your kingdom while newcomer migration is still available.

05

24/7 farming

The farm appears under Accounts with login, password and IGG ID — the bot starts farming it immediately.

What you get

  • A brand-new account nobody has played, on its own email
  • Chief Hall 13, the whole story done (or Chief Hall 6 in a quick order)
  • The farm is already in your kingdom
  • Login, password and IGG ID in your dashboard — log in from your phone any time
  • Automatic farming by the bot right after creation
  • A notification when your order is ready

Farm account pricing

One-time payment per account created. The main order is Chief Hall 13; Chief Hall 6 is the quick, cheap option — even cheaper in packs.

Chief Hall 13 (instead of $12.00)$7.00per account
Chief Hall 6: 1–9 accounts$1.50per account
Chief Hall 6: 10–24 accounts$1.20per account
Chief Hall 6: 25+ accounts$1.00per account
5 farms free

Every server plan includes 5 free Chief Hall 6 creations — enough to see farms in action.

  • Chief Hall 13 is available on any Viking Rise bot plan with an active subscription, Chief Hall 6 on server plans. The service is in beta.
  • Each farm takes a slot in your plan, so you need free slots to order.
  • Creation runs inside your cloud session: up to 3 hours per account to Chief Hall 6, several days to Chief Hall 13. While it runs, the regular pass over your accounts is slower — for big orders an extra session helps.
  • Minimum invoice — $2.00.
  • Chief Hall 13: $7.00 per account instead of $12.00 — the whole story done, the account is ready to haul resources and levels on to 17 and 20 by itself. Up to 5 accounts per order in the shop; larger orders go through support, with cashback to your bonus balance for paying for the bot: 10% from 10 accounts, 20% from 50. Free creations don't apply to Chief Hall 13.

By hand, from a marketplace or with Fbots

By handBuy on a marketplaceFbots
Timea few hours per farmfinding a seller, the dealdays to Chief Hall 13 (≈ 3 h to 6), hands-off
Kingdommigrate yourselfusually someone else'syours
Account historycleanunknown, the previous owner can reclaim itbrand-new account
Daily farmingby handby handbot, 24/7
Priceyour timevaries, often several dollars and up$7.00 for Chief Hall 13, from $1.00 for 6

Viking Rise farm account FAQ

What is a farm account in Viking Rise?

A farm is an extra account in your kingdom that gathers resources and passes them to your main city through tribe resource help or raids. Farms speed up your main's growth and help in KvK.

How do I make a farm account in Viking Rise?

Get a new email and a new IGG account, finish the tutorial, move to your kingdom with the newcomer migration, join your tribe and grow the economy. By hand that's several hours per account; with Fbots the bot does it all — the whole story up to Chief Hall 13 and the move to your kingdom.

How much does a farm account cost at Fbots?

Chief Hall 13 — $7.00 per account instead of $12.00, with 10% cashback on orders from 10 accounts and 20% from 50 (via support). Chief Hall 6 — $1.50 per account, $1.20 from 10, $1.00 from 25; the first 5 are free on a server plan.

How long does creation take?

Up to 3 hours per account to Chief Hall 6. Chief Hall 13 takes several days: after 6 the bot keeps leveling the account in your session. Creation runs inside your cloud session, one account per device; you get a notification when the order is ready.

How do I send resources from a farm to my main?

Two ways: tribe resource help and raiding your own farm with your main. For raids, keep resources outside storehouse protection, send the farm's troops out and drop the shield.

Will I get access to the farm accounts?

Yes. Each farm's login (email), password and IGG ID are shown under Accounts in your dashboard, so you can log in from your phone.

Can farm accounts get banned?

Any automation carries some risk, which is why the bot plays like a regular player on cloud Android devices and can "sleep" on a schedule. If a farm does get banned there's no automatic free replacement — contact support and we'll sort it out.

Who can use the Account Shop?

Viking Rise bot users: Chief Hall 13 on any plan with an active subscription, Chief Hall 6 on server plans. The service is in beta and only covers Viking Rise for now.

Can I order a farm with Chief Hall 13?

Yes. The bot creates the account, takes it to Chief Hall 6, moves it to your kingdom and keeps leveling it in your session — reaching 13 takes days. By Chief Hall 13 the whole story is done and the farm is ready to haul resources; it levels on to 17 by itself. Price: $7.00 instead of $12.00; up to 5 per order in the shop, more via support with 10% bonus-balance cashback from 10 accounts and 20% from 50. Available on any plan with an active subscription.

Can I get an account with Chief Hall 17 or 20?

Yes. You order a Chief Hall 13 account — the whole story done, the farm ready to haul resources. From there the Fbots bot levels the Chief Hall on to 17 and 20 during regular farming while the account stays on your subscription; there's no extra charge for that leveling.

Farms that farm themselves

Sign up and order Chief Hall 13 farms — and on a server plan your first 5 Chief Hall 6 farms are free.

Order farms →