Whiteout Survival — hi3220.com

State #3220

Thinking About Transferring?

A State #3220 survivor leading others through an ice pass toward the light

Transfer Groups

MonthGroupRange
AugustGroup 13#2995 – #3384
SeptemberGroup 14#3114 – #3509
OctoberGroup 13#3055 – #3246
NovemberGroup 13#3176 – #3384
DecemberGroup 13#3114 – #3315

Estimates only — actual groupings and ranges are confirmed in-game and may change.

How we think about it

A transfer is more than moving an account. You are joining a State. State #3220 is made up of different alliances, languages, time zones and playing styles. We do not expect everyone to play the same way, spend the same amount, or want the same things from the game. What we do ask for is alignment: respect the State's shared rules, contribute reasonably where you can, and remember that healthy alliances depend on a healthy State. In return, we try to offer something equally important: clear expectations, reasonable boundaries, room to enjoy your own game, and a State that does not measure your worth by your spending or power. Some seasons we will win. Some we won't. Some players will grow quickly. Others will take their time. Standards matter here. Status matters much less.

Before transferring, we recommend reading How We Play and SVS — they explain what #3220 asks of its players, and what players should expect from #3220.

State Transfers Mechanics

• You may transfer into States within the same Transfer Group.

• States are divided into Transfer Groups, and transfers are restricted within each group.

The Duration and Phases (7 Days in total)

Phase I: Pre-Transfer (3 Days)

During this phase:

  • The Transfer Manager of each State can set a Power Cap (maximum allowed power) for entry into their State.
  • Chiefs above the Power Cap: cannot freely transfer; may only transfer by invitation from the destination State's Transfer Manager in Phase II or Phase III.
  • Ordinary Chiefs (not Transfer Managers): can view potential destination States; can view the Power Cap of each State.

Phase II: Invitational Transfer (2 Days)

  • Transfer Managers may issue: Ordinary Invites, Special Invites.
  • These invites allow Chiefs from other States to transfer early.

Phase III: Transfer Opens (2 Days)

  • Chiefs are free to transfer to any eligible State within their Transfer Group provided they meet the State's Power Cap.

State Classification Rules

  • States are categorized as either Leading States or Ordinary States.
  • States with a Transfer Score ahead of others are classified as Leading States.
  • All other States are classified as Ordinary States.
  • A State's total Transfer Score equals the sum of Transfer Scores of the top 100 active Chiefs within that State.

Transfer Cost Rules

  • State transfers cost [Transfer Passes].
  • The number of Transfer Passes required is determined by a Chief's Transfer Score.
  • Transfer Score is a calculated value based on: Chief's stats; comparison against eligible States' ratings; the higher the Transfer Score, the more Transfer Passes are required.
  • Transfer Passes can be obtained from: In-game packs; Alliance shop.

Sourced from WOS in-game & wiki. Recent SVS performance and state outcomes are discussed transparently within the community, primarily on Discord.

Read This First

Transfers usually happen after emotion. A crash. Fatigue. Or the sense that something "isn't clicking." That does not mean the decision is wrong. It means momentum has slowed. This page exists to create a pause — long enough to think clearly.

The Rule of Movement

Move forward with clarity, not away from discomfort.

A good transfer decision usually feels:

  • Calm rather than urgent
  • Considered rather than reactive
  • Planned rather than rushed

A risky transfer decision often feels:

  • Urgent
  • Emotion-driven
  • Like there is no time to think

If it feels like a panic button, stop.

What You Actually Spend When You Transfer

Transfers are reversible. What you spend is not.

What you pay: Transfer Passes, Time, Emotional energy.

There is no rollback for leadership shifts, alliance changes, or priority resets. SVS will surface these costs quickly. Move if you must — but move aware.

Leading State Reality

In the months which we are branded as "Leading", it is not a badge. It is a constraint.

Leading states usually have: Power limits; No special invitations; Fewer ordinary invitations.

This creates: Fewer disruptive entries; Slower but steadier progression; More predictable long-term paths.

Neither is good nor bad. It is simply narrower.

How States Actually Work

Not all players behave the same way.

Some coordinate visibly.

Some operate and optimize silently.

Some appear inactive, but show up when it matters.

Trying to make everyone identical breaks states.

Balance beats uniformity.

A Practical Transfer Checklist

Before you move, ask yourself:

Hard checks:

  • Same Transfer Group?
  • Enough Transfer Passes?
  • Destination alliance confirmed?

Clarity checks:

  • Do I know why I am moving?
  • Am I escaping frustration?
  • Is leadership structure understood?
  • Does this feel calm, not rushed?

Reality checks:

  • Am I moving toward structure?
  • Am I replacing one problem with another?
  • Would I still make this choice after a week?

If most answers are "yes," the transfer will probably feel boring. That is usually a good sign.

And Finally

With all that said:

We value people who think before they move.

If that describes you, welcome aboard. And welcome home.

Thank you for choosing #3220.

Ready to apply?

About 30 short questions, 2–5 mins.

No sign-in required.

Submission does not guarantee an invite.

Apply to Transfer into State #3220