Players run a large clan in a pre-industrialised world, submitting turns by email every two weeks. Each turn, the clan can build, explore, wage war, sail, spy, trade, and develop their civilisation.
Tribenet has been running for many years and can be as simple or sophisticated as your imagination.
It's copius and perhaps daunting, but The Mandate (the official ruels of TribeNet) will have the information you need. To search the document, you can use CTRL + F if you use a Windows or Linux computer or Command + F if you use a Mac.
The gamemaster (GM), Peter, can assign you a mentor when you start. Please ask. Your mentor should be able to answer your individual queries and moderate your orders.
The cycle of turns in TribeNet is every two weeks. Every turn represents one month in the Tribenet world (So one month in TN is two weeks in real life).
The next due date for orders can be found in the latest edition of Tribe News
As part of the first correspondence, the GM will probably send you your first report as a Microsoft Word document. Any application on your computer that can read a Microsoft Word document will work. A report tells you what happened in the previous turn. A report contains things like...
For a full description of reports and how to read them, please see
Each turn, alongside your report, the GM will send you a Microsoft Excel spreadsheet. Any application on your computer that can read a Microsoft Excelt document will work. This is your 'auto-orders' spreadsheet and is specifically for you and specifically for that turn (so don't copy it for the following turn, you'll get sent a fresh one). The spreadsheet will be sent to you as .xls, it is OK to change this to .xlsx if this suits your needs.
The auto-orders allows you to specify your intent for the following turn, e.g. things like:
For a fuller description of auto-orders and how to use them, see:
Each turn you will get to know your area better if you send out scouts. You'll need to interpret any subsequent scouting reports and map the information gained.
To find out more about scouting and mapping, please see
These terms can cause a lot of confusion early on.
Clan - This represents the entirety of the entities under your control. You will have a number for your clan, e.g. 777
Tribe - The highest level of unit within your clan. Tribes can move around, send scouts, make skill attempts, spawn new tribes and elements etc. You can jabe up to 10 Tribes in your Clan. e.g. if your Clan was 777 then your Tribes would be numbered 0777, 1777, 2777, 3777, 4777, etc.
Element - Each Tribe can spawn Elements (and other more specialised units such as Fleets, Garrisons, and Couriers). Each of these Elements can move, send scouts, spawn other elements, etc. They inherit and maintain the skills of their parent Tribe, so if their parent Tribe has the skill Combat 6 then their Element is also Combat 6. If Tribe 1777 spawns an element then that element will be named 1777e1 for example, the second being 1777e2.
An example
Unit - a unit is a general term that encompasses Tribe, Element, Fleet, Courier, Garrison etc, but not the Clan. A unit is an entity that has a unique ID and can be given orders. The white circles in the diagram above are all units.
The more units you have in your Clan, the more your turn cost will be.
For more info on Units, see
Creating new tribes and elements early on gives some distinct advantage, but that doesn't mean you can't have an enjoyable game with just one Tribe, it has been done.
New Tribes - Each tribe can make up to 3 skill attempts each turn. If you have a new tribe, they are able to have a separate skills profile and make skill attempts of their own. This means you can start to specialize your skillsets.
You need sufficient Diplomacy skills to spawn a new tribe (one tribe allows per skill level of Diplomacy).
New Elements - With new Elements you can wander further and scout more. As each Element uses the skills of its parent Tribe, you can use this logistically, e.g. If a tribe 2777 has Engineering 7 then it is able to build stone walls, therefore 2777e1, which you may have located 30 hexes away, may also build stone walls.
You need sufficient Administration skills to spawn a new element.
See The Mandate for rules about creating Elements. You request these using your auto-orders sheet in GM Actions
, then make any transfers to the new units in Transfers
It's useful to know the sequence of events in a turn.
e.g.
For the list of events in a turn, see
You will need to effectively manage your weights. Your weight will determine whether you can move Mounted, On Foot, or not at all.
The weights and carrying capacity figures at the bottom of your report are inaccurate - do not rely on these figures. The Tribe Manager tool will help with accurate calculations...
Each person will eat 1 provision per turn. Calculate how many months' supply you have and plan accordingly. Hunting returns are influenced by
Make sure you are comfortable that you're on top of this aspect of the game, those dead people are hard to bring back.
The Hunting Calculator will help you with this ...
In Autumn and Winter, fishing may be better than hunting to bring in provisions, but you can't store fish (unless you salt them) so it's good to have some normal provisions in stock.
Applies for 18 game months from starting month. All new clans start in propected or combat moratorium mode. What this means is that new Clans may not be attacked for the moratorium period on the map sheet occupied by their main Tribe. This map sheet will hereafter be referred to as the Green Map.
There are fairs and other events which may be beneficial to you and may need planning for.
If you're not already on Discord, then please give it a try. There's a plethora of keen and supportive players who will happily answer your question night or day, and usually within minutes.
If you need support getting onto Discord then contact the GM and they'll be able to find someone to help.
https://discord.gg/xR9HVYGFXs
There are a number of articles and publications that have been written which may be of use to the emerging player...
This document helps you learn how to prepare orders for your first turn. It's meant to be a companion document to Understanding the TribeNet Auto Turnsheet focused on a clan's orders for the first turn.
Understanding the TribeNet Auto Turnsheet
This document presents a detailed overview of the structure of the Auto Turnsheet and how it works. There is some key information in this document that you’ll need to consult while preparing orders for your first and future turns.
Mapping through movement and scouting is a key aspect of the game. To play TribeNet, you need to create and update a map. This is a presentation about how to map.
Additional Reading: