Tribalwars

//**WARNING MUST READ!!!: DISCLAIMER TRIBAL WARS CAN BE HIGHLY ADDICTIVE AND SHOULD BE PLAYED AT HOME; NOT AT SCHOOL**//  ** (Tribal wars doesn't takes as much time and there is strategy behind the game) ** ||
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 *  **THE TRIBAL WARS GUIDE FOR DUMMIES THAT INCLUDES YOU!!!**
 * **What is tribal wars?:** ||  || Tribal wars is a browser game set in the middle ages. Every player controls a small village, striving for power and glory. Depending on which world you chose you start with between 60-110 points.

If you want to get started in playing Tribal Wars you're going to want to click the, "Register now for free!" button. Then enter a username, password, email, and tick the box to accept the terms of use. You can also chose a different world at the top, but it doesn't matter which you chose.

Read the short tutorial when you have created the account.

__TRIBAL WAR LINKS: [|World 23 Map] __
[|Statistics]** ||  ||  || Villages:** ||  || ==__Offensive Village__==  You need Axes, Light Calvary and Rams, with Catapults and Mounted Archers as more of an option. Scouts are necessary to view other village makeup. Remember that Scouts kill Scouts (nothing else) so you will need at least one village with 2,000 or more. This is probably something that should be done with a Defensive Village. Every player has a different idea of what the mix should be, but a lot of Axes is a good starting point. Rams have one purpose and that is to reduce Wall levels so your overall attack(s) are more effective. You will need to rebuild those walls if you noble the village, so it is a trade-off with respect to troop losses and time/resources to rebuild those walls. =**__Defensive Village__**= This can be made up a mixture of Spears, Swords, Heavy Calvary and Archers. Swords are slow but strong. Heavy Calvary are strong and quick but very expensive in both space and resources. Support distance will help you decide the mix. Your Paladin (only one per player) should be positioned in a Defensive Village. When you support a village with the Paladin as leader, that group moves at Light Calvary speed so you could make that village heavier in Swords. =**__Speciality Villages__**= If you have a protected area, that is less susceptible to attacks, having villages that are deep in Scouts will help to provide surveillance on other villages. If you find that your scouting missions result in nothing but dead Scouts, you are not deploying enough because the opponent has more Scouts in that village than you are sending. A village with a lot of Catapults is useful for flattening buildings in other villages. It is wise to do this on a cleared village (no troops left) where you have no intention of nobling the village and want to turn that village into a future farm. So the Barracks and Stable are good targets as well as any other target that is potentially offensive. The debate on village makeup will never end, just like the game itself. If I were designing the game, I would make the game end at some agreed upon target in that World so players could start a new game. At some point, you have to stop playing. Most of the enjoyment is in building up a network of villages. Maintaining a very large number of villages just becomes a drag. ||  ||  || [|Swordfighter] (defense troop) [|Axemen] (attack troop) [|Archer] (defense troop) [|Scout] (neither attack or defense troop; are used to see what the enemies troops and building levels are) [|Light cavalry] (attack troop) [|Mounted archer] (defense and attack troop) [|Heavy cavalry] (can be used as attack and defense; these troops take up the most farm space and recources) [|Ram] (used as nuke) [|Catapult] (used as nuke) [|Nobleman] (used to noble/get other villages; is not good in attack but has an OK defense) ||  ||  ||
 * [|Getting Started]
 * **Different
 * **Troops:** ||  || [|Spear fighter] (defense troop)