150ms rule: No 4 attacks from the same village may be sent within a 150 millisecond time frame.

Abandoneds: Villages that were once owned by players, who have either quit or restarted.

Account check: Carried out by tribe leaders periodically, this involves account sitting a player in order to see what their account is like (troop counts, building levels, tech levels, etc). This is a relatively commonplace requirement when applying to tribes.

Act of war: Anything a player may do that causes an opposing tribe to declare war on the initial player’s tribe. Typical ‘acts of war’ include (but are not limited to): scouting players from opposing tribes, inviting players from other tribes, and attacking players from other tribes. For lesser Acts of War, see: http://forum.tribalwars.net/showthread.php?t=126340 (humour, newb, humour).

Activity check: Usually done in the form of a post in a tribe’s forums, leaders will ask for everyone to ‘sign in’ (respond) to their post, in order to make sure everyone is active. Another method is to send a circular mail to all tribe members.

Barb / Barbarian: Non-player villages already established in a world’s settings. These are good for farming early on, and many new players’ choice of a first noble target, as they don’t put up a fight.

Bonus villages: Particular to certain world settings, ‘bonuses’ are villages with special features, such as extra population, faster production times, more res’s produced, greater warehouse capacity, etc. They are part of a world from the beginning, and not owned by any players until they’re nobled.

Cats: Lazy term for catapults.

Claims: Tribes will often have a section in their forums set aside for players to ‘claim’ future noble targets, to avoid two or more players trying to take the same village.

Clearing: Describes the act of killing all the troops in an opponents village. I.e. “I just cleared player X, so now would be a good time to noble him.”

Cluster (player): A group of villages owned by a player. Its preferable to have a tight cluster (villages close together) in order to make the villages easier to defend when under attack.

Cluster (tribe): A tribe with lots of players in close proximity to one another.

D / Def / Defence: Spears, swords, heavy cavalry and catapults comprise what is referred to as a player’s defence, or defence force.

Dodging: An in-game technique in which a player sends all their troops out of the village just before an attack hits, thereby saving their troops. Generally not an advised tactic when the ‘attack’ is likely to noble one’s village.

Duke: Leader of a tribe. Often characterised by in-tribe forum silence, due to the overwhelming amount of mail they have to sort through every time they log in.

Fake: In-game technique in which a player sends a ‘fake attack’ at another player - often consisting of a single axe or ram. Typically used during war to confuse and fluster enemy targets. Choose thine target wisely - if you’re not faking someone who gets worried, you’re probably faking someone who’s just going to get irritated and make it a personal mission to crush you.

Farm: Any village a player sends his troops to, to gain resources, is a ‘farm’, irrespective of whether the village is actually being played by someone or not.

Farming: The act of sending troops to another village, to gain resources. If this village happens to be played by an active player, irate mail may accompany any resources you take.

Free Trade: Refers to the ability to send resources to players in game, via the market, without needing to make a swap for anything in return.

Gang-bang: The act of multiple players attacking the same target. Or on a larger scale, multiple tribes attacking the same tribe. Typically done to high ranking players/tribes, by lesser ranking players/tribes, whose main ambition is to take the #1 spot and, poetically, wait to be gangbanged themselves.

Inactive: A player who isn’t logging into their account often/at all.

Invite: Aka invitation. Tribes send invites to players, and once this is accepted, the player automatically joins the tribe. If you're already in a tribe, you need to leave in order to view your invitations.

Kicked: When a player is dismissed from a tribe.

Loyalty (tribe): Willingness to stick with your tribe during war.

Loyalty (village): Each village is set at 100% ‘loyalty’. This means it is 100% yours. When you are attacked by another player, with a noble, the ‘loyalty’ will lower from anywhere between 20% - 35%. When a village reaches 0% loyalty, the attacker takes control of your village, and you no longer have access to it. This is known as "nobling" someone, any troops that you have outside the village when the loyalty falls below 0 will simply disappear.

Multi accounting: A practice typically employed by newer players, where they create multiple accounts for the one world. Usually recognised by being labelled in such a creative fashion as: spartanwarrior1, spartanwarrior2, spartanwarrior3. Against the rules, and ill-advised.

Nobling: The in-game act of taking over someone else’s village. See “Loyalty (village)” for more information.

O / Off / Offence: Axes, light cavalry, heavy cavalry, rams and catapults comprise what is known as a player’s ‘offence force’. These are the units you attack other players villages with.

Pally: Lazy term for paladin.

Ranking: Determined by the number of points a player has in any given area. Each player has an overall point ranking, a K player ranking, an ODA ranking, an ODD ranking, and a combined ODD/ODA ranking. Opinions differ wildly on which ranking is the best to rise to the top in, and at what stages of the game it’s most impressive to be highly ranked in a given area.

Rax: Lazy term for Barracks.

Refugee: A player that is under attack, and looking for a tribe to join, in order to get protection from them. The general rule is to dismiss players if they’re found to be refugees, and leave them to the attacker.

Restart: When a player chooses to give up his current location, and start over. Typically done for one of two reasons. One - after joining a world, and surveying the map, a player may restart if dissatisfied with his location. Two - when getting pwned, a player may restart rather than spend any more time on a lost cause. Often when players are getting thrashed in a war, they will restart just before being nobled, so as to ruin the conquering tribe’s statistics. Restarting is only possible when in possession of a single village.

Restart mail: Aka hilarious. Mail sent out by Player A to everyone in his 7*7, or 9*9, or etc., to try and convince players it would be in their better interests to restart before they get pwned by his spear army.

Restarting in tribe territory: After being nobled, a player may be given the option of restarting in the middle of their current tribe (world specific).

Shared Forums: Used when two or more tribes create a section in their in-tribe forums where members from multiple tribes can communicate.

Sims / Sim City: Derogatory term, used in connection with players who are more interested in building up their villages than getting involved with the war aspect of TW. Often noted for only nobling low-point villages or barbarian/bonus villages, and in turn needing to build them up from scratch.

Sleep: A foreign concept to any long-term TW player. If you’re new and reading this, please contact Agent Incognito immediately with an updated definition.

Solo player: A player who chooses to play alone, without joining a tribe. Usually a technique adopted at the start of the world, whilst tribes are formed, disbanded, merged, destroyed, etc. This allows a player to establish their presence in their own territory without worrying about tribe mates, as well as giving the opportunity to observe which tribe(s) might be worth approaching for an invite.

Spy: A player who joins a tribe solely to feed information to another tribe. Used most often in war times. As a general rule, it’s best not to leave one’s public forum signature as advertising one’s original tribe, when spying.

Spear wars: Typically used in a scornful manner, when referring to tribes/players that declare ‘war’, or fight one-another, so early on that the only troops anyone is likely to have are spears, and possibly a token sword or two.

Spiking: Used in the early stages of the game, this technique involves players sending a limited number of swords (ideally) and/or their paladin to support grey villages. This causes other players in the area to lose their troops when they attempt to farm the village. A questionable technique with as many pros as cons.

Stack: A technique that involves the members of a tribe all sending support to a particular player, thus ensuring he is ‘stacked’ against an incoming attack. Also used as pre-war preparation, for players on the front line.

Suicide Troops: A technique that involves sending all of one’s troops at an enemy target that will quite likely wipe the attack out. Suiciding troops is commonly done for one of two reasons. One: a player is quitting/restarting, and chooses to suicide their troops on an enemy target first. Two: a player may choose to suicide his own troops ahead of a tribe mate’s nobling attacks on a common enemy, ensuring successful nobling.

Support: Any defence troops player A sends to player B to help against an incoming attack are then known as ‘support’. Very important one doesn’t confuse the ‘attack’ and ‘support’ buttons when sending support.

Teaching Tribe: Few and far between, a true teaching tribe is essentially a tribe established by experienced players, with the intention of bringing newer players in and teaching them the ropes of TW. Not to be confused with ‘academy tribes’.

Tech (technology) / Research: Particular to certain world settings, in which troops can be upgraded to stronger levels. Each upgrade is referred to as a ‘tech’ or ‘research’ upgrade.

Train: A series of attacks sent in quick succession, most usually including nobles, (referred to as ‘noble trains’). See Also: Sniping (Medium)

Tribe hopping: The act of switching excessively from one tribe to another. Tribe hoppers tend to get themselves a bad reputation, as the better tribes don’t have an interest in bringing in a player who’s just as likely to leave a week later. Tribe hoppers often switch tribes to avoid war.

Trip wire: A system by which players in a tribe send troops as support to one-another, in order to be alerted should a tribe mate be attacked. As a rough guide, 10 scouts are advisable for this purpose.

Turtle: A player who builds masses of defence troops, but very limited/no offence force. (See Last Apparatus for a definitive guide to turtling. He’s got it perfected.)

White wall: Stacking a village with scouts so as to prevent attackers from getting info on the level of defence.

Original Post: http://forum.tribalwars.net/showthread.php?t=142735

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