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TribeNet Mapping Tutorial

This document provides an overview of mapping in the play-by-email game TribeNet, including how to record unit movement and scouting reports using coordinates, terrain types, and other important game information. Directions are given for documenting different types of unit movement on land and sea. Sample mapping reports are also included to demonstrate how to properly summarize unit activities and location changes in the game world.

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DougNew
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0% found this document useful (0 votes)
77 views31 pages

TribeNet Mapping Tutorial

This document provides an overview of mapping in the play-by-email game TribeNet, including how to record unit movement and scouting reports using coordinates, terrain types, and other important game information. Directions are given for documenting different types of unit movement on land and sea. Sample mapping reports are also included to demonstrate how to properly summarize unit activities and location changes in the game world.

Uploaded by

DougNew
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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This presentation is an overview of how to map in the play-by-email
game, TribeNet. These slides were designed to be viewed during a live
presentation by the author. The information will also be useful as a
standalone document for future players. If you are viewing this document
and have questions, please reach out to the author:

Raven Zachary, Clan 540, Yáahl, raven@rinzai.com

You can also post to the #mapping channel on the Tribe Talk Discord
Server to obtain help from the author and other players.
Directions Distances

North

N
Northwest Northeast
NW NE

SW SE
Approximately
Southwest Southeast 25 miles / 40 kilometers across
S

South Units spend movement points per hex to travel

Some units can’t move (e.g. Garrisons) while other


units have movement point bonuses (e.g. Trade
Elements & Couriers)
Terrain Weather

• Terrain types have • Weather impacts


different movement point movement rates of land
requirements units
• Prairie is easier to move • Wind impacts movement
through than mountains, rates of eets
for instance
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When to Map What to Map

• Moving • Terrain
• Rivers, Lakes, & Oceans
• Scouting
• Mineral Deposits
• Special Hexes
• Coordinates (optional)
• Unit Sightings (optional)
Rivers Lakes & Oceans

• Rivers exist along the edges of • Lakes and Oceans take up


a hex the full hex
• Cannot be crossed by land • Cannot be crossed by a land
units without a ford unit unless following a eet
• Some vessels can cross and • Some vessels have limits on
traverse rivers moving over large bodies of
water
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Moving Scouting

• The unit type, terrain, and • Scouting takes place after unit
weather will impact how far you movement and scouts will
can move in a turn automatically return to the unit
that sent them
• If you run into a river (without a
ford) or other body or water, • Scouts will nd things in transit
movement will stop for the turn that other unit types won’t
• Send a scout to follow the
movement path the unit has
taken (double back)
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What Units See
Terrain, adjacent water and
mountains, and special hexes
Tribes & Elements in-transit, plus minerals and
other units at its nal hex

Terrain and special hexes in


Trade Element transit and all details at its nal
hex

Only current and adjacent


terrain, and whether two hexes
Fleet in each direction includes water
or land, no rivers, sees units at
its nal hex

All details, including minerals


and special hexes, and other
Scout units as it moves from hex to
hex (post-movement phase)
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The World *
The TribeNet world is made up of a series of regions ranging from AA to ZZ.

* Not all of these regions exist…yet. The red border is the current world.
Example Region
21 over

8 down
VN
Each region is:

• 30 hexes East/West
• 21 hexes North/
South

VN 2108
Coordinates
Where am I?
From your report…
Example 1:

Tribe 0987, Current Hex = VN 2108


Example 2:

Element 0987e9, Trade Element, Current Hex = VN 2417

The location of the unit after movement.


Relative Absolute
“I started the game in a “I started the game at VN
Prairie hex and my Tribe 2108 and now my Tribe is
moved 5 hexes northeast, located at VN 2603.”
where it’s now located in a
Deciduous Hills hex. I’ve
mapped all the hexes as
I’ve moved and scouted on
my journey.”

Start Finish VN 2108 VN 2603


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Rules Discord Wiki

• aka The Mandate Tribe Talk Discord Server • TribeNet.Wiki

• Section 2.1. Basics #mapping • Mapping section

• Section 5. Movement #rules-discussions-and-questions

• Section 9.3. Scouting #helpful-tips


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Land Movement Explanation
Example 1:

Tribe Movement: Move NE-GH, \NE-GH, \S-PR, \

The tribe moved northeast into Grassy Hills, then northeast again into Grassy Hills, and nally south
into Prairie, having moved a total of three hexes from its starting hex.

Start * 3

* every Clan in this game starts on a Prairie hex

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Land Movement Examples
Other Examples:

River + Ford
Tribe Movement: Move SW-PR, ,River S\NW-PR, \NW-GH, \NW-GH, Lcm N, River SW,Ford NW\

Pass
Tribe Movement: Move SW-LCM, Lcm NE,, Pass NE NW\NW-CH, Lcm SE, N,,Pass SE\

Ocean
Tribe Movement: Move SW-PR, O N\SW-PR, \NW-DF, O N\SW-DF, O NW\

Special Hexes
Tribe Movement: Move SW-CH, \SW-PR, \SW-PR, , Horse Bow Trader\
Tribe Movement: Move SE-PR, \NE-PR, \NE-PR, \NE-PR, , Co ee Warehouse\NE-PR, \NE-PR, \
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Ocean Movement Example
MILD NW Fleet Movement: Move SW-O, -(NE O, SE PR, N O, S PR, SW PR, NW O, )(Water - N/
N,Water - N/NE,Water - N/NW,Water - NE/NE, Land - NE/SE, Land - SE/SE, Land - S/SE, Land -
S/S, Land - S/SW, Land - SW/SW, Land - SW/NW,Water - NW/NW, )\NW-O, -(NE O, SE O, N O, S
PR, SW PR, NW O, )(Water - N/N,Water - N/NE,Water - N/NW,Water - NE/NE,Water - NE/SE,
Land - SE/SE, Land - S/SE, Land - S/S, Land - S/SW, Land - SW/SW,Water - SW/NW,Water -
NW/NW, )\NW-O, -(NE O, SE O, N O, S PR, SW O, NW O, )(Water - N/N,Water - N/NE,Water - N/
NW,Water - NE/NE,Water - NE/SE,Water - SE/SE, Land - S/SE, Land - S/S, Land - S/SW,Water -
SW/SW,Water - SW/NW,Water - NW/NW, )\SW-O, -(NE O, SE PR, N O, S PR, SW O, NW O, )
(Water - N/N,Water - N/NE,Water - N/NW,Water - NE/NE,Water - NE/SE, Land - SE/SE, Land -
S/SE, Land - S/S, Land - S/SW, Land - SW/SW,Water - SW/NW,Water - NW/NW, )\SW-O, -(NE O,
SE PR, N O, S PR, SW GH, NW O, )(Water - N/N,Water - N/NE,Water - N/NW,Water - NE/NE,
Land - NE/SE, Land - SE/SE, Land - S/SE, Land - S/S,Water - S/SW,Water - SW/SW,Water -
SW/NW,Water - NW/NW, )\NW-O, -(NE O, SE O, N O, S GH, SW O, NW O, )(Water - N/N,Water -
N/NE,Water - N/NW,Water - NE/NE,Water - NE/SE, Land - SE/SE, Land - S/SE,Water - S/
S,Water - S/SW,Water - SW/SW,Water - SW/NW,Water - NW/NW, )\SW-O, -(NE O, SE GH, N O,
S O, SW O, NW O, )(Water - N/N,Water - N/NE,Water - N/NW,Water - NE/NE,Water - NE/SE,
Land - SE/SE,Water - S/SE,Water - S/S,Water - S/SW,Water - SW/SW,Water - SW/NW,Water -
NW/NW, )\S-O, -(NE GH, SE O, N O, S O, SW O, NW O, )(Water - N/N,Water - N/NE,Water - N/
NW,Water - NE/NE, Land - NE/SE, Land - SE/SE, Land - S/SE,Water - S/S,Water - S/SW,Water -
SW/SW,Water - SW/NW,Water - NW/NW, )\
Ocean Movement Readability
MILD NW Fleet Movement: Move

SW-O, -(NE O, SE PR, N O, S PR, SW PR, NW O, )(Water - N/N,Water - N/NE,Water - N/


NW,Water - NE/NE, Land - NE/SE, Land - SE/SE, Land - S/SE, Land - S/S, Land - S/SW, Land -
SW/SW, Land - SW/NW,Water - NW/NW, )

\NW-O, -(NE O, SE O, N O, S PR, SW PR, NW O, )(Water - N/N,Water - N/NE,Water - N/


NW,Water - NE/NE,Water - NE/SE, Land - SE/SE, Land - S/SE, Land - S/S, Land - S/SW, Land -
SW/SW,Water - SW/NW,Water - NW/NW, )

\NW-O, -(NE O, SE O, N O, S PR, SW O, NW O, )(Water - N/N,Water - N/NE,Water - N/NW,Water


- NE/NE,Water - NE/SE,Water - SE/SE, Land - S/SE, Land - S/S, Land - S/SW,Water - SW/
SW,Water - SW/NW,Water - NW/NW, )

\SW-O, -(NE O, SE PR, N O, S PR, SW O, NW O, )(Water - N/N,Water - N/NE,Water - N/


NW,Water - NE/NE,Water - NE/SE, Land - SE/SE, Land - S/SE, Land - S/S, Land - S/SW, Land -
SW/SW,Water - SW/NW,Water - NW/NW, )


Ocean Movement Explanation
MILD NW Fleet Movement: Move

S-O, -(NE O, SE PR, N O, S PR, SW PR, NW O, )


(Water - N/N,Water - N/NE,Water - N/NW,Water
- NE/NE, Land - NE/SE, Land - SE/SE, Land - S/
Start
SE, Land - S/S, Land - S/SW, Land - SW/SW,
Land - SW/NW,Water - NW/NW, )

The eet moved south into an Ocean hex and saw 1


Ocean to the northeast, Prairie to the southeast,
Ocean to the north, Prairie to the south, Prairie to
the southwest, and Ocean to the south. Two
hexes to the north, it saw water. One hex north
and one hex northwest, it saw water. One hex
north and one hex northwest, it saw water. Two
hexes to the northeast, it saw water. One hex
northeast and one hex southwest, it saw land. (…
and so forth…)
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Scouting Explanation
Example 1:

Scout 1:Scout NE-GH, ,Find IRON ORE\NE-SW, ,River N SE,Ford NE\,Not enough M.P's to move to
NE into PRAIRIE,

The scouting party moved northeast into Grassy Hills and found Iron Ore, then moved northeast into a
Swamp locating a river to the north and southeast of the Swamp hex with a passable ford on the
northeast side of the hex. The scouting party ran out of movement points, but saw a Prairie to the
northeast before returning to the tribe.

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Scouting Examples
Other Examples:
Minerals
Scout 2:Scout NE-GH, ,Find IRON ORE\N-SW, Not enough M.P's to move to N into PRAIRIE
River
Scout 3:Scout SE-SW, ,River SE S\,Not enough M.P's to move to NE into SWAMP
Attempted River Crossing
Scout 4:Scout SE-SW, ,River SE S\,No Ford on River to SE of HEX
Items
Scout 5:Scout SE-SW, ,River SE S\,No Ford on River to S of HEX , nd 10 IRON ORE
Village + Units
Scout 6:Scout SW-GH, Dodgeville\ 0986, 0986e9, Not enough M.P's to move to SW into SWAMP
Lake
Scout 7:Scout NW-SW, , L SW, NW, N\,Can't Move on Lake to N of HEX
Special Hex
Scout 8:Scout S-PR, Horse Bow Trader\S-PR\ Not enough M.P's to move to S into PRAIRIE
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Recommended

• Easier to learn • “Hexographer 2”


• Limited customization • Harder to learn
• Not supported • More features
• Free version available • Ongoing development
• Nags you to upgrade every • Free version available, paid
time version $29.95 USD
• PC, Mac, and Linux • PC, Mac, and Linux
• Can import map les from
Hexographer
• Discord Server for Support

hexographer.com worldographer.com
fi
Web Tools
• Web-based
• Works on most browsers,
including mobile
• Simplest desktop app • Free to use
• Limited features • Allows saving and editing
• Paid version $15 USD
• PC, Mac, and Linux
• Hexes face East/West, but
the FAQ says you can rotate hextml.playest.net
them North/South

coneofnegativeenergy.com/hex-kit/ shadekeep.com/shamat/shamat.html
Hex Paper
• Paper-based
• No learning curve
• Harder to update
• More dif cult to share
• Free to print online or
order online
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