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📖 TRIBE RUSH← WIKI

Five minutes. One island. Last tribe standing.

A five-minute stone-age war for the island of Muk, fought on a single screen. You never command a soldier directly — you only raise buildings and plant one rally flag, and your tribe gathers, trains and fights of its own accord. Every tribe opens with workers only and just enough wood for a first hut; war has to be earned from the economy. Play a quick Skirmish on any of seven set battlefields, spectate the bots wage war, or fight the twelve-day campaign — Tribes of Muk — that teaches the game as it tells the island's story.

▶ PLAY TRIBE RUSHby Boulder & Twig

STORY & LORE

The Island of Muk

Muk is a small island the sea forgot, and the war on it has no end; the tribes only take turns holding it. When the drum starts, every tribe that ever wanted this ground already stands upon it — none march in over a hill, none arrive too late. The whole war fits in a single glance, and the island wears a new face each time it is fought over: meadow, pinewood, shore, snow, dune, ash, or bare stone.

The Mukfoot

In the saga you lead the MUKFOOT, who come ashore with one spark and cold hands and, over twelve days, grow it into the fire that keeps the whole island. Ten rival tribes stand between that first hearth and the last fire of Muk.

The Chieftain's Burden

A chieftain never lifts a club. A chieftain reads the ground — where the wood is thick, where the stone lies close, where a rival's spears are gathering — and says only what shall be built, and where the people shall stand. They do the rest, and they do not ask twice. Choose well; you cannot call back a single hand.

The Drum

The drum is the oldest law of Muk: a war lasts only as long as it beats. Five minutes, no truce, no second dawn. Stand alone before it stops and the island is yours by the spear — and the sooner it fell, the longer the song. If the drum outlasts the killing, the tribe holding the most ground keeps Muk by claim.

War-Chant and Totem

The tribes that carve totems say the dead come back to fight beside the living, and they are not wrong: warriors inside a totem's song move quicker, strike harder, and close their own wounds. A totem is not a weapon. It is a reason to be braver than the fire across the field.

CHARACTERS & ENEMIES

🔥The MukfootYour campaign tribe — one spark, the whole islandHERO

The tribe you lead through Tribes of Muk. They wade ashore with nothing but a single fire and, over twelve days, learn every tool of war — huts, warcamps, towers, totems — until they can outlast all nine rivals at once. Balanced in temperament so the campaign is shaped by your hands, not a preset personality. In Skirmish they're simply 'Your Tribe', flying whatever banner color you pick.

Banner Yours to choose (8 colors)Temperament BalancedDirect control Buildings + 1 rally flag
🧺GathererThe tribe's whole economyALLY

Every hut spawns one, and you start each match with three. Gatherers walk to the nearest trees for wood and rocks for stone, haul it home, and repeat — no orders needed. No gatherers, no buildings; no buildings, no warriors. Protecting the villagers hauling near a contested tree-line quietly wins more wars than any single fight.

Spawned by Hut (1 each)Harvests Wood from trees · Stone from rock
🪓WarriorThe tribe's fists — trained, never commandedALLY

War-camps train warriors automatically as long as there is population room. Warriors muster at your rally flag, defend anything of yours under attack, and march on enemies and their buildings on their own. 32 HP, quick club swings — deadly in a totem's aura, fragile alone against a tower. You steer them only by where you plant the flag. No tribe starts with any — war is earned from the economy.

HP 32Trained by War-camp (while pop room)Start count 0 — workers only
🔥Ember ClanThe first knife at your throatVILLAIN

Almost pure aggression with barely any economy or defense — a glass-cannon warband that throws everything at you early and often. If Ember Clan is on the map, expect raiders before you feel ready. Survive their opening and they usually have nothing left to boom back. Anchors the desert battle of the campaign.

Color RedAggression ExtremeRead Rushes early, folds late
🩸BloodrootThe island's angriest tribeVILLAIN

The single most aggressive chieftain on Muk — maximum bloodlust, minimal expansion, almost no defense, and a taste for totems to make the blitz hit even harder. A pure early-war threat that lives or dies on its first wave. Wall it out with towers and it starves. Corners you against the surf in the beach battle.

Color MagentaAggression ExtremeRead All-in blitz, no plan B
🐺NightwolfChant-fueled raidersVILLAIN

High aggression married to the map's strongest totem habit — Nightwolf raids in buffed packs that move faster and hit harder than their numbers suggest. Low economy and defense, so their power is front-loaded around the war-chant. Break the totem, break the pack.

Color VioletAggression ExtremeTotem love High
🔆SunspearGolden raiders of the open groundVILLAIN

Aggressive and quick to muster, with a middling economy and thin defenses. Sunspear pressures constantly without ever fully committing like Ember or Bloodroot — a steady bleed you have to answer before it snowballs. Your first taste of real aggression in the campaign.

Color GoldAggression HighRead Constant pressure
🌫️AshwalkerThe relentless grey columnVILLAIN

High aggression, average expansion, and almost no interest in totems or towers — Ashwalker just keeps coming. Not the strongest single wave, but the tribe least likely to give you a quiet minute to build. Denies you the war of attrition it wants amid the lava of the ashfields.

Color BoneAggression HighRead Endless small waves
🪨StonejawThe balanced warbandVILLAIN

The most even-tempered of the rivals — solid aggression, real expansion, and enough defense to punish a sloppy raid. Stonejaw rarely beats itself, so you have to actually out-play it rather than wait for it to overextend. The benchmark opponent.

Color OrangeAggression Mid-HighRead No obvious weakness
🌊RiverfangThe all-rounderVILLAIN

A jack-of-all-trades: moderate aggression, moderate expansion, light on defense. Riverfang adapts to the map and rarely does anything foolish, but rarely dominates either. Often the tribe still standing in the mid-game while the rushers burn out.

Color BlueAggression MidRead Flexible, patient
🐚CoralboneTotem-boomers of the pink shoreVILLAIN

Economy-first and totem-obsessed — Coralbone expands wide, carves totems everywhere, and turns a fat economy into buffed late-war armies. Slow to threaten but dangerous if left alone to boom. Raid the sprawl before the totems light up.

Color PinkExpansion HighTotem love Highest
🌿MossfolkThe green tideVILLAIN

The map's ultimate economy tribe — near-total focus on expansion, low early aggression, a fair defensive streak. Mossfolk barely fights for the first minutes, then floods the valley with warriors off an enormous economy. Your very first opponent, and a lesson in never letting an economy sprawl unchecked.

Color GreenExpansion ExtremeRead Booms then drowns you
🛡️ThornbackThe turtle in its shellVILLAIN

The most defensive chieftain on Muk — low aggression, moderate expansion, a wall of towers. Thornback almost never raids first; it dares you to break yourself on its defenses while the drum ticks down. Against a turtle, territory and the clock matter more than kills.

Color TealDefense ExtremeRead Walls up, waits out the drum

HOW IT PLAYS

Two Verbs Only

You place buildings and you plant one rally flag. That is the entire control scheme. Tap a building (or press keys 1–5), then tap the ground; right-click or ESC cancels. Everything else — gathering, training, mustering, raiding, defending — your tribe decides on its own.

Workers-Only Start

Every tribe — you and the rivals — opens with three gatherers, one camp, and just enough wood (30) for a single hut. Nobody starts with a warrior. The opening minutes are a pure economy race; the first tribe to convert gathering into a war-camp gets the first spear.

Build Off the Link

New buildings must be placed within reach (about 132px) of a building you already own — the placement ghost shows the link line and turns valid or invalid as you move. Your footprint grows outward from your first hut, so where you push determines which trees, rocks and rival borders you can reach. You can't build on sea, lava, or boulder fields.

The Rally Flag

Your one flag is where warriors muster and the direction they march. Plant it at home to turtle and defend; plant it on an enemy's buildings to send your warband raiding. Moving the flag is the closest thing to a direct order you get — use it to concentrate force instead of letting warriors trickle in.

Camera — Zoom, Pan, Follow

Scroll or pinch to zoom (or use the on-screen + / − / ⟲), drag or use the arrow keys to look around the island, and tap any troop to have the camera follow it with a highlight ring. Everything clamps to the map, and building placement still works at any zoom — great for precise builds and for watching a single warband do its thing.

Fast-Forward

The HUD speed toggle runs the war at 1×, 2×, 4× or 6× — hit it once the outcome is obvious and skip straight to the result. A red ✕ (with a two-tap confirm) quits to the menu at any time.

Two Ways To Win

Annihilation: be the last tribe with a building standing before 5:00 — and every second left on the drum becomes bonus score. Territory: if the drum runs out with rivals still alive, the tribe controlling the most of the island's ground wins the claim. Kills and razes pad your War Score either way (Skirmish only).

BUILDINGS

Costs in wood (🪵) and stone (🪨). Place within link range of an existing building of yours. The rally flag is free and unique — you only ever have one. You start with 30 wood — exactly one hut.

KeyBuildingCostHPBuildWhat it does
1Hut30 🪵702.4s+2 population cap, spawns a gatherer
2War-camp40 🪵 + 20 🪨1103.4sAuto-trains a warrior every ~6.2s while there is pop room
3Tower45 🪨903.0sShoots raiders in range (145 reach, ~7 dmg)
4Totem30 🪵 + 30 🪨602.2sWar-chant aura (118 reach): nearby units +32% speed, +42% damage, slow heal
5Rally flagfreeinstantWhere your warriors muster and march (only one)

THE SEVEN BATTLEFIELDS OF MUK

Each Skirmish map is a fixed battlefield with its own palette and tradeoff. A guaranteed ring of resources spawns beside every camp, so starts stay fair no matter how scarce the map is overall.

MapGroundResourcesTwistRewards
🌾 FlatlandsGreen meadowEven wood & stoneNone — the fair fightBalanced play
🌲 ForestDeep pinewoodWood-rich, stone-scarceCheap huts/campsFast economy & expansion
🏖️ BeachSand islandEven, but crampedSea walls you inConcentrated defense
❄️ WinterDeep snowModerateEvery march is slowWalling up & timing
🏜️ DesertOpen dunesSparse everythingGrab the few oasesEarly aggression / expansion
🌋 VolcanoAsh & lavaStone-rich, wood-poorLava pools you can't build onTower & totem defense
🪨 Grand RockGrey bedrockStone-heavyBoulder fields as wallsFortress play

RIVAL CHIEFTAINS

Up to 10 rivals share the map — pick how many in Skirmish. Each has a fixed temperament across four dials, so the same tribe always plays the same way. Your tribe sits balanced in the middle of all four; rivals auto-shift color to stay distinct from your chosen banner.

TribeColorAggressionExpansionDefenseTotemsHow they play
Ember ClanRedExtremeLowLowLowEarly all-in rush
BloodrootMagentaExtremeLowLowMidAngriest blitz on the island
NightwolfVioletExtremeLowLowHighBuffed chant-fueled raid packs
AshwalkerBoneHighMidLowLowRelentless small waves
SunspearGoldHighMidLowLowConstant open-ground pressure
StonejawOrangeMid-HighMidMidLowBalanced, no easy opening
RiverfangBlueMidMidLowLowFlexible all-rounder
CoralbonePinkMidHighLowHighestTotem-boom into buffed army
MossfolkGreenLowExtremeMidLowEconomy tide, late flood
ThornbackTealLowMidExtremeLowTower turtle, waits out the drum

TRIBES OF MUK — THE 12-DAY CAMPAIGN

Twelve Days that teach the game as they tell the island's story. You lead the Mukfoot from a single hearth to ruling Muk; each Day unlocks the next. Leaderboard-free.

DayChapterMapRivalsTeaches
1The First Fire🌾 Flatlands1 (Mossfolk)Huts & gathering
2Raise the Warcamp🌾 Flatlands1 (Sunspear)War-camps & the rally flag
3The Stone Wall🪨 Grand Rock2 (Thornback)Towers & defense
4The War-Chant🌲 Forest2 (Coralbone)Totems & auras
5The River's Bend🌾 Flatlands2 (Riverfang)Aiming raids with the flag
6Embers on the Dunes🏜️ Desert3 (Ember)Surviving a rush amid scarcity
7The Winter War❄️ Winter3 (Stonejaw, Riverfang)Map tempo & timing
8The Ashfields🌋 Volcano4 (Ashwalker)Stone economy & hazards
9Bloodroot Shore🏖️ Beach4 (Bloodroot)Cramped, concentrated fighting
10The Night Hunt🌲 Forest5 (Nightwolf)Reading a multi-front war
11The Gathering Storm🪨 Grand Rock6 (mixed)Everything, on hard stone
12The Last Fire of Muk🌾 Flatlands9 (all tribes)The whole island at once

GAME MODES

ModeWhat it isLeaderboard
SkirmishPick a map, banner color and 3–10 rivals, then fight for the islandYes — submits War Score
SpectateWatch a full all-AI war play out with camera and standingsNo
StoryTribes of Muk — the 12-Day campaign as the MukfootNo

UNIT & COMBAT NUMBERS

The raw stats under the hood — for diving into the math. Every troop also carries a name drawn from a pool of 60 (shown when you follow one).

ThingStatValue
GathererHP / move speed12 / 52
GathererHaul per trip7 wood or stone (~1.6s per chop)
WarriorHP / move speed32 / 56
WarriorDamage / cooldown6 every 0.65s
WarriorBonus vs buildings×1.35
Totem auraRadius118
Totem auraSpeed / damage buff+32% / +42% (+ slow heal)
TowerRange / damage / rate145 / 7 / every 1.1s
War-campTrains a warriorevery ~6.2s (while pop room)
HutPop cap+2 each (base cap 4)
Map speedWinter / Desert×0.82 / ×1.05 (others ×1)
StartResources / workers30 wood, 12 stone · 3 gatherers, 0 warriors
Build linkPlacement reach132
MatchDrum length5:00 (300s)

WAR SCORE (SKIRMISH)

Submitted to the leaderboard as WAR SCORE (higher is better). More rivals on the map means more placement points on the table. Spectate and Story are not scored.

SourcePoints
Placement(rivals + 1 − your rank) × 120
Annihilation win+350 bonus
Speed bonusseconds left on the drum × 4 (annihilation win only)
Each kill× 15
Each building razed× 25