Docs → Clan Administration → In-game chat groups
💬 In-game chat groups
Link a Total Battle chat group to the portal, decide who may be in it and who may write in it, and handle the people who should not be there.
You want a chat group in Total Battle whose membership looks after itself — officers only, or G8 and above, or everyone except the three people who keep turning up uninvited. Clan Management → In-game Chat Groups is where that is set up, and where you deal with anyone who gets in anyway. The menu spells it with a hyphen; the page itself opens under the heading 💬 Ingame Chat Groups, without one.
Start with the fact that decides everything else: the portal can only manage a group it created. A channel made inside the game belongs to whoever made it — the portal can read it but not run it, and that distinction decides which buttons you get.
The four kinds of group
Groups sit in separate sections, and the section tells you what you can do.
| Section | What it is | What you can do |
|---|---|---|
| 🌐 Groups managed here | Created by the portal, so the portal owns the channel. | Everything: membership rules, write rules, message moderation, sharing, deletion. |
| 🎮 Created in the game | Made inside Total Battle. The portal joined as a member. | Read messages, edit the group's own settings. Not membership, and not deleting messages — both have to be done in the game. |
| 🤝 Shared with us | Another clan's group that invited you with a code. | Read messages, and leave. It stays theirs. |
| 🔒 System channels | Channels that belong to the game itself. | Nothing. They cannot be edited or deleted. |
Filters above the sections narrow the list by Show, Linked, Active, and whether deleted groups appear.
Creating a group and linking it to the game
Give it a Name in the game. This has to match the chat group's name in Total Battle exactly — spelling, capitals and spaces. Two groups in the same clan cannot share a name.
Creating the group here does not create it in the game. Linking looks for a chat group with that name: if one exists, the portal joins it; if none does, the portal creates it — and a channel the portal creates is one the portal owns.
Decide who may be a member and who may write, then save. The next sync brings the membership into line.
↻ Re-link re-runs the lookup for an already-linked group, and 🛡 Check ownership re-checks whether the portal still owns the channel. A row reading Ownership lost means the channel was made by another player: members cannot be managed from here until it is deleted in the game and linked again.
Membership and writing rules
Who may be a member
In ✏️ Edit, this block decides who the portal adds and who it removes.
- All clan members — everyone currently in the clan.
- By rank — only the ranks you tick: Leader, Superior, Officer, Veteran, Soldier.
- Named players only — only the players you pick.
Level filters narrow it further by G-levels and S-levels; leave them empty for no filter. Then three exceptions, which beat the rule:
| Exception | Effect |
|---|---|
| Always include | These players are added whatever the rule says. |
| Always remove | These players are removed even though they match the rule. |
| Never remove (by name) | Typed in as free text, matched on the exact in-game name. This is the one for guests and allies who are not on your roster, so there is no player record to pick. |
Keep members in sync is what makes any of it happen; with it off the group is left alone.
Who may write
Membership and writing are separate controls, which is what lets you run a group everyone can read and only officers can post in. Who may write offers Everyone who is in the group, Certain ranks only or Named players only.
On its own the rule is advisory. Enforce this rule is what acts on it — and it acts by deleting.
Enforcement takes effect from the moment you switch it on, never backwards, so tightening a rule cannot reach into yesterday's conversation. Change the rule or the people it names and the starting point moves forward again. It can only be saved alongside a rule that actually names somebody, and only on a group the portal owns.
People who should not be there
The ⚠️ Chat group alerts panel is the page's working list: everybody found in one of your groups who does not belong, shown with their hero level, city level, Might and kingdom, and filterable on all four.
| Alert | Meaning |
|---|---|
| Not a member | Turned up in the group and is not in your clan. |
| Left the clan | Removed from the group because they left the clan shortly before. |
| No longer eligible | Still in the clan, but no longer matches this group's rules. |
| Known threat | Blocked on arrival because they are on your threat list. |
Players who left the clan are removed automatically and are not listed — the panel is deliberately only what needs a decision. Someone who left within the last 30 minutes is not treated as an intruder, so a slow roster does not produce false alarms.
For a repeat problem, use 🚨 Mark as threat, with a label (Spy, Threat, Ex-member, Suspicious, Spammer) and a note. A threatened player is kept out of every chat group in your clan, and the block follows their player ID rather than their name — so renaming in the game does not get them back in. 🚨 Known threats in the page header lists them all with their history: every block, every group reached, every message deleted, every name they have been seen under. Removing a threat keeps that history.
Spam and moderation
Detect spam in this group checks messages against a shared pattern list and removes what matches. Before matching, both pattern and message are lowercased and stripped of everything that is not a letter or a number — so a pattern written EXAMPLE .COM also catches example.com, Example . Com, the same text spaced out letter by letter, split across line breaks, or buried in a longer sentence.
What it does not catch is character substitution: an O replaced by a zero, or a lookalike letter from another alphabet, is different text and slips past. Those need their own pattern — tell support if you see a variant getting through. Patterns shows what your groups are checked against, read-only.
💬 Messages opens the group's recent conversation, read live from the game — the portal keeps no copy. Filter by rank, by Spam only or Not allowed to write, or search the text, then select and delete. On a group you do not own the button reads 💬 Read messages and deleting is unavailable.
🗑 Removed messages logs everything taken out of a group and what took it — the spam filter, the write rule, or an admin. It is the only record that survives, because the message itself is gone from the game.
Sharing a group with another clan
🤝 Share mints an invite code in the form CG-XXXX-XXXX-XXXX. Send it to the other clan's admin; they redeem it with + Join with code on their own copy of this page, and their eligible players are added to your group at the next sync. A code lasts 7 days and can be used once. You can revoke an unused code at any time.
You stay the owner throughout: an invited clan can read the group and leave it, nothing more. If you administer both clans yourself, 👥 Invited clans does the same without a code.
Deleting a group
What 🗑 Delete does depends on who owns the channel; the confirmation says which case you are in.
- A group the portal owns: every member is removed and the channel is deleted from Total Battle. This cannot be undone.
- A group made in the game: the chest grabber leaves the channel and the group disappears from the portal. The channel itself stays — it belongs to whoever made it.
Deleted groups are hidden until you ask for them with the Show deleted filter, where ↩ Restore brings the portal's record back. System channels can be neither deleted nor restored.
Special roles, and using a group for announcements
Any group the portal owns can be given one of two jobs, and only one group per clan can hold each. Status channel receives member-sync updates. Epic repost channel reposts every epic the game announces in Kingdom Chat, as it happens — epics announced before you switch it on are not reposted.
Separately, once a group is linked and Active it can be picked as the destination for an announcement on Clan Management → Announcements. An inactive group cannot be chosen for new announcements, which is the quickest way to retire a channel without deleting it.
Common questions
Why does it say "Waiting for the first sync"?
Because your clan does not have a chat login yet. That login is created the first time your chest grabber account signs in to the game, and everything on this page depends on it — the portal cannot look up, join or create a chat group without one.
Nothing needs doing: it happens by itself when your scanner next runs. If it has been running for a while and the message is still there, check the in-game connection on Clan Management → Members Sync Service.
Linking fails and says the channel was not found. What is wrong?
Almost always the name. It has to match the chat group in Total Battle exactly — every space, every capital. A trailing space or a different kind of dash is enough to miss.
Open ✏️ Edit, correct Name in the game, save, and use 🔗 Link to game again. If no group with that name exists, linking creates one rather than failing — so a "not found" result usually means the login could not reach the game at all, not that the name was wrong.
Someone keeps getting into a group. How do I stop them for good?
Use 🚨 Mark as threat on their alert. That blocks them from every chat group in your clan, not only the one they turned up in, and the block is stored against their player ID rather than their name — so changing their name in the game does not get them back in.
For a member of your own clan who should not be in one particular group, use Always remove in that group's exceptions instead. That is narrower and does not affect the rest.
Can I mute someone instead of deleting their messages?
No. Total Battle has no mute, so the portal has none either. The only thing available is removing a message after it has been posted, which is what Enforce this rule and the spam filter do.
That means the message is seen by everyone online before it goes, and removal cannot be undone. If the delay matters more than the rule, the better answer is to take the person out of the group rather than to enforce writing.
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