Hidden-information tactics · log in, queue & pass the device

Sign in with a name and claim a mushroom badge, then crowd the balcony and wait your turn. Up to four gangs of five creep across a muddy, mossy field laced with secret tunnels — spin mycelium to snare rivals and hunt their ring-leaders. Win and you hold the field; lose and you drop to the back of the queue.

Sign in name up to 8 lettersBadges 4 mushrooms, first comeField auto-sizes 9–13Move clock 30s
Field
30s
Roster — tap to deploy
Mud (≈½ the field) Moss (≈⅓; hides the whole mushroom — only the cap shows) Grass (<10%; hides you from the enemy) Water (≤5%; no walking, mycelium spans it) Tunnel (on mud) Dead wood (home / build a 2nd) Trap spores (held 1 turn)
Lobby & balcony

Sign in, claim a badge, queue for a seat

Everyone shares one device. Sign in with a name (up to eight letters) and take one of four mushroom badges — first come, first served. The game seats players itself, sizes the field to the crowd, and runs a queue out on the balcony for everyone waiting their turn.

Just a name

No email, no password. Type a name of up to eight letters and you're in. Names have to be unique so the board can tell players apart.

Four badges

Pick one of four mushroom badges as your photo — but only the ones nobody has taken. If all four are gone you get a black silhouette, and the moment a badge frees up it passes to whoever has waited longest.

The balcony

Everyone not seated watches from the balcony beside the board, in line. The top of the queue takes the next open seats; leave the balcony and everyone below you moves up a place.

Auto seating

Two players make a 9×9 game, three an 11×11, four a 13×13. There's no menu — the field sizes itself to however many are seated.

Win, hold the field

The winning gang keeps its seat for the next round. Everyone else drops to the back of the balcony queue, and the next players in line step up.

Vote in the crowd

With fewer than four gangs playing and people waiting, the seated players can vote to restart the round with the next in line. Every seated player has to agree. Two players with two or more waiting always restart as a full game of four.

The field

An open, even field of mud, moss and grass

No streets and no obstacles — just open ground, symmetric on all four sides, with a 3×3 moss patch always at the centre. Tile types: mud, moss, grass, water, dead wood, and tunnel holes sunk into the mud.

Mud

About half the field. Open ground — mushrooms here are always in plain sight.

Moss

Roughly a third of the field, and a 3×3 block always sits dead-centre. Sinks a mushroom into the moss so only its team-coloured cap shows — stem, markers and bandana vanish for both players, so nobody can tell which mushroom is which. Mycelium still flows.

Grass

Under a tenth of the field. A mushroom standing in grass is hidden from the enemy entirely — they can't see it at all. Stumplings can't root deadwood here.

Water

At most 5% of the field (the smallest board may have none). No mushroom can wade across it — but mycelium reaches straight over the surface to link.

Dead wood

A 2×2 dead-wood block sits in every corner — each gang in play owns one as its home, spare corners stay inert. Stumplings grow more deadwood; four in a square become a new home.

Tunnels

Holes sunk into the mud. Rest on one and later surface at any other hole — never one already holding a mushroom or a strand of mycelium.

Mycelium

Thread your mushrooms together to kill

Two friendly mushrooms with at most one empty tile between them — straight or diagonal — link by mycelium. A web only forms when every mushroom in it is directly linked to every other one: a tight, fully-connected cluster. Loose chains light up faintly but do not kill. A web of two or more is lethal.

How it spreads

Mycelium runs straight across open ground; only an enemy mushroom sitting in the gap breaks the thread. Nothing else on the field blocks it.

How it kills

A mushroom wired into an active web kills enemies in its own eight surrounding tiles — but only those protected by less mycelium than it has. Web size is the measure: a bigger web overpowers a smaller one, equal webs cancel out, and the connecting strands themselves never kill. Killing resolves automatically after every move.

The gang · 2 leaders · 1 trapper · 2 stumplings

Bandana'd leaders, a trapper, and wood-builders

Each gang of five carries two ring-leaders — marked by a checked bandana — one trap layer, and two stumplings. Lose both leaders and the whole gang collapses; that is the only way the game ends.

Shoot pores

A leader needs no mycelium: it fires pores one tile in every direction (the eight neighbours), killing any enemy non-leader there. It can't drop an enemy leader that way, though.

Checked bandana

Leaders are known by the checked bandana on their chest. Walk one through moss and the bandana hides — enemies can no longer tell which mushroom is the leader.

No second life

Stumplings and the trapper can be reborn at home again and again. A fallen leader is gone for good.

The trap layer

One mushroom per gang carries a mycelium trap on its head. Instead of moving, it can drop the trap on mud or moss beneath it — never grass; invisible on moss. It keeps up to two traps out and can relocate them; the first enemy to step on one is frozen for a turn, then it dissolves, and all its traps vanish if the trapper dies.

The stumplings

The two remaining mushrooms are stumplings. In place of a move, a stumpling drops a patch of deadwood on the tile it stands on — a small wooden marker in your colour.

Build a second home

Line up four deadwood tiles in a 2×2 square and they harden into a fresh dead-wood home — a brand-new base your gang can deploy and rebirth from, anywhere on the field.

Taking turns

A count-in, then one move, thirty seconds

Every round opens with a twenty-second count-in so players can find the device. Then you pass it back and forth — on your turn you do exactly one thing, and you have thirty seconds to do it. Run out and you forfeit the turn.

01

Count in

A 20-second countdown shows who's seated this round before the first move.

02

Deploy or advance

Bring a mushroom out into your home corner, or step one already on the field a single tile.

03

Auto-kill

The field resolves every death instantly — mycelium snares and leader strikes alike.

04

End it

Drop both of a gang's leaders and that gang is wiped out. Last gang standing wins and keeps its seat.

Keep this nearby

Rules summary

  1. Signing inJoin with a unique name of up to eight letters — no email or password. Claim one of four mushroom badges if it's free, or take a black silhouette until one opens up; freed badges pass to whoever has waited longest.
  2. Seating & the balconyThe field seats itself: two players make a 9×9 game, three an 11×11, four a 13×13. Anyone over four waits on the balcony beside the board, in line; the top of the queue takes the next open seats, and leaving moves everyone below up a place.
  3. The gangsEach seated player runs a gang of five: two ring-leaders (checked bandana), one trap layer (cap studded with glowing pores), and two stumplings. Each gang starts from its own corner home — a 2×2 dead-wood block; any corner without a gang stays inert dead wood.
  4. The fieldMud, moss (with a 3×3 patch always at the centre), grass (under 10%), water (at most 5%), dead wood, and tunnel holes in the mud. Only water blocks movement (mycelium still crosses it). Symmetric on all four sides, and starts empty.
  5. Your turnA 20-second count-in opens the round, then gangs take turns in corner order with a 30-second clock (wiped-out gangs are skipped). Do one thing: deploy a mushroom into your home, advance one mushroom one tile, or have a stumpling drop deadwood. A mushroom on a tunnel hole may instead warp to any other hole free of mushrooms and mycelium. Miss the clock and you forfeit the turn.
  6. MyceliumFriendly mushrooms within one empty tile (straight or diagonal) link up. A web only counts when every mushroom in it is directly linked to every other — a full cluster, not a loose chain. Only an enemy mushroom in the gap breaks a link.
  7. SnaredA mushroom dies when it sits beside (any of eight directions) an opponent leader, or beside an enemy mushroom wired into an active web bigger than its own protection. Leaders' pores only hit unprotected non-leaders — never other leaders, never a mushroom shielded by mycelium. A bigger web beats a smaller one; equal webs cancel. Strands don't kill. Resolves automatically after every move.
  8. Leader strikesA leader shoots pores one tile in all directions, killing only adjacent enemy non-leaders not shielded by mycelium — never an enemy leader. Those same pores also rot any adjacent enemy dead-wood tile.
  9. SporesThe trap layer scatters spores all around it each time it moves. An enemy that steps onto its spores is frozen for a turn; the spores fade after one turn.
  10. DeadwoodEach gang's two stumplings drop deadwood on the mud or moss they stand on. Four deadwood tiles in a 2×2 square harden into a new dead-wood home — a second place to deploy and rebirth from.
  11. CoverMud never hides. Grass hides a mushroom from the enemy completely. In moss the whole stem disappears for both players — only the team-coloured cap shows. Mycelium still flows through both.
  12. Voting to restartWhile fewer than four gangs play and someone is waiting, the seated players can vote to restart with the next in line; every seated player must agree. Two players with two or more waiting restart as a full game of four.
  13. Death & winningDead stumplings and trappers return home to redeploy; dead leaders never return. Lose both leaders and your gang is wiped out. The last gang standing wins, keeps its seat, and everyone else drops to the back of the balcony queue.