Pick a name, claim a mushroom badge, and join the queue. The game seats itself — sign in on the left and you're straight in.
Full rules and how-to are in the Menu →
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.
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.
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.
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.
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.
The winning gang keeps its seat. Everyone else drops to the balcony queue, and the next players in line step up.
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.
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, water, dead wood, and tunnel holes sunk into the mud.
About half the field. Open ground — mushrooms here are always in plain sight.
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.
At most 5% of the field (the smallest board may have none). No mushroom can wade across it.
A 2×2 dead-wood block sits in every corner — each gang in play owns one as its home, spare corners stay inert. Protect it: destroy all four tiles of an enemy base to wipe out that gang.
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.
Two friendly mushrooms touching directly — straight or diagonal, no tile between them — link by mycelium. A web only forms when every mushroom in it is directly linked to every other one: a tight, fully-connected cluster. A web of two or more is lethal.
Mycelium runs straight across open ground; only an enemy mushroom sitting in the gap breaks the thread. Nothing else on the field blocks it.
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.
Each gang of four starts fully deployed on their home corner. Lose the leader, or lose the entire base, and the gang collapses.
Wears a checked bandana. Automatically fires pores at any enemy non-leader within two tiles (one tile of gap) in all directions. Mycelium protection blocks the shot. Walk through moss and the bandana hides — enemies can't tell which mushroom leads.
Three per gang. They shoot pores when wired into an active mycelium web — a bigger web beats a smaller one, equal webs cancel. Followers killed while the base is fully intact automatically respawn on a free home tile at the start of the team's next turn.
Any mushroom adjacent to an enemy home tile automatically destroys one of those tiles per resolve. Destroy all four tiles and that gang is out. Sit on the centre ⊕ repair tile to restore one home tile per turn.
Every round opens with a twenty-second count-in — all mushrooms are already deployed. Then gangs take turns: one move, thirty seconds.
A 20-second countdown before the first move. All four mushrooms are already on the home tiles.
Step one mushroom one tile. Leader pores, mycelium kills, and base damage resolve automatically after every move.
Sit on ⊕ to repair one base tile per turn. Followers killed when your base was intact respawn automatically next turn.
Kill the enemy leader or destroy their whole base. Last gang standing wins and holds the field.