Hidden-information tactics · pass & play

FUNGI
FEUD

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 →

Roster — tap to deploy
30s
Mud (open ground) Moss (hides stem — only cap shows) Water (impassable) Tunnel (warp to another hole) Dead wood (your base) ⊕ Centre repair tile
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. Everyone else drops to 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 and moss

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.

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.

Water

At most 5% of the field (the smallest board may have none). No mushroom can wade across it.

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. Protect it: destroy all four tiles of an enemy base to wipe out that gang.

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 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.

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 · 1 leader · 3 followers

One bandana'd leader, three followers

Each gang of four starts fully deployed on their home corner. Lose the leader, or lose the entire base, and the gang collapses.

The leader

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.

Followers

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.

The base

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.

Taking turns

A count-in, then one move, thirty seconds

Every round opens with a twenty-second count-in — all mushrooms are already deployed. Then gangs take turns: one move, thirty seconds.

01

Count in

A 20-second countdown before the first move. All four mushrooms are already on the home tiles.

02

Move

Step one mushroom one tile. Leader pores, mycelium kills, and base damage resolve automatically after every move.

03

Repair & respawn

Sit on ⊕ to repair one base tile per turn. Followers killed when your base was intact respawn automatically next turn.

04

End it

Kill the enemy leader or destroy their whole base. Last gang standing wins and holds the field.

Keep this nearby

Rules summary

  1. Signing inJoin with a unique name of up to eight letters. Claim one of four mushroom badges, or take a black silhouette until one opens up.
  2. Seating & the balconyTwo players make a 9×9 game, three an 11×11, four a 13×13. Anyone over four waits on the balcony; the top of the queue takes the next open seats.
  3. The gangsEach player runs a gang of four: one ring-leader (checked bandana) and three followers. All four start on the home tiles — a 2×2 dead-wood block in your corner.
  4. The fieldMud, moss (3×3 patch at centre), water (at most 5%), dead wood, and tunnel holes. Only water blocks movement. The very centre tile is the ⊕ repair tile.
  5. Your turn20-second count-in, then gangs take turns with a 30-second clock. Move one mushroom one tile. On a tunnel hole, warp to any other free hole. Miss the clock and forfeit the turn.
  6. Leader poresThe leader fires pores at every unprotected enemy non-leader within two tiles (one tile of gap) in all eight directions. Mycelium protection blocks the shot. Leaders cannot kill other leaders with pores.
  7. MyceliumFriendly mushrooms directly touching (straight or diagonal, no tile between) link up. A web forms when every mushroom in it is directly linked to every other. Followers in an active web kill adjacent enemies whose web is smaller. Equal webs cancel. Resolves automatically.
  8. Base destructionAny mushroom adjacent to an enemy home tile automatically destroys one of those tiles each resolve. One tile per attacking team per resolve. Destroy all four tiles and that gang is eliminated.
  9. Base repairSit any mushroom on the centre ⊕ repair tile and one destroyed home tile is restored at the end of your turn. Only your own tiles can be repaired.
  10. Follower respawnWhen a follower dies and your base is fully intact (all four tiles present), they respawn on a free home tile at the start of your next turn. If the base was damaged when they died, no respawn — even if the base is later repaired.
  11. CoverIn moss the whole stem disappears — only the team-coloured cap shows, so nobody can tell which mushroom is the leader.
  12. Death & winningLose your leader or your entire base and the gang is wiped out. The last gang standing wins, keeps its seat, and everyone else drops to the back of the balcony queue.