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.
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 for the next round. Everyone else drops to the back of 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, grass, 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. Mycelium still flows.
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.
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.
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.
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 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.
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 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.
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.
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.
Stumplings and the trapper can be reborn at home again and again. A fallen leader is gone for good.
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 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.
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.
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.
A 20-second countdown shows who's seated this round before the first move.
Bring a mushroom out into your home corner, or step one already on the field a single tile.
The field resolves every death instantly — mycelium snares and leader strikes alike.
Drop both of a gang's leaders and that gang is wiped out. Last gang standing wins and keeps its seat.