Mycelium: A Mushling Game
Mycelium: A Mushling Game Rulebook
Table of Contents
Table of Contents
- Overview
- Components
- Setup (3-4 players)
- Explore Phase
- Turn Order
- End of Game
- Variants
- The Emsporium (Variant)
- The Hero Tavern (Variant)
- Team/2 Player (Variant)
- Extended Examples
- Mushling Type Guide
- Mushling Field Guide
- Amethyst Deceiver (Warrior)
- Chicken of the Woods (Warrior)
- Common Puffball (Warrior)
- Death Cap (Warrior)
- Liberty Cap (Warrior)
- Bird's Nest (Scout)
- Parrot Toadstool (Scout)
- Russula (Scout)
- Veiled Lady (Wizard)
- Fly Agaric (Enforcer)
- Inky Cap (Enforcer)
- Penny Bun (Enforcer)
- Blue Oyster (Reinforcement)
- Pink Oyster (Reinforcement)
- Chanterelle (Builder)
- Wood Blewit (Builder)
- Night Light (Worker)
- Yellow Morel (Worker)
- Magic Mushling (Wizard)
- Truffle (Wizard)
- Witch's Hat (Wizard)
- Parasol (Thief)
- Shiitake (Thief)
Overview
In Mycelium, you will be competing with other Mushling Colonies to be the first to gather 10 Nutrients! You must expand your mycelium network by building Paths to key locations across the board. Place your Gatherer Mushlings in these locations at the right time to collect Nutrients and resources. Deduce where Nutrients will appear and plan accordingly!
Each turn you may play versatile Mushling Cards from your hand to use their powerful abilities. Mushling Cards may also be used to attack other players' paths, which are removed if you win. Manage your hand of Mushling Cards effectively to gain an advantage over the rival Colonies!
The Nutrient Deck determines the events that take place in the forest, including where Nutrients will appear. Certain Mushling Cards view and manipulate the Nutrient Deck.
The game ends immediately once a player acquires 10 or more Nutrients. Proper planning is the key to victory in Mycelium: A Mushling Game!
Components
- 1 Game Board
- 4 Player Mats
- 80 Path Pieces (20 of each color)
- 45 Nutrient Cubes
- 50 Spore Tokens
- 16 Combat Tokens
- 1 Active Player Token
- 12 Gatherer Mushling Meeples (3 of each color)
- 54 Mushling Cards
- 17 Nutrient Cards
- 1 Nutrient Deck Guide Card
- 8 Hero Mushling Cards
- 1 Hero Tavern Tile
- 16 Emsporium Cards
Setup (3-4 players)
- Flip the board to the correct side for either 3 or 4 players
- See the Team/2 Player Variant on page 12 for the setup for 2 vs 2 or 1 vs 1
- Give each player a Player Mat, all of their matching colored Path pieces, and their 3 Gatherer Mushling pieces
- Players should sit near their Colony on the board
- Shuffle all Mushling Cards together to form the Mushling Card Deck
- Place the deck face-down near the Mush Room
- Deal 4 Mushling Cards to each player
- Deal out additional Mushling Cards as described below:
- The first player should be whoever most recently saw a mushroom in the wild!
- The game will proceed clockwise from the 1st player
- Deal 1 additional Mushling Card to the 2nd player (5 total), 2 additional Mushling Cards to the 3rd player (6 total), and 3 additional Mushling Cards to the 4th player (7 total)
- Place 3 Spore Tokens on each Spore Cave and place 3 Spore Tokens on each Colony's Player Mat
- Place all other Spore Tokens near the board to form a supply
- Place all Combat Tokens near the board to form a supply
- Place 1 Nutrient Token on the Center Tree and each Nutrient Tree
- Place all other Nutrient Tokens near the board to form a supply
- Shuffle all Nutrient Cards together to form the Nutrient Deck (In 3 player games, remove all 3 of the Walnut cards)
- Place the deck face-down near the board with the Nutrient Deck Guide Card near it for all to view
Text Symbols
- Mushling Card, Nutrient Token
- Gatherer Mushling, Nutrient Card
- Spore Token, Combat Token
- Spore Value, Combat Value
Board Symbols
- Oak Nutrient Tree, Walnut Nutrient Tree, Player Colony
- Birch Nutrient Tree, Spore Cave, The Mush Room
- Pine Nutrient Tree, Willow Center Tree
Explore Phase
Before the first turn, complete the Explore Phase so that all players start their first turn with Gatherer Mushlings placed:
- Starting with the first player and proceeding clockwise, each player must place all 3 of their Gatherer Mushlings
- Gatherer Mushlings can be placed on any Nutrient Tree, the Center Tree, any Spore Cave, or the Mush Room. See the Place Phase for more information about placing Gatherer Mushlings.
- Your goal is to place your Gatherer Mushlings on Nutrient Trees and Spore Caves you can bond to on your first turn
- Ideally you want to avoid placing Gatherer Mushlings on locations you won't reach with your Paths on your first turn
- See the Gather Phase in the rulebook for the definition of a bonded Path and how gathering works
- You can always gather from the Mush Room successfully
If anyone is worried about making a poor decision in this phase, try following one of the examples below!
Tip: See the example on the left for a low risk Explore Phase placement recommended for new players. See the example on the right for a riskier Explore Phase placement.
Green places 2 Gatherer Mushlings on the Mush Room and 1 Gatherer Mushling on the Spore Cave on the edge of their Colony. On their first Gather Phase, they are guaranteed to get 2 Mushling Cards and 1 Spore Token.
Red places 1 Gatherer Mushling on Birch and 2 Gatherer Mushlings on the Spore Cave on the edge of their Colony. They are planning to build 3 Paths as shown before their Gather Phase. Hopefully the Nutrient Token on Birch will still be there when they gather!
Turn Order
After all players have placed their Gatherer Mushlings in the Explore Phase, the first player begins their turn. Play proceeds clockwise to the next player after the current player completes their entire turn.
These are the 5 phases of a player's turn that must be completed in order:
- Nutrient Card Phase
- Action Phase
- Gather Phase
- Place Phase
- Draw Phase
1. Nutrient Card Phase
- Turn over a Nutrient Card from the top of the Nutrient Deck and follow its instructions. Place this face-up in a Nutrient Deck Discard Pile. Any player may look through any discard piles at any time.
- If the Nutrient Deck has no cards left and you need to turn over a Nutrient Card, shuffle the entire Nutrient Deck Discard Pile together to form a new Nutrient Deck, and then draw.
2. Action Phase
Do any of the following actions in any order and as many times as you want/can:
- Use a Mushling Card "Action" ability
- Build a Path
- Exchange Mushling Cards
- Attack
Use a Mushling Card "Action" Ability
- Follow the instructions on the card. Discard the Mushling Card after it has been used.
- Reaction abilities are not considered actions and may only be used if their conditions are met
- Reaction abilities may be used on any player's turn
- Discard the Mushling Card after it has been used
- Some Mushling Cards have 2 abilities, but you must choose 1 to use
Tip: Mushling Cards have many uses. It may take a few turns to understand the best use of each card, but all Mushling Cards are powerful in their own way.
A Mushling Card is laid out as follows: Type (top left), Combat Value and Spore Value (left side), Name, Amount in Deck, and the Ability Description.
Build a Path
- Spend 3 Spore Value to build each Path
- Spore Tokens are worth 3 Spore Value each
- You may spend Spore Tokens from your Player Mat
- Return spent Spore Tokens to the supply
- Mushling Cards may be spent for their Spore Value. You may spend as many Mushling Cards as you want, amounting to their combined Spore Value.
- Discard all spent Mushling Cards
- You are not refunded for excess Spore Value spent, but you may build multiple paths in one build action
- When building multiple paths in one build action, you must place all paths one at a time before taking another action.
- Spore Tokens are worth 3 Spore Value each
- The spaces between the hexagon spaces are called edges
- Paths can only be placed on edges and new Paths must be connected to one of your existing Paths
- Connected Paths are Paths on adjoining edges
- Colonies have 6 permanent Paths surrounding them
- These permanent Paths are shown on the board
- Each edge can only have 2 Paths on it, but you can NOT have 2 of your own Paths on the same edge
- If you have the max of 20 Paths already in play, you must remove 1 of your existing Paths when building a new Path.
- See the Extended Examples section for an extended example of the Build a Path action
Tip: Your goal is to build Paths to bond to locations. See the Gather Phase for more info on bonded Paths.
The image above shows 2 connected Paths.
The image above shows a Path from Red and a Path from Green sharing the same edge of the Birch Nutrient Tree.
Exchange Mushling Cards
- Discard 2 Mushling Cards of the same type to perform one of the following actions:
- Spawn 1 Spore Token in any Spore Cave (add from the supply)
- Draw 1 new Mushling Card
Tip: Desperate for a certain card? First, check if all of those cards aren't in the discard pile, then start Exchanging!
Mushling Card Types
- Builder, Thief
- Enforcer, Warrior
- Reinforcement, Wizard
- Scout, Worker
See the Mushling Type Guide for descriptions of the different Mushling Card Types.
Attack
- Attack another player's Path
- You must be connected to the targeted Path to attack it
- Follow the steps below to complete combat:
- Announce you are attacking a Path and point to the targeted Path
- Choose a Mushling Card and place it face-down in front of you
- The Defender (the player who owns the targeted Path) may then decide to place a Mushling Card face-down in front of them:
- If the Defender plays a Mushling Card, proceed to step 4
- OR if the Defender does not play a Mushling Card, remove their Path, reveal your Mushling Card and skip to step 6 (do not gain a Combat Token)
- Reveal both Mushling Cards and compare their Combat Value
- Combat Tokens and Reinforcement Mushling Cards can be used by any player at this time
- A Combat Token may be spent in any battle to add +1 to either player's Combat Value (discard after use)
- Reaction abilities that say "if revealed in combat" can not be used unless they belong to the initial face-down cards. For example, a Reinforcement Mushling Card can not be added after revealing the 2 Mushling Cards.
- If your final Combat Value is greater than the Defender's, you win
- OR if your final Combat Value is equal to or less than the Defender's, the Defender wins
- Combat Tokens and Reinforcement Mushling Cards can be used by any player at this time
- Reward the winner
- If you (the Attacker) win, remove the targeted Path and gain 1 Combat Token
- OR if the Defender wins, the targeted Path is not removed and the Defender draws 1 Mushling Card
- Resolve any Reaction abilities from the 2 revealed Mushling Cards in combat (such as Thief cards) after a winner is determined, starting with the Attacker's ability first
- Discard both revealed Mushling Cards and all played Mushling Cards after resolving any abilities, even if the Defender did not play a card
For an extended example of combat, see the Extended Examples section.
Tip: STOP! Check your hand size before concluding your Action Phase. Remember that you will draw 1 Mushling Card in your Draw Phase and possibly additional Mushling Cards in your Gather Phase. You must discard down to 7 Mushling Cards at the end of your turn. Do you want to use more now or end up having to discard them?
Blue targets the Red Path connected to their Blue Path.
3. Gather Phase
After you finish your Action Phase, you must proceed to the Gather Phase. Once you start the Gather Phase, you may no longer perform any actions from the Action Phase for the remainder of your turn. Follow the steps below to bring back each of your Gatherer Mushlings to your Colony:
- First check how many bonded Paths you have on the edge of each location where your Gatherer Mushlings are placed
- A bonded Path is a Path on the edge of a location with a series of connected Paths that can be traced back to the permanent Paths surrounding your Colony. Each Colony always has 1 bonded Path to the Spore Cave next to it.
- The amount of bonded Paths you have surrounding a location indicate the maximum amount of tokens you can gather from that location during this turn
- It is possible for a single Path to be bonded to 2 different locations
Both examples show Blue with exactly 2 bonded Paths to the Oak Nutrient Tree, and 1 bonded Path to the Spore Cave next to their Colony.
- If any Nutrient Tokens or Spore Tokens are present on a location with your Gatherer Mushling, take 1 Nutrient Token or Spore Token from that location per Gatherer Mushling on that location and place the Nutrient Token or Spore Token on your Player Mat
- Remember that you can only gather as many Nutrient Tokens or Spore Tokens as you have bonded Paths to that location
- Place any Nutrient Token in the leftmost available slot on your Player Mat
- For each Gatherer Mushling that returns from the Mush Room, draw 1 Mushling Card immediately
- You can not and do not need to be bonded to the Mush Room to successfully gather from it
- All Gatherer Mushlings are returned to your Colony in this phase, even if they won't successfully gather anything
Red has 2 Gatherer Mushlings placed on Birch with 2 Nutrient Tokens, but only 1 bonded Path on Birch. Red will only gather 1 Nutrient Token.
4. Place Phase
- Place all 3 of your Gatherer Mushlings on any Nutrient Trees, Spore Caves, the Center Tree, or the Mush Room
- The goal is to gather successfully with each Gatherer Mushling placed on your next turn
- You may place Gatherer Mushlings on locations you are not bonded to
- This can be useful if you plan on bonding to that location on your next turn before your Gather Phase
Tip: Always think 1 turn ahead! Imagine where you can build Paths next turn based on the resources you have and place your Gatherer Mushlings accordingly.
Red places 1 Gatherer Mushling on the Mush Room, 1 Gatherer Mushling on the Spore Cave they are bonded to, and 1 Gatherer Mushling on Willow. Although they are not bonded to Willow yet, they are sure the 2 Spore Tokens on their Player Mat will be enough to bond to it on their next turn.
5. Draw Phase
- Draw 1 Mushling Card
- If the Mushling Card Deck has no cards left and you need to draw a Mushling Card, shuffle the entire Mushling Card Discard Pile together to form a new Mushling Card Deck, and then draw. This also applies when drawing during the Gather Phase.
- You must then discard Mushling Cards so you have no more than 7 cards (max hand size) in your hand
- It is fine to have more than 7 Mushling Cards at any other time during the game, but you must always discard back to 7 cards at the end of your turn in this phase
- Even if you already have 7 or more Mushling Cards, you must still draw 1 and then discard
- You may end up wanting to keep the new card!
End of Game
- The game ends immediately once a player acquires 10 (or more) Nutrient Tokens. There is no way for multiple players to acquire 10 Nutrient Tokens in the same game. Only the player who acquired 10 Nutrient Tokens is the winner.
- Note that the winner will typically only win on their own turn during their Gather Phase, with the exception of using the Bird's Nest Mushling Card
- See the Mushling Field Guide near the end of the rulebook for more info on the Bird's Nest card!
Variants
Now that you are familiar with the game, try playing with some or all of the variants! The Emsporium and The Hero Tavern add complexity and mix things up. You can find the rule changes for these variants on the next few pages.
You may also want to try the Team/2 Player variant which may be combined with the other variants.
The Emsporium (Variant)
The Emsporium is open for business! The Emsporium variant adds a shop of powerful items which grant permanent upgrades for the rest of the game.
The Emsporium is recommended for players who want to add value to gathering lots of Spore Tokens.
Additional Setup
- During Setup, shuffle all Emsporium Items to form a deck and display 5 of them face-up to form the shop
Buying Items
- Buy: A new action is available during your Action Phase!
- Purchase 1 or more Emsporium Items from the shop with any combination of Spore Value and Mushling Cards
- You are not refunded for excess Spore Value spent, much like the Build action
- When an item is purchased, do NOT replace it with a new item from the deck until the end of your turn
- Purchase 1 or more Emsporium Items from the shop with any combination of Spore Value and Mushling Cards
Using Items
- Keep all of your Emsporium Items face up in front of you for all players to see
- Your Emsporium Items provide you with specific benefits immediately when bought and for the rest of the game
- For example, a player buys a Sword item, so all their Mushling Cards have increased Combat Value (+1)
- Your Emsporium Items provide you with specific benefits immediately when bought and for the rest of the game
- There are 2 of every Emsporium Item, and their effects can stack
- For example, a player with 2 Sword items will have +2 Combat Value for all of their Mushling Cards
Examples
Blue spends a Blue Oyster worth 1 Spore Value, and 1 Spore Token (worth 3 Spore Value) to purchase 2 Pickaxe items (cost 2 Spore Value each). Blue then uses a Yellow Morel Action ability to spawn 1 + 2 Spore Tokens in the Spore Cave closest to their Colony (+2 Spore Tokens because of the 2 Pickaxe items).
Blue has 2 Backpack items and starts the Gather Phase. Blue has 3 bonded Paths on Pine, so their 1 Gatherer Mushling may bring back 3 Nutrient Tokens!
Blue has a Bow and is able to attack Paths up to +1 edge away from their Paths. Blue attacks Green's Path from a distance.
The Hero Tavern (Variant)
Legendary Hero Mushlings await you in The Hero Tavern! But they don't pledge their allegiance for free...
The Hero Tavern variant provides an alternate use for Combat Tokens. Spend Combat Tokens when gathering from the new Hero Tavern location to recruit a powerful Hero Mushling. The Hero Tavern variant is recommended for players who want more rewards for attacking and winning against other players (especially when attacking early in the game).
Additional Setup
- Place the Hero Tavern tile on the board on top of the sword in the stone in the bottom left corner of the board
- Shuffle the Hero Mushling cards to form the Hero Mushling Deck and draw 2 hero Mushling Cards to be displayed face-up next to the deck
Acquiring Hero Mushling Cards
- To acquire Hero Mushling Cards, you must place a Gatherer Mushling on the Hero Tavern
- You must then spend 1 Combat Token for each Gatherer Mushling returning from the Hero Tavern (during your Gather Phase)
- If you can not spend a Combat Token when a Gatherer Mushling returns from the Hero Tavern, you will not gain a Hero Mushling Card for that Gatherer Mushling
- Gain 1 Hero Mushling Card for each Combat Token spent as described above during your Gather Phase
- Players may choose one of the displayed face-up Hero Mushling Cards or draw from the deck
- When a face-up Hero Mushling Card is chosen, immediately replace it with a Hero Mushling Card from the deck
Using Hero Mushling Cards
- Hero Mushling Cards you acquire remain face-up in front of you for all players to see
- You can only use each Hero Mushling Card once for 1 of the 2 abilities listed on the card
- Hero Mushling Cards may have Action and/or Reaction abilities, much like Mushling Cards
- After use, the Hero Mushling Card is placed at the bottom of the Hero Mushling Deck
- There is only 1 of each Hero Mushling Card; each Hero is unique!
- Hero Mushling Cards do NOT count as a card in your hand when considering your hand size
- Hero Mushling Cards can NOT be stolen by a Thief
- A Thief specifically steals a regular Mushling Card
- A Hero Mushling Card CAN NOT be canceled by Fly Agaric
- A Fly Agaric specifically cancels regular Mushling Card abilities
- The Emsporium item "Flyers" does not affect gathering from The Hero Tavern
Bonus: Legends Variant
Want more Hero Mushlings? Try the Legends Variant!
- After Shuffling the Hero Mushling Cards, deal 2 Hero Mushling Cards to each player
- Each player must decide which Hero Mushling Card they want to keep, and return the other card to the deck
- Shuffle the unchosen and remaining Hero Mushling Cards and proceed with the rest of The Hero Tavern setup normally
- Each Player will start the game with their chosen Hero Mushling Card!
Team/2 Player (Variant)
Team Variant
The Team variant divides players into two teams, with 2 players on each team. Your teammate must play as the Colony diagonally across from you on the board, so the teams will always be: Blue and Red versus Green and Beige. Follow the same setup and rules as a regular 4 player game but with the changes/additions listed below:
- Turn Order
- Proceed in clockwise order according to the Colony placement on the board, but you may sit next to your teammate
- Play must alternate between the two teams
- No whispering!
- All communication with your teammate must be done out loud for the other team to hear
- Trade Action
- The Team variant introduces a new Trade action during your Action Phase that may only be used once per turn
- This action allows you and your teammate to exchange 1 of your Mushling Cards/Spore Tokens for 1 of their Mushling Cards/Spore Tokens, with the following rules:
- Both teammates must consent to the Trade
- Any Mushling Card being traded must be shown to the other team, giving them ample time to read the cards
- 1 Mushling Card/Spore Token must be traded for 1 Mushling Card/Spore Token; you may not Trade if you or your teammate has no Mushling Cards/Spore Tokens
- No Friendly Fire
- You can not attack a teammate's Path
- Gathering
- A player may choose not to gather a Spore Token or Nutrient Token when they would otherwise gather it
- Each Colony may only gather a maximum of 10 Nutrient Tokens
- Any excess Nutrient Tokens gathered must be returned to the supply
- End of Game
- Replace the End of Game section of the rules with these conditions:
- The first team to acquire a combined total of 15 Nutrient Tokens immediately wins and the game ends!
- Because each Colony can only gather a max of 10 Nutrient Tokens, you and your teammate each have to earn at least 5 Nutrient Tokens
- The first team to acquire a combined total of 15 Nutrient Tokens immediately wins and the game ends!
- Replace the End of Game section of the rules with these conditions:
- Other clarifications
- You may not spend your teammates Spore Tokens
- You can not use the Emsporium Items your teammate possesses
- You may build a Path on the same edge as your teammate
2 Player Variant
The Team and 2 Player variants follow the same rules and setup as each other. If you are only playing with 2 players, each player will be in control of 2 separate Colonies, with separate Player Mats, pieces, and hands of Mushling Cards. We highly recommend using the included Active Player Marker to keep track of the current colony. Follow all rule changes described in the Team variant above, but with the following exceptions:
2 Player Variant Exceptions
- Each player will be playing the role of 2 separate Colonies on the same team
- For all Mushling Cards and setup, treat the game as if it is a 4 player game (ex. Veiled Lady would view 4 Nutrient Cards)
- You may look at both your Mushling Card hands at any time
- You must keep them separate from each other and only take Actions with the corresponding hand during your Colony's turn
- You may play Mushling Cards with Reaction abilities from either hand when applicable
Extended Examples
Combat Example
Blue attacks Red's Path in order to break Red's bond to the Willow Tree. Blue places a Parasol face-down to attack. Red wants to keep this Path so they can Gather from the Willow on their turn, so they play a Liberty Cap face-down to defend.
Both Mushling Cards are revealed and it looks like Red will win! But what's this? Blue plays a Blue Oyster to add +2 to their Combat Value! Red then decides to use one of their Combat Tokens to add +1 to their Combat Value. Blue has no more tricks up their sleeve, and the final result is a tie. Therefore, Red wins and draws a Mushling Card.
Because Blue revealed a Parasol, Blue steals 1 Mushling Card from Red. Then because Red won with a Liberty Cap, Red builds 1 Path for no cost.
Build Example (and Penny Bun Reaction)
Blue spends 3 Mushling Cards worth 2 Spores each to build 2 Paths. They place 1 sharing an edge with Beige's Path.
However, when they place their second Path which is connected to Green, Green plays a Penny Bun to make Blue remove the Path. Blue only successfully built 1 Path even though they paid for 2.
Mushling Type Guide
- Builders are experts at constructing Paths to get you through the forest!
- Thieves will steal your resources during their little heists if you are not cautious!
- Enforcers can stop the other colonies from getting too close, or stop other Mushlings in their tracks.
- Warriors are masters of combat, whether it be due to their strength or their wits.
- Reinforcements are ready to hop into battle at a moment's notice to add their support!
- Wizards control the fate of the forest, manipulating when and where Nutrients may appear.
- Scouts are masterful planners, and can even help your Gatherer Mushlings move about with ease.
- Workers discover Spore Tokens deep in the caves of the forest.
Mushling Field Guide
Amethyst Deceiver (Warrior)
Combat Value: ?/0. Spore Value: 1.
Reaction: When revealed in combat, draw a Mushling Card and reveal it in place of this card for this battle. Add the new card to your hand after combat.
--- OR ---
Action: Exchange this card for any Mushling Card in the discard pile
The Amethyst Deceiver is very mischievous! They love to dress up and play pranks on their friends.
The Mushling Card drawn from the Reaction ability replaces the Amethyst Deceiver as the revealed card in combat. Follow any applicable Reaction abilities that the new card may have, then add it to your hand after combat is completely resolved.
The Reaction ability can be canceled by a Fly Agaric before the new card is drawn. If this happens, the Combat Value of the Amethyst Deceiver will be 0.
You may look through the whole discard pile when using the Action ability.
Chicken of the Woods (Warrior)
Combat Value: 0. Spore Value: 1.
Reaction: If you reveal this card to defend in combat, draw 3 Mushling Cards
--- OR ---
Reaction: If you reveal this card to attack in combat and win, draw 1 Mushling Card
Chicken of the Woods may not be the bravest warrior, but they are the master of tactical withdrawal and always have friends on the way to help!
It is possible to win as the Defender with Chicken of the Woods, usually with the aid of Reinforcement Mushling Cards and Combat Tokens. In this case, you still draw 3 Mushling Cards, and then 1 Mushling Card for winning as the Defender.
When attacking with Chicken of the Woods, you will still win if the Defender does not play a card. Will the Defender call your bluff?
Common Puffball (Warrior)
Combat Value: 5. Spore Value: 1.
Reaction: If you reveal this card in combat, cancel the ability of any Thief revealed in this battle
Other mushlings better think twice before getting too close to the Common Puffball with its daunting spikes.
Common Puffball's Reaction ability only works when it is used in combat and only cancels Thief abilities that are revealed during the same battle.
Death Cap (Warrior)
Combat Value: 8. Spore Value: 0.
This Mushling Card has the highest Combat Value of all Mushling Cards.
The fearsome Death Cap is unrivaled in combat, but this is mostly due to their love of swinging pointy sticks around.
Death Cap is the only Mushling Card with no abilities, but has the highest Combat Value of all the Mushling Cards.
Liberty Cap (Warrior)
Combat Value: 5. Spore Value: 0.
Reaction: If you reveal this card in combat and you win the battle, immediately build a Path for free
After group outings, Liberty Caps plant their flags in all their favorite spots!
The Liberty Cap's Reaction ability can be used as the Attacker or Defender in combat.
Liberty Cap must be the card that is revealed in combat, meaning you have to win a battle with Liberty Cap to use their Reaction ability.
The free Path follows the building rules described in the Build a Path action, but the cost is 0 Spore Value.
Bird's Nest (Scout)
Combat Value: 3. Spore Value: 0.
Reaction: During any Nutrient Card Phase, you may gather with up to 3 of your Gatherer Mushlings if a Nutrient Token is placed on a Nutrient Tree occupied by one of your Gatherer Mushlings (not when a Nutrient Token is placed on the Center Tree)
The Bird's Nest always has their hands full, trying to manage their exuberant little babies which often run off to any and every end of the forest.
It is possible for 2 players to play Bird's Nest in the same Nutrient Card Phase. If this happens, resolve in turn order starting with the current player. The current player may play a Bird's Nest in response to another player's Bird's Nest so they gather before them.
You do not need a bond to the location to use a Bird's Nest, but your Gatherer Mushlings still require bonded Paths to bring back Spore Tokens and/or Nutrient Tokens.
You must wait until your next Place Phase to place any Gatherer Mushlings again, unless you use a Russula during your Action Phase.
Parrot Toadstool (Scout)
Combat Value: 3. Spore Value: 1.
Action: View another player's hand of Mushling Cards
--- OR ---
Action: Attack any Path with another card from your hand even if you are not connected to it
This keen observer is the best at knowing what is going on in the forest...when they aren't getting distracted by pretty views!
You may not show any other players when viewing a player's hand of Mushling Cards, but you may tell them whatever you want.
When using the Action ability to attack any Path, this Parrot Toadstool is not the card that will be revealed in combat. You must choose another Mushling Card from your hand to play face-down before the Defending player decides to choose a card. Therefore, you can not use this Action ability if Parrot Toadstool is your only card in your hand.
Russula (Scout)
Combat Value: 2. Spore Value: 1.
Action: Place/replace all your Gatherer Mushlings now
The Russula's map may appear to let them get around the forest with ease, but in reality it is full of scribbles and the Russula just likes playing with it.
Russula's Action ability allows you to move your Gatherer Mushlings before your Gather Phase.
Player's are allowed to cancel your Russula with a Fly Agaric after you decide where to place/replace your 3 Gatherer Mushlings.
Russula can even be used when your Gatherer Mushlings are at your Colony after using Bird's Nest. This combo effectively gives you an extra Gather Phase.
Veiled Lady (Wizard)
Combat Value: 4. Spore Value: 1.
Action: View as many Nutrient Cards as there are Colonies in the game from the top of the deck. If there are not enough Nutrient Cards left, only view the remaining cards.
When a Veiled Lady finds a particularly shiny rock, they love to stare deeply into it and think of which places in the forest they want to visit next!
Veiled Lady's Action ability allows you to only view the next few Nutrient Cards WITHOUT rearranging the order.
You may not show any other players the Nutrient Cards you view, but you may tell them anything you like.
Fly Agaric (Enforcer)
Combat Value: 6. Spore Value: 0.
Reaction: May play after any player uses a Mushling Card ability to cancel the ability. The canceled Mushling Card is discarded.
When other mushlings see the signature red and white cap of the Fly Agaric coming their way, they know to be on their best behavior! This popular mushling loves to keep the natural order of the forest.
Fly Agaric's ability can be used to cancel any Mushling Card Action or Reaction ability.
Fly Agaric may be used on a card that was revealed in combat, but the Combat Value of the revealed card is unaffected. Only the ability is canceled.
Fly Agaric can even be used on Reinforcement Mushling Cards and other Fly Agarics!
Inky Cap (Enforcer)
Combat Value: 3. Spore Value: 1.
Reaction: May play after another player builds a Path connected to one of your own Paths. Unless they give you 2 Mushling Cards, remove their path. The player is not refunded the cost of the Path.
Inky Cap was told to keep other colonies at a distance, but they are willing to let others close if they wish to be friends.
The player who is targeted by Inky Cap is allowed to choose which 2 cards to give you.
Inky Cap's Reaction ability can only be used right after the targeted player builds a Path connected to you, and should be used before the current player moves on to their next action.
Penny Bun (Enforcer)
Combat Value: 4. Spore Value: 0.
Reaction: May play after another player builds a Path connected to one of your own Paths. Remove their new Path. The player is not refunded the cost of the Path.
Penny Bun found a really nice spot to sit, and they are not budging.
Penny Bun's Reaction ability can only be used right after the targeted player builds a Path connected to you, and should be used before the current player moves on to their next action.
Blue Oyster (Reinforcement)
Combat Value: 2. Spore Value: 1.
Reaction: May play after any player (including you) reveals cards in combat to add +2 to their Combat Value
Blue Oysters are always found in pairs, often hanging out in trees watching the forest commotion below.
There is no limit to the amount of Reinforcement cards that may be played in combat. It's OK to play a Reinforcement card in response to another player playing a Reinforcement card, but once a winner is determined no more may be played.
You may not play a Reinforcement card on a Defender who does not play a card to defend with.
Pink Oyster (Reinforcement)
Combat Value: 3. Spore Value: 0.
Reaction: May play after any player (including you) reveals cards in combat to add +3 to their Combat Value
Pink Oysters are quite sociable mushlings, and love to jump into the fray and strike a pose!
Chanterelle (Builder)
Combat Value: 4. Spore Value: 1.
Action: Play as a pair with another Builder to build 2 Paths for free
--- OR ---
Action: Remove one of your Paths and gain a Spore Token
The unique cap of the Chanterelle allows them to help all sorts of woodland creatures out! Whether it be providing shelter, or carrying objects.
Only build 2 Paths when playing 2 Builder cards as a pair. If a player decides to cancel this ability, discard both cards used.
When using the other Action ability, you may remove any Path you have in play, even if you aren't connected to it.
Wood Blewit (Builder)
Combat Value: 3. Spore Value: 2.
Action: Play as a pair with another Builder to build 2 Paths for free
--- OR ---
Action: Remove one of your Paths and gain a Spore Token
Wood Blewit mushlings love making structures and are master craftsmen. However, that is not to say they don't make mistakes from time to time.
Night Light (Worker)
Combat Value: 1. Spore Value: 2.
Action: Spawn 2 Spore Tokens in any one Spore Cave
The Night Light is terrified of the dark, but luckily that is never a problem for this bright little mushling!
"Spawn" means to add the indicated Spore Tokens to the board from the supply of Spore Tokens.
You may choose any Spore Cave, even if you aren't bonded to it (but most players will choose their closest Spore Cave with the most bonded Paths to it).
Both Spore Tokens must be added to the same Spore Cave.
Yellow Morel (Worker)
Combat Value: 2. Spore Value: 1.
Action: Spawn 1 Spore Token in any one Spore Cave
Yellow Morels don't go anywhere without their trusted glow worms! These mushlings love exploring caves and making friends with the bioluminescent buddies that reside there.
"Spawn" means to add the indicated Spore Token to the board from the supply of Spore Tokens.
You may choose any Spore Cave, even if you aren't bonded to it (but most players will choose their closest Spore Cave with the most bonded Paths to it).
Magic Mushling (Wizard)
Combat Value: 6. Spore Value: 0.
Action: View as many Nutrient Cards as there are Colonies in the game from the top of the deck and rearrange in any order you choose. If there are not enough Nutrient Cards left, only rearrange the remaining cards.
Magic Mushlings are incredibly powerful wizards, but often time just use their powers to make their friends float or make flowers bloom.
The Magic Mushling's Action ability allows you to both view and rearrange the order of Nutrient Cards from the top of the Nutrient Deck.
You may not show any other players the Nutrient Cards you view, but you may tell them anything you like.
Truffle (Wizard)
Combat Value: 6. Spore Value: 0.
Action: Shuffle the remaining and discarded Nutrient Cards OR Mushling Cards (not including this card) together
The magical dance of the Truffle wizard is said to shake things up across the entire forest affecting the lives of all creatures within it!
Truffle's Action ability can be used even when there is 0 cards in the respective discard pile.
You can not choose to shuffle both the Nutrient Deck and the Mushling Card Deck with the same Truffle card; you must choose which deck to shuffle.
Witch's Hat (Wizard)
Combat Value: 5. Spore Value: 1.
Action: Shuffle all discarded Nutrient Cards OR Mushling Cards (not including this card) and place them back on top of their deck
The wonderful Witch's Hat mushling found a very cool stick, and it is a great mystery of the forest if their powers come from the twisted branch, or within themselves.
Witch's Hat's Action ability can be used even when there is 1 card in the respective discard pile.
You can not choose to shuffle both the Nutrient Deck and the Mushling Card Deck discard piles with the same Witch's Hat card; you must choose which deck's discard pile to shuffle.
Parasol (Thief)
Combat Value: 4. Spore Value: 0.
Action: Play as a pair with another Thief to gain 1 Spore Token from any Spore Cave
--- OR ---
Reaction: Steal 1 random Mushling Card from the other player if revealed in combat
A master of heists and as silent as the night, the Parasol mushling will leave you empty-handed before you know it!
Only take 1 Spore Token when playing 2 Thief cards as a pair. If a player decides to cancel this ability, discard both cards used.
You may choose any Spore Cave, and place the Spore Token on your Player Mat.
The Reaction ability is only triggered when this card is the one that is played face-down in combat. Attackers use the Reaction ability of their revealed card first. If 2 Thief cards are played against each other in combat, the Attacker would steal first, and then the Defender steals next and may even get their same exact card back.
Shiitake (Thief)
Combat Value: 2. Spore Value: 1.
Action: Play as a pair with another Thief to gain 1 Spore Token from any Spore Cave
--- OR ---
Reaction: Steal 1 random Mushling Card from the other player if revealed in combat
While the Shiitake carries a stash of ransacked goodies on their back, the thing they are most likely to steal is one's heart.