Score 30 points through buildings, swaying ministers, and crafting
Craft during Daylight by activating markets
1 market in corner, 4 warriors, 2 ministers
Overview
The Underground Duchy is a minister-swaying faction that builds a powerful action engine through careful progression. The modern "Smol Mol 2.0" strategy skips squires and buildings early, going straight for nobles: Brigadier Turn 1 (2 extra actions), Mayor Turn 2 (copies any minister). Then sway a Lord to protect nobles from Price of Failure. The Burrow acts as a safe warrior stockpile. The reveal mechanic means cards aren't spent but reused every turn, allowing you to curate a perfect hand. Hoard Fox cards (opponents won't craft them) and save Tea/Coins. In late game, rapidly deploy 1-2 markets and citadels, building AND crafting in the same Evening for a massive VP burst. Sway Banker to convert card suits directly to VP. The tunnel network provides extreme mobility once buildings are placed.
Faction Board
Faction-Specific Cards
Brigadier (Swol Mole)
Noble minister. Take up to two moves OR initiate up to two battles. Aggressive military strategy.
Captain (Swol Mole)
Squire minister. Initiate a battle. Core combat minister for aggressive play.
Marshal (Swol Mole)
Squire minister. Take a move. Supports military positioning and control.
Duchess of Mud (Smol Mole)
Lord minister. Score 2 VP if all tunnels are on the map. Tunneling expansion strategy.
Earl of Stone (Smol Mole)
Lord minister. Score 1 VP per citadel on the map. Building-focused strategy.
Foremole (Smol Mole)
Squire minister. Reveal a card to place a building in any clearing you rule. Core builder.
Banker (Mole Mart)
Noble minister. Spend any number of cards of the same suit to score equal VP. Economic scoring strategy.
Baron of Dirt (Mole Mart)
Lord minister. Score 1 VP per market on the map. Market expansion strategy.
Mayor (Mole Mart)
Noble minister. Take the action of any swayed noble or squire. Flexible economic play.
🎓 Step-by-Step Walkthrough
Underground Duchy Walkthrough
Understanding Momentum
Sway Every Turn
Choose Your Strategy - Five Core Loadouts
Early Game Setup & Risk Management
End Game - Burst Scoring to Victory
💡 Tip: Hover over highlighted game terms to see detailed explanations and related mechanics.
Mechanics & Strategy
Tunnels
Underground connections between clearings with Duchy buildings. Move warriors freely through tunnel network.
Law of Root 14.2.1
Ministers
Sway ministers for VP and abilities. Two types: Military (battle bonuses) and Economic (crafting/building bonuses).
Law of Root 14.2.2
Building Pairs
Score VP based on market-citadel pairs. More pairs = more VP per turn.
Law of Root 14.2.3
Burrow
Can place warriors in clearings with buildings even when enemy-ruled.
Law of Root 14.2.4
Tunneling
Treat all clearings with Duchy buildings as adjacent for movement.
Law of Root 14.2.1
Early Game
- Sway Brigadier Turn 1 (skip squires)
- Sway Mayor Turn 2
- Avoid buildings initially (Price of Failure risk)
- Build warrior stockpile in Burrow
- Establish presence on 4+ clearings
Mid Game
- Sway Lord to protect nobles (Baron preferred)
- Maintain 6-10 warriors in Burrow reserve
- Curate hand with reveal cards for endgame
- Hoard Fox cards (Crossbow/Swords/Hammer)
- Stay light and scrappy on board
Late Game
- Execute building endgame burst
- Build AND craft in same Evening
- Sway Banker for card-to-VP conversion
- Optionally sway Foremole for building flexibility
- Score from market-citadel pairs
Strengths & Weaknesses
- +Tunnel network provides extreme mobility
- +Hard to dislodge once established
- +Ministers provide powerful abilities
- +Consistent VP from building pairs
- +Burrow allows presence in enemy territory
- +Strong defensive positions
- -Slow start building infrastructure
- -Vulnerable to building destruction
- -Ministers expensive to sway
- -Limited actions early game
- -Must balance minister swaying vs building
- -Predictable tunnel network
- • Benefits from positional play
- • Works well in less aggressive games
- • Strong when given time to build
- • Early aggressive factions
- • Woodland Alliance (sympathy blocks building)
- • Corvid (plots disrupt movement)
