Tyrants of the Underdark

Tyrants of the Underdark

Recruit minions, deploy troops, and infiltrate rival strongholds in a deck-builder whose card engine feeds a shared territorial struggle.

Tyrants of the Underdark supports 2–4 players; community best: 4 players; playing time: 60 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

Each player leads a drow house, beginning with a small deck of Nobles and Soldiers. Influence recruits minions while Power expands your position and removes enemies. A purchase shapes both future actions and the value of your cards at final scoring.

Presence determines where most map actions can occur. Troops extend across sites and routes, while spies can enter distant sites, establish Presence, and deny an opponent total control. Your deck's plans must respond to the changing positions of other houses.

Promotion creates a distinctive tradeoff. A promoted card stops cycling through your deck but scores its inner-circle value at the end. Balancing immediate military strength, recurring control rewards, and final card value gives the game its pace.

Core rules & scoring

  1. Use the central map section for two players, the center plus one side for three, or the whole map for four. Shuffle two forty-card market half-decks together and reveal six cards; Drow and Dragons are recommended for a first game.

  2. Each player starts with seven Nobles and three Soldiers, draws five cards, and deploys a first troop in a different starting site.

  3. Interleave card plays and paid actions during your turn. Power and Influence enter a turn-specific resource pool and cannot be saved for later turns.

  4. Basic actions cost one Power to deploy a troop, three to assassinate an enemy troop, three to return an enemy spy, or the printed Influence cost to recruit. Most map actions require local Presence.

  5. You have Presence at a site with your spy, your troop, or an adjacent troop; route-space Presence follows troop adjacency. White unaligned troops count as enemies.

  6. Control requires strictly more troops than any other single color at a site. Total control additionally requires every troop space to contain your troops and no enemy spies there.

  7. When an effect lets you place a spy, choose any site without one of your spies; it does not occupy a troop space. Recruited cards enter your discard pile, and market gaps refill immediately.

  8. Promotion effects move cards into your inner circle, outside your cycling deck. End your turn with deferred promotions, control-marker rewards, discarding, and drawing up to five cards, in that order.

  9. Deploying a player's last reserve troop or exhausting the market deck triggers the end after the current round. Score controlled sites, two extra points per totally controlled site, one per trophy troop, deck and inner-circle card values, and VP tokens. Highest score wins; tied leaders share victory.

Rules & gameplay questions

Does a spy help me win a troop majority?

No. Control compares troops of each color. A spy supplies Presence and prevents an enemy from having total control, but adds no troops to the comparison.

Can I draw and play a promoted card again?

No. Promotion removes it from your cycling deck and scores its inner-circle value at the end, trading future use for points and a leaner deck.

Do market gaps wait until the end of the turn to refill?

No. Put the recruited card in your discard pile and immediately replace its market slot from the market deck.

Is the extra two-point total-control bonus limited to sites with control markers?

No. Every totally controlled site earns that final bonus. Recurring control-marker benefits are a separate rule.

Does the game stop immediately when someone deploys their final troop?

No. That triggers the end, but the current round is completed. A later deploy action with no troops left in reserve grants one VP instead.

Rules & introduction sources
Edition
Covers the original 2016 base game associated with BGG 189932, using its four original market half-decks and English rules. Excludes Aberrations & Undead, additional decks in later combined boxes, and unofficial solo rules. The legacy official FAQ endpoint was checked but yielded no usable rules; verification of a current official errata document is not claimed.
Introduction source
BoardGameGeek

WANGO editorial

Tyrants of the Underdark · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#166
Complexity Weight2.56 / 5
Best player count (community)4
Player range2–4
Playing time (minutes)60
Core mechanismsArea Majority / Influence · Connections · Deck, Bag, and Pool Building · Delayed Purchase · Open Drafting · Take That · Variable Set-up · Zone of Control
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2016
Suggested age14+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Tyrants of the Underdark, and can I play online?

Tyrants of the Underdark supports 2–4 players; community best: 4 players; playing time: 60 minutes. A WANGO browser trial has not been confirmed.

How complex is Tyrants of the Underdark, and which mechanisms does it use?

Weight: 2.56 / 5. Mechanisms: Area Majority / Influence · Connections · Deck, Bag, and Pool Building · Delayed Purchase · Open Drafting · Take That · Variable Set-up · Zone of Control. Chinese publication: Unconfirmed.

Where can I learn Tyrants of the Underdark?

No rule guide, strategy article or WANGO trial has been confirmed for this record.