
- BGG rank
- BGG #5,773
- BGG rating
- 6.8
Fuji Koro
- 1–6 players
- 30–180 min
- Complexity 3.0/5
- 2019

Rules assistance for Miremarsh: The Undermire
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Miremarsh: The Undermire is an expansion for Miremarsh released in 2018 for 1–5 players, 40–60 minutes per game, and ages 14 and up. It was designed by Sam Mercer and Matt Green (I) and its main mechanics are Push Your Luck, Dice Rolling, and Tile Placement.
The Undermire. A grim place deep underneath the swampy marsh. This Kickstarter Exclusive board allows you to explore the depths of Miremarsh in all new locations, battling those creatures who dwell in the darkness. Its layout expands the world of Miremarsh, adding to the replayability and overall fun. New weird and wonderful locations have been added to the Undermire Expansion, with exciting places and new dangers opened up to the exploring Goblins. Plus the Undermire comes with it's own Unique Quest - The Undying King! Watch out for those pesky Ghost Goblins floating through the swamp looking to annoy and hinder your progress. 12 exclusive Ghost Goblin Miniatures in translucent plastic. The new environment also brings new quests and ways to become king! And of course, with new locations comes new dangers. 4 monster tiles have been added to the Undermarsh Expansion, each looking for some little Goblins to feast upon.
Miremarsh: The Undermire supports 1–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Miremarsh: The Undermire is 40–60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Miremarsh: The Undermire for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Miremarsh: The Undermire belongs to these categories: Fantasy, Humor, and Dice. Its main mechanics are Push Your Luck, Dice Rolling, and Tile Placement. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Miremarsh: The Undermire are: Sam Mercer and Matt Green (I). These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Miremarsh: The Undermire as an expansion for Miremarsh. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Miremarsh to use it. Check that your edition of Miremarsh is compatible, as some expansions were revised between editions.