Guides

How to Play Underground War 2.0

Teams, tools, the scoring table, and the dig-versus-fight-versus-cap decision every round.

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How to Play

Underground War 2.0 is a 12-player Roblox battleground: Red versus Blue, six a side, R6 avatars, public servers only. capserg shipped the remake on 1 June 2022 as a take on Stickmasterluke’s 2008 The Underground War. A round is not a deathmatch with extra dirt. Your team wins by holding more points than the other six when the timer ends, or by ending the fight with a nuke once the unpublished threshold is met. Cash and rank XP persist after the round, which is why a “lost” match still matters if you spent the points on upgrades instead of feeding kills.

This page is the loop. First-hour clicks are in Getting Started. Bindings are in Controls. What follows is how the six of you should spend a round.

Teams and the map

You pick Red or Blue at join. Each color owns a fortress half with a flag, towers, and a dirt mass that fills the underground. NamuWiki’s surface read is four holes around each flagpole: center, left-middle, top-left, top-right. The nuke sits at map center. Towers next to the flagpole are sniper perches that look into the opposite courtyard. Nothing about the layout is random: if you come up a hole, expect a sword on the lip; if you walk the surface, expect a shot from the tower.

There is no class select. Every player gets the same default tools. The only paid combat extra is the rocket launcher behind gamepass 49150929 (350 Robux). Skins and shop cosmetics do not change the scoring table.

Tools

SlotToolWhat it does
1Sniper / gunSemi-auto. Default fights are often two shots to kill. Community reports also describe high damage or a one-shot after gun upgrades. A cooldown starts after each fire.
2SwordOne slash. The hitbox stays live while the blade is extended. Base kills take one or two hits.
3ShovelAuto-digs dirt in range. No click required.
4Rocket launcherOnly with the 350 Robux gamepass. Slow projectile. Strong versus dirt (−5 durability) and as a setup for a sword finish.

First Aid is not a hotbar slot. It is a HUD button, once per life, with heal speed on the Cash upgrade list. Nuke is the other HUD control, tied to the mid-map object; see How to Launch the Nuke.

Scoring table

NamuWiki’s table is the clean version of the loop:

ActionTeam pointsCash
Two dirt blocks dug1$1
Kill7$7
Flag captured50$50

Sportskeeda describes the dirt line as 1 point per wall with a brown outline. That is the same farming loop with different wording, not a second currency. Kills and flags dwarf dirt: you would need a lot of brown walls to match one capture, and a handful of deaths will erase a digging lead.

A nuke is not a row on that table. It is a round-ender. When the unpublished point threshold is reached, a player interacts with the center nuke. After 15 seconds the enemy team is wiped, Cash and XP pay out, and the launcher can earn the Launch a NUKE badge. Treat it as the win condition that scoring feeds, not as a fourth point source you farm.

Round win, Cash, and XP

The team with more points when the round stops is the winner. A successful nuke usually makes that math irrelevant because the other six are dead and your bar just jumped. Cash from dirt, kills, and flags (plus codes such as 360K on the codes hub) buys four upgrades: sword damage, gun cooldown, shovel speed, First Aid heal speed. Rank XP is the long bar that is not spent in the shop. Neither Cash nor XP reset when you leave a server, which is why a round of disciplined digging still funds the next fight if you never saw the flag.

When to dig, fight, or cap

Dig when you do not have a lane, when the brown-outline walls are free, or when the enemy is stacked on the surface and a new tunnel will flank the flag. Stop digging when a path already exists and your shovel is only printing $1 while a teammate dies for seven. The digging guide is the lane page.

Fight when a tunnel mouth is contested, when a tower sniper is deleting anyone who peeks a hole, or when you can convert a pick into seven points without feeding a trade. Sword wins close; sniper wins the long dirt hallway. Do not take 50/50s in the open courtyard unless you have First Aid unspent and a teammate behind you. Combat Tips is the spacing page.

Cap when a lane is open, at least one teammate can escort, and the enemy is busy mid-map or on your flag. A 50-point steal is worth more than seven kills you might not get. A failed cap that dies in their courtyard is a seven-point gift. How to Capture the Flag covers holes versus tunnels and the anticheat that punishes teleport steals.

Default round shape for a coordinated six: two players cut or hold tunnels, two players fight the mouths and towers, one player watches your own flag, one player is ready to run theirs. Solo queue will not look that clean. If you are alone, shovel a lane, take free brown walls, and only run the flag when the hole is empty. If your team is already ahead on kills, stay on defense and wait for the nuke HUD rather than donating a flag death.

That is the whole game. Everything else on this wiki — controls, getting started, weapon ranks, badges — is a zoom-in on one row of the table above.

FAQ

Frequently Asked Questions

Quick answers for Underground War 2.0 players.

How do you win a round in Underground War 2.0?

Hold more team points than the other six when the round ends, or launch the nuke after the unpublished threshold. Flag steals (50) and kills (7) outpace dirt.

How many points is a kill versus a flag?

A kill is 7 points and $7. A flag capture is 50 points and $50. Two dirt blocks (or a brown-outline wall, in Sportskeeda's wording) are 1 point and $1.

When should I dig instead of fighting?

Dig to open a lane or to farm safe brown-outline walls. Fight when a mouth is contested. Cap when a path is open and someone can escort. See Digging and Combat Tips.

Does Cash reset after a round?

No. Cash and rank XP persist. Spend Cash on sword damage, gun cooldown, shovel speed, and First Aid heal speed. Codes such as 360K add a first-session bump.