Elizabeth Hargrave has already cemented her place in board game history thanks to her design of Wingspan and her choice to devote much of her time and energy to promoting diverse voices in the space, notably women designers. She followed it up with The Fox Experiment, a completely different sort of game other than the two games’ shared basis in real science, and now is back with another science-themed game, Undergrove.
Hargrave’s name on any game box is going to get reactions, pro and con; the board gaming space has its share of incels and other misogynists who seem to rush to savage her games on Boardgamegeek and elsewhere, while I think she also has the benefit of being one of the few designers who even some casual gamers might know by name. I know I’m predisposed to like anything Hargrave does, certainly, because of her past designs and because I’ve had many positive interactions with her over the last five years.
So when it comes to her newest game, Undergrove, I have had a very hard time deciding what I really think of the design. There’s no question the game itself works well – it looks great, feels thoroughly playtested, isn’t too hard to learn, and seems balanced. If someone breaks it out, I’m going to be happy to play it. I’m just not sold that it’s fun enough for me to want to play it regularly.
Undergrove is built around the symbiotic relationship between trees and the fungi that live in the ground around them. Players have a collection of tokens to represent seedlings, trees, and roots, and will play them to the vertices on the shared board they’ll build, where the tiles are fungi that belong to the forest as a whole. You’re managing five basic resources in water, carbon, nitrogen, potassium, and phosphorus, with the last four represented by their atomic symbols on the board, and will use the carbon cycle to continually trade up through those resources to allow you to take the game’s main actions – placing mushroom tiles, planting seedlings, growing roots, and soaking up carbon through those roots to grow your trees.
There are five primary actions in the game, one of which you can always take while the others tend to require you to have something first. There are also four major mushroom types, represented by tokens on each player board; when you take the first action, Activate, you pick a mushroom tile where you have at least one root, then flip the matching token to its used side, which means you can’t activate a mushroom of that type again until you do something to refresh the token. To Activate a mushroom, you pay the carbon cost shown on the tile, then pay whatever other resources are shown to activate its ability. These can include getting different resources in exchange, soaking carbon up into your trees (as in the Absorb action), or copying the ability of another mushroom. Some mushrooms can’t be activated but give you ongoing powers for the rest of the game once you have a single root on them. All mushrooms have victory points you get at game-end for each root you have on them, with a few mushrooms showing a variable victory point value that’s tied to how often it was activated.
The Absorb action lets you bring carbon from connected mushrooms into your seedlings, which is how they grow; once a seedling has taken in 3 carbon, it becomes a tree, and then can’t grow any more. A tree scores for all four of its roots at game end, whereas a seedling only scores for one root per carbon token. The Reproduce action lets you place a seedling and one root at any unoccupied vertex, and optionally to place a mushroom tile. The Partner action lets you place two roots from your supply from one or two of your seedlings/trees on to adjacent mushrooms; you may also choose to play a mushroom tile from your hand to the table. The fifth action, Photosynthesize, allows you to refresh all of your mushroom tokens, and to take two carbon cubes, plus optionally to trade nitrogen for carbon.
If all this sounds a bit … well, educational, it feels that way too. The problem I keep facing with Undergrove is that the actions feel pretty rote, and as a result, the game is lacking the joy of a really great design – never mind Wingspan, since that’s a totally different sort of game to me, but even to other resource management games where you’re gathering resources and trading them up either to build things or to get more of other resource types. I suspect that there was a tradeoff between lighter or freer gameplay and authenticity to the underlying science, which is something I’ve noticed in games explicitly designed to teach a science topic, like Cytosis and Cellulose (both very solid games, but a bit dry to play).
You can definitely get a little engine going in Undergrove, as the game rewards you for cycling through the various actions as efficiently as possible. There are some end-game objectives, and there’s a carbon track that you move up every time you absorb carbon through any means, giving you rewards while also serving as the game’s internal clock. Once any player reaches the top, they get to choose a bonus (probably the two point token) and the game enters its final round. That gives you more things to shoot for as you play so there’s something a bit more than just, well, breathe in (nitrogen), breathe out (carbon).
I’m afraid this game just missed the mark for me on some hard to define criterion. I think in the end I felt too constrained in my choices, though; the next turn’s action was always obvious, and often it was the only viable option. Maybe that was ultimately what made Undergrove fall a little short, despite the tight design, the balance, the fantastic artwork, and clever flourishes like the little boxes to hold your seedlings and roots and trees: I’d rather have more latitude in my actions, even if it means I might take some bad ones, than to have fewer options, or even just one.