For over 300 million years, trees have traded nutrients with fungi in a vast underground network. Scientists continue to make new discoveries about this hidden world.
In Undergrove, you are a towering evergreen with an ancient symbiotic connection to the fungi in your forest. As new mushrooms appear, your options expand for converting nutrients and helping your seedlings. Using cube conversion, tile placement, area control, and a tiny bit of engine building, you’ll need to claim the most advantageous locations and optimize your actions to leave the best legacy in the forest. The player with the greatest number of successful seedlings, wins!
● Build a shared forest containing mushrooms with diverse abilities.
● Trade with the mushrooms to get resources based on the partnerships you’ve made.
● Place your seedings in the most advantageous positions to score the most points.
Inspired by real mycorrhizal trading networks. Shape the destiny of your forest with every decision!
-description from publisher
Images
- 3x framework with a fascinating plant-fungi theme
- Elizabeth Hargrave as one of the designers adds pedigree
- 3x game with ecological interactions
- tree-growth and fungal networks
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this is a work replacement Style game that very much reminds me of dwellings of el reveal
- I like Tableau building I like interesting work replacement systems
- I am quite looking forward to digging into this game to see exactly how it works
- I genuinely don't really understand and honestly I wouldn't say I'm particularly compelled by the mechanics that are explained so far
- this game has this interesting River idea where six cards will put face up in the middle of the table
References (from this video)
- Mariposas
- The Fox Experiment
- Undergrove
Mechanics (from transcript analysis)
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Quotes (from this video)
- I love wingspan digital.
References (from this video)
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Quotes (from this video)
- this is an absolute no-brainer
- I felt like it was pretty polished there
- I'm really looking forward to getting that promo I'm going to hop on and right after this and go ahead and secure my nine promos for $25 that's pretty good
- Code name fire just based on that progress chart looks very likely to be the first uh new title uh for stoneware games this year
- Elizabeth Hargrave actually has two kickstarters running right now I believe
- Undergrove we talked about this previously that she's got this title coming out from AEG that campaign is actually going on right now
References (from this video)
- Educational
- Replayable
- Beautiful production and art
- engine/ability building around growth and mushrooms
- mushroom cultivation with shared board
Mechanics (from transcript analysis)
- resource-based turn economy — managing resources to maximize turns and scoring potential.
- shared-board engine-building — players plant and grow mushrooms with engine-building elements.
Video topics + discussion points
Quotes (from this video)
- this first game is an absolute home run
- as soon as you play this game you always want to play the other side
- I want to continue playing it again and again
- it's a spatial bidding game where you'll take turns bidding on this terrain
- planning your vacation and energy levels ... balance
References (from this video)
- Designed by Elizabeth Hargrave
- Interesting theme (mushrooms)
- Misses elements players want
- Scoring lower than previous Elizabeth Hargrave games
- Concerns about quality production based on past releases
- Mushrooms
- World of mushrooms
- Wingspan
- Mary Posas
- Mycelia
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- everything about Gen Con is designed to make you want to buy games
- I have 10 games that have appeared on multiple reviewers content creators and just General Media lists is the most hyped games of Gen Con 2024 some of which are games that were on my list and that my wife and I would actually like to own but I have a compelling reason for each one of them as to why you shouldn't purchase them at Gen Con specifically
- the hype is where they make their money and the window of time afterwards is well where everyone forgets about the game they published
- this is just going to sit on your shelf cuz the first couple game plays are educational and arguably disappointing
- I stood in line last year all night for Lurana we had a great time we hung out with the crowd we rushed in we bought everything they had available from playmats to card sleeves to terrible binders
- it's not a responsible Booth to go through unless you you just you just have the money to throw around
- I think many people are going to buy foundations Metropolis as the affordable accessible easy way to get into the foundation's game and system and I think that's actually reasonable responsible and totally justified
- I don't often see IP games coming into the board game Marketplace and capturing everyone's attention
- I don't think this one is going to hit it out of the park I don't see that score ticking upwards
- I think it's a terrible name and then pick this up because it's going to be available down the road again it's just one of those things where unless you are a big fan of the original two and you need something new the game's already been done twice and arguably already been done better
- I just think it's I just think it's too closed of a system an amazing game a beautiful system but I don't think you need to run out and grab it now
- our Instinct would be to buy base game expansion expansion everything right away and I don't think that's the right approach here
- there's a lot of stuff that uh sells primarily during this season of hype they hold it they bring limited quantities they artificially inflate how big their lines are and how much demand there needs to be and then a month or two later it's still in shrink on your shelf or potentially punched in sleeve but never played sitting on your shelf and everyone stopped talking about it
- I have better advice than I follow and that's a good thing
References (from this video)
- Interesting premise
- Cool artwork
- Fun to read
- Super soldiers being discharged after wars
- Near future sci-fi
Mechanics (from transcript analysis)
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Quotes (from this video)
- The idea behind 3D printing is that I can go onto my minifactory and find a really weird specific interesting to me type of model that probably wouldn't sell well out in the real world if it was made in plastic
- We're not constantly line goes up up because not only do we have no shareholders we have to make happy we also don't have to do this this isn't our day job
- it's the more Choice um I don't really think it's actually about saving money
- the point of the game is to try and crawl to the highest spot so there's a lot of rules for pushing people off of things and falling off of things and stuff like that and climbing and things like that
- but they were a lot of fun to paint and they were very interesting and whatnot
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- Tureaki was awesome.
- I love Aleif. He's like my favorite Euro designer.
- Darwin's Journey. I actually love this game.
- It's definitely the best pandemic ever, and it is definitely extremely thematic.
- I hardly ever play old games.
- Boop, love it.
- it's not going to hit the table anymore.
References (from this video)
- appeal to fans of ticket-style games
- competitive network-building
- destinations add balancing randomness
- points can be hard to come by; the game can be tight
- randomness of destination cards may balance over time
- urban rail transport routing and scoring
- railway network linking stations and landmarks (London and Berlin maps)
Mechanics (from transcript analysis)
- Action Point Allowance — players have three to five actions per turn to perform network-building actions
- Action Points — players have three to five actions per turn to perform network-building actions
- adding network / branching network — players can add new network segments and branching networks
- Destination cards — destination cards determine target stations/landmarks to connect
- Multi-Use Cards — destination cards determine target stations/landmarks to connect
- Network/Route Building — players create rail networks by adding routes between stations
- passengers movement — at end of round, passengers move to the next closest station
- Route Building — players create rail networks by adding routes between stations
Video topics + discussion points
Quotes (from this video)
- the London map in this video the idea is to have the most points by connecting two different stations and landmarks in closing as many stations in the loop and trying to get passengers to travel on your networks
- so it's quite competitive at times to build the network as soon as possible
- destination cards are random but eventually sessions going to come out once in the game so it may balance off the randomness eventually
- I think you'll like this if you like tickets
- or two up to try something a little more challenging
References (from this video)
- Engine-building feel and table presence
- Well-paced, carbon track anchors pacing
- Starter pack aids onboarding and plays well with four players
- Mushroom network concept is thematically cohesive
- Prototype components may change in final production
- End-game scoring can be nuanced and requires careful tracking
- Ecology, tree growth, and resource networks via roots and mushrooms
- Forest ecosystem focusing on trees, mycelium, and seedling growth
- engine-building with spatial planting and resource management
Mechanics (from transcript analysis)
- carbon_track_progression — Carbon acts as action points; progress on the track drives scoring and end-game.
- end_game_scoring_goals — Odd mushrooms, most roots, most trees as scoring categories.
- Engine Building — Grow a network of trees and mushrooms to generate actions and scoring potential.
- engine-building — Grow a network of trees and mushrooms to generate actions and scoring potential.
- mushroom_activation_and_flipping — Flip mushroom tokens to activate actions and refresh tokens.
- Resource Management — Manage carbon, nitrogen, phosphorus, potassium as costs/benefits for actions.
- resource_management — Manage carbon, nitrogen, phosphorus, potassium as costs/benefits for actions.
- root_placement_and_reproduction — Place sprouts and roots to expand presence and activate actions.
- Track Advancement — Carbon acts as action points; progress on the track drives scoring and end-game.
Video topics + discussion points
Quotes (from this video)
- engine buildy feels to it
- the forest of mushrooms
- prototype copy so some of this stuff might be changing
- this game is coming to Kickstarter
References (from this video)
- Engaging ecological theme with mushrooms and trees
- Two-player friendly and relatively quick play
- Thematic flavor feels strong with mushroom tokens and tree growth
- Color naming and resource terminology can be confusing (e.g., K, P, S tokens)
- Rules overview was limited; learning curve for unfamiliar concepts
- Symbiotic relationships and carbon cycle between trees and fungi
- Forest ecosystem with trees and mushrooms
- Educational ecological simulation
- Evergreen
- Photosynthesis
Mechanics (from transcript analysis)
- action selection — On your turn, you choose from five actions and pay resources to activate them.
- placement / area influence — Place roots and mushrooms on the board to extend influence and unlock actions.
- Resource Management — Absorb carbon and other resources from mushrooms, roots, and tokens to grow saplings and trees.
- set collection / scoring — End-game scoring based on sapling/tree development, unique mushrooms touched, and goal cart requirements.
Video topics + discussion points
Quotes (from this video)
- this game is all about something I didn't know too much about which is very interesting how the mushrooms and the trees work together to survive
- I think it's super cool I read some of the ... I watched some videos read something about it's like oh that's something I never thought about
- mushrooms are so nice
- the game is a quick little game
- pretty quick little game
References (from this video)
- scientific flavor with a tactile feel
- coherent mechanistic design
- niche theme may not appeal to everyone
- mycology and decay
- forest mushroom ecology
Mechanics (from transcript analysis)
- Engine Building — players explore mushrooms and decay to build an engine of actions.
- engine building / resource management — players explore mushrooms and decay to build an engine of actions.
Video topics + discussion points
Quotes (from this video)
- there's a wealth of replayability in this game box alone.
- Euro point salad puzzle
- I love Wingspan so much. I just love positive effects that you get when you trigger your tableau.
- The Gallerist... probably the one I've gravitated towards the most if I were to try aLacerda game.
- King Domino... that simple little mechanic of going, 'Oh, do I take a lesser powerful tile at the top or in order to pick first on the subsequent turn?'
References (from this video)
- Interesting verticality and puzzle elements
- Nice production values and variety of environments
- Feels more suited to solo play than co-op
- Could be less engaging for some players
- Survival and exploration under time pressure
- Cooperative path-building to an exit; vertical 3D maze with flood risk
- Cooperative, puzzle-like
Mechanics (from transcript analysis)
- character_powers — Different powers influence route and escaping.
- Cooperative Game — Two players cooperate to achieve an objective using shared resources.
- cooperative_play — Two players cooperate to achieve an objective using shared resources.
- temporal_pressure — Water floods; timer element affects progress.
- Tile Placement — 3D tiles create vertical routes and levels.
- tile_placement_and_elevation — 3D tiles create vertical routes and levels.
- Unique Player Powers — Different powers influence route and escaping.
Video topics + discussion points
Quotes (from this video)
- This is so good.
- The open gaming space was buzzing.
- The vibe was fabulous and is very community focused.
- I was not ready for it. It was amazing.
- I think this is the best one you've never been to.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is a game for one to four players
- Under Grove is currently on Kickstarter
- The five different types of actions that you'll be taking in the game
References (from this video)
- dense, satisfying puzzle of route-building and blocking rivals
- strong London theme with recognizable elements
- scales from 2 to 5 players with solid pacing
- some players may feel the game drags at higher player counts
- requires strategic planning that may be less accessible to casual players
- urban transit planning and optimization
- London map; subway network
- puzzle-driven, logistics-focused
Mechanics (from transcript analysis)
- Area Control — control central board areas to maximize coverage while preventing opponents from extending their networks.
- network optimization — careful planning to maximize point yield from routes given limited building space.
- Network/Route Building — players draw and place lines to connect passengers from origin to destination, scoring for efficient, widely used routes.
- route/line construction — players draw and place lines to connect passengers from origin to destination, scoring for efficient, widely used routes.
- Spatial control and blocking — control central board areas to maximize coverage while preventing opponents from extending their networks.
Video topics + discussion points
Quotes (from this video)
- the best lines are the ones that people actually use
- arghhhh is a simple bluffing game that gets straight to the point of can you lie to your friends
- the puzzle of role player is addictive with so many moving parts to consider
- paperback is a word game that has you creating words with letter cards
- Santorini is an abstract game which puts it in the same vein as chess
- cartographers is a really satisfying puzzle to get lost in
- the game is brilliant at making players look suspicious
- railroading is the perfect puzzle game you can play in just 30 minutes
- the temptation of pushing on risking death to reach the peak is what makes this game so fun
- stockpile is all about trying to get a bargain and riding the wave of the market
References (from this video)
- Strong ecological theming and thoughtful representation supported by research and a coherent ecological narrative.
- Solid solo mode implementation that provides a meaningful, repeatable experience for solo players.
- High-quality packaging, components, and material choices that align with the game's ecological motif and sustain environmental sensibilities.
- Clear conceptual foundation: fungus networks, root expansion, and a carbon economy offer an elegant, design-forward basis for the system.
- Gameplay can feel bland and overly procedural, with a sense that many actions are neutral or interchangeable rather than dynamic or surprising.
- Resource tokens lack distinctive identity beyond color, which dampens thematic anchoring and memorable decision points.
- Mushroom action icons frequently resemble each other, producing a sense of repetition rather than variety across different mushroom types.
- The rule deck is text-dense and can be a barrier to entry, making the initial play feel more like a rules explanation than an organic discovery.
- Endgame sequencing and scoring can feel overly optimized rather than creatively engaging, reducing the sense of invention or nefarious strategic tension.
- Ecology, symbiosis, and resource management within a forest community. The game foregrounds carbon dynamics and fungal networks as central mechanics, tying thematic narrative to concrete in-game actions.
- A lush forest ecosystem where mushrooms, trees, and saplings form a dynamic network of nutrient exchange and carbon awareness. The environment is presented as a living system where players influence the balance between growth, resource flow, and ecological health.
- System-first, with an emphasis on ecological processes and environmental science motifs conveyed through abstract tokens and spatial placement. The storytelling emerges from how players sculpt the forest rather than from overt character-driven plots.
- Wingspan
Mechanics (from transcript analysis)
- Abstract resource tokens (potassium, nitrogen, phosphorus, carbon) — The game uses cube-shaped tokens to represent essential nutrients and carbon. These tokens are exchanged and spent to activate disc actions, grow saplings, and unlock special abilities. Carbon, in particular, anchors the endgame progression, creating a clear economic thread that players must manage as the forest develops.
- Bonus scoring cards (randomized) — A deck of bonus scoring cards is flipped and managed throughout the game. These cards introduce varied end-game scoring conditions, encouraging players to tailor their strategies toward the specific bonuses that are live in a given session. The randomized aspect adds strategic diversity across plays.
- Carbon track and endgame trigger — Advancement on the carbon track serves as the primary endgame trigger. Reaching the end of the track closes the game in a controlled fashion, prompting players to maximize points through growth, strategy, and efficient sequencing, while also opening opportunities for last-minute scoring gambits.
- Mushroom abilities and root interactions — Mushrooms provide special abilities that affect resource generation, placement efficiency, or scoring opportunities. Roots connect saplings and mushrooms to enhance point potential, with end-game bonuses tied to network completeness and forest maturity. This creates a layered system where local decisions ripple outward through the forest.
- Mushroom activation discs — Four colored mushroom discs sit at the core of the action economy. Each disc, when flipped, reveals an action type and triggers a chain of effects tied to resource generation, sapling placement, or token management. The mechanic creates a cadence of choices every round, where players time their disc activations to optimize placement and resource flow while anticipating opponents' moves.
- Resource Management — The game uses cube-shaped tokens to represent essential nutrients and carbon. These tokens are exchanged and spent to activate disc actions, grow saplings, and unlock special abilities. Carbon, in particular, anchors the endgame progression, creating a clear economic thread that players must manage as the forest develops.
- Solo mode with AI deck — In solo play, an adjustable AI deck drives two competing factions. The AI affects resource availability, placement opportunities, and objective pressure, effectively simulating a multiplayer experience while delivering predictable, repeatable challenge for solo players.
- Tile intersections and sapling growth — Saplings are placed at the intersections of mushroom tiles, forming a network of roots and potential pathways for future growth. Expanding roots can unlock additional synergies with mushrooms, creating a spatial puzzle where placement decisions influence resource generation, scoring opportunities, and the reach of each player's forest.
Video topics + discussion points
Quotes (from this video)
- I went in really wanting to like this game.
- it's got a cool theme and an interesting designer
- the game just feels bland strategically
- the solo system is a thoughtful implementation of the game
- packaging is very commendable
- I don't think that it's going to be finding a spot on the shelf for me