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The Growers

Before you play a single card, you make a declaration. Your Grower tells the table something about how you approach the board — even though the choice is purely cosmetic.

:::info Cosmetic Only Your Grower doesn't change stats, starting hand, or game rules. It reflects your personality and playstyle philosophy. Play whoever speaks to you. :::

Four archetypes. Four different answers to one question: anyone can play a card at any time — even when it's not your turn. What are you doing with that?


GanjaRoo — The Aggressor

"I watched her hand for four turns. Then I moved."

Philosophy: He noticed something three turns ago and didn't say anything. Now he's acting on it.

Dry. Unimpressed. Moves first and moves fast — not because he's hyped, but because he already read the board. The half-lidded eyes aren't disinterest, they're patience that ran out.

Home Territory: Blunt Beach — where the second strike lands before anyone processes the first.

Best strategy pairing: The Double Strike | Early game


B.B. — The Fortifier

"Three players attacked the Island this session. I haven't moved once."

Philosophy: She's been sitting on Indica Island the entire game. That's the point.

No aggression. No reaction. The threat is the stillness. Anyone who attacks Indica Island finds out what she built while they were busy taking other ground.

Home Territory: Indica Island — remote, fiercely defensive, and worth every card spent holding it.

Best strategy pairing: The Fortress Build | Facing aggression


Needles — The Tactician

"I knew you'd attack the Highlands. I've drawn three cards defending it."

Philosophy: Three turns ahead. She's mapped the whole board and already knows what you're going to do.

Precise. No wasted words. Slightly amused by people who don't see what she sees. Doesn't gloat — the analysis IS the flex.

Home Territory: Hashish Highlands — where failed invasions fund the defenders and patience pays in card advantage.

Best strategy pairing: Territory combos | Decision frameworks


Tassie D — The Chaos Agent

"Six cards left in the deck. I haven't played a single Event."

Philosophy: Sitting on a hand full of Events, smiling at nothing in particular.

She's done nothing visible this entire game. That's the most dangerous thing at the table. Dank Desert pays out per Event in hand at game end — and her hand is full.

Home Territory: Dank Desert — where holding becomes victory points and the last turn decides the game.

Best strategy pairing: The Event Hoarder | Late-game scoring


Choose Your Philosophy

Each Grower is a different answer to the same game. No wrong choice — but there's a wrong choice for you.

Pick the approach that matches how you already think. The board will tell you the rest.

Always your turn.


Start Playing | Read the Rules | Study the Strategy Guide