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The complete rulebook

Read this once and you'll never need to pause a game to look something up.


At a glance

Players2 to 4
Game length15 to 30 minutes
ObjectiveControl the most territories when the deck runs out
Instant winControl all 9 territories at once

Canna Blitz is a territory control card game on a 3x3 grid. Claim and defend with Strain cards, disrupt with Events, and in online mode, react in real-time with Instants. Whoever reads the board best wins.


Setup

60 seconds to get started:

  1. Pick a name, color, and Grower
  2. Shuffle the deck
  3. Deal 3 cards each
  4. The 3x3 grid appears — all territories unclaimed
  5. First player begins

The board

+---------------+---------------+---------------+
| Sativa | Indica | CBD |
| Springs | Island | Coast |
+---------------+---------------+---------------+
| Blunt | Ganja | Hashish |
| Beach | Grove | Highlands |
+---------------+---------------+---------------+
| Kush | THC | Dank |
| Mountains | Terrace | Desert |
+---------------+---------------+---------------+

Every territory has a unique ability. Controlling the right ones at the right time is the core skill of Canna Blitz.

See all territory abilities


Card types

Strain Cards

Combat cards. The backbone of your deck. Two stats:

  • Attack — How hard it hits when invading
  • Defense — How well it holds ground
  • Stats range from 1 to 8

Claim empty territories, reinforce holdings, launch attacks.

Browse all 56 Strain cards

Event Cards

One-time effects that shift the board in a single play. Resolve immediately during your Action Phase.

  • Draw extra cards
  • Steal from opponents' hands
  • Destroy a territory's defender
  • Claim any territory outright — no combat

Events reward patience. Save them for the moment that changes the game.

Browse all 12 Event cards

Instant Cards (Online only)

Response cards. Played during other players' turns, not yours.

  • Boost combat stats mid-fight
  • Cancel an incoming attack
  • Counter Events before they resolve

Playing an Instant never costs your action. You can play multiple in a single interrupt window.

Browse all 10 Instant cards


Turn structure

Five phases. Same order every turn.

Phase 1: Territory

Your territories activate automatically. Collect the benefit.

Control Sativa Springs? Draw one extra card before anything else.

Phase 2: Action

The heart of your turn. Choose exactly one:

Claim Territory

  • Play a Strain onto an empty territory. It's yours.

Attack

  • Play a Strain onto an enemy territory. Combat resolves.

Play Event

  • Fire an Event card. Effect resolves immediately.
  • Online: opponents get a brief window to respond with Instants.

Skip

  • Discard one card and pass. Use sparingly — skipping is falling behind.
Instants and actions

Playing an Instant never counts as your action. You can play Instants during opponents' turns and still take your full action on yours.

Phase 3: Combat

If you attacked, combat resolves here. See Combat System below.

Phase 4: Draw

Draw up to your hand limit.

Phase 5: End

Check victory conditions. No winner? Next player.


Combat system

The mechanic you need to understand precisely. One misread here costs games.

How it starts

Play a Strain from your hand, target an enemy territory. That triggers the sequence.

The sequence

Step 1. Attacker plays their Strain and declares the target.

Step 2. (Online only) Interrupt window opens. Any player can respond with Instants.

Step 3. Compare stats. Attacker's Attack vs. Defender's Defense. Multiple defenders (CBD Coast)? Sum their Defense.

Step 4. Resolve.

ResultWhat happens
Attack beats DefenseAttacker takes the territory. Defender's card discards. Attacker's card stays.
Defense beats or ties AttackDefender holds. Attacker's card discards.
Exact tieDice roll (0-100). Higher wins. Dice also tie? Both cards discard, territory goes empty.

Combat modifiers

SourceEffect
Indica Island+2 Defense when this territory is being defended
CBD CoastStack 2 defenders (Defense values add)
Potent Power Up (Instant)+3 Attack this combat
Buckle Up Buckaroo (Instant)+3 Defense this combat

CBD Coast's two defenders stack their Defense values. Indica Island's +2 applies when Indica Island itself is under attack. Together they make those two territories the hardest positions on the board to break.


Hand management

Starting hand: 3 cards Max hand size: 7 cards Required: Play or discard at least 1 card every turn

Over 7 after drawing? Discard down. Running low means you can't respond. Running full means you're not using what you have. The sweet spot is 4-5 cards with a mix of options.


Reinforcing territories

You can play additional Strains onto territories you already control:

  • Most territories: 1 defending card max
  • CBD Coast: 2 defending cards (its unique ability)

Multiple defenders? Sum their Defense. A 3-DEF card plus a 4-DEF card equals 7 total.


Discarding

Discarded cards go face-up. A few Events can retrieve from the discard pile. Know what's there — it informs how you use those Events and what your opponents might recover.


Victory conditions

Primary: Territory Control

When the final card is drawn, one full round remains. Every player takes a complete turn. Then count territories.

Most territories wins.

Tiebreaker

Tied on territory count? Most cards in hand wins.

Instant win: Domination

Control all 9 territories at any point during your turn. Game ends immediately. You win.

Rare. Opponents will attack specifically to prevent it. But with the right setup and timing, it happens.

Bonus victory points

Three territories add to your count at game end:

TerritoryBonus
Ganja Grove+1 VP for every turn you held it
THC Terrace+1 VP per Strain card in your hand
Dank Desert+1 VP per Event card in your hand

These swing close games. They reward specific strategies and often decide the final count.


Event timing

Events resolve immediately. In online mode, an interrupt window opens after you play one — opponents holding Federal Intervention can try to counter.

Play your big Events when opponents are low on cards or have already burned their Instants.


Online vs. local

LocalOnline
Instant CardsNot included10 cards added
Interrupt WindowsNone10-30 seconds after each action
Deck Size68 cards78 cards
Real-time ResponseNoYes

Online adds genuine counter-play. Every action can be responded to. Every opponent's action is your opportunity. That changes how you value Instants and how you time Events.


Quick reference

Core rules

  • One action per turn (Instants don't count)
  • Max 7 cards in hand
  • Deck empties → one final round → count territories

Combat

  • Attack vs. Defense — higher wins
  • Tied stats → dice roll (0-100) — higher wins
  • Tied dice → both cards discard, territory goes empty

Victory

  • Most territories wins
  • Tiebreaker: most cards in hand
  • Instant win: control all 9 at once
  • Bonus VPs from Ganja Grove, THC Terrace, Dank Desert

Master the Nine Territories | Jump to Strategy