How to Play Canna Blitz
Read this once and you'll never need to pause a game to look something up.
At a glance
| Players | 2 to 4 |
| Game length | 15 to 30 minutes |
| Objective | Control the most territories when the deck runs out |
| Instant win | Control all 9 territories at once |
Canna Blitz is a territory control card game played on a 3×3 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:
- Pick a name, color, and Grower
- Shuffle the deck
- Deal 3 cards to each player
- The 3×3 grid appears — all territories unclaimed
- First player begins
The board
Territory Cards
Canna Blitz is played on a 3×3 grid of nine territories. Every territory has a unique ability, and controlling the right ones at the right time is the core skill of the game.
See all territory abilities →Card types
Strain Cards
Combat cards — the backbone of your deck. Each has an Attack and a Defense stat (1–8). Play them to claim empty territories, reinforce holdings, or launch attacks on enemies.
See the Strain quick picks →Event Cards
One-time effects that shift the board in a single play. Draw extra cards, steal from opponents, destroy defenders, or claim any territory outright — no combat.
Browse all 12 Event cards →Instant Cards (Online only)
Response cards played during other players' turns. Boost combat stats, cancel attacks, or counter Events before they resolve.
Browse all 10 Instant cards →Turn structure
Five phases. Same order every turn.
Territory phase
Your territories activate automatically. Collect the benefit.
Action phase
Choose exactly one: Claim Territory, Attack, Play Event, or Skip.
Combat phase
If you attacked, combat resolves here.
Draw phase
Draw up to your hand limit (7 cards).
End phase
Check victory conditions. No winner? Next player's turn begins.
Combat system
| Result | What happens |
|---|---|
| Attack beats Defense | Attacker takes the territory. Defender's card discards. |
| Defense beats or ties Attack | Defender holds. Attacker's card discards. |
| Exact tie | Dice roll (0–100). Higher wins. Tied again? Both discard, territory empties. |
Hand management
3 cards
Starting hand
7 cards
Max hand size
Play or discard 1
Minimum per turn
Victory conditions
Primary: Territory control
When the final card is drawn, one full round remains. Count territories — most territories wins. Tiebreaker: most cards in hand.
Instant win: Domination
Control all 9 territories at any point during your turn. Game ends immediately.
Ready to play?
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Have a rules question? Check the FAQ