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. 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 incoming attacks, or 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.
Territory phase
Your territories activate automatically. Collect the benefit. Control Sativa Springs? Draw one extra card before anything else.
Action phase
The heart of your turn. Choose exactly one: Claim Territory, Attack, Play Event, or Skip (discard one card and pass).
Combat phase
If you attacked, combat resolves here. See the combat system section below.
Draw phase
Draw up to your hand limit (7 cards).
End phase
Check victory conditions. No winner? Next player's turn begins.
Combat system
The mechanic you need to understand precisely. One misread here costs games.
How it resolves
| Result | What happens |
|---|---|
| Attack beats Defense | Attacker takes the territory. Defender's card discards. Attacker's card stays. |
| Defense beats or ties Attack | Defender holds. Attacker's card discards. |
| Exact tie | Dice roll (0–100). Higher wins. Tied again? Both cards discard, territory goes empty. |
Combat modifiers
| Source | Effect |
|---|---|
| Indica Island (territory) | +2 Defense when this territory is being defended |
| CBD Coast (territory) | Stack 2 defenders — Defense values add together |
| Potent Power Up (Instant) | +3 Attack this combat |
| Buckle Up Buckaroo (Instant) | +3 Defense this combat |
Hand management
3 cards
Starting hand
7 cards
Max hand size
Play or discard 1
Minimum per 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 attack and defense options.
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: most cards in hand.
Instant win: Domination
Control all 9 territories at any point during your turn. Game ends immediately. Rare — opponents will attack specifically to prevent it — but it happens.
Bonus victory points
| Territory | Bonus |
|---|---|
| Ganja Grove | +1 VP for every turn you held it |
| THC Terrace | +1 VP per Strain card in your hand at game end |
| Dank Desert | +1 VP per Event card in your hand at game end |
Online vs. local
| Feature | Local | Online |
|---|---|---|
| Instant cards | Not included | 10 cards added |
| Interrupt windows | None | 15 seconds after each action |
| Deck size | 45 cards | 55 cards |
| Real-time response | No | Yes |
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)
- •Tied dice → both cards discard, territory empties
Victory
- •Most territories wins
- •Tiebreaker: most cards in hand
- •Instant win: control all 9 at once
Ready to play?
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Have a rules question? Check the FAQ