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Take Sativa Springs early or Kush Mountains if you are attacking often.
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Canna Blitz is played on nine territories. The best move is often not the strongest card, but the territory that turns every future turn in your favor.
Take Sativa Springs early or Kush Mountains if you are attacking often.
CBD Coast and Indica Island make opponents spend their best attackers.
Ganja Grove scores over time. THC Terrace and Dank Desert matter most late.
Use this when you need the exact job of each space.
Attack twice in one turn.
5-turn cooldown, time it right.
Stack two defenders here.
It becomes a wall.
Every strain here gets +2 Defense.
Hard to crack when held.
Worth 2 VP at game end instead of 1.
Doesn't sound like much, but decides ties.
+1 VP per Strain in hand at game end.
Hoarding cards as a strategy.
+1 VP per Event in hand at game end.
Save some plays. Cash out in the end.
Draws +1 card every turn you hold it.
Card advantage wins games.
Draw when you conquer.
The more you attack, the more you draw.
Draw when you defend.
Holding it feeds your hand.
Attack twice in one turn.
5-turn cooldown, time it right.
Stack two defenders here.
It becomes a wall.
Every strain here gets +2 Defense.
Hard to crack when held.
Worth 2 VP at game end instead of 1.
Doesn't sound like much, but decides ties.
+1 VP per Strain in hand at game end.
Hoarding cards as a strategy.
+1 VP per Event in hand at game end.
Save some plays. Cash out in the end.
Draws +1 card every turn you hold it.
Card advantage wins games.
Draw when you conquer.
The more you attack, the more you draw.
Draw when you defend.
Holding it feeds your hand.
Claim draw engines early, defend point engines late, and attack only when the territory is worth the card.