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GrowerZ

GrowerZ Rulebook

Table of Contents

Table of Contents

  • Contents of the Box
  • Setup
  • Game Overview
  • Seasons of Play
    • Phase 1: Choice
    • Phase 2: Sowing (Semina)
    • Phase 3: Harvest (Raccolta)
    • Phase 4: Cleanup (Pulizia)
  • End of Game
    • The Player With the Most Points Is the Winner

Contents of the Box

165 cards, divided as follows:

  • 120 Season cards:
    • 30 Winter
    • 30 Spring
    • 30 Summer
    • 30 Autumn
  • 14 Feminized Plant cards (marked with the female symbol)
  • 12 Autoflowering Plant cards (marked with the autoflowering symbol)
  • 6 Character cards: Artist, Athlete, Chemist, Roommates, Hippie and Lawyer
  • 12 Space cards: 2 for each Character
  • 1 First Player card
  • This rulebook

Setup

  • The player who has gone the longest without smoking a joint receives the First Player card.
  • You may deal the Character cards at random or let each player choose the Character they want to play. ENJOY FREEDOM!
  • Each player receives the card of the Character they chose and the two corresponding GREEN HOUSE and GROW TENT Space cards.
  • Form 2 decks of Plant cards: one for the feminized plants and one for the autoflowering plants.
  • Shuffle them, place them on the table face down, and reveal the top card of each deck.
  • Separate the Season cards according to their backs (Winter, Spring, Summer, Autumn).
  • Shuffle the Winter deck and deal 5 cards to each player. Any Winter cards left over will not be used in the current game.

Game Overview

To become the best grower at the table, you must carefully choose which cards to play and which to pass to your opponents. There are many types of cards, and each type (except Characters) is associated with a colour.

Characters: each player plays one. On the back of the card is printed a Traffic Light (Semaforo), a table showing that Character's needs in terms of:

  • QUANTITY
  • QUALITY
  • COMMITMENT

Spaces (black): each Character starts the game with 2 permanent Spaces. All other Spaces in play are temporary. Spaces are used to grow your own Plants, and they carry the Quantity, Quality and Commitment values. They show the symbols of the Plant types that may be planted on them.

Plants (green): these are the heart of the game. Each Plant carries Quantity, Quality and Commitment values and 1 or 2 Effects. All Plants are temporary.

Lamps (yellow), reflectors (grey), fans (light blue), extractors (purple), hydro/aero systems (salmon) and odour control (fuchsia): these are permanent structures, which remain in play until the end of the game. They carry Quantity, Quality and Commitment values.

Cultivation techniques (orange), fertilisers (brown) and external aids (red): these are temporary tools, used for a single Season. They carry Quantity, Quality and Commitment values.

Events (blue): these are happenings of everyday life. Each carries two Effects.

During each Season, players must keep some cards and pass others to their opponents (clockwise or anticlockwise, depending on the Season). At the end of each Season, the Plants are harvested and each Character scores points according to its Traffic Light.

Winter and Summer: pass clockwise. Spring and Autumn: pass anticlockwise.

The player who has the most points at the end of the 4th Season will be the winner.

Note: the passing directions and the winning condition above are printed in the upper panel of the leaflet's last page, next to the box contents; they are placed here with the game overview.

Seasons of Play

Each Season is made up of 4 phases:

  1. Choice (Scelta)
  2. Sowing (Semina)
  3. Harvest (Raccolta)
  4. Cleanup (Pulizia)

Phase 1: Choice

Each player chooses 1 card from the 5 in their hand and places it face down on the table in front of them.

  • As soon as everyone has chosen, they must reveal the card simultaneously and place it as follows:
    • If it is a Space card, it must be placed above or below the Spaces the player already owns, so as to form a new row.
    • If it is an Event card, it is simply placed in front of the player, without being assigned to any Space.
    • If it is any other card, it must be assigned to a Space, following 2 rules:
      1. Each Space may hold only one card per type (colour).
      2. A. Temporary Spaces may only be assigned temporary cards (marked with the hourglass). B. Permanent Spaces (that is, those from the start of the game) may be assigned cards of any type.

IMPORTANT: there is no way to remove a permanent card from the game.

EXAMPLE: Mike reveals a TOPPING card. It can be placed on any Space, because it is temporary (hourglass). Mike cannot assign other orange cards to the same Space this Season.

Phase 2: Sowing (Semina)

The player holding the First Player card may choose whether to plant a Plant.

  • They may take one of the 2 face-up Plant cards on the table, or the top card of one of the 2 Plant decks of their choice, without looking at it first. In this case they are obliged to plant what they drew.
  • The chosen Plant must be associated with a Space. Each Space allows the cultivation of 1 Plant card only.
  • Feminized Plants can be planted only INDOOR. Autoflowering Plants can be planted both INDOOR and OUTDOOR.
  • The Space cards show the symbols of the Plants that may be planted on them.

Once the First Player has decided whether or not to plant, all the others may plant in turn, clockwise, if they wish.

Once everyone has decided whether to plant, each player must pass the Season cards they did not play to the player beside them (in Winter and Summer, clockwise; in Spring and Autumn, anticlockwise), and the phases restart from Phase 1: Choice.

This procedure is repeated a total of 4 times. The last card not played is not passed, but discarded.

THE TOTAL ORDER OF THE SEASON IS THEREFORE:

  • Everyone has 5 cards in hand -> they play 1, Sowing phase, and pass 4.
  • Everyone has 4 cards in hand -> they play 1, Sowing phase, and pass 3.
  • Everyone has 3 cards in hand -> they play 1, Sowing phase, and pass 2.
  • Everyone has 2 cards in hand -> they play 1 and discard 1, Sowing phase.

Phase 3: Harvest (Raccolta)

Each player, in turn order or simultaneously, scores points by evaluating each of their Plants and each of their Events individually.

Scoring Plants: the player adds up the Quantity, Quality and Commitment values of every card associated with a Plant, and checks in which zone of the Traffic Light the totals fall.

  • Red zone: the player scores 0 points.
  • Yellow zone: the player scores 2 points.
  • Green zone: the player scores 3 points.

EXAMPLE: Mike has grown CBD THERAPY, adding TOPPING and FAN, for a result of:

  • Quantity: 4 = yellow = 2 points
  • Quality: 3 = green = 3 points
  • Commitment: 2 = yellow = 2 points
  • Total: 7 points

BONUS: for each Plant in which the player obtains a green result in all 3 values, they obtain a bonus of 6 points. The Plant is therefore worth 15 points in total.

IMPORTANT: Spaces on which there is no Plant are not evaluated and give no points.

Scoring Events: Events are more or less pleasant happenings of everyday life. For a cannabis consumer it is important to know what they are taking, because the effects of each variety are very different!

Each Event card shows 2 Effects. In the Harvest phase, each Event scores:

  • 3 victory points if only one of its Effects is satisfied (that is, if it is present on one or more Plants), and
  • 6 points if both Effects are satisfied.

EXAMPLE 1: each satisfied Effect adds +3 (+3 and +3). EXAMPLE 2: both Effects satisfied: 3 + 3 = 6.

Phase 4: Cleanup (Pulizia)

Once all points have been assigned, the Cleanup phase is carried out:

  • All cards with the hourglass symbol (temporary cards) are removed from the game.
  • The Season cards will no longer be used in the game.
  • Plant cards go to make up the discards of the Feminized and Autoflowering decks. When the last card of a Plant deck is revealed, the discards of that deck are reshuffled.
  • The First Player card passes to the player on the left of whoever holds it at that moment.
  • The deck of the next Season is shuffled and 5 cards are dealt to each player. The game resumes, passing the cards in the opposite direction to the previous Season.

End of Game

The order of the Seasons is Winter, Spring, Summer, Autumn.

At the end of Autumn, add up the total points of the 4 Seasons. To this total, add 6 points for the player (or players, in a tie) who has the most colours (that is, types) on a single Space.

IMPORTANT: temporary cards must be removed before carrying out this evaluation.

The Player With the Most Points Is the Winner

In case of a tie, the winner is the player with the greater number of colours (that is, types) on a single Space. If there is still a tie, the second Space is considered. If the total is still tied, the victory is shared (it is always nice to share).