Power Plants: Kickstarter Micro-expansions
Power Plants: Kickstarter Micro-expansions Rulebook
Table of Contents
Table of Contents
Spades Micro-expansion
A trusty spade will help you dig up the perfect seedlings right when you need them!
During Setup, take the Spade token in your colour.
At the end of your turn after you have drawn a patch from the bag, you may discard your Spade (if you have it) near the Nursery face down. Then swap one patch from your hand with one from the Nursery.
It is possible to reclaim your Spade: On a later turn when any plant power you are activating would normally let you add a Sprite to any patch, you may instead remove that Sprite from the game, and reclaim your Spade face up.
If the plant power is one that adds multiple Sprites, you may designate one of them as the Spade-reclaiming Sprite that is removed from the game, and add the remainder as normal.
Wizards Micro-expansion
Keeping a wizardly presence in the garden ensures that your new patches won't be messed with!
Set up the game as normal, but instead of using the shared Wizard pawn, each player gets their own Wizard pawn in their colour. On your turn, use your own Wizard and treat "the Wizard" in rules and card text as referring to "your own Wizard".
When your turn ends, do not retrieve your Wizard; leave it on its current patch. It will stay there until you retrieve it at the start of your next turn.
During your turn, you may not affect a rival Wizard's patch, in any way (including adding or expelling Sprites or Gems, moving or removing the patch).
A plant power that would affect multiple patches including a rival Wizard's patch will still affect the other patches.
At game end, remove all Wizards from the garden prior to scoring.
Stewards Micro-expansion
The skillful Stewards bring their exclusive player powers to your games; enjoy a unique advantage that will guide your strategy!
Once all other game setup is complete, shuffle the ten Steward cards and deal several of them face-up (one more than the number of players). Return unused cards to the box.
Then, players choose Stewards in turn order. On your turn, take one card (and any Gems on it). Then add one Gem from the supply to one remaining card of your choice (even if there are already Gems there).
Once everyone has one, return the leftover card to the box (and any Gems on it to the supply).
Your card indicates any extra preparation needed, and describes how your Steward's powers will help you to succeed!
Sprite Ponds Micro-expansion
Glittering ponds provide refreshment for busy Sprites... but overcrowded patches stay thirsty!
Set up the game as normal, but instead of the standard garden formation, include the two Pond tiles and arrange the starting patches around them randomly in this formation:
[The sheet shows this formation as a diagram: the two Pond tiles surrounded by starting patches.]
Gameplay is unchanged. Ponds do not count as patches; they may not be occupied, moved, or otherwise impacted by any game effect.
At the end of the game before field scoring, all pond-adjacent patches except the one holding the most Sprites will score. In each scored patch, each Sprite earns one Gem for its owner.
If more than one pond-adjacent patch ties for most Sprites, none of those tied patches score (see example).
[The sheet's example shows a garden with pond-adjacent patches, one marked "Most Sprites" and tied patches that do not score.]