You have played your first match of NABIS: The Gardening — and learned every rule that matters on the way.
The goalBoth Gardeners start at 25 HP. Reduce your opponent to zero — or outlast them until their deck runs dry — and you win.
Your deckMinimum 60 cards. We recommend 18–24 Canna in that 60; too few and you draw spells you cannot cast, too many and you draw nothing worth casting.
SetupShuffle, draw seven, and start with an empty Garden. Keep paper for HP. Your Compost Pile sits beside your deck.
The turn1. Draw — untap everything you control, then draw one card. 2. Garden — spend Canna, play cards, attack. 3. Discard — compost down to seven cards in hand.
CannaThe currency, in four colors: Green Sativa, Black Indica, Blue Hybrid, Red Auto. Each Canna taps for one of its own color, and costs must be paid in the colors printed on the card. You may add only one Canna to the Garden per turn.
PlantsYour minions, with power/toughness. They arrive drowsy — no attacking the turn they enter, though they may block. Attacking taps them. Only untapped Plants can block. Everything untaps in your Draw Phase.
CombatAttacker and blocker deal damage to each other simultaneously. A Plant dies if damage meets or exceeds its toughness; otherwise it survives unharmed — Plants never carry wounds between turns. Unblocked damage hits the opposing Gardener.
HeirloomsItems that stay in play and grant lasting powers or counters to your Plants. Counters are permanent; battle damage is not.
TreatmentsAction cards playable at any time, including your opponent's turn. They resolve immediately, then go to the Compost Pile.
Pests & PesticidesPlayed only on your own turn, and they stay in the Garden afterward. Some Pests attack and block like Plants, with their own power and toughness; others carry no power at all and instead modify the battlefield, the way Pesticides do.
The Compost PileEvery card that dies, resolves, or is discarded goes here. Some cards reach back into it — the Compost is a resource, not a graveyard.
LosingZero HP, or an empty deck when you must draw.
How many Canna can I add per turn?One. Plan your colors ahead.
Can a Plant block the turn it arrives?Yes. Arrival drowsiness stops attacking only.
Can tapped Plants block?No. Attacking taps them - every attack spends your defense.
Do Plants keep damage between turns?No. A Plant either dies or shrugs it off - battle damage washes away at end of turn. A 2/2 that survives is still a 2/2.
When can I play Treatments?Any time at all - including the middle of your opponent's turn. They compost after use.
Do Pests and Pesticides leave play?No - they stay in the Garden and keep working. They are not Plants, so they cannot block.
What if I have more than 7 cards at end of turn?Compost down to seven in your Discard Phase.
Use at checkout on NABIS card sets. 21+ only. Read the full printed rules any time at roadtriprolls.com.