The Plantalea game

Five stats. Five matchups. One winner.

Choose a category, reveal your Plants and compare scores. Win the most of five matchups to win a full round.

2 players5 matchups per round5 Plant cards each1 Action card each
Learn the basics
Plantalea card back

The Plantalea game

Get ready to play.

Each player chooses five Plant cards from their collection — you decide your line-up, not a random draw. Choose one Action card: an Accessory or a Pest. A mat is optional — any table works.

  1. Place your five chosen Plants face down in the order you want to play them. Do not shuffle.
  2. Place your one chosen Action card face down, ready for the moment you need it.
  3. Choose who calls first. Call the category before revealing either Plant, then take turns calling after each matchup. For the easiest way to play, follow the categories from left to right as printed on the card.

A matchup is this simple.

Your five Plants compete one pair at a time. Choose the category before revealing. Use each category once per full round — going from left to right on the card is the easiest way to keep track.

  1. 1

    Choose a category

    Before either Plant is revealed, call a category that has not been used in this full round. For an easy game, use the next category from left to right on the card.

  2. 2

    Reveal

    Both players reveal the next Plant in their chosen line-up.

  3. 3

    Choose your moment

    Each player can reveal their one Action now, or save it for a later matchup. Use it once per full round.

  4. 4

    Compare

    Apply any eligible Action effects. The higher final score wins one point.

  5. 5

    Clear and swap

    Set aside the revealed Plants and played Actions. Mark the category used. The other player calls next.

The five categories.

Compare only the category called. A higher score wins. Following the categories from left to right on the card keeps all five matchups easy to track.

Light

The card’s light score.

Water

The card’s water score.

Humidity

The card’s humidity score.

Rarity

The card’s collector rarity score.

Care

A higher Care score means the plant is easier to care for.

These are game scores, not plant-care instructions.

A little help. Or a little trouble.

Your single face-down Action is a surprise. Reveal it during any one comparison to turn the scores in your favour — but only if its printed effect covers the category being compared.

+15

Accessories help your Plant.

Add the printed bonus to your own Plant’s score.

−10

Pests hinder their Plant.

Subtract the printed penalty from your opponent’s score.

One Action card per player for each full round of five matchups. Use it once, then set it aside. Accessories boost your own Plant; Pests reduce your opponent’s score. Rarity is never changed by Actions.

One quick example

Let’s call Light.

You play Grow Light: +15 to Light.

70 + 15 = 85. Their score stays at 58. You win the matchup and earn one point.

If your opponent has saved a Pest that affects Light, they can reveal it now. Apply its printed penalty before comparing.

Alocasia Black Velvet card 006 showing Light 70
Your Alocasia Black Velvet 70 + 15 = 85
Aglaonema Cherry Baby card 001 showing Light 58
Their Aglaonema Cherry Baby 58

One full round. Or make it a series.

Keep it simple: play one full round of five matchups. The player with the most points wins; a tied matchup gives neither player a point. Want the game to last longer? Play best of three full rounds (first to win two) or best of five (first to win three). Each full round has five matchups, with five chosen Plants and one Action per player. Agree the format before starting. If you are playing for a wager card, the overall winner takes it only after the single round or agreed series is decided.

The full rules, made clear.

What if a full round is tied?

Play sudden death: choose a category at random before revealing, then each player reveals one extra available Plant card. The higher printed score wins the full round. Repeat with another available Plant if needed.

How do Action effects combine?

If either player uses their remaining Action, apply its printed effect to the category being compared. An Accessory helps its owner; a Pest hinders the opponent. For example: add 15 to your own Care with an eligible Accessory, or subtract 10 from your opponent’s Water with an eligible Pest. Keep final scores between 1 and 99. Each Action can be used once.

How does wagering a card work?

Wagering is optional. If both players agree, each presents one wager card and sets it aside before play. Agree whether the winner is decided by one full round of five matchups, best of three full rounds (first to two wins), or best of five (first to three). The overall winner keeps their own wager card and takes the opponent’s. The wager stays fixed throughout the agreed game or series.

Can I start with an easier game?

Yes. Use five standard Plant cards each and leave out Actions and wagers. Play one full round of five matchups, choosing the category before revealing and following the stats from left to right on the card. Add Actions, wagers or a longer series when you are comfortable.

Let your collection keep growing.

For a collection cycle, play five full rounds with fresh Plants before resetting your collection.

  1. 1

    Play a full round

    Use five available Plants each and one Action each.

  2. 2

    Rest those Plants

    All five enter your resting pile after the full round.

  3. 3

    Choose fresh Plants

    Resting Plants cannot be selected again in this cycle.

  4. 4

    Reset after five full rounds

    All resting Plants you still own become available again.

A Plant won during the cycle rests until the reset too. You will need 25 available Plants each to complete five full rounds, plus extra cards for any sudden-death matchups.

Ready to choose your line-up?

Get to know the First Edition and find the plants you would bring into battle.

Explore the cards

Know your cards.

  • Standard Plants · 001–060
  • Pests · 061–065
  • Accessories · 066–070
  • Holographic Plants · 071–086
  • 1-of-1 Plants · 087–089

Game concept — rules may be refined as the game develops.