How to play
Setup, how a turn works and how the game ends, summarised from the rulebook by Eko, Meepzy's rules assistant.
Welcome to Power Plants, a game where you and your rivals grow a shared garden of magical plants, gather gems, and deploy loyal sprites to control the most valuable fields (p. 4). Here is how to set up, play, and end the game.
Setup
- Choose five Plant cards to play with and place them on the table in a vertical card column arranged by timing category: Morning plants at the top, Noon plants in the middle, and Night plants at the bottom (p. 8).
- Take the matching five sets of patch tiles from the box, adjusting tile counts based on player count if needed, and assemble the initial five-patch garden formation leaving space around the edges to grow (p. 8).
- Place all remaining patches into the bag and mix it well, then draw three patches to form the Nursery near the card column (p. 5).
- Each player chooses a color, takes their 20 Sprites, and takes a reference sheet if desired (p. 5).
- Randomly choose a starting player, give them the Wizard pawn, and make a general supply pile of Gems (p. 5).
- Beginning with the starting player and going clockwise, each player draws a hand of two patches from the bag (p. 5).
How a Turn Works
Taking turns clockwise, each player's turn consists of three simple steps (p. 4):
- Add a Patch: Choose one patch from your hand, place the Wizard pawn on it, and add it to any empty plot along the garden edge (p. 4). When adding a patch, you must be able to slide it into its plot without passing through a narrow gap (p. 11).
- Sprout or Grow?: Choose one of two activation options:
- Sprout: Activate only the Sprout power of the Wizard's patch (p. 4). Most plant types also let you add a free Sprite from your supply to this new patch (p. 4).
- Grow: Activate the Grow power of every patch that the Wizard's patch is touching, one at a time, but not the Wizard's patch itself (p. 4).
- End of Turn: Pass the Wizard to the next player clockwise and draw a random patch from the bag (p. 9).
How the Game Ends
When the last patch is drawn from the bag, the player drawing it must announce it, and each player gets one final turn holding one unplayed patch (p. 1). After all final turns are complete, if any of your Sprites are expelled after taking your final turn, you gain two Gems for each expelled Sprite (p. 1).
After the final turns and expulsions are done, the game is over and you proceed to Scoring (p. 1). Once scoring is complete, the player with the most Gems wins, with ties broken by the player with more total Sprites in the garden (p. 12).
This summary was written by Eko from the game's own rulebook. It covers the essentials, not every edge case. For a specific rule, ask Eko and get the page it came from, or open the manual in the Archive.