π± Power Plants β Magic war
β 9/10
Players: 1β5
Play time: ~30 minutes
Difficulty: Light-medium
(BGG Weight: 2.52/5)
Type: Area control / Abstract strategy Mechanics: tile placement, area control, take that, variable player powers
Every wizard knows that the freshest ingredients make the best spells. Unfortunately, there is only one fertile plot in town β and every wizard wants it. You will all "share" the garden, of courseβ¦ but you have a plan. Your loyal imps will use the plants powers to sneak into the growing garden, so that when it is in full bloom, the most powerful plots become YOURS.
Power Plants is a magical area-control game where you place garden beds, choose between Sprout and Growth powers, collect gems, and send your imps to dominate the most valuable plots. Cozy and cutthroat β like a botanical knife fight between Hogwarts students. π»πͺ
π― Goal of the Game
Score the most points (tracked with gems) before the last garden bed is drawn from the bag. You score for:
π Gems collected during the game β some plants generate them directly
πΏ Special plant bonuses β extra scoring at end of game
π Plot control β connected beds of the same type form "plots." Bigger plot = more points
Control more beds than your opponents to control a plot. Bigger plots = exponentially more points!
π How a Turn Works
Place a garden bed from your hand into the garden (sliding it next to existing beds). You get 1 free imp on it.
Choose a power to activate:
Sprout Power π± β triggers on the bed you just placed
Growth Power π³ β triggers on adjacent beds of the same type
Pass the wizard pawn to the next player and draw a new bed from the bag.
The choice between Sprout and Growth is the heart of the game. Sprout powers are immediate and focused. Growth powers cascade from neighboring beds and are often more powerful β but require setup.
16 unique plants (you pick 5 per game!):
π― Honeyleaf β places imps on adjacent beds
π³ Deeproot β reaches beds in a straight line
β Starbloom β generates gems based on nearby imps
π₯ Woodburner β places gems and imps on adjacent beds
π» Dreadshade β moves imps and generates gems
π¦· Jawbreaker β captures enemy imps!
πΏ Bitevine β captures imps by matching bed type
π« Beanstalk β physically moves beds around the garden!
β¦and 8 more, each changing the game completely
π How to Win (Real Tips)
At 2 players, this game truly sings. You can track moves, plan Growth cascades, and the take-that feels personal.
Learn the 5 plants in your game. Each combination = a different meta.
Growth powers are usually stronger β but they need adjacent beds of the same type.
Plot control is where the big points are. Capturing imps is devastating β you pay 1 gem each to buy them back.
πΏ Why This Game Is Special
β The Sprout/Growth mechanism is brilliant. One simple choice β activate the new bed or the adjacent ones β creates incredible depth.
β 16 unique plants with stunning art by Apolline Etienne. Over 4,000 combinations!
β About 30 minutes. And then immediately: "One more. Different plants this time."
β Magical theme β wizards, imps, enchanted gardens, crystallized magic gems. Like a board game version of Herbology class. π§ββοΈ
β Mensa Select 2023 award. Training Mode + Solo Mode included.
π Why It's Not Perfect
β At 3+ players it gets more chaotic β but it's a beautiful, unpredictable chaos where nobody knows what's about to happen. Fans of structured play who like planning ten moves ahead should go for the 2-player variant. Either way β a perfect game if you want to squeeze every last brain cell.
β Don't be fooled by the cute art β this game is ruthless. Capturing imps, banishing them, moving entire beds β it's war in a flower pot.
β¨ Joke Time π
And what plant is Pablo? Snapjaw. Those snapping jaws, zero accuracy, maximum chaos. ππΏ
β My Impressions
Power Plants totally surprised me. I expected a light filler with pretty art and "for kids" vibes β and got a ruthless, elegant area-control game that takes 30 minutes and makes you immediately want to play again with different plants.
The Sprout/Growth core is one of those mechanisms that makes you wonder: "Why hasn't anyone done this before?" One choice, endless consequences. And because you pick only 5 of 16 plants per game, every session feels fresh.
At 2 players, it turns into a tense magical duel where every bed placement matters and every imp tells a story. The theme isn't pasted on β you genuinely feel like rival wizards fighting over a shared garden.
Fast enough for a weeknight, deep enough for game night, beautiful enough to gift to anyone who loves plants, magic, or controlled chaos.
π― Final Rating: 9/10
Fast. Beautiful. Deceptively deep. Perfectly ruthless at two.
Power Plants is proof that the best magic β like the best games β grows from the simplest spells. A must-have for anyone who loves area control, stunning art, and the occasional act of botanical sabotage. π±π§ββοΈ
Power plants - RULEBOOK