"It was our darkest hour. The warnings, the desperate cries … Nobody wanted to hear them. Until it was almost too late. When almost only burned soil was left. We were not saved by ourselves. It was the trees. As if they knew what the hour has struck. They showed us what mattered. But we understood and embraced them. Now we know what to do and help. As good as we can. With those few technologies that we have left. With new natural technologies that we gained from the Arbors. Green energy and oxygen are needed to overgrow burned soil with live-giving greenery. To find hope in our new world of Overgrown …"
(Dr. Ayleen Espero, specialist on oxygen)
In Planta Nubo players grow energy-rich flowers and plants in cloudy gardens – the treetops of the Arbors. Deliver them to bee-like airships which transport them to the biomass converters to be transformed into green energy. Sow woods on the freshly harvested soil. Energize helpful modules while your woods, your bots and the Arbor produce desperately needed oxygen. Make good use of your tools to perform actions and use your garden bot to help you grow flowers. Supply your platform bot with energy to use modules and operate Oxyfarms. Turn your Arbor into the best oxygen production facility! If you produce the most oxygen by the end of the game you win!
—description from the designer
- Flexible and impactful energy track
- Layered decision space with multiple upgrade paths
- Clear link between engine-building and scoring opportunities
- Visually appealing components (dual-layered mats, vines, tokens)
- Complex setup and learning curve
- Dense rules may deter new players
- Possibility of high variance depending on draws and token distribution
- Growth, resource management, engine-building through energy tokens
- A tree-top, dual-layered board representing the top of a tree; players place and harvest on the canopy
- Abstract engine-building with thematic tree motif
- Great Western Trail
Mechanics (from transcript analysis)
- Card slots around the board for progression — Cards placed around the board provide options to level up skills and influence engine actions.
- Die upgrades and token economy — Upgrading the die adds energy tokens to the track, increasing options but slowing progress; more tokens unlock more abilities and scoring potential.
- Energy track driven by a die — A die is moved along an energy track as players gain energy; the track pace can be modified by placing energy on black spaces, which slows movement and creates strategic tension.
- Token flipping for points — Tokens can be flipped to grant points when crossed, adding a layer of tactical timing to movement.
- Token-activated abilities via vines — Vines extending from the board connect to abilities; crossing or stepping on energy-tied spaces grants tokens that activate those abilities more often.
Video topics + discussion points
Quotes (from this video)
- I love that mechanism in the game and I'd love to hear your thoughts if you've played it or if you have a favorite a different favorite mechanism in Plano.
- this energy track in particular, I thought was a lot of fun to play around with, and I really like how flexible it was.
- The more spaces you add, the slower that you move.
References (from this video)
- Unique mechanisms and puzzle feel
- High variability and replay potential
- Interesting tableau-building and spatial layout dynamics
- Solid solo mode with defined tiers
- Heavy, sprawling rulebook with many edge cases
- Downtime and learning curve can be lengthy
- Thematic integration feels secondary to the mechanics
- Perceived limited strategic depth compared to other Rosenberg titles
- Sustainable energy and ecological stewardship
- Floating solar-punk garden in the sky
- Abstract ecological puzzle
- Holler Toow
- A Feast for Odin
- Cooper Island
Mechanics (from transcript analysis)
- card drafting — Draw endgame scoring cards and module cards from a market; some cards grant ongoing effects, others one-time actions.
- Card market and drafting — Draw endgame scoring cards and module cards from a market; some cards grant ongoing effects, others one-time actions.
- Delivery and freight containers — Deliver flowers to personal and public freight containers to gain points and to advance on income/point tracks.
- Forest tiering and income track — Tier forests on top of foundations to unlock income and additional scoring opportunities; progress on an income/points track for bonuses.
- Module cards and batteries — Module cards can be enhanced by batteries that influence scoring and ongoing effects; some actions are triggered by these modules.
- Pick-up and deliver — Deliver flowers to personal and public freight containers to gain points and to advance on income/point tracks.
- Rondel — Move around and utilize a rotating action dial (blueprint) to activate actions, deliver items, and trigger card effects.
- Rondel action selection — Move around and utilize a rotating action dial (blueprint) to activate actions, deliver items, and trigger card effects.
- Soil, soil-tile and flower-bed interactions — Soil tiles and flower beds are placed to create fertile foundations for forests and to provide future scoring opportunities.
- solo bot AI — A solo mode where an AI dictates a preferred action on its turn; uses bot charges and special rules to score and progress.
- tile placement — Place polyomino forest/flower tiles on a randomized blueprint map to create foundations for forests, unlock actions, and generate points.
Video topics + discussion points
Quotes (from this video)
- the crux of this game is utilized via these tiles that you place onto this blueprint map
- there is enough interaction to beat your own opponent to certain cards from the market
- it's pretty straightforward what you're trying to accomplish
- the rule book is lengthy and the complexity is high
- the solo mode has a lot of different challenging tiers to try it at
- plantan nubo is still a fun game
- there are a lot of tactical decisions and to me it felt like you are pursuing the same things over and over
References (from this video)
- Mechanics feel integrated and provide asymmetric options
- Solid euro-game pacing with meaningful decisions
- Early play can feel a bit dense for newcomers
- Some actions may feel non-intuitive at first
- La Granja
- Trajan
- Hollertau
Mechanics (from transcript analysis)
- action selection — Players place a tool between two randomized tiles to determine which action is taken.
- card play / tableau development — Cards can be adjusted and played into a personal tableau to grant asymmetric abilities.
Video topics + discussion points
Quotes (from this video)
- The Bloody Inn. This is on this was a play on a couple of plays on Board Game Arena, and I think the theme and mechanisms aren't as deep and complex and the theme isn't as enticing to me per se.
- Age of Steam is definitely a top-tier experience that I really want to play again.
- Power Grid is a fascinating game where you balance money, plants, and city growth.
References (from this video)
- UB Rosenberg pedigree
- Tree/nature theme is trending and appealing
- Very long play expectations; may vary in length
- tree growth and oxygen production
- Forest / ecological growth with oxygen emphasis
- eco-management with tree-building
Mechanics (from transcript analysis)
- Multi-use action cards — Cards serve multiple purposes and support engine building.
- Resource/oxygen economy — Players produce oxygen to win; economy intertwines with actions.
- Tree-based / nature theme — Tree growth and environmental emphasis as core engine.
Video topics + discussion points
Quotes (from this video)
- The theme seems fairly unique
- Looks adorable, looks really nice
- Stock market manipulation game
- two-player Co-op trick taking
- barista theme
- asymmetric guilds
- dynamic economic structure
- Malala-like system
- Tech trees
- the world is crumbling around you
References (from this video)
- novel track mechanism not seen before
- engaging push-pull between adding components and progressing on the track
- strong thematic presentation and flavor
- heavy weight may be a barrier for lighter gamers
- potentially longer playtime
- eco-architecture and canopy living
- cities perched on giant tree canopies
- heavy euro-style engine with strong thematic flavor
- Parks
Mechanics (from transcript analysis)
- central polyomino area — A central polyomino area represents city-building within the tree canopy.
- circular energy track — A circular track around the edge of the tree city; moving the energy token around charges abilities.
- energy tokens and track slowdown — Advancing on the track slows progress when adding new elements, creating a push-pull dynamic.
- Polyomino — A central polyomino area represents city-building within the tree canopy.
Video topics + discussion points
Quotes (from this video)
- I'm not going to do anything bad. Here's a question for you real quick.
- And by the way, a little gift for all of you. It's been raining like biblical proportions in Los Angeles.
- Fully simultaneous. So you're never really waiting for the other player.
- I never win these heavy games but I won my first play of a fairly fairly heavy game.
- This is a dueling game that leaves no question as to whether or not it's a dueling game because it has duel in the title.
References (from this video)
- brilliant worker placement design
- unique tool-based action selection
- charming theme
- vibrant presentation
- robot ability underused
- grid strategy not fully realized
- post-apocalypse
- peace with nature
- tree-top living
- Splum
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- one of the best if not the best boss battler out there
- this is the must get expansion if you're only going to get one
- you've never seen dragons quite like these they are stunning
- Simone Luciani strikes again
- freaking brilliant
- one of my top three favorite Thematic settings in board games
- live the best life you can
- be the best human being you can
- probably my game of the year
- there is no way it doesn't make it into my top 10 of the year