You get plants in two ways that feed the same plot: roll your own, or take plants from another base and escape with them. Rolling is available as soon as you spawn. Stealing only pays if you leave with the plant.
Roll a seed into a plant you keep
Hold the roll control. The seed becomes a plant you keep. Every roll is a chance at something rare, and a strong roll can be a plant that keeps paying while you are away. That payout is what a good roll can do. It is not a rate owed on every seed.
A rolled plant still needs a spot inside your base. If the plot is full, place something else only after you free a tile or buy more room. Placement steps are on the place-plants guide.
Steal a plant someone already grew
Stealing takes a plant that already belongs to another player in your server. Break into their base, pick up the plant, and keep it only if you get away. Rare plants are the prize owners actually fortify, so the hard part is the walls and the escape, not finding the plot.
You do not bank a plant you drop on the way out. If the raid fails, the plant stays with the base you took it from.
Which route to use
Use both.
| Route | What you do | When it is the better spend |
|---|---|---|
| Roll | Hold the roll control from spawn and keep the plant | Your always-on supply, including plants that can pay while you are away |
| Steal | Enter a rival base and escape with the plant | A rare plant someone else already has, if their walls let you out |
Cash connects the two. A plant that pays while you are away funds the next roll, the next wall, and the next raid. No working code is confirmed for a free boost, so do not wait on a code list before you roll.
Named shop examples from one session include a strawberry, a tomato, and fruit trees. Those names are not a full plant index. See the plants and seeds pages for every name that is actually recorded, including rebirth plants.
