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Weed Inc. is a global strategy simulation about creating a cannabis strain and pushing it into a world that eventually pushes back.

You begin with an empty lab, a little Kief and a map full of untouched markets. The first country is easy. What comes next depends on the strain you built, where you planted it and how much harm you’re willing to tolerate while the numbers climb.

Spread country by country

Grow gives you a direct foothold in legal markets. From there, your strain moves across borders on its own. Closed markets can’t be targeted directly, so sometimes the best route into a country starts next door.

When natural spread reaches a new region, the first country stays quiet on the map until you pop its Chaos bubble. Then the market comes alive.

Not every country is equally valuable. Population, suitability, legal status and geography all affect where your next Grow will do the most work.

Appeal turns untouched populations into Consumers. Addiction pulls those Consumers toward Addict. A strain that catches quickly can cover the map before you’re ready for what follows.

Build the strain yourself

Every run begins with an empty formula. There’s no starter strain waiting to make the important decisions for you.

Buy fragments and fit them into eight sockets to create four reacting pairs. Terpenes, Cannabinoids and Enzymes determine the reaction inside each pair. The stats on the fragments provide the raw strength.

A fragment with great stats can still be the wrong fit. Its type may break a reaction you need. Another fragment may add more Side Effects but complete the pair that pushes the whole formula forward.

The lab shows the old reaction, the new reaction and the final stat change before you pay. Fill all eight sockets to choose a Base, then keep replacing fragments for as long as your Kief holds out.

The product works. Now deal with it.

Consumers create Market Exposure. Addicts and Liabilities count twice. Side Effects and Liability push Global Response even faster.

Global Response never goes down.

You can invest Kief in permanent Institutions that reduce Public Harm and Market Exposure. That makes the run safer, but the Kief you spend there can’t buy another fragment, Shuffle or Grow.

The world also reacts to the run you’re actually playing. Hospitals notice local clusters. Ports begin sharing lists. Authorities learn your strain’s name. Events draw from the countries you reached, the damage you caused and the way you built the product, then leave you with two ways to handle the fallout.

Five runs, five different problems

• Green Rush is the standard Weed Inc. campaign. Build your strain and turn 75% of the world into Addicts.

• Chain Reaction doubles every reaction output. The bonuses grow, but so do the Side Effects.

• Legalize Weed begins in 2025 with only twenty legal countries. A country becomes legal once Addict reaches 20% of its population. Bring the total to 150 legal countries.

• 52 Weeks gives you one year to turn 50% of the world into Addicts.

• Human Liability asks for something uglier: turn 25% of the global population into Liability.

Before any scenario except Green Rush, choose two pieces of Run Equipment. Start with extra Kief, make Shuffle cheaper, strengthen reactions, open faster routes or build around Liability. The objective changes, so the same loadout won’t solve every run.

What’s in the game

• A country-by-country global spread simulation

• Eight fragment sockets, four reacting pairs and six reaction types

• Legal markets, closed markets and natural cross-border spread

• Permanent Institutions and an escalating Global Response

• World events based on your strain, geography and run history

• Five scenarios with pre-run equipment choices

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