Plants vs Zombies: High Noon/Neighbourville Garden

The Neighbourville Garden is an Arena in Plants vs Zombies: High Noon. 
== In-game description ==
This is technically the tutorial area, but you can still fight PvP here! The Plants are holding off the outskirts of this town against a Zombie incursion. It's nice, quite and peaceful (for a war-torn town), and is filled with friendly neighbourhood Plants and Zombies you may know from other games. There's nothing special about this place (if you don't count the fact that the garden is somehow still pristine and untouched), so this combat-modifier-free zone is great for friendly or casual matches with no pressure. 
== Overview ==
As mentioned, Neighbourville Garden is the first Arena in High Noon and also serves as the battleground for the tutorial, introducing players to High Noon. This zone has no modifiers at all - combat is shaped purely by the two players' moves. 
In the game's lore, it's mentioned that it's a human enclave, an area of Suburbia not far from the Suburbia-Zomurbia divide and till recently not touched by combat. Nate and Patrice from the Dark Horse graphic novels do live in this town lore-wise, but they do not appear at this stage of the game whether in gameplay or cutscenes. Upon starting the game, players assume the role of The Peaskeeper, a peashooter Captain recently deployed to defend the town against an unprecedented Zombie incursion. At a later stage of the tutorial the player also assumes the role of Red Fielddevil, an All-Star zombie hero tasked to lead the zombie attack. Being the two tutorial heroes, the game sometimes portrays the fighting in ths zone as a struggle between Peaskeeper and Fielddevil, but any hero can fight here. 
== Map Features ==
This map is most reminiscent of Clash Royale, and is almost fully identical to the "plain Jane" map format used in gamemodes that omit environmental modifiers. A low stone wall (that can be shot over but not jumped over by most troops) divides a grassy field into two halves. The stone wall is destroyed in two places and those holes in the wall are the main way for ground troops to enter enemy territory and attack enemy Turrets. 
Plant Turrets are wooden platforms placed atop small trees. A Crazy Orb can be seen nestled underneath each tree's roots. Atop the platforms are two Weeds wearing a green army helmet, who attack by taking turns to hurl javelins made of sticks. Zombie Turrets are disused playground slides (with the slide pointing away from the Plant side). The Crazy Orbs are underneath the raised platform, which are each defended by a pair of slingshot-wielding Browncoats. 
== Cards ==
Plants
Name 	Type 	Rarity	Cost	Description
Weeds 	Fighter 	Common	2 	Foot soldiers of the plant army, Weeds are frail, but wiry and vicious! They are deployed in groups of five.
Peashooter 	Fighter 	Common	2 	Peashooter is brave and has been on the front lines since 2009! He shoots far and does reasonable damage, but is quite fragile.
Nut Barricade	Structure	Rare 	1 	A cheap, simple defensive fix, two Wall-nuts lashed together with some twine should hold back the enemy for a while.
Cabbage-pult 	Fighter 	Common	3 	The Cabbage-pult has a straightforward attack method - lobbing large cabbages at its targets. The cabbages burst on impact, splattering all nearby ground targets.
Lawn Veteran 	Fighter 	Common	3 	This grizzled fighter is here to give Red Fielddevil a bad day. Capable of taking a beating and also dishing it out, this veteran Weed fights with looted Zombie gear: a pole-vaulter's pole for a weapon and a football helmet to grant excellent defense.
Cherry Bomb 	Trick 	Rare 	4 	Hello, zombies, hello, plants, they're your Cherry Bomb! Select a spot anywhere on the map to deploy these explosive fruits, who will explode violently in a medium radius, incinerating its victims and knocking back survivors.
Big Stump 	Fighter 	Rare 	5 	This tree is really tough thanks to a thick layer of damage-reducing bark. Slowly trudging toward enemy towers, he can single-handedly reduce them to rubble with his mighty club hand. Excellent for sieging turrets and drawing enemy fire away from your more fragile troops.
Kernel-pult 	Fighter 	Epic 	2 	This courageous corn is the master of stalling! He lobs several kernels from long range, but he can sometimes throw a big lump of butter that stuns its target for a while. Take cover!
Snapdragon 	Fighter 	Epic 	4 	None escape his scorching breath. Though fragile, he breathes fire in a wide cone, roasting enemies! He starts out airborne but gets tired after a while and continues the fight on foot.
Zombies
Name 	Type 	Rarity	Cost	Flavour Text
Buckethead 	Fighter	Common	3 	A bucket on his head. What could go wrong? Possessing a small amount of damage negation and armour, Coneheads can survive much longer than most other cheap troops.
Browncoats 	Fighter	Common	2 	A mini-horde of five run-of-the-mill standard undead.
Jack-in-the-Box Zombie	Fighter	Common	3 	Is he more insane for bringing in MULTIPLE children's toys laden with explosives to the battlefield? Or less insane for figuring out he should throw the boxes instead of blow himself up with them? Hard to say. This crazed combatant lobs jacks-in-the-box at enemies, causing powerful explosions.
Zappy Imps 	Fighter	Common	4 	Summons a pair of wily, nimble ranged attackers. Demoted almost as low in the Zombie hierarchy as Exploding Imps, these two at least still have the right to wield a weaker model of the Future Imp's blasters. They make up for their fragility with their speed and a potent spray of laser bullets.
Basketballs! 	Trick 	Rare 	4 	The Catapult Zombies were too busy raiding sports shops to join the fight for Neighbourville in time. However with a replenished stock of basketballs and a secure vantage point atop a nearby rooftop, they could influence the fight just yet. A four-brain bribe will persuade them to pelt a selected area with basketballs, clobbering Plants into submission and sending survivors sprawling.
Flag Zombie 	Fighter	Rare 	5 	Start the invasion! Flag Zombie summons three Browncoats and two Coneheads around him when deployed and improves all his neighbours' movement and attack speed. The epitome of zombie wave attacks, he also gives the group 20% resistance against any attack or Trick that does area damage.
Suburban Gargantuar 	Fighter	Rare 	6 	Slow but durable, he usually only unleashes his wrath on buildings but will occasionally take it out a Plant. When reduced to half health, he hurls a nimble Imp at the nearest objective.
Balloon Zombie 	Fighter	Epic 	1 	A cheap, versatile flying option that the Plants somehow never see coming. Balloon Zombies drift airily towards the enemy, dropping onto the ground to fight on foot once their balloons are popped.
Mall Ninja 	Fighter	Epic 	4 	Decked out in mall-bought replica medieval armour of dubious quality, this zombie has a powerful arsenal of display weapons. He throws a bouncing shuriken at enemies from range, but defends himself with a shortsword up close.
== Detailed Card Info ==
Cards are arranged by faction, in order of rarity, and then by cost in ascending order.
===Plants===
====Weeds====
This card summons five Weeds, who fight with melee 'slaps' from their 'hands'. Making a return from Garden Warfare 2, Weeds are weak fighters that individually deal almost neglible damage, and due to their low health they are especially vulnerable to being wiped out by a splash attack. However their strength comes from their cheap cost and numbers. They are able to stall single-target attackers for a substantial duration, as well as harass or even defeat building-targeting zombies that (mostly) cannot defend themselves like the Suburban Gargantuar. 
====Peashooter====
A Peashooter can deal a substantial amount of ranged damage to both flying and ground enemies, using peas. This card is very effective on defense due to a healthy sun-to-damage ratio, particularly against building-targeters that won't fight back. However as a fragile single-targeter, it is vulnerable to being swarmed or destroyed by any low-cost Trick. It will not last long in enemy territory alone but makes for a solid damage-dealer against Turrets when a tougher unit meatshields the Peashooter. In fact, the 'Lawn Veteran shielding a Peashooter' combo is introduced in the tutorial. 
====Cabbage-Pult====
The Cabbage-Pult is the first splash-damage troop to be introduced to players,. It launches cabbages at enemies, dealing moderate damage to its primary target and reduced damage in an area around it. It's a reliable and cheap splash unit at 3 sun - the Tutorial instructs players to use a Cabbage-Pult (protected by a Nut Barricade to buy it extra time) to effectively defend against an attacking Flag Zombie and its summoned horde. Its main weaknesses are its slow firing speed, its inability to hit flying targets, and its limited efficacy against spaced-out or single targets. Additionally the splash damage is somewhat mild (especially compared to troops like Snapdragon who instead inflict area damage evenly across all targets) and so the Cabbage-Pult may struggle against hordes of tougher zombies, such as the Camel Zombies.
====Lawn Veteran====
In Clash Royale terms the Lawn Veteran is the Plants' first "mini-tank" - an inexpensive, versatile fighter that is notably durable for a troop of its low cost. Boasting a superb cost-to-durability ratio, the Lawn Veteran can be dropped on top of squishy attacking enemies on defense, or used to meatshield ranged Plants on attack (e.g. the aforementioned Lawn Veteran & Peashooter combo). The Lawn Veteran wears a football helmet taken from an All-Star zombie, and fights with melee attacks from his pole. He actually only has around 3x the hitpoints of a Weed, but the armour given by his helmet negates a large portion of incoming damage, granting him his impressive durability. 
====Nut Barricade====
Nut Barricades are non-attacking Structures, consisting of two Wall-Nuts bound together with twine. Being both immobile and harmless, they serve no offensive role (especially since they cannot be placed in enemy territory), but they have an even higher cost-to-health ratio than the Lawn Veteran. This structure is chiefly used defensively - it is good at distracting attacking zombies, particularly building-targeting enemies, to buy your defenses time. Friendly fighters should be placed further from the Barricade to ensure that enemy splash attacks aimed at the barricade do not hit them. This defense particularly shines when used in tandem with a ranged damage unit such as the Peashooter. 
====Cherry Bomb====
====Big Stump====
====Kernel-Pult====
====Snapdragon ====
===Zombies ===
====Browncoats====
This card summons five Browncoats, who fight with bites and punches. Making a return from Garden Warfare, Browncoats are weak fighters that individually deal almost neglible damage, and due to their low health re especially vulnerable to being wiped out by a splash attack. However their strength comes from their cheap cost and numbers. They are able to stall single-target attackers for a substantial duration, as well as harass or even defeat building-targeting Plants that cannot defend themselves like the Big Stump.
====Buckethead====
In Clash Royale terms the Buckethead is the Zombies' first "mini-tank" - an inexpensive, versatile fighter that is notably durable for a troop of its low cost. Boasting a superb cost-to-durability ratio, the Buckethead can be dropped on top of squishy attacking enemies on defense, or used to meatshield ranged Zombies on attack (e.g. Zappy Imps). The Buckethead wears the classic bucket on his head, and fights with melee attacks from a second, handheld bucket. He actually only has around 3x the hitpoints of a Browncat, but the armour given by his helmet negates a large portion of incoming damage, granting him his impressive durability. 
==== Jack-in-the-Box Zombie====
The Jack-in-the-Box Zombie is the first splash-damage troop to be introduced to players,. It launches exploding jacks-in-the-box at enemies, dealing moderate impact damage to its primary target and reducedsplash damage in an area around it. It's a reliable and cheap splash unit at 3 sun. Its main weaknesses are its slow firing speed, its inability to hit flying targets, and its limited efficacy against spaced-out or single targets. Additionally the splash damage is somewhat mild (especially compared to troops like Turquoise Skull Zombie who instead inflict area damage evenly across all targets) and so this Zombie may struggle against hordes of tougher Plants, such as the Hardcase Weeds.
==== Zappy Imps====
====Basketballs!====
====Flag Zombie====
====Suburban Gargantuar====
====Balloon Zombie====
====Mall Ninja====
==Card Analysis==
In this beginner arena the focus is on introducing simple cards and tactics to players (e.g. damage-dealers protected by a tank, swarm tactics to overwhelm single-target enemies, etc) as well as equipping them with a simple toolkit of various cards (damage-dealers, tower-attackers, cheap cycle unit, area damage trick, etc). 
While even in the beginner area there are many differences between Plants and Zombies, making for a slightly different kit of strengths and weaknesses, this Arena more than most others focuses on symmetry - ensuring that the Zombies won't have access to a key card that the Plants do and vice versa. Of the nine cards for each side, five are completely analogous to (and have the exact same statistics as) their counterpart. Weeds and Browncoats both fill the role of 'cheap weak melee fighters'; Lawn Veteran and Buckethead are each the "inexpensive melee tank"; Cabbage-Pult and Jack-in-the-Box Zombie both grant a cheap area-damage option for their side; and Cherry Bomb and Basketballs! are both a Trick that will do substantial damage to fighters in a medium area. Big Stump and Gargantuar are both durable, slow, big troops that exclusively target structures and are the equivalent of "win conditions" in Clash Royale (in CR terminology a 'win condition' is a card that is primarily responsible for winning games due to its ability to much more consistently deal damage to Turrets). However they're not perfectly analogous because Big Stump has a lower cost and natural armour whereas Suburban Gargantuar can occasionally strike plant Fighters and throws an Imp at half health. 
==Trivia ==
*This is the first Arena in High Noon, and the first to receive its own page.
*This Arena has a much larger volume of cards compared to other Arenas since it's the first Arena and therefore must give players enough cards to construct 8-card decks.
*With the nine cards unlocked, there are only nine unique 8-card decks that can be built per side. This is intentional, to make deckbuilding and playing very simple and formulaic for absolute beginners
*Players are technically not allowed to use their free Legendary cards in Neighbourville Garden. This is because they can only claim it after they complete the tutorial and also win the 3 matches needed to unlock the next arena. However, once they've done that they are still allowed to play in the Garden.
*This Arena had the most cards planned and scrapped in development. Firstly, there used to be twelve cards per faction, but it was slimmed down to nine to simplify deckbuilding and 'conserve' certain characters for a better usage elsewhere. Characters initially planned for introduction in the Garden and then scrapped included: Tall-Nut, Potato Mine, Chomper, Sunflower, Pogo Zombie, Zombomb, Disco Zombie, and Football Zombie.
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