Docs The Garden Game
Game Mechanics
How Farmers, Producers and Police play, item by item.
#Farmers
Farmers grow catnip and are paid for what they deliver.
- Plant — 3 kg of catnip per cycle (the seed), paid in $USDG. 8-hour cycles, up to 3 per day.
- Harvest — 10 kg per cycle × rarity multiplier. Fertilizer adds +25%.
- Stock — the harvest sits in the garden. That's what cops raid.
- Deliver — up to twice a day. Delivered catnip earns Farmer points and is safe from raids.
- Sell — or sell catnip to Producers and cops on the Catnip Market. The pool's price per kg works as the floor.
New gardens get 48 hours of immunity on the NFT's first use only. Changing owner doesn't reset it.
#Producers
Each Producer picks a line: Lab or Arsenal.
- Lab — growth items for Farmers and Catnip Concentrate for cops (a refined dose that lasts longer and raises raid chance).
- Arsenal — sells to both sides: defense for gardens and factories, gear for cops.
Factories have a daily production cap (in hours, multiplied by rarity). Burning 2 kg of catnip raises the cap by 50% for 8 hours. Producer points come from the cost of what they make, not the sale price, so selling to yourself earns nothing.
| Line | Item | Buyer | Effect |
|---|---|---|---|
| Lab | Fertilizer | Farmer | +25% next harvest |
| Lab | Organic compost | Farmer | +10% on all harvests, 3 days |
| Lab | Greenhouse | Farmer | Cycle from 8h to 7h, 7 days |
| Lab | Catnip Concentrate | Police | 16h high, +5 pp raid chance |
| Arsenal | Fence · Alarm | Farmer | −10 pp raid chance each, 7 days |
| Arsenal | Lookout | Farmer | Successful raids take half, 3 days |
| Arsenal | Lawyer | Farmer / Producer | Cancels one successful raid |
| Arsenal | Security | Producer | −15 pp raid chance on the factory |
| Arsenal | Radio | Police | +5 pp raid chance, 7 days |
| Arsenal | Crowbar | Police | Ignores one Fence or Alarm |
| Arsenal | Turbo cruiser | Police | −1h raid cooldown, 7 days |
#Police
The rarest class. Cops raid gardens and factories, and the target of every raid is drawn at random — bigger stockpiles are more likely to be hit.
Catnip is police fuel. A high cop raids every 6 hours instead of 8, at full strength. A sober cop still plays, with −15 pp raid chance. Seized catnip becomes evidence: it scores points but can't be smoked or sold, so cops have to buy from Farmers and Labs.
Each cop picks a side:
| Good Cop | Bad Cop | |
|---|---|---|
| Raid chance | Same | Same |
| Successful raid | Seizes 30% of the exposed stock | Scores 20%, and the target pays a bribe to keep it |
| Failed raid | Nothing | Takes a 5% cut anyway |
| Bribes | Refuses | Accepts |
Neither side is always better: Good Cops do better against easy targets, Bad Cops against well-defended ones.
Bribes: after a Bad Cop's successful raid, the target pays 60% of the seized value to keep the stock. 80% goes to the cop and 20% is burned. Auto-bribe can be turned on.
Defense order on a successful raid: Lawyer cancels it → Lookout halves it → Bad Cop bribe.