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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.

  1. Plant — 3 kg of catnip per cycle (the seed), paid in $USDG. 8-hour cycles, up to 3 per day.
  2. Harvest — 10 kg per cycle × rarity multiplier. Fertilizer adds +25%.
  3. Stock — the harvest sits in the garden. That's what cops raid.
  4. Deliver — up to twice a day. Delivered catnip earns Farmer points and is safe from raids.
  5. 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.

LineItemBuyerEffect
LabFertilizerFarmer+25% next harvest
LabOrganic compostFarmer+10% on all harvests, 3 days
LabGreenhouseFarmerCycle from 8h to 7h, 7 days
LabCatnip ConcentratePolice16h high, +5 pp raid chance
ArsenalFence · AlarmFarmer−10 pp raid chance each, 7 days
ArsenalLookoutFarmerSuccessful raids take half, 3 days
ArsenalLawyerFarmer / ProducerCancels one successful raid
ArsenalSecurityProducer−15 pp raid chance on the factory
ArsenalRadioPolice+5 pp raid chance, 7 days
ArsenalCrowbarPoliceIgnores one Fence or Alarm
ArsenalTurbo cruiserPolice−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 CopBad Cop
Raid chanceSameSame
Successful raidSeizes 30% of the exposed stockScores 20%, and the target pays a bribe to keep it
Failed raidNothingTakes a 5% cut anyway
BribesRefusesAccepts

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.

Whitepaper v1.3 Parameters are launch values. Any change is announced publicly and only takes effect after a 24–48 hour timelock.