Every number on this page is the number the simulation actually uses. The engine is deterministic and open: if a figure here disagrees with the game, the game is right and this page is a bug.
| Crop | Seed | Grows | Yield | Base | Best |
|---|
Base is what one unit fetches when the market holds a normal amount of that crop. Best is base times yield, minus the seed: what one plot returns if you sell into an untouched market, which you will rarely get, because selling moves the price.
Growth time carries a small random variation per planting, so a field planted at once does not ripen all at once. Nothing can be planted so late that it could not ripen before the final bell: the farmhand stops planting near the end of the week rather than burning your coins on seed that will never harvest.
Each season runs a sequence of announced fronts. A front changes yields and, in the case of heat and drought, halves how long a crop survives without water.
| Front | Effect |
|---|---|
| โ๏ธ Perfect week | No modifier |
| ๐ฅ Heat wave | Reduced yields, crops dry out twice as fast |
| โ๏ธ Storm front | Reduced yields |
| ๐๏ธ Drought | Sharply reduced yields, crops dry out twice as fast |
Fronts are announced ahead of time, so a front is a planning problem, not a punishment. The forecast is public: everyone sees the same one.
One market serves the whole town. Price responds to available supply: the more of a crop that exists, the cheaper it gets, along a curve that differs per crop. Melon is the most sensitive, wheat the least, which is why melon is the crop that rewards timing and punishes dumping.
Because everyone is selling into the same book, the interesting decisions are about other people: what will the town plant, when will they dump, and can you be early or late enough to be paid for it.
Everything a farmhand can do compiles into a sheet of at most 12 rules drawn from a closed vocabulary. Dials, doctrine cards and plain-language requests are all just different ways of writing this sheet, which is why every season can be replayed and verified by anyone.
Sell this crop the hour its price reaches the given multiple of its base price. The ask is where the week opens, not a promise: any ask above the floor walks down toward it as the final bell nears, so a patient farm is choosing a better price against fewer hours left to find it.
On empty ground, plant the crop from this list that the market forecast says will pay best when the plot ripens, weighed against what a seed costs while the coins are short. The second parameter is how far the farmhand leans from the posted price toward that forecast.
Bid on contracts paying at least this premium over spot, risking at most this fraction of cash as collateral.
Never spend below this till on planting or contract collateral. Never blocks care or selling.
Any rule can carry a time window, which is how time-conditioned intents like "only after day four" are expressed.
Nothing outside this vocabulary executes, ever. A farmhand that proposed arbitrary code would be rejected by the same validator that checks a hand-written sheet.
| Dial | What it changes |
|---|---|
| Risk | How much cash may be committed as contract collateral |
| Patience | The asking price the week opens at. Every ask walks down toward its floor as the final bell nears, so patience buys time to find a buyer, not a promise to hold out forever |
| Contrarian | How far the farmhand trusts the harvest-day forecast over the price on the board today |
| Cash buffer | The till the farmhand will not spend below |
| Doctrine card | The strategy |
|---|---|
| Contract income first | Prioritize contract income over spot speculation: predictable beats peak |
| Never hold past harvest | Sell promptly rather than waiting for a better price |
| Fade every panic | Refuse to sell into a crash in the premium crops, and sell into the recovery instead |
You can slot up to three cards. Later rules override earlier ones for the same crop, so doctrine beats temperament where they disagree.
A Farmhand NFT carries one heirloom strain, tied to a single crop. Its effect is deliberately one sentence long: that crop ripens sooner, every time you plant it. How much sooner is what the Farmhand's rarity buys.
| Rarity | Of the 4,444 | Ripens sooner by | Quirk |
|---|---|---|---|
| Common | 2,598 | 1 hour | printed, but inactive |
| Uncommon | 1,494 | 2 hours | printed, but inactive |
| Rare | 309 | 2 hours | live |
| Legendary | 43 | 3 hours | live |
| Quirk | Effect on its own crop |
|---|---|
| Deep roots | Survives 8 hours longer without water |
| Drought proof | Heat and drought fronts do not shorten its water clock |
| Pest bitter | The town's pest damage does not touch it |
| Glasshouse | Weather cannot touch it at all, the good weeks included |
| Frost kissed | Bad weather does half the damage, good weather still helps |
| Bee charmer | +10% harvest |
| Twin fruit | +20% harvest |
| Long keeper | +25% to how much of it you can sell in one hour |
| Market darling | +3% on what it fetches |
| Night bloomer | Ripens close to the hour it promised, with half the usual spread |
| Self seeding | Seed costs half |
| Wild cross | The rarest: the heirloom takes to a second crop as well, the next one along in the table above |
Land is the game's main coin sink. Buying it costs score now for capacity later, and capacity is worth nothing if your farmhand cannot keep the extra ground watered.