This is the full, no-secrets breakdown of how GREEN LIFE works โ costs, stats, odds, timers, and the ways you can play. If it's in the game, it's on this page.
GREEN LIFE is a grow game where your plants earn $GREEN for you over time. The basic loop:
Your farm has 5 levels. Higher levels unlock more grow slots and features. Buy-in is $25 (โ0.329 SOL, priced in dollars so it doesn't swing with the SOL price); upgrades are paid in SOL. Maxing out costs roughly 1.73 SOL total (โ0.329 entry + 1.40 in upgrades).
| Level | Upgrade cost | Normal slots | Mythical tent | Fast Auto spots | Kitchen slots | Daily pack limit |
|---|---|---|---|---|---|---|
| 1 (start) | $25 entry | 4 | 1 | 2 | โ | 25 |
| 2 | 0.20 SOL | 8 | 2 | 4 | โ | 30 |
| 3 | 0.30 SOL | 12 | 3 | 6 | 1 | 35 |
| 4 | 0.40 SOL | 16 | 4 | 8 | 2 | 40 |
| 5 | 0.50 SOL | 20 | 5 | 10 | 3 | 50 |
Separate from your farm, your Grower (your character) levels up to boost your stats permanently. You unlock 10 grower levels per farm level (so farm Lv5 lets you reach grower Lv50, the max). Level-ups are USD-pegged, paid in $GREEN.
| Grower levels | Cost each |
|---|---|
| 1โ10 | $0.10 |
| 11โ20 | $0.25 |
| 21โ30 | $0.50 |
| 31โ40 | $0.75 |
| 41โ50 | $1.00 |
Every level gives the exact same +0.20% to grow, harvest, and breed alike โ the price climbs as you go up ($0.10 โ $1.00/level) but the payoff per level never does, so a player who scrapes a few levels gets the same value each as a whale who buys all 50. At max (Lv50) that's +9.8% grow & harvest speed and +9.8% breed success, for about $25.90 total. Grow/harvest bonuses make your plants finish faster (down to a floor of 30% of the base cycle time); breed bonus raises your breeding success chance.
There are 16 strains across 5 pack rarities, plus the breed-only Mythical. A strain's Grow Power (GP) is its base earning weight โ the higher the GP, the bigger its slice of the rewards pool.
| Rarity | Strains (low โ high GP) | Base Grow Power |
|---|---|---|
| Common | Dirt Weed ยท Mexi-Brick ยท Midsters | 100 ยท 500 ยท 1,000 |
| Uncommon | Runtz ยท Blue Dream ยท Maui Waui | 2,000 ยท 3,000 ยท 4,000 |
| Rare | OG Kush ยท Sour Diesel ยท Gorilla Glue | 5,000 ยท 10,000 ยท 20,000 |
| Epic | Pineapple Express ยท White Widow ยท Gary Payton | 25,000 ยท 50,000 ยท 75,000 |
| Legendary | Grand Daddy Purple ยท Singapore Sling ยท Fire As F*ck | 100,000 ยท 250,000 ยท 500,000 |
| Mythical | Mythical (breed / egg only โ never in packs) | ~100 โ 1,000,000 |
A plant can be grown three ways, each with its own rules: as a Normal plant (below), a Fast Auto (ยง7), or โ for Mythicals only โ in the Mythical Tent (ยง8). Full art and stats for every card are on the Plants & Boosts page.
This is the most important section โ read it so nothing surprises you.
| When you pull it | Result |
|---|---|
| Before Day 22 | Plant dies โ the card is destroyed and the harvest pot is burned, total loss |
| Day 22 โ 30 | Survives, but a penalty: 80% of the pot lost at Day 22, shrinking by 10 points/day to 0% at Day 30. Any lost portion is burned. |
| Day 30+ | Full pot, no penalty โ a clean harvest |
Once a plant is ready, you have a 7-day grace to claim it. Ignore it longer and it counts as neglect: a Normal plant dies and its pot is burned. (A finished plant shows a ๐พ CLAIM countdown so you know the deadline without opening it.)
Rewards come out of a fixed emissions pool (half of the 420B supply). Each day the pool releases 0.025% of whatever remains โ a slow geometric drain with about a 7.6-year half-life. It never re-mints.
Your cut of the day's emissions is your share of total Grow Power: the more GP you're growing versus the whole network, the more $GREEN you earn every second.
Every plant's fair earnings are split two ways, always adding up to 100% โ never more:
Fast Autos are a second grow area for a quick, high-intensity payout.
Mythicals are one-of-a-kind cards you can only get by breeding or cracking a Weedster Egg โ never from packs. They grow in the Mythical Tent.
Consumables that supercharge a single Normal plant's Grow Power. Prices below are the reference market price in SOL (the market is player-to-player).
| Boost | Rarity | Grow Power bonus | Ref. price |
|---|---|---|---|
| ๐งช Nutrient Mix | Common | +5% | 0.005 SOL |
| ๐จ COโ Burst | Uncommon | +10% | 0.008 SOL |
| ๐ก Full Spectrum LEDs | Rare | +25% | 0.015 SOL |
| ๐ฑ Root Stimulant | Epic | +50% | 0.025 SOL |
| โฃ๏ธ Mystery Serum | Legendary | +100% | 0.035 SOL |
Cooked in the Kitchen (ยง10). Each multiplies all of your grower stats โ grow, harvest, and breed โ at once, for 24 hours. Reference prices in SOL:
| Grower boost | Rarity | Bonus to all grower stats | Ref. price |
|---|---|---|---|
| ๐ช Edibles | Common | +10% | 0.025 SOL |
| ๐ง Wax | Uncommon | +25% | 0.05 SOL |
| ๐ซ Hash | Rare | +50% | 0.10 SOL |
| ๐๏ธ Carts | Epic | +75% | 0.20 SOL |
| ๐ THC IV Line | Legendary | +150% | 0.50 SOL |
Unlocks at farm Level 3. You cook a plant card into a grower boost. Cooking destroys the card and takes 24 hours; you get 1 of the 5 grower boosts on a rarity-weighted roll โ a better card tilts the odds toward the stronger boosts.
| Cooked card | Edibles | Wax | Hash | Carts | THC IV |
|---|---|---|---|---|---|
| Common | 44% | 26% | 15% | 10% | 5% |
| Uncommon | 37% | 24% | 18% | 13% | 8% |
| Rare | 30% | 22% | 21% | 16% | 11% |
| Epic | 23% | 20% | 24% | 19% | 14% |
| Legendary | 16% | 18% | 27% | 22% | 17% |
Breeding fuses two cards into new ones. It's instant, capped at 25 breeds/day, and both parents are destroyed on success (the one exception: a Mythical parent survives a failed MythicalรNormal attempt). All breed costs are USD-pegged, paid in $GREEN.
Cost = sum of both parents' card cost: Common $0.10 ยท Uncommon $0.25 ยท Rare $1.00 ยท Epic $5.00 ยท Legendary $10.00. (A LegendaryรLegendary pair costs $20, not $5 โ it's an easy one to underestimate.)
Success: 50% base (up to 95% with grower/avatar bonuses). Two things can happen on a success:
A failed Normal breed still salvages 1 consolation boost, so it's never a total waste.
Cost = the Mythical's GP-bracket price + the normal card's cost (normal card here: 1โ $0.10 ยท 2โ $0.25 ยท 3โ $1.00 ยท 4โ $5.00 ยท 5โ $10.00).
| Mythical GP | Bracket cost |
|---|---|
| 100kโ200k | $1.00 |
| 200kโ350k | $2.00 |
| 350kโ500k | $4.00 |
| 500kโ750k | $8.00 |
| 750kโ1M | $15.00 |
Success = the normal card's jackpot chance +20% (up to 97%). On success โ one new Mythical with GP = the Mythical parent + 10% of the other card's GP (capped at 1,000,000). On failure, only the normal card is lost โ your Mythical survives.
Cost = the sum of both Mythicals' GP-bracket prices: 100kโ200k $1.00 ยท 200kโ350k $5.00 ยท 350kโ500k $10.00 ยท 500kโ750k $20.00 ยท 750kโ1M $35.00. (Every Mythical has a locked floor of 100,000 GP, so there's no bracket below that.)
Guaranteed fusion into one new Mythical. Its GP: mostly the higher parent + 10% of the lower (50% of the time), sometimes a graduated bonus up to nearly the full lower parent (49.5%), with a rare 0.5% full combine of both. Everything caps at 1,000,000 GP โ a Mythical at the cap can no longer breed.
The Egg is the only non-breeding way to a Mythical. You earn eggs with ticks:
Cracking an egg guarantees a strong pull โ no weak cards:
| Outcome | Odds |
|---|---|
| Epic strain | 35% |
| Legendary strain | 55% |
| Mythical (a flat 150,000 GP) | 10% |
Packs are USD-pegged, paid in $GREEN โ and 100% of the cost is burned.
| Pack | Cost | Contains | Daily limit |
|---|---|---|---|
| ๐ฑ Seed Pack | $1.50 | 1 plant card | 25โ50 by farm level |
| โ Mystery Pack | $1.00 | 40% plant card ยท 30% boost ยท 30% defend item (weapon/shield) | 25โ50 by farm level |
| โก Booster Pack | $0.50 | 1 plant boost item | Unlimited |
| ๐ซ Weapons / Defend Pack | $0.50 | 1 weapon or shield | 10โ50 by farm level |
| โญ PRIMO 3-Pack | $9.99 ($14.99 list) | 3 cards, guaranteed Rare+ (Rare 25% ยท Epic 50% ยท Legendary 25%) | 1 per day |
There's also a free Mystery Pack every day just for logging in (same 40/30/30 roll), and claiming it gives +1 egg tick. The premium PRIMO 3-Pack is a flat one-per-day for every player โ the fastest guaranteed path to high-rarity cards.
Every plant-card pull is a two-step roll โ first the rarity, then which card inside that tier:
| Rarity | Chance |
|---|---|
| Common | 45% |
| Uncommon | 30% |
| Rare | 15% |
| Epic | 8% |
| Legendary | 2% |
Within the chosen tier (each has 3 strains), the split is 60% low-GP / 30% mid / 10% high. Mythicals never come from packs. Boost pulls (Booster / Mystery packs) weight toward the weaker boosts: Nutrient 40% ยท COโ 30% ยท LEDs 20% ยท Root 9% ยท Mystery Serum 1%.
A player-to-player market in SOL for cards, boosts, eggs, weapons and shields โ you set your own asking price on every listing.
| Rarity | Floor |
|---|---|
| Common | 0.01 SOL |
| Uncommon | 0.025 SOL |
| Rare | 0.05 SOL |
| Epic | 0.15 SOL |
| Legendary | 0.5 SOL |
| Mythical | no floor โ free-range |
Shields can be listed for sale just like weapons โ the only thing they can't do is get fed into the Combine bench below.
Trade a stack of your lowest items UP into a top-tier prize. Five tools in one place:
You can only feed in Common / Uncommon / Rare items โ Epic and Legendary are the prizes, not the fuel, and shields can never be fed in (you can only win one). Every combine costs a flat $0.25 in $GREEN, and it's all burned.
Send your crew to raid rival farms for their $GREEN.
Pull weapons and shields from the Weapons/Defend pack (or the Mystery pack), or forge the top ones on the Combine bench. There are 10 weapons and 3 shields, each with a rarity from Common to Legendary.
A group betting game: 2โ10 players ante an equal $GREEN bet into a pot, the bong spins, and it pays out.
Invite growers and earn a cut of what your network earns and spends โ 3 levels deep, hard capped there:
You get 1 free avatar pick per farm level. Most are cosmetic โ but the boost avatars give a permanent, always-on stat bonus just for owning them (they stack with each other). Bought with SOL:
| Avatar | Price | Permanent bonus | Unlock |
|---|---|---|---|
| ๐ฆ Kong | 0.25 SOL | +3% Grow Power | โ |
| ๐ผ Puff Panda | 0.10 SOL | +3% harvest speed | โ |
| ๐ฅฝ Professor Chaos | 0.05 SOL | +3% breed success | โ |
| ๐ค Bot | 0.15 SOL | +2% to everything | Farm Lv 4 |
| ๐ง Penguin | 0.50 SOL | +5% to everything | Farm Lv 5 |
The 5 free avatars (Grower Girl, Ribbit, Grower Boy, Cat, Dog) each carry their own small permanent bonus too โ +1% to all stats apiece, one unlocked free per farm level.
Your $25 buy-in isn't just a farm โ every new grower gets:
There's no single "right" way to play โ GREEN LIFE supports several loops, and most growers blend a few. Here are the main ones:
Buy in, plant Normals, water daily, harvest on Day 30, claim, and reinvest the $GREEN into more plants and cheap packs. Level your grower and farm as you go. The safest, most passive path โ great if you just want to log in, water, and stack.
Lean on Fast Autos for full-size payouts every 7 days and reinvest fast to compound. You trade convenience for speed โ you must water on time and never pull early, or it's a total loss. Best once you can afford several auto spots.
Collect strong strains and breed for jackpot Mythicals (or crack eggs), grow them in the tent, then re-breed to climb their Grow Power toward the 1M cap. The path to the biggest earners and the rarest, most valuable cards.
Work the marketplace โ buy under-priced cards, combine Commons up the ladder, flip Legendaries and eggs, and time the floors. You can play almost entirely through the market if you read value well.
Run the Kitchen: cook grower boosts to supercharge your whole farm during big harvest windows, or sell the premium ones (they're scarce, so they hold value) to other growers.
Build combined power and run up to 20 raids a day for other growers' $GREEN. Manage your shield, pick your targets, and accept the burn on every attempt. High action, high variance.
Live in Spin The Bong โ ante up and go for pots across the three modes. Pure risk/reward, on your terms.
Post daily and grow a referral network for a passive 3-level-deep cut of everything your downline does (capped there, never infinite) โ plus a steady drip of egg ticks toward free Mythical shots. The more people you bring, the more you earn without touching a plant.