Simple Farmer
Field Guide

Crops & Boosts

Every crop and boost that grows in Simple Farmer, the Easy-tier farming game on the GreenLifeGame platform. Each card's power sets how fast it earns from the daily $GREEN release — paired here with its grow-cycle length and its exact, computed odds of being the card you pull once its rarity tier is rolled.

16Crops
5Boosts
5Garden tiers
1×–100×Garden range

🎲 Tier Roll

Every pack rolls a rarity tier first, then a specific card inside it. Common 42% · Uncommon 35% · Rare 20% · Epic 2.5% · Legendary 0.5% — one table, used by every ordinary pack and by boosts too.

⚖️ In-Tier Weighting

Inside a tier the cards aren't equal odds — each one's weight is 1 ÷ its own power, normalized against its tier-mates. Half the power is twice the pull chance. Fruit and veggie share one pool, never split.

🌱 Garden Multiplier

A higher garden tier scales a crop's power up and its grow time down by the same factor. One harvest pays the identical total either way — a faster tier just means more harvests per week. Full table below.

Common 42% tier roll Uncommon 35% tier roll Rare 20% tier roll Epic 2.5% tier roll Legendary 0.5% tier roll

Common

42% tier roll 4 crops
Potato

🥔 Potato

Veggie
Common57.4% in-tier
Power100
Grow cycle10 days
Banana

🍌 Banana

Fruit
Common23.0% in-tier
Power250
Grow cycle10 days
Carrot

🥕 Carrot

Veggie
Common11.5% in-tier
Power500
Grow cycle12.5 days
Orange

🍊 Orange

Fruit
Common8.2% in-tier
Power700
Grow cycle12.5 days

Uncommon

★★ 35% tier roll 4 crops
Cucumber

🥒 Cucumber

Veggie
Uncommon50.0% in-tier
Power1,000
Grow cycle15 days
Apple

🍎 Apple

Fruit
Uncommon33.3% in-tier
Power1,500
Grow cycle15 days
Tomato

🍅 Tomato

Veggie
Uncommon10.0% in-tier
Power5,000
Grow cycle17.5 days
Mango

🥭 Mango

Fruit
Uncommon6.7% in-tier
Power7,500
Grow cycle17.5 days

Rare

★★★ 20% tier roll 4 crops
Brussel Sprouts

🥬 Brussel Sprouts

Veggie
Rare54.5% in-tier
Power10,000
Grow cycle20 days
Kiwano

🥝 Kiwano

Fruit
Rare27.3% in-tier
Power20,000
Grow cycle20 days
Romanesco Broccoli

🥦 Romanesco Broccoli

Veggie
Rare10.9% in-tier
Power50,000
Grow cycle22.5 days
Dragon Fruit

🐉 Dragon Fruit

Fruit
Rare7.3% in-tier
Power75,000
Grow cycle22.5 days

Epic

★★★★ 2.5% tier roll 2 crops
Ghost Pepper

🌶️ Ghost Pepper

Veggie
Epic66.7% in-tier
Power100,000
Grow cycle25 days
Pink Pineapple

🍍 Pink Pineapple

Fruit
Epic33.3% in-tier
Power200,000
Grow cycle25 days

Legendary

★★★★★ 0.5% tier roll 2 crops
Glass Gem Corn

🌽 Glass Gem Corn

Veggie
Legendary60.0% in-tier
Power500,000
Grow cycle30 days
Yubari King Melon

🍈 Yubari King Melon

Fruit
Legendary40.0% in-tier
Power750,000
Grow cycle30 days

In-tier percentages are each card's computed pull chance once its rarity tier is already rolled — weight = 1 ÷ power, normalized against its tier-mates, rounded to one decimal place. A tier's cards may sum to 99.9–100.1% because of that rounding, not a math error.

Boost Items

Boosts

Five consumables, one per rarity tier, each raising a single planted crop's power for exactly as long as that crop's own grow cycle runs. One boost per plant — no stacking, no swapping once it's applied, and it can't be used on a crop that's already finished growing.

Compost

🪱 Compost

Common+1% power
Effect+1% power
DurationPlant's full cycle
Pull odds42%
Scarecrow

👒 Scarecrow

★★
Uncommon+3% power
Effect+3% power
DurationPlant's full cycle
Pull odds35%
Drip Line

💧 Drip Line

★★★
Rare+5% power
Effect+5% power
DurationPlant's full cycle
Pull odds20%
Beehive

🐝 Beehive

★★★★
Epic+10% power
Effect+10% power
DurationPlant's full cycle
Pull odds2.5%
Solar Array

☀️ Solar Array

★★★★★
Legendary+20% power
Effect+20% power
DurationPlant's full cycle
Pull odds0.5%
Garden Tiers

Same Payout, Your Speed

A garden multiplies a crop's power up by its tier and divides the grow cycle down by that exact same number — one finished harvest pays the identical total at any tier. What changes is throughput: a higher tier just finishes more cycles in the same stretch of real time.

power(tier) = base power × multiplier cycle(tier) = base days ÷ multiplier

1X Garden

Plots per farm level4
Cost per plotFree
Free at start4

Every farm level opens 4 more plots at no cost — the only tier that never needs a purchase.

2X Garden

Plots per farm level3
Cost per plot0.025 SOL
Free at start3

Double power, half the wait. 3 plots unlock per farm level.

5X Garden

Plots per farm level2
Cost per plot0.05 SOL
Free at start2

Five times the pace. 2 plots unlock per farm level.

10×

10X Garden

Plots per farm level1
Cost per plot0.1 SOL
Free at start1

Serious ground. 1 plot unlocks per farm level.

100×

☢️ Toxic Area

Total plots1, ever
Cost per plot0.25 SOL
Free at start0

One plot. Ever — it never scales with farm level, unlike the other four tiers. 100× power, 1/100th the wait.

Worked example — Potato: 100 power on a 10-day cycle in the 1X Garden. Move the same card to a 5X Garden and it becomes 500 power on a 2-day cycle — the same total $GREEN per harvest, but five times as many harvests in the same week.