Field guide
How poaching, bounties and the Season Chest work.
In this guide
Overview
Thirty minutes after ripening, an unguarded crop is fair game. Neighbors sneak past your geese, you post a $BOUNTY on the thief, and each 14-day season the Season Chest pays the top farms, clans and hunters. Half of all spending burns.
Bounty Season is a pixel farming game on Robinhood Chain. You plant, you pick, and you guard what you grow, because the neighbors can take what you leave ripe for too long. Every 14 days the season ends, the board resets and the Season Chest pays the best farms, clans and bounty hunters.
- Ripeness clock: a crop is yours while it grows and for 30 minutes after it ripens.
- Poaching: after that, any neighbor with energy can raid the farm and take 30% of its poachable crops.
- Bounties: a robbed farmer puts $BOUNTY on the thief; whoever raids the thief inside 24 hours collects.
- Season Chest: filled by Season Passes, half of all in-game spending and half of the creator fee; it can only pay what it holds.
- Season 0 is a practice season that ships before the token exists.
A season, start to finish
Every season ends on a date set before it opens. Latecomers are never late: the board resets and everyone plants again.
- Day 0
- Season opens: passes on sale · starter kits
- Day 1–13
- Farm, raid, defend, hunt: a leaderboard snapshot is committed on-chain at 00:00 UTC each day
- Day 14
- Final Harvest: for 24 hours raids cost half energy and every crop picked scores double
- Day 14 end
- Leaderboard locks: payout root posted
- Day 15
- Review window: 24 hours, guardians can halt
- Day 16
- Claims open: for 30 days
- Day 16+
- Next season: opens 48 hours after the lock
Gone at season end
- Harvest Score
- Crops, energy, defences
- Bounties, Wanted stars
- Season Pass
Kept in the barn
- Cosmetics and farm skins
- Titles and badges
- Farm layout
- Clan membership
Rewards still unclaimed after 30 days roll into the next season's chest.
Crops and the ripeness clock
A crop is yours while it grows and for thirty minutes after it ripens. After that it glows on the village map, and any neighbor with energy can try for it. The clock is server time, so nothing in a browser can fake it.
- Growing
- 30 min – 24 h · timer running
- Ripe
- 30 min grace · owner only
- Poachable
- 6 hours · any neighbor, one raid per ripening
- Withered
- after that · the crop rots, nobody scores it
Why a grace window: active players never lose a crop to a one-minute delay. The farms that feed the poachers are the ones planted and left alone for a day.
Seed catalogue · Harvest Score per crop
- Radish
- 30 min · 20 per pick · 40 per hour
- Carrot
- 30 min · 20 per pick · 40 per hour
- Wheat
- 2 h · 60 per pick · 30 per hour
- Potato
- 2 h · 60 per pick · 30 per hour
- Tomato
- 4 h · 100 per pick · 25 per hour
- Cabbage
- 8 h · 176 per pick · 22 per hour
- Strawberry
- 12 h · 240 per pick · 20 per hour
- Pumpkin
- 24 h · 432 per pick · 18 per hour
Score per pick. Stolen crops count exactly like grown ones.
A farmer's day
- 01Connect a wallet and sign in: a signature, no transaction.
- 02Buy the Season Pass: the farm appears on the village map, starter kit unpacked.
- 03Plant short crops first and set a planting queue.
- 04Deposit $BOUNTY for premium seeds, a guard goose, a fence.
- 05Get a ping when crops ripen and pick inside the grace window.
- 06Missed one? The theft log shows who, when and how much.
- 07Day 14: Final Harvest, the rank locks, claim from the chest.
Raids and defences
Pick a farm with glowing crops on the village map and sneak across it. The guard goose walks a patrol line, scarecrows make noise, fences force the long way round and a gate wants a timed lockpick tap. The server scores the run from your inputs; the browser never reports its own result.
Success chance = run score × (1 − defence rating). Defence ratings stack to a 75% cap: no farm is untouchable, and no raid is free.
Outcomes
- Success: Take 30% of the farm's poachable crops (at least one). They count toward your Harvest Score.
- Caught: The goose honks, the owner gets an alert, you lose the energy and gain a Wanted star.
- Either way: The attempt lands in the owner's theft log.
Defences
- Guard goose
- +30% · season · patrols, honks on contact
- Scarecrow
- +15% · 7 days · noise zone, slows sneaks
- Wooden fence
- +10% · season · longer path to the field
- Gate + lock
- +20% · season · timed lockpick step
- Night lantern
- +10% · 3 days · shrinks the dark zones
- Stacked ratings cap at 75%.
- Defences cover the whole farm: a goose guards the whole field on its patrol line.
- Every defence purchase follows the house split: 50% burned, 50% to the Season Chest.
- Defences reset at season end; the cosmetics on them stay.
Energy
- Plant or pick a crop (the hoe and the watering can are free)
- 1 energy
- Feed a coop or pen
- 2 energy
- Raid attempt
- 10 energy
- Revenge raid (within 1 hour)
- 5 energy
- Final Harvest raid (day 14)
- 5 energy
100 free energy a day (reset 00:00 UTC), spent first. Packs of 10 / 50 / 100 sold for $BOUNTY never expire.
House rules for poachers
- A raid claims every poachable crop on the farm: each one can be raided once per ripening.
- At most 3 raids on the same farm per day.
- New farms carry a 24-hour Sprout Shield.
- Raids between wallets on the same network score zero.
- Each Wanted star fades 48 hours after it was gained.
Bounties and Wanted stars
Open the theft log, put $BOUNTY on the thief's head, and the whole village sees it. Any player who raids the thief's farm successfully inside 24 hours collects.
- Post
- Any amount of $BOUNTY, minimum 1,000, held in escrow by the game for 24 hours.
- Hunt
- The thief appears on the public board with their Wanted stars and the reward.
- Claimed
- 90% to the hunter, 10% fee: half burned, half to the Season Chest.
- Unclaimed
- 90% back to the poster, same 10% fee.
- Stacked
- Three victims put three rewards on one head.
Wanted stars multiply hunter points
- 1 star
- ×1.0 hunter points
- 2 stars
- ×1.25 hunter points
- 3 stars
- ×1.5 hunter points
- 4 stars
- ×1.75 hunter points
- 5 stars
- ×2.0 hunter points
- +1 star per successful poach, +1 when caught.
- At most 5 stars; each fades 48 hours after it was gained.
- Stars show on the board and over the thief's farm.
Sheriff track
- Deputy
- 3 captures in a season
- Sheriff
- 10 captures in a season
- Marshal of the Valley
- the most captures in a season
Titles persist across seasons and show over your farm on the village map.
Badges
- Green Thumb
- pick 1,000 crops in a season
- Untouched
- no successful raid against you all season
- Night Owl
- 20 successful raids between 00:00 and 05:00
- Goose Whisperer
- your goose catches 25 raiders
- Most Wanted
- hold 5 Wanted stars at once
- Big Game Hunter
- capture a 5-star thief
- Good Neighbor
- cover 10 clanmates' fields on night watch
- Final Harvester
- top 10 on a Final Harvest day
Badges are cosmetic: a frame on the farm sign and a line on the player card. They never change a number.
The Season Chest
Every Season Pass, half of every in-game purchase, half of every bounty fee and half of the creator fee land in one chest per season. When the season locks, the chest is split by the final ranking. It can never pay out more than players and fees put in.
What goes in
- Season Pass
- 100% · $2 in ETH from every farm
- In-game spending
- 50% · seeds, defences, energy, land, cosmetics (the other 50% burns)
- Bounty fees
- 5% · half of the 10% fee on every bounty
- Creator fee
- 50% · the token's trading fee, split by the FeeSplitter contract
Where the chest goes
- 60%Top 100 farms: by Harvest Score, on a curve
- 25%Top clans: by each member's contribution
- 10%Bounty hunters: by hunter points
- 5%Next season: seeds the next chest
Farm curve: rank r has weight 1 / r^0.8 over the top 100. #1 gets 12.3% of the farm pool (7.4% of the chest), #10 gets 1.9%, #100 gets 0.31%.
How a season pays out
- Day 14 · 00:00 UTC
- The leaderboard locks.
- Day 14
- The payout table is built from the final ranking: 60% farms · 25% clans · 10% hunters.
- Day 14 → 15
- A Merkle root is posted to SeasonChest behind a 24-hour timelock; guardians can halt a bad root.
- Day 16
- Claims open for 30 days: claim() with the proof shown in the Chest tab sends ETH + $BOUNTY to your wallet.
- Day 46
- Anything unclaimed rolls into the next season's chest.
Every day's leaderboard hash is committed on-chain, so the final ranking can be checked against 13 earlier commitments.
$BOUNTY
Nobody needs $BOUNTY to win a season. The pass and the starter kit are enough to poach, get poached, rank and claim.
Price board
- Premium seeds
- 50 – 2,000 $BOUNTY · 50% burn / 50% chest
- Defences
- 500 – 8,000 $BOUNTY · 50% burn / 50% chest
- Energy packs
- 200 – 1,500 $BOUNTY · 50% burn / 50% chest
- More field (land)
- 500 – 2,750 $BOUNTY · 50% burn / 50% chest
- Clan founding
- 5,000 $BOUNTY · 50% burn / 50% chest
- Cosmetics
- 300 – 20,000 $BOUNTY · 50% burn / 50% chest
- Bounty postings
- min 1,000 $BOUNTY · 90% hunter · 10% fee (split 50/50)
Prices are set in $BOUNTY when a season opens, published on /season, and never move mid-season.
Holder tiers · cosmetic + convenience only
- Farmhand · 100,000
- name badge on the village map, 2 planting queues
- Rancher · 1,000,000
- everything in Farmhand, barn skin, saved raid routes
- Foreman · 5,000,000
- everything in Rancher, animated name plate, map filters, preview of next season's map
- Landmark · 10,000,000
- everything in Foreman, vote on next season's twist, exclusive seasonal farm skin
Tiers are read from the wallet at each season open: no staking, no lock.
What $BOUNTY can never do
- change a raid's success rate
- add Harvest Score
- raise the daily energy refill
- change the chest split
- skip the grace window or the Sprout Shield
Contract facts
- Total supply
- 1,000,000,000 $BOUNTY
- Launch
- Robinhood Chain launchpad (Pons V2), fair launch, WETH pair
- Team allocation
- 0%
- Presale / private
- none
- Liquidity
- locked by the launchpad at launch
- Creator fee
- → FeeSplitter (50% chest / 50% team)
- Mint authority
- none (fixed supply)
Team plan: the launch-block buy is earmarked for the Season 1 chest and will be deposited on-chain before passes go on sale, with the transaction linked on /chest.
Supply only goes down
- 50% of every in-game $BOUNTY purchase is burned.
- 5% of every bounty (half of the 10% fee) is burned.
- Burns settle on-chain in batches every 10 minutes, to the dead address, visible on the explorer.
- 15% of the team half buys $BOUNTY back for the next season's chest.
- Nothing mints.
Fees and where they go
- Season Pass ($2)
- every farm → 100% Season Chest
- In-game spending
- players → 50% burn / 50% chest
- Bounty fees (10%)
- bounty posts → 50% burn / 50% chest
None of these is team revenue. Everything players pay inside the game burns or goes back to players through the chest.
Team revenue: the creator fee
Every trade in the $BOUNTY launch pool pays a fee the launchpad routes to the creator-fee recipient. That recipient is the FeeSplitter contract, not a wallet: about 2.7% of pool volume (70% of the 1% base fee + a 2% creator tax). Anyone can call claimAndSplit(): 50% to the current Season Chest, 50% to the team treasury (a 2-of-3 multisig).
Example: $100,000 of daily pool volume ≈ $2,700 in fees: ≈ $1,350 a day into the chest and $1,350 to the team.
- 40%Development: game, art, audio, servers
- 20%Creator program + marketing
- 15%Buy back → next chest
- 15%Operations + security reviews
- 10%Reserve
B2B on top: Collab Season listing fees and clan sponsorships (20% placement fee) go to the team half. Published every month with transaction links on /token.
The game screens
The game runs in the browser at /play after a wallet sign-in (a signature, no transaction). One screen on desktop, a bottom tab bar on phones.
- Farm
- your farm, walked: hoe, water, plant and pick tile by tile; defences, barn, coop and the shop in the barn
- Village
- the map of every farm, ripe targets glowing, filters by defence rating and distance
- Bounties
- the board sorted by reward, stars and time left; your open bounties and captures
- Clan
- roster, night watch and clan score
- Chest
- this season's balance, the split, your estimated share and the claim button
- Shop
- seeds, defences, energy packs and cosmetics, priced for the season
- Log
- the theft log, your raid history and alerts
The sneak
A raid is a ten-second run across the target's farm: hold to crouch, tap to dash, stay out of the goose's sight cone and the scarecrow's noise zone, pick the gate's lock in time. A stealth meter tracks the run; the server scores it from your inputs.
Contracts and security
Farm state, timers and raid scoring run on a server-authoritative game API. Money, burns, daily leaderboard roots and payouts live in four contracts anyone can read.
SeasonPass
- buy(seasonId) payable: one pass per wallet per season
- price fixed in ETH when the season opens (≈ $2)
- forwards 100% to SeasonChest.fund(seasonId)
FarmVault
- deposit(amount): $BOUNTY into the game balance
- settle(batchId, spent): every 10 min; 50% dead address, 50% SeasonChest; daily cap
- withdraw(amount, deadline, sig): unspent balance only, daily cap + hourly circuit breaker
- the game token can never be rescued out of the vault
SeasonChest
- fund / fundToken: ETH and $BOUNTY, per season
- commitDaily(seasonId, day, root): leaderboard hashes
- postPayout(seasonId, root): 24 h timelock, guardians can halt
- claim(seasonId, eth, tokens, proof)
- rollover(seasonId): unclaimed after 30 days → next season
FeeSplitter
- the launchpad's creator-fee recipient
- claimAndSplit(): anyone can call; 50% chest, 50% team
- the split is constant; changing it takes a 24 h timelock
On-chain · anyone can verify
- Season Pass purchases
- Season Chest balance (ETH + $BOUNTY), per season
- Burns, settled every 10 minutes
- Creator-fee split (50/50)
- Daily leaderboard roots
- Final payout root + claims
- Guardian pauses and every admin change (timelocked)
Server · fast, validated
- Farm state and timers
- Sneak scoring
- Theft log and bounties
- Harvest Score ledger
- Clan scores
- Anti-cheat signals
Admin controls
- Two guardians can pause any contract at once; a pause ends by itself after 72 hours.
- Raising limits, changing keys or the fee split waits 24 hours in a public timelock.
- The operator key settles batches and posts roots, but can never move chest funds except through a timelocked payout root.
- Backing check after every vault change: tokens held always cover player balances + the chest's share.
- Hourly circuit breaker on vault withdrawals.
- Contracts reviewed before mainnet; addresses and verified source linked from the docs.
Fair play
- Faking a raid result in the browser
- The browser sends inputs, never outcomes. Raid tokens are single-use and expire in 30 seconds.
- Scripted sneak runs
- Runs are scored from the input trace; machine-regular timing or impossible paths void the run.
- Alt farms feeding each other
- Raids between wallets on one network score zero; repeated raids between one pair decay.
- Self-bounties
- Posters can't claim their own bounty; network-linked wallets can't claim each other's.
- Farming one weak target
- Each raid after the 5th on one farm in a season scores less; 3 raids per farm per day.
- Fresh farms getting picked apart
- Sprout Shield: new farms can't be raided for 24 hours.
- Scripted farms at scale
- One farm per wallet per season, a pass per farm, 60 actions a minute, a human check before the first raid each day.
- Final-minute raid floods
- Final-minute raids still resolve, but can't be retried.
- Suspicious scores
- Flags pause a farm's scoring until a person reviews it; every review is logged.
Fair play rules are enforced by the server and logged; a flagged farm keeps playing while a person reviews its scoring.
Roadmap
Phase 1 · MVP · weeks 1–3
- Farm loop: walk the farm, hoe / water / plant / pick per tile, 8 crops, coop
- Ripeness clock + village map with ripe glows
- Sneak v1 + guard goose, scarecrow, fence
- Theft log + 1-hour revenge raid
- SeasonPass, FarmVault and SeasonChest on a test network, then mainnet
- Season 0: a 7-day practice season with a chest the team funds (no token needed to play)
- Landing page, docs, public chest page
Phase 2 · Growth · weeks 4–10
- $BOUNTY launch on the Robinhood Chain launchpad
- FeeSplitter set as the creator-fee recipient at launch
- Season 1: a full 14-day season with the full chest split
- Bounty Board, Wanted stars and hunter points
- Clans, night watch and clan score
- Daily leaderboard roots on-chain
- Shareable 'Poached!' and 'Captured!' cards
- Web push notifications + mobile layout
Phase 3 · Upgrade · months 3–5
- Animals 2.0: cows, pigs, sheep; feed from the silo
- Gates with a lockpick step, night lanterns, weather
- Seasonal maps: autumn, winter and spring palettes
- Collab Seasons with partner crops
- Clan sieges: weekly clan-vs-clan raid nights
- Replays + a clip kit for creators
Phase 4 · Ecosystem · months 6–12
- Regional villages (more maps, the same chest rules)
- Holder vote on each season's twist
- Public leaderboard API for partners
- Crafting chains (mill, bakery, dairy) feeding score
- Tournament seasons with partner-funded chests
FAQ
Do I need $BOUNTY to play?
No. A Season Pass (about $2 in ETH) and the starter kit are enough to farm, raid, get raided, rank and claim from the chest. $BOUNTY buys more land, defences, energy and cosmetics; it never buys a better raid.
Can I lose everything to a thief?
No. A successful raid takes 30% of a farm's poachable crops, each crop can be raided once per ripening, a farm at most 3 times a day, and new farms have a 24-hour Sprout Shield. Pick inside the 30-minute grace window and nobody can touch the crop.
Where does the Season Chest come from?
Season Passes (100%), half of every in-game $BOUNTY purchase, half of every bounty fee and half of the token's creator fee. It is paid by the final ranking when the season locks and can never pay out more than it holds.
When can I claim?
Claims open on day 16, after the 24-hour review of the payout root, and stay open for 30 days. Anything unclaimed rolls into the next season's chest.
Is there a token yet?
Not yet. Season 0, a 7-day practice season with a chest the team funds, comes first. The contract address will be posted on this site and on @bountyRH at launch, nowhere else.
What happens to my score when the season ends?
Harvest Score, crops, energy, defences, bounties and stars reset. Cosmetics, titles, badges, your farm layout and your clan stay.
Honest take
What works
- The core loop creates stories by itself: a theft has a victim, a thief and a price.
- The chest is closed-form: it can only pay out what passes, spending and fees put in.
- Seasons restart the board, so a late player has the same shot as an early one.
- Season 0 ships before the token: the game has to be fun with nothing at stake.
What could go wrong
- Theft can feel bad. If losing crops stops being funny, players leave; the grace window, the 30% cap and the Sprout Shield are there to keep it painful, not ruinous.
- Scores are computed on our server. The daily roots make the ranking checkable, but players still rely on the game API between commitments.
- Automated farms will try anyway; the rules raise their cost, they don't make it zero.
- Every number here is a tunable default. Season 0 is where they get tested before real money is involved.
- Play-to-win fatigue is real: if the farm isn't fun on its own, no chest fixes that.
Bounty Season is a game. Season Chest rewards depend on final rankings and on what the chest holds when a season ends; nothing is promised. Nothing on this site, in the game or in any post is financial, investment, legal or tax advice. $BOUNTY is a utility token for use inside the game; it confers no ownership, rights or claims on any revenue. Digital assets are volatile: never spend funds you cannot afford to lose. Poaching, bounties and theft exist only inside the game. Bounty Season is an independent project and is not affiliated with Robinhood Markets, Inc. or with any launchpad. Check the rules where you live before you play.