๐ŸŒฟ GRUMPY FIG RAISING ๐ŸŒฟ v16 โ€” RIVAL ROW: beyond the Deep Grass, three rival herders raise herds of their own โ€” mark three of yours ๐ŸŽ–๏ธ, walk through the far gate, and take their orchards fig by fig

a mothcom orchard minigame โ€” raise figs, raise wasps, and mind what shuffles in the tall grass
๐Ÿชจ 0 stone coins โœจ Pollen Dust 0 ๐Ÿ“… Day 1 โ˜€๏ธ ๐ŸŒฑ Figs 0 ๐Ÿ Swarm 0 ๐Ÿ“– Figdex 0/9

Orchard

๐ŸŽ’ WASP POUCH โ€” click a wasp to arm it, then click a fig to feed it directly. Or press Raise to add it to your loyal swarm. Scroll sideways for all ten species. sends every raised wasp home to the pouch (a fig already riding keeps its mount).
๐Ÿ“ฐ THE ORCHARD WIRE โ€”
๐ŸŒธ DEFENSE ROSTER โ€” your orchard figs. Tap one, then tap a soil bed in the garden to plant it as a tower. Sprouts are too young; the rider stays on interceptor duty. Planting costs real ๐Ÿชจ โ€” the waves pay it back.
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Walk: WASD / arrows / click. SPACE: net wasps, bonk threats, mist a fig. L: lift / set down the selected fig โ€” carried figs can't be trampled. Enemy figs arrive from Day 2: greenish-purple, zombie-shuffling, same grumpy face. The tall grass is honest now: wild wasps and wild figs live in it, drawn plain to see with their sprites โ€” walk into one to meet it: battle it, net it, offer it a wasp, call it home, or leave it wild. There are no invisible ambushes anymore. Every battle move is real biology โ€” and the horde AI remembers what worked against you. The orchard is bigger than the screen now โ€” the camera follows you. C: decouple the swarm โ€” raised wasps settle back into the pouch (a fig already riding keeps its mount). R: a selected fig rides a raised swarm wasp โ€” airborne, bird-proof, and it hunts birds for you. T: arm a stone-coin throw, then click anywhere to hurl the Baron's currency (1๐Ÿชจ, real damage). On the east edge stands a grass arch: ๐ŸŒพ THE DEEP GRASS โ€” step in and press SPACE for waves, glory and stone coins. By the Baron's stall stands a little flower-shop door: ๐Ÿšช BOUQUET DEFENSE โ€” step in + SPACE, and defend mothcom flowers' bouquets with your own figs as the towers. On the west edge stands a glasshouse: ๐ŸŒธ THE GREENHOUSE NURSERY โ€” step in + SPACE, hatch Starbloom Bouquets (the Baron's first is free), raise flower demons on wasp diets, and at Full Bloom send them out to the orchard as guardians. Under the north trees gapes a root-cellar hatch: ๐Ÿ•ณ๏ธ HUSK HOLLOW โ€” select a fig partner, step in + SPACE, and delve together through procedural root chambers. Loot fills a satchel that is only banked when you surface; a flattened partner can be carried (L), and every new deepest floor makes your partner permanently bolder โ€” +5 growth, +1 Delve Lv, and a higher health cap back in the orchard. Down south by the pond stands a checkered arch: ๐Ÿ THE FIG GRAND PRIX โ€” walk in on foot, step in + SPACE, pick a cup (Pollen, Thorn, or the Grand Fig Prix) and field a wasp from your pouch as your kart at the race desk โ€” it returns to the pouch after the race. Three laps against five rivals; the prizes are real stone coins and real wasps for your pouch, and a first Grand Fig Prix win takes the Golden Watering Can. v8 โ€” THE PULSE: the objective ribbon up top never empties (finish one, another rolls in, and your combo multiplies every reward), the Baron posts 60-second โšก flash orders, E is the smart key (feed the craving, lift the flat fig, open the stall, enter the door โ€” it reads the situation), the radar and alerts at top-right keep the sky honest, the ๐Ÿ“Š Herd dashboard sorts the whole flock, the ๐Ÿ“… Almanac holds dailies, your task queue and the season race against the Baron, and the Orchard Wire reports prices, trends and live events. Every dawn brings a Report Card. v9 โ€” TAMED GUARDIANS: an evolved fig riding a wasp no longer just drives a diving bird off โ€” it catches it, and the bird stays as a sky guardian that intercepts wild birds for you. A big fig on the ground (Grown or evolved) standing in a stampede lane can catch a llama the same way: it tramples husks and mutants and turns wild herds aside. Guardians are kept, not free: the bird is fed sprout figs, the llama is fed pouch wasps โ€” click either guardian to feed it, watch its satiety in the topbar, and heed the alerts, because an unfed guardian leaves. And at the Baron's stall: a ๐Ÿ„ mushroom umbrella for 20๐Ÿชจ, planted automatically on a measured-safe spot โ€” figs under it are bird-safe. v10: hold Shift to sprint at about 1.6ร— walking speed, and while a fig is lifted (L) over your head, press F then click a landing spot to throw the fig there in a high arc โ€” handy for rescues and rearrangements, and a landing fig bonks husks and mutant wasps for 4. v11 โ€” THE ARCANA: the orchard's great moments earn you the 22 Major Arcana of the Orchard Arcana โ€” a first sprout, a first evolution, a race won, a boss felled, a court of guardians held. Open the ๐Ÿƒ Arcana album for the deck and its riddles. Hold all 22 at once and fortune readings unlock forever: one dawn reading a day โ€” three cards, three real blessings. Held cards are also coin at the Baron's stall, in the Arcana Exchange: a golden seed, a moon parasol, the Baron's own ladle, and living recruits โ€” a Crystal juvenile, a veteran wasp-rider, and the First Winter Keeper himself. Spend a card, and its moment can simply be lived again to earn it back. v12 โ€” HERDER POWERS: ten of the Exchange's prices buy something grander than goods โ€” powers. Buy a power once and it is yours forever, used without limit; open the โœจ Powers panel on the topbar to equip one โ€” exactly one at a time โ€” tap โ‡„ Switch (or press Q) to cycle the slot through the powers you own, and fire it with X or the โšก button: a Moonbeam that mends, Flight over the orchard sky, a Capture Beam that recruits a guardian on the spot, the Muster, a Wasp Whisper, a Second Wind, a Shield Bloom, a Dawn Delayed, a Huskbane Lantern, and a Golden Hour that doubles three orders. Some powers need a breath between uses โ€” the Powers panel shows the wait. Powers are orchard magic: under roofs, roots and racing rules they rest. v13 โ€” THE BREAKING: walk up to a giant mutant wasp and press R to climb on โ€” it bucks for six seconds, so steer against its leans (A/D or โ†/โ†’) and mind the grip meter; survive, and the wasp is your steed for the session: faster than Flight, parked where you leave it (R dismounts, R re-mounts), and while you ride, SPACE or click fires its sting โ€” no netting from the saddle. It never hunts your figs again. v14 โ€” THE FIG GRAND PRIX: the racing room is a classic kart game now โ€” top-down, W/โ†‘ gas, S/โ†“ brake, A/D steer, hold a turn at speed to drift; grass is slow, walls and rivals bounce (nobody spins out), boost pads line the racing line, and mild rubber-banding keeps the field honest. Kart-wasp stats are compressed: a Menu โ„–1 kart can win the Pollen Cup on clean lines, and a โ„–10 kart still has to drive the Grand Fig Prix. v15 โ€” THE ORCHARD REMEMBERS: the game auto-saves itself to this browser โ€” every fifteen seconds when anything has changed, and at once on the big beats (a dawn, a purchase, an evolution, a guardian caught or lost, a power bought, a race paid, a battle or encounter settled) โ€” and restores itself when you return; watch for the ๐Ÿ’พ flash up top. Nothing saves mid-battle or mid-race. And battles grow the figs who fight them now: a win pays +7 GP as wild growth and counts toward a Battle Level (up every 3 wins, to Lv 10 โ€” more damage and health in battle), and even a loss or a hard-fought run teaches +2 GP. Battle growth can carry a fig to evolution, same as feeding. v16 โ€” RIVAL ROW: the Deep Grass has a far gate on its east edge, and beyond it lies the Row: a corridor, three rival orchards, and three herders who play by your rules โ€” Bram in his Bramble Yard, Madame Thorn on her Terrace, and Old King Fig holding Court. Open the ๐Ÿ“Š Herd dashboard and mark up to three of your figs ๐ŸŽ–๏ธ as the war-band; only the marked ones march with you, and the gate will not open for fewer than one. Inside an unconquered orchard you get a shout, three seconds of grace, and then his figs come for you in ones and twos โ€” contact starts the same turn-based battles as the tall grass, and your fighter is the first un-exhausted band fig (or you, when the band is spent). Win and the rival fig is beaten for the day; lose and your fig rests exhausted at the gate while the next steps up. The rival herders feed, net, rescue and interfere exactly as you do โ€” between battles they feed their next challenger back to full. Beat every fig in a herd in a single day and the orchard is conquered forever: its tribute chest by the gate fills at every dawn. And mind the dawns โ€” the Row's herds grow while you sleep, evolving on the same thresholds as yours. v17 โ€” THE CHESS PARLOR: Beside the Baron's stall, just south of the Bouquet Defense door, stands a checkered door: โ™Ÿ THE CHESS PARLOR โ€” step in + SPACE and play the full fig herder chess game against the Baron AI (Sprout, Grumpy, Baron, Old King) or a friend, with the twelve canonical portraits. The orchard waits while you play; step out with the Exit button or Escape and everything is exactly where you left it. v18 โ€” THE TAROT PARLOR: South-east of the Chess Parlor, beside the Deep Grass gate, stands a deep-green door trimmed in gold: ๐Ÿ”ฎ THE TAROT PARLOR โ€” step in + SPACE and read the full Fig Herder Tarot: Freeform draws plus the Past / Present / Future, Celtic Cross, Horseshoe, and Classic Twelve spreads, with both wrought-gold backs. The orchard waits while you read; step out with the Exit button or Escape and everything is exactly where you left it. v18 โ€” PAUSE: press P (or the โธ Pause button) to freeze the orchard mid-stride; press P again to carry on. Nothing moves, nothing hungers โ€” the orchard simply waits.