Rheinhof — Guide

You build up your own farm: sow, harvest, keep animals, refine goods and sell at the market stall. Everything runs on play € — nothing can be bought with real money and nothing is paid out. Best of all: nothing spoils. Your plants wait patiently, so you can leave and come back any time.

Contents
  1. First steps
  2. Crops — what grows when?
  3. Watering
  4. Weather and seasons
  5. Buying fields and build times
  6. Upgrading fields
  7. Storage and extensions
  8. Market stall and orders
  9. The way to the customer — vehicles and delivery runs
  10. Bulk order
  11. Farm chronicle
  12. Weekly event
  13. Animals
  14. Animal welfare — outdoor runs and grooming
  15. Permanent crops — plant once, harvest again and again
  16. Buying a machine instead of renting it
  17. Farm accounts — what really pays off?
  18. Yard decoration — where the money goes later on
  19. Refining — where the profit is
  20. Helpers, machines and staff
  21. Market hall — trading with other players
  22. Full storage and forced sales
  23. Tips for the start

First steps

The farm starts with 0 € in the till — your money comes from the current account on the start page (the starting capital of the bank or a small loan, see the bank guide). This is how it starts:

Safety net: If you are completely broke (no money, nothing in storage, nothing on the fields), your neighbour lends you 3 € for seed — and you never have to pay it back.

Crops — what grows when?

Short crops earn experience quickly, long ones make more money per hour. All values per field:

CropTimeSeedHarvestSale valueFrom level
🌿 Grass3 min0.08 €5 bunches at 0.10 €0.50 €1
🌶️ Radishes10 min0.32 €5 bunches at 0.40 €2.00 €1
🥬 Lettuce30 min0.45 €6 heads at 0.90 €5.40 €2
🌾 Grain2 hrs1.60 €38 kg at 0.40 €15.20 €4
🥕 Carrots4 hrs3.20 €30 kg at 1.10 €33.00 €6
🌽 Corn8 hrs4.00 €120 cobs at 0.60 €72.00 €8
🎃 Pumpkin16 hrs8.00 €75 pieces at 2.20 €165.00 €10
🍓 Strawberries24 hrs12.00 €115 punnets at 2.50 €287.50 €12

The three small crops (grass, radishes, lettuce) yield even more if you upgrade the field — see the separate section below.

There are 15 levels; from level 15 (master farm) you permanently get 5 % more on every sale.

Watering

You can water each planting once — that cuts the remaining time by 20 %. The earlier you water, the more time you save. Later on, the water cart (bulk action) or the waterer (staff) can do this for you.

Weather and seasons

The weather can only ever help you — it never slows you down. That is a firm promise: there is no weather that makes anything grow slower than usual, there is no frost, no crop failures and no blocked fields. Your farm keeps running normally right through winter.

There are two kinds of good weather:

WeatherEffectRadishes (normally 10 min)
☀️ Sunnyripens 15 % faster8.7 min
⛈️ Thunderstorm10 % faster and waters for you7.3 min
🌤️ Fairripens 8 % faster9.3 min
🌧️ Rainwaters for you8.0 min
☁️ Cloudy · 🌫️ Fog · ❄️ Snownormal growth10.0 min

Rain takes work off your hands: sow in the rain and the field is watered straight away — you save the click and get the 20 % time saving for free, without any water cart. In return you cannot water that field again. With sun it is the other way round: there it pays to water yourself — both together ripen radishes in just under 7 minutes.

The weather changes every 3 hours; when it is due is shown above your fields. What always counts is the weather at the moment you sow — whatever happens afterwards no longer changes that planting. So you can leave with peace of mind.

📍 Sometimes it is the real weather. If it says “real weather in Leverkusen” above your fields, the actual weather is playing along — it comes live from the operator’s home system. If it rains out there, the rain waters your fields too. Next to the conditions you will also see the current temperature — that is purely for information: it changes nothing about growth, prices or yields, and it always refers to the moment you are looking. Without that note the game runs on its own weather. Nothing else changes for you: the real weather can only ever help as well, and even if the connection drops, play carries on as normal.

Seasons follow the real calendar and decide which weather is common: plenty of sun in summer, plenty of rain in autumn, more dull days in winter. And every season has its seasonal produce, which fetches +25 % at the market stall and when selling:

SeasonSeasonal produce
🌱 Spring (March–May)🥬 Lettuce · 🌶️ Radishes
☀️ Summer (June–August)🍓 Strawberries · 🌿 Grass
🍂 Autumn (September–November)🎃 Pumpkin · 🌽 Corn
❄️ Winter (December–February)🥕 Carrots · 🌾 Grain

Winter has a little less sun than summer — in return it is the season of stored vegetables. It balances out, and winter is never slower than having no weather at all.

Buying fields and build times

You start with 1 field and can grow to 24 fields. The first purchases are deliberately cheap: 2nd field 10 € · 3rd 25 € · 4th 50 € · 5th 100 € · 6th 150 € · 7th 220 €, then each further one costs 42 % more.

Building takes real time: fields 2 to 6 take 15/30/45/60/90 minutes, from the 7th field 4 hours each. Up to 3 fields are built at the same time; buildings and storage extensions, however, share one building site. In a hurry? Builders halve the remaining time (12 € per remaining minute, at least 5 € — so it is cheap close to the finish).

Upgrading fields

Every field can be improved on its own in two tiers. Each tier adds +1 item per harvest — a fixed number of items, not a percentage.

TierPriceBuild timeEffect
Tier 125 €30 min+1 per harvest
Tier 2100 €60 min+1 more, +2 in total
Fully upgraded125 €1.5 hrs+2 per harvest

It only works with the small crops: 🌿 grass, 🌶️ radishes and 🥬 lettuce. It does nothing for grain, corn, pumpkins or strawberries — the big crops yield plenty as it is. That is why it pays off mainly early on: for radishes, +2 bunches is a full 40 % more.

Worth knowing:

What is worth more — a new field or a tier on an existing one? Up to the 5th field, a new field wins. From the 6th, tier 1 pays off; from the 9th, tier 2 as well. Tier 2 barely pays for itself if you harvest purely by hand — it is really for farms with a harvester.

Storage and extensions

A storage slot is one shelf compartment; how much fits in differs per good (e.g. 30 bunches of radishes, but only 6 pumpkins per compartment). A part-filled compartment counts as a full one. You start with 5 slots.

Extending is purely a matter of money (no level required): the first stage adds 5 slots for 10 € (5 min build time), after that steps and prices grow with your farm — up to the final stage with 300 slots. From 85 % full the display warns you.

Market stall and orders

Customers queue at your market stall with orders. A delivery pays 1.3 times the value of the goods; regulars pay 5 % more per loyalty stage (max. 5 stages) — together up to 1.625 times. Declining is expressly allowed and costs nothing; after 10 minutes (4 at full reputation) a new customer turns up.

Reputation: The more orders you deliver in total, the faster new customers arrive — the wait drops from 5–60 minutes at the start to 2–15 minutes at full reputation (150 deliveries). Regulars also come back sooner.

Stall spots = customers at a time. Up to 9 spots are possible: 1 starting spot, 4 free ones (one each from level 3, 7, 11 and 14) and 4 bought ones (10 / 500 / 1,500 / 2,500 €). Even free spots have to be built — build time grows from 15 minutes to 6 hours per stall, only one at a time.

The way to the customer — vehicles and delivery runs

A vehicle is a bonus, never an obligation. That is a firm promise: without one you deliver exactly as before — one click per customer, money straight away, no waiting, no delivery charge, no fuel, no maintenance. There is no order that needs a vehicle.

What a vehicle does add: you serve several customers on one run — fewer clicks — and because the trip is worth it, the pay for the whole run goes up:

VehiclePricefrom levelCustomers per runBonus
— none —10 % (exactly as before)
🛒 Handcart60 €32+5 %
🚲 Cargo bike250 €63+10 %
🚚 Delivery van1,200 €104+15 %

The „🚚 Set off" button appears at the market stall as soon as you own a vehicle. It takes the orders that are completely in storage — from left to right, the way the customers are lined up at your stall — up to the capacity of your vehicle. Money and experience arrive immediately, just like a single delivery. The single „🤝 Deliver" button on each order card stays exactly as it was.

Your market runner uses the vehicle too. That is deliberate: if the bonus only applied to clicking by hand, hiring staff would cost you money. He keeps making runs as long as anything is deliverable, so he never delivers fewer orders than before — only better paid ones.

Is it worth it? Honest numbers. At level 3 a run with two customers brings around 2 € extra, so the handcart has paid for itself after roughly 17 hours of play. The cargo bike needs about 24 hours, the delivery van about 26. For comparison: a field upgrade (stage 1, 25 €) pays for itself in about 10 hours.

The bonus is the smallest of the market stall multipliers, on purpose: direct sale 1.0 · bulk order 1.25 (1.37 if completed) · order 1.30 · order on a full run 1.495 · regular customer stage 5 1.625. A loyal customer is worth more than the best vehicle — and no vehicle can outpace your fields, because without goods there is nothing to drive.

Bulk order

From level 5 the cooperative regularly puts one large order covering several goods on the counter. It is the calm counterpart to the market stall: it sits there for 12 to 16 hours and waits for you.

The next order arrives at the earliest 30 minutes after the previous one expires — not after you complete it. So delivering quickly does not speed up the supply; there are at most about 1.6 orders a day.

Is it worth it? It deliberately sits between a direct sale (1.0 times) and a good regular (up to 1.625 times). If you sit at the market stall all the time, you earn more there. The bulk order is for everyone who is away for a few hours in between — it will not run away from you.

Farm chronicle

The farm chronicle records what you have achieved on your farm and awards milestones and titles for it. There are six series:

SeriesMilestones at
✂️ Harvests50 · 250 · 1,000 · 3,000
🤝 Orders delivered25 · 100 · 300 · 750
🧺 Goods produced50 · 250 · 1,000
🌾 Feedings100 · 500 · 2,000
🌱 Different crops harvested4 · 6 · 8
📦 Bulk orders completed1 · 10 · 40

Every milestone reached earns experience: 20 XP for the first one, then 60, 150 and 400 XP. It never pays money and never pays goods — the chronicle is recognition, not an income. All together the chronicle is worth 2,180 XP, a good 5 % of the way to level 15, spread over weeks. So you can safely ignore it; it fills up on its own as you play.

What is counted are actions, not quantities: a harvest is a harvest, whether 5 bunches of grass or 115 punnets of strawberries come off the field. The harvester and the harvest crew count too.

Weekly event

Every now and then the arcade calls a weekly event for a few days — a harvest festival, a trade fair in Cologne or a rail strike, for example. You will spot it by the “🌍 This week” banner at the top of the game, including the time left. On the farm it changes exactly one thing: the customer pace at the market stall — during a harvest festival customers queue up faster, during a bad event less often (±10–20 %). More customers do not create money out of thin air: your goods keep growing at their own pace. There is nothing to miss out on — no event offers anything exclusive, it only shifts the pace.

Animals

Animal buildings come empty — you buy animals one by one and the dealer delivers them automatically:

Chicken coop (from level 3): 150 €, 6 slots, extendable to 18. Cow pasture (from level 6): 700 €, 3 slots, extendable to 12. Feed, wait, collect — eggs and milk are the ingredients for your workshops.

Animal welfare — outdoor runs and grooming

Looking after your animals gets you more — not looking after them costs you nothing. That is a firm promise, just like with the weather: there are no sick animals, no dying animals, no falling yields and no lockouts. Without a run and without grooming your building works exactly as before. Animal welfare only adds on top.

🌿 Outdoor run — build once, more forever

Every animal building can be extended with an outdoor run, individually and in two levels. Each level gives +1 piece per animal and round — a fixed number of pieces, not a percentage.

LevelPriceBuild timeEffect
Level 115 € per slot2 hrs+1 per animal and round
Level 235 € per slot4 hrs+1 more, +2 in total
Fully built50 € per slot6 hrs+2 per animal and round

The price follows the size of the building: a chicken coop with 6 slots pays 90 € for level 1, one with 18 slots pays 270 €. That way the run pays for itself just as fast on a small farm as on a big one.

What it brings (full building, continuous feeding):

Animalno runLevel 1Level 2
🐔 Chicken3 eggs · 0.67 €/hr4 eggs · 1.07 €/hr5 eggs · 1.47 €/hr
🐄 Cow4 litres · 1.10 €/hr5 litres · 1.40 €/hr6 litres · 1.70 €/hr

Worth knowing:

Is it worth it? With continuous feeding level 1 pays for itself after roughly 37 hours (chickens) or 50 hours (cows) — faster than the animals themselves. Level 2 is much slower (around 88 and 117 hours) and mainly pays off when an animal keeper feeds around the clock.

🪮 Grooming — costs nothing but a click

"Groom the animals" brushes and tends one building. It costs no money. The building then counts as groomed for 3 hours: every round that starts during that time finishes 15 % faster. On top of that you get 1 XP per groomed animal.

Run and grooming stack: a chicken with a full run in a freshly groomed coop brings 1.69 €/hr instead of 0.67 € — about two and a half times as much. The figures page also shows how many extra pieces the run has brought you in total.

Permanent crops — plant once, harvest again and again

Next to your fields you can set up permanent crops. They are planted once and then harvested over and over — no seed, no watering, no replanting. When you harvest, the next round starts right away. Ripe stays ripe: nothing spoils, nothing expires. You find them on the 🐔 Yard tab, below the animal buildings.

Cropfrom levelPriceCycleHarvest€/hrmax
🫐 Raspberry hedge370 €4 hrs4 punnets à 1.20 € = 4.80 €1.20 €8
🍎 Apple tree6165 €8 hrs14 kg à 1.60 € = 22.40 €2.80 €6
🍯 Beehive9210 €12 hrs8 jars à 5.40 € = 43.20 €3.60 €4

Establishing time: the very first harvest takes longer — one and a half times a normal round (hedge 6 hrs, tree 12 hrs, hive 18 hrs). After that the normal cycle applies. While establishing, the tile says “establishing”.

When does it pay off? Every planting is paid for after about 58 hours of play — the same for all three, so you decide by your own rhythm and not by the maths. Per hour, permanent crops bring less than a field (1.20–3.60 € against 6.80–11.48 €). Their advantage lies elsewhere: they need no click to re-sow and no seed money. If you only drop by briefly, an apple tree hands you 22.40 € in one session — without you having prepared anything.

The animal keeper harvests them too as soon as he is under contract — and at no extra cost: his wage still follows only the number of your animals. Unlike the harvest crew in the fields, nobody keeps a share here.

You can sell raspberries, apples and honey at the market stall, deliver them in orders and put them into a bulk order. Not yet possible is trading them in the market hall — it only knows the field, animal and workshop goods so far.

Buying a machine instead of renting it

You can not only rent the harvester and the seed drill, you can also buy them. After that they are yours and run forever without rent. There are no follow-up costs: no diesel, no servicing, no subscription, nothing at all. Paid once, done.

The purchase price follows the number of your fields, just like the rent does: 36 € + 9 € per field.

FieldsPurchaseRent 24 hrsPurchase paid off after
145 €11 €96 hrs of continuous use
690 €23 €96 hrs of continuous use
12144 €36 €96 hrs of continuous use
24252 €63 €96 hrs of continuous use

So buying always costs exactly as much as four days of continuous rental in the cheapest package — no matter how big your farm is. If you rent in small packages instead (1 hour for 3 € with six fields), the purchase has paid for itself after 30 hours.

The crew is still required: no harvester without the harvest crew, no seed drill without the sowing crew (150 € each). A running rental simply stays and expires — nothing is lost.

What does not change: the share the harvester keeps from a harvest (up to 35 %) stays the same. It depends on the harvest, not on the contract. And the rent stays exactly as it was for everyone who does not want to buy.

Farm accounts — what really pays off?

On the 📊 Figures tab, below the yield calculator, you find the farm accounts. The yield calculator shows what a crop can bring. The farm accounts show what it really brought on your farm — including everything that gets in the way: idle time, harvests left standing, and the share the harvester kept.

For every branch (fields, animals, workshops, permanent crops) and every crop you see:

Wages are deliberately not included. Staff and machines cost time, not crop — spreading them over individual crops would be a claim, not a measurement. What they cost is shown as its own tile above.

With “🔄 Reset the figures” you start the evaluation over, for example after a rebuild. This only affects the numbers — money, goods and experience stay untouched. The farm accounts are display only and influence nothing in the game.

Yard decoration — where the money goes later on

At the bottom of the 🔨 Extensions tab you find the yard decoration: ten things you can buy so that your yard looks like something.

🌷 Flower bed 250 € · 🪑 Bench by the gate 400 € · 🐦 Bird house 700 € · 🧱 Paved path 1,200 € · 🪵 White picket fence 1,800 € · ⛲ Old well 2,600 € · 🐈 Farm cat 3,400 € · 🐕 Farm dog 4,500 € · 🎏 Weather vane 6,000 € · 🚜 Vintage tractor 9,000 € — 29,850 € in total.

And now the important part, quite honestly: these things give you no advantage whatsoever in the game. No yield, no speed, no discount, no unlock. They simply stand there. In return they never cost anything again — there is no upkeep.

They are meant as a goal for later, when fields, buildings and workshops are fully built and money would otherwise lose its meaning. The total of your ornaments appears in the figures as “yard pride” — that too is only a number and controls nothing.

One note: ornament does not count as an asset. If you delete your save, you get nothing back for it.

Refining — where the profit is

Workshops turn cheap goods into expensive ones — the best hourly rate on the farm:

WorkshopRecipeTimeAdded value
🌾 Mill
(from lv 5, 600 €)
5 kg grain → 2 bags of flour (4.40 €)25 min+2.40 €
🍰 Bakery
(from lv 7, 1,800 €)
2 flour + 4 eggs + 1 milk → 1 cake (12.50 €)60 min+6.00 €
🍰 Bakery1 flour → 8 bread rolls (4.16 €), from lv 730 min+1.96 €
🍰 Bakery2 flour + 3 eggs + 4 strawberries → 1 strawberry cake (26.00 €), from lv 1275 min+10.70 €
🧀 Dairy
(from lv 11, 2,600 €)
8 litres of milk → 1 wheel of cheese (16.50 €)90 min+9.30 €

Refining also saves storage space — bulky grain becomes compact flour.

Bread rolls come with a guaranteed outlet: per hour they earn less than cake (+3.92 € instead of +6.00 €), but hospitals (breakfast service) and apartment buildings (breakfast basket) sign supply contracts for them — you offer them in the market hall under “🚚 Supply contracts” (base price 0.52 € each) and then deliver automatically every day, without waiting for market-stall customers.

Helpers, machines and staff

The four bulk actions (Harvest all, Sow as before, Plant all free ones, Water all) have to be paid for once: 150 € each, then they belong to your farm for good. After buying, the crew needs 60 minutes of training before it starts working.

Important: The harvest crew and the harvester machine keep 35 % of the harvest as their pay. If you click each field yourself, you give up nothing — doing it by hand always stays free. You get the full experience (XP) either way.

Machines by the hour (each needs the matching crew): the harvester and the seed drill keep working while you are away. Packages from 1 hour for 1 € up to 24 hours for 9 € — the rent rises with the number of your fields. There are also five farm staff contracts (animal keeper, workshop foreman, market runner, waterer, salesperson): paid by the hour, and the longer the contract, the cheaper the hour.

Market hall — trading with other players

From level 4 you can unlock access to the market hall for a one-off 200 €: sell what you have to spare and buy what you are missing — from real fellow players. Everything else is in the market hall guide.

Full storage and forced sales

If storage overflows, the farm shop buys new harvests at once — but with a 20 % deduction (you get 80 % of the market price). So nothing is lost, but you miss the order bonus and the refining. The fix: deliver orders, sell stock, extend the storage — or hire the salesperson, who sells surplus in time at the full price.

Tips for the start