A game for one sitting
Twelve cold nights.
One greenhouse. Enough supplies to make choices, but not to avoid them. Keep what you can until the thaw.
Last night’s report
No night has passed.
Rules, forecasts, and trade-offs
This is a fictional resource game with deliberately simplified plant behaviour. Each winter lasts up to twelve nights. Forecasts show an estimate and a ±2°C range; the actual generated temperature is always within that range. Only the next three forecasts are visible.
- The greenhouse adds 4°C to outside temperature. Each sealed pane adds 1°C permanently, up to three. Each fuel used adds 3°C for that night. The movable shelter adds 2°C to one plant.
- Cold damage is one health point for each started 3°C below a plant’s listed tolerance. Health reaches at most 10. A plant at zero is lost and cannot be revived.
- Moisture starts at 2. Watering adds 2 (capped at 3), then each night uses 1. Trying to use moisture below zero costs 2 health. An undamaged, adequately watered plant recovers 0.5 health.
- You can do one daytime job. Supplies gathered that day are available that night. Tending adds health to the sheltered plant before the night. No job can reverse a plant’s loss.
- Decisions commit one night at a time. Restart repeats seed 42 exactly. This model is designed for a short game and is not horticultural advice.