Skip to content
Spectrum · BASIC · Game 15 BASIC ● 6 of 6 units live

Yearfall

Rule a kingdom for ten years — feed your people, plant crops, trade land, and live with the delayed consequences of every choice.

Yearfall title screen on black: the rules, a small castle drawn in white lines, and 'Press any key to begin'
What you will build: ten years ruling a kingdom — feed your people, plant crops, trade for land, and grow or collapse.

Yearfall is a kingdom you cannot save — only manage. One hundred people, two thousand eight hundred bushels of grain, a thousand acres of land. Ten years to prove you can keep them alive.

This is the seventh game in Volume 2 — Patterns of State — and the purest of them: no opponent, no maze, no hidden information. Just three numbers and the trade-offs between them. Every value is on screen; the difficulty is entirely in deciding what to do with each.

The new idea is the whole game: state that persists and compounds across turns. Each year you spend grain to feed people and to plant fields, and what you have left — plus a harvest you cannot control — becomes next year's starting position. A bad choice does not punish you at once; it narrows what you can do a year or two later. That is delayed consequence, and learning to play it is learning to think past the current turn.

What you will build:

  • A kingdom held in three persistent variables — population, grain, land
  • Feeding under a constraint, and the starvation that follows underfeeding (the new idea)
  • Planting, and a random harvest that turns seed grain into more grain — or not
  • The ten-year loop, where population grows and choices compound (the new idea)
  • Trading land at a price that shifts each year
  • The finished game: a year-end report, a final rating, atmosphere, and replay

6 units. About 7–9 hours. This builds on Meet BASIC and Volume 1 — earlier games assumed.

Unit roadmap

Phase 1

The choices

The kingdom's state, and the two decisions that spend it — feeding and planting

Units 1–3 Complete
Phase 2

The years

A multi-year loop where population grows, and land you can buy and sell

Units 4–5 Complete
Phase 3

The reckoning

The finished simulation — year-end report, rating, atmosphere and replay

Units 6–6 Complete