A vegetable plot at night, tin lanterns with mica windows, and moths coming in from the dark.
A moth knows one thing: it steps towards the brightest cell next to it. That is the whole of the game. Set a lantern and the light spreads in rings with numbers on them; shut one of its sides and the light stops there; hang a net on it and whatever arrives is caught. Keep every moth off the seedbeds until the night runs out, and do it with the oil you are given.
- 60 nights in five chapters, a single new rule per chapter: lanterns and nets, shutters that cut the light one way, gusts that push every moth a cell, hawkmoths a net only holds from the second turn, and mist that halves the glow
- Nothing is random. Each moth's next step is drawn on the board before you move, so you can see exactly what a lantern will do
- Oil budgets are minimums found by search, and a bot that just lights a lantern beside the nearest bed loses at least two nights per chapter
- Short Oil, the same 60 nights with lanterns that burn three turns instead of six, unlocked at 36
- A plot a day from the date, with a chain of nights to keep
- 24 catches to collect, each the picture of a light field you laid out
- A third star for a night where every moth ends in a net
Take any turn as slowly as you like, and undo it before the moths move.
The plot stays dark to the outside world: nothing is sent, nothing is sold, nothing advertised, no account made and no permission asked. Your nights live on the device.
Moths fly to the brightest cell. Light the wrong one and keep them off the beds