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core loop

read the weather report -> choose glasses to make, signs to buy, and price per glass -> demand resolves into sales -> profit or a storm loss -> reinvest the next day

design notes

Lemonade Stand reduces a business to three daily inputs (glasses made, advertising signs, price per glass) and one exogenous variable, the weather (sunny, cloudy, or hot and dry), which shifts demand. Shocks are random: thunderstorms on cloudy days wipe out the day's investment, and street closures or wind that blows signs away also occur. Up to 30 players can each run an independent stand under the same weather. Signs are an early case of advertising spend used as a demand lever; the taxonomy has no mechanic for marketing spend, so the run proposes advertising-awareness.

relations

7 stored edges
uses

Customer value choice

Aggregate customers buy more at lower prices and with more advertising signs; sales are capped by the glasses made that day.

core
uses

Turn structure

Twelve rounds of one day each: the player makes decisions, the day resolves, and an earnings report follows.

core
uses

Weather

Each day is sunny, cloudy, or hot and dry, and the weather sets the demand level the price and sign choices act on.

core
uses

Advertising and awareness

Advertising signs bought each day raise that day's demand alongside price and weather, with no carryover between days.

supporting
uses

Treasury and budget

Cash on hand limits how many glasses and signs can be bought each day.

supporting
uses

Forecasting

The weather for the day is shown before the player commits to production.

supporting
uses

Random disasters

Thunderstorms void a day's profits; street closures and blown-away signs also occur.

supporting

sources

1
Wikipedia contributors (2026). Lemonade Stand. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gecatalog