This game is intended to show how Emergency Departments become crowded, and how effective different types of interventions might be to help it. There is always need to emergency care, so you can never 'win', but without the right strategy you can lose.
Every block is a patient. Teal patients are going home and leave by themselves. Yellow through magenta have finished their emergency care and cannot leave until an inpatient bed is released — the colour is how long they have waited.
The lime line is your cubicle capacity. The top of the screen is four times it. Waiting patients sink to the bottom because they have been there longest.
Input diverts arrivals. Throughput speeds up your own work. Output pulls inpatient beds and clears the floor. Corridor care adds twenty spaces — watch what it does to the occupancy figure, and what it does to occupancy.
Winter peaks about a minute in and then levels off. From that point the department can be held indefinitely — but only from one lever, and only by working it continuously. Every other way of playing runs out of capacity.