LANTERN FERRY
Festival 01 · A planning puzzle

Twelve bells until dawn

Carry a little light
across the tide.

The festival is waiting on the far bank. Deliver twelve lanterns using three river routes, eight fuel, and a tide you can see coming. Every crossing is a choice.

Bell
Lanterns delivered
Fuel remaining
Score

Read the river

Each sail or wait uses one bell. The whole forecast is yours.

L low · R rising · H high · F fallingNow outlined in gold

Choose your cargo

12 lanterns

Select lanterns at the workshop, then choose a route. Cargo arrives immediately; return crossings are empty.

Amber · weight 1Teal · weight 2Violet · weight 3
How the score works
  • Each delivered lantern earns its printed value. Deliver by its due bell for 10 extra points; late cargo still earns its value.
  • Each complete color set (one amber, one teal, one violet) adds 25 points. Up to four sets.
  • At journey’s end, each remaining fuel adds 2 points. No points for undelivered lanterns.
  • The journey ends after bell 12, or as soon as every lantern arrives. Higher is better. The festival and forecast are deterministic.

Captain’s commands

Practice voyage

Try sail reeds A1 T1 · sail channel to return · wait to gain 1 fuel (max 8).

Your ferry is at the workshop. Choose cargo and make the first crossing.

Complete text state for agents
Every legal command right now

The three crossings

  • Reeds: capacity 3, no fuel. Open at low or falling tide. Violet lanterns are too tall for the reeds.
  • Channel: capacity 4, costs 1 fuel. Always open; accepts every color.
  • Lock: capacity 6, costs 2 fuel. Open at rising or high tide; accepts every color.
  • Return empty by any open route. Waiting stays at your current bank, uses one bell and restores one fuel, up to 8.
  • Invalid commands change nothing. help, state, and moves are free.

Voyage log

Every choice matters