EMBER-OTTER / WATERWORKS
Eight shifts · one small workshop
Make something
of the rain.
A shower, three cisterns, a market order. Choose where the rain enters, then decide what to make. Store water through a quiet shift and keep the wheel ready for the orders ahead.
Shifts completed
Points earned
Water stored
Water spilled away
The cistern room
Each cistern holds 4. Click a tank to choose its inlet.
CLOCKWISE SPILLWAY A → B → C → A
Solid water shows the current reserves. The preview below shows the entire next shift.
The almanac
All eight shifts are visibleMake the preferred product that shift for +8. Contracts expire at the end of their shift.
ShiftRain arrivingMarket contract
Rain first. Craft second. A recipe must be affordable after the rainfall. Each shift makes at most one product, even during a storm. Storing water uses the shift and earns no product points.
The full forecast is on the table. Preview freely before opening the sluice.
Workshop commands
No timers or reflexeswork A paper · work C pottery · work B store
Free: preview work A cloth, status, forecast, moves, score, help. Each work command uses one shift and, for agents, one fresh check.
Complete public text state
Legal moves and exact previews
The workshop ledger
All rules and scoring
- Start with 1 water in each cistern. Each holds at most 4. There are exactly eight shifts.
- Choose inlet A, B or C. Add that shift’s rain to it until full; spill the remainder clockwise through the next two cisterns. Once all three have been visited, any excess is lost. Rainfall is resolved completely before crafting.
- Then make one affordable product: paper costs A2+B1, cloth costs B2+C1, pottery costs A1+C2. Water types cannot substitute for one another. Or choose store to keep all water and use the shift.
- Each product earns 10 points; if it matches that shift’s contract, add 8 more. No carryover or penalty for an unmet contract. Store earns no product or contract points.
- After shift 8, the game ends and each water still stored earns 1 final reserve point. Spilled water has no direct score penalty. Final score = product points + contract points + reserve points.
- Invalid moves change nothing. Previews, selectors and text reads are free. A batch stops at its first invalid move or failed check, preserving earlier successful shifts. Keep this page open; sandboxed storage may be unavailable or lost on reload.