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 visible

Make 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 reflexes

work 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
  1. Start with 1 water in each cistern. Each holds at most 4. There are exactly eight shifts.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.

Shift notes