A SMALL GAME OF SHARED WATER

The last water

Fill your barrel with 14 buckets before the tap closes.
Meryem is filling her household’s barrel too.

18moves left
THE AFTERNOON CISTERNA finite supply
Your household

0 / 14 stored

Carrying 2 / 6

28buckets left
in the cistern

Meryem’s household

0 / 14 stored

Carrying 4 / 6

Each can holds one bucket.No water spilled

How you feel

estimates

Across the courtyard

Meryem

“We have until the tap closes. I’ll work on my household’s barrel.”

No gifts have been exchanged yet.

A few things to try

Alternate carrying water and filling your barrel. Your cans hold six, and you can pour three in one move. A careful trip never spills; a quick lift may save a move but takes more strength.

Meryem can refuse a gift if her cans are full. If you borrow, leave time and two buckets for the return. Filling your own barrel and helping hers are separate outcomes.

Your next move

Move 1 of 18

One move = 10 shared minutes, with one action each. You act first; Meryem then replies or chooses her action.

Speak with Meryem

An offer, request or loan uses your action to ask and hers to reply. Yes or no, 10 shared minutes pass; neither of you collects or pours on that move.

Saved on this device after each move
Move history

    New afternoon

    The same seed and choices reproduce the same afternoon. A replay keeps the whole sequence; a snapshot keeps current totals and the last move.

    Controller hints

    These are simple authored rules. They see the same observations you do.

    Researcher view

    The comparison switch ignores earlier gifts and late-loan history in her preferences. It preserves current obligations, ownership, time and consent.

    Model notes

    This is an authored small game, not a calibrated explanation of people. Work and recovery use the shared body/practice component. Meryem uses structured rules, without an LLM or hidden-state inference. Gifts and loan records describe exchanges; they are not moral-worth, faith or divine-approval scores. The project’s Islamic starting point does not supply this game’s numerical rules.

    Turns are atomic: your choice settles first, then Meryem responds to what she can observe. The active save retains the current world and last turn; the optional replay retains choices separately.