Pouring between tubes in a colour-sorting puzzle: how much moves and when it is won
Tipping one tube into another looks like one rule, but the amount that moves, the top colour, the free space and a pointless pour into an empty tube all matter, and a wrong win test ends the game with two tubes of the same colour. This entry settles each case.
Why this works
A pour is a promise about what is on top, not about a single layer. Moving the whole matching run as far as there is room, and refusing moves that change nothing, makes the rule match what the player sees in the tube.
When not to use it
Some puzzles want layers hidden, locked, or poured one at a time, and some give a limited number of moves. For those, copy the special rule exactly and check the win by what the level promises, not by the plain version.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 35 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Pouring between tubes in a colour-sorting puzzle: how much moves and when it is won" (read_entry liquid-sort-pour-rules) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP