The story
Fiction and adapted settings written by Akitsora Gaming for this title, including invented dialogue and events. This is not a historical or folklore reference. The rules and specification tables define the gameplay and math.
A city cannot grow without water — and water does not arrive on its own. It is led in, one channel at a time.
I. The intake
Upstream, an intake weir rises from the riverbank, its wooden sluice boards slotted between the posts. Lift the boards an inch and clear water runs down the freshly dug channel.
The foreman holds his channel gauge to the water, reads which notch it reaches, and decides how much deeper to dig today.
II. Flumes and dividing boxes
Where the ground dips, the water crosses on cedar flumes whose joints lock together section by section. Where it must split, a square dividing box sends it out along several routes toward different quarters of the city.
The moment each route connects is the weight of the spin — the number on the clear-water orb (base game ×2 to ×20).
III. The inspection deck
Gather 4 aqueduct work tags and the sluice gate lifts: water rushes down to reveal the finished channels and the wooden inspection deck. Over the next 15 spins the multiplier keeps growing (×2 to ×500).
3 more tags add 5 more spins.
IV. Water through
The last weir opens and the water runs on into the city. The foreman slings his gauge over his back and raises a hand — the channel is through.







