             tim.invalidate()
             initiateNewGameTimer = nil
             }
-        pouring = false
         let puzzle = puzzles.randomPuzzle(activeVessels, difficulty: difficulty)
         recalcVessels() // Hmmmm
         updateVessels(fromPuzzle: puzzle)



    @IBAction func five(sender: UIBarButtonItem) {
        pouring = false
        vesselViews[3].hidden = false
        vesselViews[4].hidden = false
        let puzzle = puzzles.randomPuzzle(5, difficulty: difficulty)


    @IBAction func pan(sender: UIPanGestureRecognizer) {
        // Dragging from source to destination vessel
        if pourTimer != nil {
            return
            }
        if sender.state == .Began {
