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Lightkeepers

Quick Play: a one-minute match against a rival found by the online game server.

Your room

Waiting for an opponent…

Jade
Amber

Send the link to your opponent. Anyone on the same Wi-Fi or tunnel can open it. The match starts by itself once both crews are here.

Rival0
–:––
0You

5Spark
0/4

Play a friend

You get a code and an invite link to send. The match starts once your friend joins.

or join

5 letters or numbers, or just open the invite link your friend sends you.

Scan an invite

Courier

Try plays this card in a practice match against the computer. It counts for nothing: no trophies, rewards, rating or unlock progress, and your deck stays as it is.

Details

How Cycle works

Practice hand · unlimited Spark

This runs on this device only; it isn’t a match. In a real match each play costs its Spark. The Watch step replays a recorded scene from the real rules engine, not a live match.

  1. Play
  2. Return
  3. Combo
  4. Watch

Rival

Season 1 leaderboard

Players with saved progress who finished their placements, by Season 1 rating. Computer rivals are never listed. Trophies are separate.

Profile · Collection

Item

Battle log

    No matches yet. Your last 20 appear here.

    Outcome, score, trophies and rival for each of your last 20 matches, as saved with your progress.

    Daily chests

    • Four a day. Your first four Quick Play battles of each UTC day earn Gold straight away and a chest, whether you win, lose or draw.
    • What counts. The battle runs to the bell and you play at least two cards. Leaving early, practice, friend rooms, Keeper Trials and training don’t earn chests.
    • Chests hold fixed contents, shown when you open them, and wait until you do. Nothing is random and nothing is timed.
    • Streak. Playing a qualifying battle on consecutive days adds a small bonus on some days of each week. Missing a day starts it again; nothing you have is taken away.
    • All of it is decided and saved by the game server. If a result couldn’t be saved, it says so and nothing is added.

    Chest opened

    How to play

    New here? Computer training shows you each card. It pauses until you try the card, and it never changes trophies.

    1. Your deck is 8 cards, 4 in hand. Play one and Next takes its slot, so every card comes round again. Pick a deck on the Cards tab. Tap a card there to see it in action, or Try it in a practice match that counts for nothing.
    2. Pick a card, then tap a lane. You can also drag a card onto a lane. Carriers walk to the glowing well in the middle, pick up glimmers and bring them home.
    3. Cards cost Spark. You start with 5 and gain 1 every 2 s, up to 10. For the last 30 s it’s Double Spark: +1 every second, for both players.
    4. One Spark short? Play the card anyway. It waits on the lane and goes out once the Spark arrives, if the play is still possible. Tap the lane again or pick another card, pick another card or press Esc to cancel it.
    5. Couriers are quick and carry 1: home about 10 s after you play them. Haulers carry 3 but take about 17 s. Gleaners carry 2 and reach spills from afar, but take only 1 from a well per trip. Up to 4 carriers can be out at once. A on a card means a carrier played now can’t get home before the bell.
    6. Hook snags the rival’s loaded carrier in that lane after a 1.2 s warning. The glimmers spill onto the lane and the carrier is stunned. Carriers in the lit zone by each gate are safe. A Hook still in the air at the bell does nothing.
    7. Cover puts a glass bell dome over your carriers in that lane for 4 s. It blocks one Hook or Mist each. Beacon speeds up your carriers in that lane for 5 s; it doesn’t stop Hooks.
    8. A snagged carrier fades out and shows a crossed-out glimmer. It walks home empty and can’t pick anything up on that trip.
    9. Every glimmer you bank lights a window on your side. The match lasts 1:00: most glimmers banked at the bell wins, and a tie is a draw.

    Who you play. Quick Play pairs you with another player who is searching at the same moment. If nobody is found within a few seconds, you play a computer-controlled rival instead. Practice and Keeper Trials are always against computer-controlled rivals. Every match runs on the online game server, so you need an internet connection: there is no offline mode. If your connection drops during a match you have 15 s to come back, or the match counts as a forfeit.

    Keeper Trials are one-minute matches against a set computer-controlled rival, always with the Classic four cards. A lantern counts only if the match runs to the bell and you banked at least one glimmer; leaving early earns none. Any lantern opens the next district. Trials never change trophies.

    Keys: 1–4 choose a card, Q/W/E or ←/↓/→ pick a lane, Esc cancels.

    Progress is kept for this browser only: there are no accounts yet, and clearing site data starts over unless you saved your private code (Menu → Keep your progress).

    Daily chests. Your first four Quick Play battles each day (UTC), win or lose, each earn Gold and a chest with fixed, stated contents. A battle counts if it runs to the bell and you played at least two cards. Playing on consecutive days adds a small streak bonus. Practice, friend matches, Keeper Trials and training don’t earn chests.

    Emotes are four preset messages, never free text. Mute your rivals’ emotes in the menu or the match’s emote tray.

    Free and ad-free. Lightkeepers has no ads and no real-money purchases. The Shop sells only cosmetic items (emotes, avatar frames, card prestige) for Gold and Moonstones earned by playing; none of them changes how a card plays. Cards are never sold: the six base cards are open to everyone, and new cards are earned by playing.

    Style explorations: four concept boards →

    First time?

    Training vs computer: about two minutes. It pauses at each new card until you try it, then shows you what it does. Nothing there changes trophies.

    You can play training any time from the menu, a card’s sheet or How to play.

    Switch to this progress?

    This browser now
    The code’s record

    Nothing is merged. This browser will switch to the code’s record. Its current record stays saved, but you can only get back to it with its own code, so copy that first if you want it.