LanterneWiki

Lanterne is played on a computer

How to play

Orders and the wheel

Everything you do in a district starts with a click on it.

Click a district and the wheel opens around it: the units you can recruit there and the orders you can give, each with its cost and the Action Points it takes. The number keys pick an option.

An option you cannot take stays on the wheel, greyed, with a short reason. Pick it and the game tells you why:

On the wheelWhat the game says
No actions leftNot enough Action Points
Too costlyNot enough Influence / Treasury
No footholdYou need a foothold here (20 influence or a unit)
Needs a unit hereNeeds one of your units here
No targetChoose a target
Not revealedTarget not revealed
Used recentlyUsed recently
Already usedAlready used this level
Limit reachedLimit reached
Not yetConditions not met
BlockedBlocked here this turn
LockedNot available
Out of rangeOut of range
Already movingAlready moving
CeasefireThe ceasefire holds: no attacks or riots for now.
GuardedThe Steward’s drones guard it
No water yetThe water is not here yet
No enemy hereNeeds the other side here
No levy yetOnly after the Law has made a levy

Recruiting

You can recruit where you have a foothold: 20 influence or more, or one of your units already there. A building needs 30 influence. A unit with Stealth 3 or more can slip in anywhere, and some units have places of their own, given in their description.

The price of a recruit moves with Opinion, and the Law pays more when its Legitimacy is low: see The two sides.

Moving

Select one of your units, then click a highlighted district to move it there. Each unit moves once a turn.

Orders

Each chapter has its own orders. Some need one of your units in the district, some aim at an enemy unit or a named target, some can be given only once a level. Violent orders raise your Violence Index, and when one would cost you a star the wheel warns you. Every chapter's units, orders and upgrades, with their costs and effects, are on the chapter's pages in Lore.