LanterneWiki

Lanterne is played on a computer

Rules

Arrests, raids and assaults

When an order can fail, the game weighs the two sides' Strength and rolls the dice.

The contest

A contested order succeeds with a chance of its attack divided by its attack plus the defence. An order can carry a modifier of its own, worth 10% a point. The chance never goes below 5% or above 95%, and when neither side brings any Strength it is even.

Strength in context

A unit's Strength in a contest is its own, plus the bonuses its description gives (when defending, behind a barricade, on a landmark, in numbers), with the modifiers of upgrades and perks for that kind of order. It loses a point for each wound, 1 when shaken by crossing open ground, 2 under tear gas and 1 in a district struck by sickness, and it never goes below zero.

Arrest

An arrest needs a revealed target. Your units in its district, those the order uses, attack; the target defends with its Strength plus 1. The Order faction's perk adds 15 points to the chance. An arrested unit is taken to a prison the other side does not hold, if there is one, and is out of the level otherwise. Each arrest raises the loyalty of your Order faction by 2. Some units slip away, as their side's upgrades say.

Raid

A raid also needs a revealed target, usually a building. Your units in its district attack, with any bonus the order gives; the defence is the target's Strength, plus every other enemy unit there, plus 1. A raid that succeeds destroys the target.

Assassination

An assassination is not a contest: it has a chance of its own, 55% unless the order says otherwise, made smaller by bodyguards, and kept between 5% and 95%. When it fails, the killers are revealed and Heat rises by 5.

Assault

An assault pits your units in the district that have Strength against the other side's units there, plus any garrison hostile to you, plus the landmark's defence if you do not hold it, plus the barricades when you are the Law. Soldiers who refuse to fire neither attack nor defend.

If you win, you gain 25 influence there and the other side loses 30, unless the order gives other figures, and each defender falls with a 50% chance and is wounded otherwise. If you lose, one of your attackers falls with the same chance, or is wounded. Either way, the district burns a little.

Winning someone over

Some orders try to bring a named enemy over to your side: with a chance of 40% unless the order says otherwise, higher with your units beside them, or, for some, as soon as your Command is at least their Strength times 10. Some people can never be won over.

Other chances

An order that only rolls the dice succeeds 50% of the time unless it says otherwise. One that is contested without naming its defence meets the other side's units in the district plus 1.

Finding hidden units

Spies, informants and some orders look for hidden units in their district, some in the neighbouring ones too. Each hidden unit is found with the looker's chance, less 8 points for each point of its Stealth above 2 (and more for each point below), at most 95%. When the Revolution's Heat is 50 or more, the Law's chance is 15 points higher. A Revolution unit that is revealed adds 2 Heat.