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Lantern Ward

Keep one small light alive.

Best on this device · No stars yet · 0 points

LANTERN WARD LOCAL MATCH
6 waves · earn stars
♥ Hearth12 / 12
Aura140
Wave0 / 6
Dispersed0
IN1234567891011121314

SIX WAVES · ONE HEARTH

Light the first ward.

Build a defense that answers the invaders.
Campaign

Next: 8 Moths

Build a defense that answers the invaders.

EDIT = PLAY

Change the shape of the challenge.

Each change immediately starts a fresh local setup. Your current match is replaced.

Campaign keeps the six-wave challenge. Long Night continues beyond wave 6 with stronger, faster invaders and larger groups; it ends when the Hearth breaks. Its best score is stored separately for each rule set. ×2 accelerates combat only: planning and the early-call bonus stay in real time. Changing mode starts a fresh match. In phone Expand, the board turns upright and the build controls stay just below the path.

Six scripted waves: Moths, armored Dusk Beetles, clustered Wisp Swarms, slow-immune Shades, then the Dusk Warden. Ember counters armor; Echo catches swarms; Mist buys time. Awaken twice: Lv3 unlocks Kindle, Deep Mist or Resonance. Sell any ward for 70% of its total cost, even during a wave.

Each clear earns 20 aura. After wave 1, call the next wave within 12 seconds for +1 aura per second left; waiting never sends it automatically. Win with 10+ Hearth for 3 stars, 6+ for 2, otherwise 1. Score = dispersed ×10 + Hearth ×50 + remaining aura. Best stars and score are stored only on this device, separately for each rule set.

Keyboard: Tab to a ring, arrows to browse, Enter to select; Tab to Build, Awaken or Sell. Esc pauses; in Expand it exits and pauses. Leaving the tab pauses play and the early-call clock. Sound begins only after a click; use the sound toggle to mute. This is a single-player local match. Refreshing or changing language resets the match; registering does not save it.