LAMPWORKSBUILT IN THE DARK
FIELD MANUAL · SEASON ONE

HOW TO PLAY

Command three lanes, protect your Glow Core, and extinguish the Eclipse before it takes the board.

30
CARDS PER DECK

Build from Units, Spells, and Relics. Copy limits appear on every card.

3
COMBAT LANES

Wick, Beacon, and Eclipse. Each lane holds one Unit per side.

20
CORE HEALTH

Keep yours alive while opening a lane to the opposing Core.

THE WAR BENEATH THE RULES

WHAT THE THREE LANES DECIDE

THE BREAKING

The Eclipse Choir shattered the Dawn Engine and trapped the last honest sunrise inside three living Glow Cores.

THE BATTLE

A match is a contest for one recovered Ember Key. Units are memory-echoes called from the Archive; spells rewrite the moment; relics keep a fragment of the old world alive.

THE REWARD

Break the opposing Core to claim its Ember Key, restore a page of the lost Archive, and move your faction closer to controlling the Dawn Engine when the long night ends.

THE TURN

FOLLOW THE LIGHT

Every turn is a short tactical loop. You may play and attack in any order before ending your turn.

01Draw

At the start of your turn, one card flies from your deck into your hand.

02Kindle

Your Glow reserve refills and grows as the battle continues, up to 10.

03Play

Spend Glow to deploy a Unit, cast a Spell, or install a Relic.

04Attack

Choose a ready Unit, then its opposing Unit or the enemy Core.

05End Turn

Pass to Eclipse. Enemy Units answer, then your next card is drawn.

THE CARDS

BUILD YOUR BOARD

UNITFight in a lane

Units have attack and health. New Units normally wait one turn before attacking.

SPELLChange the battle

Spells resolve immediately, then move to your discard pile.

RELICPower that remains

Relics occupy one of three sockets and keep their ongoing effect active.

COMBAT

CONTROL THE LANES

  1. Select a Unit marked READY.
  2. Select the enemy Unit across the same lane.
  3. Both Units deal their attack damage at the same time.
  4. If no defender remains, strike the enemy Core.
  5. Units at zero health collapse into sparks and enter the discard pile.
KEYWORDS

READ THE BOARD

Guard

Protects the lane and must be cleared before the Core can be struck.

Flying

May fly over a grounded defender and attack the Core directly.

Haste

Enters ready and can attack on the same turn.

Shield

Absorbs damage before a Unit loses health.

Stun

Stops a Unit from attacking for one turn.

Last Light

Triggers when the Unit is destroyed and enters the discard pile.

YOUR FIRST EMBER KEY

THE LAMP IS WAITING.

Choose a memory-echo, commit it to a glowing lane, and break the Eclipse Core. Win, and another lost page of the War Archive remembers how dawn might return.

ENTER THE WAR