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LanternfellPlay online, free

A Lost Ruins of Arnak alternative

Lead an expedition into the fog of the Fell: build your deck, find the old lantern towers, calm the wardens and light the Beacon.

Play against bots

Join a table of 2. Bots take the empty seats within five seconds.

Opponents
Bots
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With friends

Open a private table and send the invite.

Play with friends

Beginner

A real game, with a coach at your side.

Learn by playing

2–4 players · 60 min. No sign-up; bots fill the empty seats.

Lanternfell is not affiliated with or endorsed by the owner of Lost Ruins of Arnak. Lost Ruins of Arnak is a trademark of its owner. As an Amazon Associate we earn from qualifying purchases.

How to play

You lead an expedition. Your deck holds your travel, your silver and your charts, and it grows as you buy gear and relics. Your two surveyors dig at sites on the map, and find new ones in the fog. The seed chooses who starts, and play goes clockwise. A round goes like this:

  1. Draw five cards. Each round you hold a hand of five cards from your own deck. Nobody sees it but you.
  2. Take one main action. On your turn do exactly one of these: dig at a site, find a new site, calm a warden, buy a card, play a card, study, or pass.
  3. Use free actions. Before, during or after your main action you may use any free action: a card marked with a spark, a guide, a warden’s favour, or setting a star stone.
  4. Pass. When you pass you take no more turns this round. After everyone has passed, the round ends. A game lasts five rounds.

Some parts of the game are not a sequence. They are these:

  • Travel. Every site has a travel cost, paid with the foot, pony, boat and kite symbols on cards from your hand. A kite pays for any symbol, and two silver make one kite. A card used to travel gives its symbol, not its effect.
  • Finding and wardens. Put a surveyor on an empty tower spot or hall spot and pay charts to find it. You take its star stone, a site tile is turned over, and a warden wakes there. Calm the warden to score it and use its favour once.
  • Chill. A surveyor that comes back at round end from a site with a warden on it brings its owner a chill card. A chill card clogs your deck and costs a point.
  • The card row and the fog line. Buy gear with silver and relics with charts. At round end the fog line moves one place right and sends one card of each side away, so the row changes as the rounds go by.
  • Study. Move your quill or your lantern up the ladder to earn rewards, research tokens and guides. The quill may never climb above the lantern. When your lantern reaches the top row you take a beacon spot and may buy beacon tiles.
  • Star stones. Every star stone you hold is worth 3 points. Set one in a slot for a reward, and fill your slots: an empty slot also scores.
  • Round end. Keep any cards you want in your hand; the rest go to your play area, which is shuffled under your deck. You draw back up to five.
  • Scoring. After five rounds you score the ladder, your beacon spot and tiles, star stones, empty slots, wardens, card points, and minus one for each chill card. The most points wins.

At the online table

  • The plaque says what to do and shows your choices as buttons. Only the moves you may make are offered.
  • Each decision has a 75-second timer. If it runs out, the table plays safely for you: it passes, and at round end it keeps no cards.
  • An empty seat is taken by a bot, always marked as a bot.
  • A game takes about 60 minutes. A game lives on the server: if the server restarts, the table closes.

Why it is fair

Every shuffle comes from a secret seed. You see its fingerprint when the game starts and the seed itself when it ends, so you can check the deal and every move. Verify a game.

Playing online for the first time?

Our guide compares the ways to play online, with steps for each. Read the guide to playing online.

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