Queens Lantern · Digital Playtest
Full how-to-play tutorial · Illustrated quick start · Card effect tools
Version 0.4.1 illustrated playtest candidate. 55/117 cards have approved playtest visuals; others are text only. Uses the recovered 117-card V0.2 provisional mechanics. Local, pass-and-play, one device. Basic turns and listed card effects are automated. Choices and social effects use explicit table tools. Read the automatic-effect summary before resolving the remaining choices. No accounts. Game state stays in this browser and is not uploaded. Saving uses this browser only; avoid private browsing if you want to resume.
Illustrated quick start · four steps
These illustrations are approved for playtesting only. All mechanics remain a provisional overlay.
This release has one saved game slot per browser and website. Save replaces that slot; New game leaves it available to Resume. An older preview save can be imported without overwriting its original slot. Undo restores up to 50 game actions on this page and resets when the page reloads. Save before leaving.
Current Queen
Active Symbol
Lantern hand
Invite help voluntarily. Hands can be viewed on this shared screen; pass the device with care. Read the automatic summary and use the table tools for choices.
Resolve & tracks
Applied automatically — do not repeat
Remaining choices
Source mechanic text
Card effects appear here.
Complete turn after the remaining choices. Extra draws may exceed a hand limit until you choose discards. A player at Road 7 keeps 3 Lanterns. Fog reaching its limit ends the session immediately; Undo can correct a mistaken action.
Table tools for card choices
Use only when the remaining card text calls for an action. These tools record your choices; they do not decide consent or the meaning of a remembered truth. Read the full source text above.
For Choose, reveal the next Symbol, then explicitly keep the current one or replace it. The unchosen Symbol goes to its discard pile. Mirror, Star and Bell use the selected player or table choice; Door changes a revealed Queen; Key spends 2 Light; Seed draws for everyone, then each chooses a discard. River uses willing passes. Bell requires a remembered truth first.
Playtest interpretation notes
The basic match resolves before “after play” effects. Exact matches include Circle support. Bridge rewards the first helper only; helper progress is capped once per player per round. Shared Light is a basic match with no path and no Lantern effect: use the remaining Queen text to resolve its choices. A round-end Fog limit ends the session before revealing another Symbol. These interpretations are provisional and open to table feedback.