Lightkeepers
Race bottled light home across a moonlit porcelain town. Most glimmers banked at the bell wins.
Quick Play uses computer-controlled rivals; invite a friend for a human duel.
The four cards
Every player has all four in every match. Pick a card, then tap a lane. Plays that can’t happen cost nothing.
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Courier 2 Spark
Quick carrier that holds 1 glimmer. Gets home about 10 s after you play it, so play it with at least that long left.
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Hauler 4 Spark
Slow cart that holds 3 glimmers. Needs about 17 s to get home: send it early.
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Hook 3 Spark
Snags the most loaded rival carrier in a lane, outside the lit safe zones by each gate. After a 1.2 s warning its glimmers spill onto the lane and it is stunned for 1 s.
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Cover 2 Spark
A glass bell dome over your carriers already in that lane for 4 s. Each dome blocks one Hook, then breaks.
- Match
- 1:00. Only glimmers banked by the bell count.
- Spark
- Start with 5, +1 every 2 s, up to 10.
- Double Spark
- The last 30 s: +1 every 1 s, for both players.
- Carriers
- Up to 4 out at once.
Your trophies
0 Wick- Solo
- 0W · 0L · 0D
- Friends
- 0W · 0L · 0D
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Keep your progress
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Trophy Road
Win +30 · Loss −10 (never below 0) · Draw ±0. Titles mark your personal progress; they are not a ranking against other players.
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