ABG All Board Games
Lighthouse Run box art

Lighthouse Run

Players

2-4

Time

20-25

Age

8+

Weight

1.33

Rating

6.56

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Lighthouse Run has a high level of direct confrontation and strategic depth in confrontation. Players must frequently be aware of and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

Lighthouse Run offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds to the replay value, providing new content and gameplay elements. The game also offers deep strategic possibilities, allowing players to improve their strategy over time. The player interaction score is average, and the game scales well with different numbers of players. While it may not be the easiest game to learn, it offers a good balance between easiness and depth. Overall, Lighthouse Run has a strong replayability score of 7.9.

Luck profile

Lighthouse Run has a moderate level of luck involved in the game. Random elements such as dice rolls or card draws have a notable but not exclusive impact on the game outcome. Players have some ability to influence or mitigate the effects of randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy, with neither element dominating. Overall, Lighthouse Run offers a good balance between luck and player agency.

Overview

In Lighthouse Run you control a set of five sailboats as they race along the coast from lighthouse to lighthouse. Unfortunately, the lighthouse company is understaffed, with only three workers to man the six lighthouses. To make matters worse, a storm is coming up the coast. You have to manage which three lighthouse will be turned on at any one time to move your sailboats. Some moves will help all players, while others will help only you. How far will you manage to get you sailboats before the storm catches you? In more detail, each player has an identical deck of fourteen cards. The game is played over twelve rounds, and each round a player has a hand of three cards. Each turn, the player plays a card to move a number of boats, some their own and some belonging to other players. The cards also adjust which lighthouses are lit, and the boats may move only if the lighthouse they are approaching is lit. At the end of each round, the storm move closer to the boats on the board. Any boats caught by the storm are out of the game and will score points for the last lighthouse that was passed. The game ends when the storm reaches the harbor at the end of the twelfth round. Player add the points earned for each of their boats and the highest total wins.

Editions

Edition Year Language Publisher / Region
No editions imported yet.

Files

No files imported yet.

Commerce

No commerce mappings imported yet.

Credits

Designers

1
Jim Harmon

Artists

1
Christian Fiore

Publishers

2
AMIGO Piatnik

Linked items

No linked items imported yet.