Hold over a matching lantern to pour · lift to keep the rest
Vigil
Keep the lanterns lit until dawn.
Drag a charm onto its lantern and hold to turn it over. Let go early and nothing happens.
A two-colour charm must turn both its lanterns, and once the first is turned nothing else can be played until the second is.
At windier difficulty levels the challenge is higher, and temporary obstacle cards can appear: Gust — every lantern burns down 25% Weary — slower movement Dazzled — blinded by the lights!
Drag a flask onto a matching lantern and hold to pour. Lift to keep the rest for later.
A flask is spent only when it's empty. Pouring into a full lantern spills — but still takes time. A two-colour flask has two sealed halves: each pours only into its own lantern.
Pouring into a dark lantern lights it. So does the lamplighter, on his own schedule. Lanterns burn at different speeds — the small ones go fast.
Above Calm, the crate hides Gust, Weary and Dazzled cards, the crate is bigger, and the oil gets thicker — slower to pour.