Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Easier to teach
High replayability
Low interaction
Player-count sensitive
Deep strategy
More strategic control
How it plays
How does it play?
Keep a lonely beacon lit, turn advancing nightmares into traps, and survive a compact solo siege until dawn.
Core mechanisms
Key systems that shape the decisions players make.
Multi-Use Cards
Use the same card in different ways, making each play a trade-off.
Hand Management
Time and sequence a limited hand of cards to preserve future options.
Solo / Solitaire Game
Provide rules and objectives designed for a single player.
Move Through Deck
Progress through an ordered deck that represents position, time, or distance.
Tags
Attach changing labels or properties that modify how components behave.
Zone of Control
Use Zone of Control as a recurring structure for player decisions and resolution.
Read the full game description
The Last Lighthouse is a solo tower-defense puzzle distilled into eighteen wallet-sized cards. A line of nightmares advances across the sea toward your lighthouse, spreading darkness whenever threats go unchecked. The twist is that every nightmare card also has a trap side: timing when to commit a card as an enemy, rotate it into a tool, or spend its limited effect determines whether the beacon survives. Hand management, spatial lanes, range, tags, and zones of control create a surprisingly tactical battlefield from a tiny deck. Multiple difficulty settings sharpen the challenge without adding overhead, while optional expansion modules can swap the lighthouse itself or introduce fog, tides, and longer nights. It is quick enough for repeat attempts but demanding enough that one careless placement can darken the whole horizon.