Bring the whole crew home before the night takes the block.
You're one of the crew from the Lamplight Café. Tonight everyone was meant to meet in one building on the block, and only you made it. The other five are holed up somewhere out there, and they won't stay put.
Bring every one of them home. Board up. Stay off the street when the lates are close. The night lasts as long as it takes: until everyone still alive is inside, or you're not.
▶ Play free in your browserEvery square you walk costs one. Searching a room, nailing up a plank, fighting or taking a secret passage costs two. Tap where you want to go and gold steps show the way and the cost before you commit.
Each one follows you in single file once you've found them, and adds a die to every fight. Get them inside the meeting place and they're home.
They shuffle along the grooves cut down the middle of the streets, drawn to noise, and your hammering is noise. Get close and they leave the grooves and come straight for you. Fights are Risk dice: highest against highest.
A boarded door keeps them out and you in. Pry the planks off to leave. The meeting place is the one door that opens for you, once someone's home to lift the bar.
Every few hours it steps up: more of them, more runners, sharper noses, weaker boards.
A different meeting place, the crew hidden in different rooms, and they move between hours, so you can watch them cross the block.
The first night is a guided lesson; after that the block is yours. Play as any of the Lamplight crew:






