ZANY GAMES
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FESTIVAL NIGHT PUZZLE

LANTERN LINE

Connect the lights. Keep the festival glowing.
SCORE0
TIME90
COMBO1.00×
BEST0

No lanterns selected.

ONE GESTURE. ENDLESS CHAINS.

Light the first line

Drag through 3 or more neighboring lanterns of the same color.

ORIGINAL GAME · PLAYER HANDBOOK

Read the board before drawing the longest line

Lantern Line is an original connection puzzle designed and built by Zany Games. Hold and drag through at least three adjacent lanterns from the same family to complete a route. A route cannot reuse a cell or jump across the board. New lanterns refill cleared spaces, so every move is both a scoring decision and preparation for the next line.

Longer routes increase the value of a move and charge helpful powers, but the longest visible route is not automatically the best choice. A stable approach is to identify two legal routes, predict which spaces each clear will open, and choose the route that leaves another connection. Best scores, Journey stars, achievements, and unlocked lantern styles stay in this browser; no account is required.

01 · QUICK RUN

Build a reliable opening

Do not drag the instant the timer starts. Scan once for a safe three-lantern route and a longer alternative. A clean first clear establishes useful board space and rhythm; a rushed mixed-color drag earns nothing.

02 · LANTERN JOURNEY

Plan around the stage goals

Journey stages replace the timer with a move limit and explicit goals. Identify the hardest requirement—family clears, route length, or score—and protect moves for it. Chasing total score alone can leave the required color unfinished when the move limit expires.

03 · DAILY CHALLENGE

One board for the whole day

The date determines the daily board, so every attempt that day begins from the same starting puzzle and target. A replay is useful evidence: remember the clear that broke your options, change the order, and compare the result on equal terms.

When to spend a power

Swap can turn two neighboring lanterns into a new route. Clear removes a blocking row and column when isolated colors restrict the board. Freeze buys reading time during a pressured Quick Run. Powers restore options; they do not need to be spent the moment they become available.

Continue improving

The score guide explains route length, board space, and combo tradeoffs. The fair-board note documents how dead boards are detected and repaired. The daily design note explains why a fixed date-based puzzle makes replays comparable.