Lantara
How to play

Build a country anyway

One island, forty years, one sitting of about forty-five minutes. Here's how a game of Lantara works.

Seven meters

What you're balancing

Five meters make First World. Two more decide how you get there.

Water

Pipes, dams, tanks and, one day, the sea itself. The mainland holds the tap at first.

Homes

Safe, dry flats for a crowded island, and later homes people own.

Harmony

Four communities on one small island, getting along, or not.

Jobs

Factories, docks, banks and the port that pays for everything else.

Defence

A coast to guard and no army to start with.

Trust

Faith in the government. It pays for hard laws, and it wins elections.

Liberty

How free people are. Keep it above its tick, or the opposition marches.

The game screen: meters along the top, First World and Drift along the bottom
01

The race

Fill the First World meter to win. Water, Homes, Harmony, Jobs and Defence all count, and each must reach its green tick. Plans raise each meter's grey cap so it can grow. Early on, Collapse fights back: if it fills, the state fails. After the Parting, Drift takes its place. The game ends with Year 40, and the fuse under the logo shows how long you have.

Pins over districts on the map
02

Bubbles on the map

Green pins are money: tap them. Orange pins are unrest: tap them to calm a district before the trouble spreads and pushes Collapse up. Later, suitcase pins are families thinking of leaving.

The Build list
03

Plans: Build, Unite, Govern

Build adds homes, water, jobs and the port. Unite holds people together and guards the coast. Govern runs the state; its fast tools cost Liberty. Every price shows before you buy.

Towers and cranes rising around the lagoon
04

Building takes time

Laws work at once. Buildings take months, and you watch them rise on the map. Their benefit grows as they go up. Rush a site to halve its time left for half its price. Some plans are places, like Westmoor, the port, the Skyport and new land in the lagoon: you choose where they go, and every site has its own trade-off.

A council meeting with three ministers
05

The council

Big moments call the council and the clock stops. Each minister backs one option. Every option shows its cost, and one is always free. You can put a decision off for a little Trust, but it comes back months later, dearer, with the cheapest answer gone. Crises cannot wait.

Typhoon Mara: families on the roofs waiting to be moved
06

Storms, riots and shocks

Typhoons flood the low kampongs: tap each family on the roofs to move them to high ground. Lantern Night can turn to riot. After Year 12 the world tests you every few years with an oil shock, a slump, a shipping line leaving, a currency crisis, a fever, a crash. Reserves, clinics and the Finance Hub unlock better answers.

A crisis in the council chamber
07

Elections

Every five years the island votes. Lose an election with no Trust and you're out. Keep Liberty above its tick, or the opposition fills the streets.

The harbour on the early island
08

The rival port

Across the strait, Halvard's terminal grows every few years. Build up your port: cranes, the Container Port, berths, then the deep-water terminal. Ahead, ships queue for you and trade pays more. Behind, they sail past and Drift rises.

The Residents book
09

The residents

Four households live through your choices. The Residents button counts new moments in their lives. Open it to see their homes, how the people feel, and to hear each story told. The clock waits while you look.

Score

Orchids and endings

Finish early, keep Collapse or Drift low and Liberty high for a big score. 100,000 points earns five orchids. Prosperity and Liberty decide which of four endings you get.

Difficulty

Four islands to try

Kampong

Gentle: the state can't fall before the Parting.

Harbour

The game as it was meant to be played.

Typhoon

Once, without warning, Sundara cuts your water.

Lone Island

Crises hit 50% harder, and elections come every four years.

More ways to play

Leaders, scenarios and the weekly Speed Run

Win to unlock new leaders. Reach the Federation or the Parting to unlock short scenarios. The weekly Speed Run gives every player the same island, with a Game Center leaderboard. Or follow one minister's advice all game in an advisor run.

Leaders

The Founder

Aren Tolan as history knew him. No special edge.

The Technocrat

Growth comes fast. But you lose a bit of Liberty each month.

The Unionist

The streets stay calm and Harmony grows fast. Investors are wary, so income is lower.

The Diplomat

After the Parting, the water deal runs 3 years longer. Defence grows slower.

Scenarios

Lantern Riot

Year 5. Rival parades have set three districts burning. Calm the island and finish the job.

No Treaty

Year 7. You have left the Federation with no water deal. The pipe closes within weeks.

Stay Federated

Year 5. The vote never passes. Make the Federation work while Harmony drains each year.

Year of Two Typhoons

Year 12. The storms come twice a year now. Build a city that bends and does not break.