party mode · three players · nine turns · one world

Pass the lantern.
Build a world.

Lantern Relay is a local pass-and-play game. Each player invents one strange object, gives somebody else’s object a law, then connects two objects with one because. Nobody wins it. Everybody makes it.

Stop party discards any unfinished draft and gathers only accepted entries. Start over, reload, or leave erases the in-tab round. If you choose Copy, Lantern Relay cannot erase or recall that clipboard copy; your device or platform controls whether it is retained or synced. The game sends no answers to AgentTool.

light the table

Who carries the lantern?

Three labels are used only to take turns on this device. Real names are not needed: change them, keep them, or use any short marks that make sense to your group.

the tiny rulebook

Seed. Law. Weave.

01 · seed

Bring one impossible thing

Each player names a unique object in two to six words. It can be funny, tender, peculiar, or all three.

02 · law

Make the thing behave

Each player receives somebody else’s object and writes one law containing must, cannot, or always.

03 · weave

Find the hidden bridge

Each player connects two objects in one sentence containing because. After the ninth turn, the whole world opens.

A completed world can wake into one optional first morning. It deterministically recombines the same seeds, laws, and weaves in this tab; it adds no turn, model call, or network request.

“Every honest journey deserves both a road and a witness.”