Lightseekers guide for beginners.
What is Lightseekers?
Lightseekers is a physical card game where 2 or more players battle it out to be the last man standing. This guide will detail the 2 player PvP Digital App version of the game which is available on steam, iOS, Android and Nintendo Switch.
How to Win
Winning in Lightseekers is done by the follow:
- Opponent forfeits
- Reduce the enemy heroe’s health to zero
- Have their opponent end a turn with an empty deck, hand and field*,
*Upon ending a turn with an empty deck, the game will check if the player’s hand state has changed, ie. Have they played a card that wasn’t automatically returned. If the hand state has not changed the player must move a card from the hand, a buff or an item in play to the discard pile. This does NOT count as discarding.
Decks are usually made up 36 cards. 1 Hero, 30 Action and 5 Combo cards. Some Heroe’s traits allow them to hold more or less of a specific card in a deck.
Lightseekers guide to different card types
Players begin a game with Health equal to what is displayed on their Hero. Max health a player can achieve in game is 35. The wave number tells you which set the card comes from. Players may only play cards of the elements their hero has access to. Also, you can play 1 card of each element unless the element has superiority (designated by the gold ring around the element). Traits are specific to each Hero. Some heroes have Passive effects which operate automatically under specific conditions. Other heroes have Abilities which take up an action to use and occasionally require an additional cost. Furthermore, there are some heroes whose traits are just descriptive text which indicates it has no special functions.
In Lightseekers there are 4 kinds of Action cards: Attack, Buff, Defense and Items. Up to 3 copies can be used in a deck unless rules state otherwise. Combo cards, however, can only be used 1 time in each deck.
Note: All cards featuring the word [Burn] cannot be returned to the hand,deck or field once played.
An Attack card is any card with the card type “Attack” along the bottom of the card. Attack cards are resolved immediately when played and then placed on top of the Discard Pile once their effect is complete. Attack cards are always resolved against the opponent’s hero aka the recipient (a player cannot play an Attack card against themselves). Unless otherwise stated, the effects of an Attack card only affect the Recipient.
A Buff card is any card with the category “Buff” along the bottom of the card. Buff cards sit on the field of play and follow the instructions in the Card Text. Buffs take effect as soon as they come into play, unless it’s stated that the card is only in effect during a particular phase or if its current corner has an X in it. None of a Buff’s effects are active while the current corner has an X in it, or when the Buff is about to Expire. Even if the rotation symbol is empty, the Buff is still active.
There are two primary types of Buff Cards. Permanent buffs and rotating buffs.
There are two types of Rotating buffs, regular and clunky. A Rotating Buff is placed on the discard pile when it rotates to have no rotation symbol in the current corner, or if it rotates all the way around to its starting position. This is referred to as and being expired.
Regular buffs have circular corners with a rotation symbol in one or more of its corners. During the buff phase rotating buffs will rotate automatically.
A clunky rotating buff will have rotation symbol in its corner, but the corner will be an irregular shape. A clunky buff only rotates only after its
its ability is used and is resolved, its effect triggers and is resolved, or when specified on the card.
Permanent buffs do not rotate during the buff phase and stay in play until a card effect removes them. Permanent buffs are always considered active for the purposes of applying lingering effects.
Defend cards typically target yourself or all players, either healing, drawing cards or returning buffs but occasionally deal damage.
An item card is any card with the category “Item” at the bottom of the cards. Item cards allow Heroes to access additional elements and occasionally have abilities or passive effects in the Card Text. Heroes can usually hold 2 item cards but sometimes more or less depending on the Hero’s Trait. Item cards have quite the set of rules so we will break it down into a list.
- Item cards do not require an element to play (unlike other action cards).
- Heroes can never equip multiples of the same Item card.
- When played, an Item card is equipped to the hero and placed to the right of any item(s) already in play. An Item card has a worth shown in its bottom left corner. This will be a value of either 1 or 2.
- Each hero can only carry 2 points worth of Item cards at a time as mentioned in above. (2 cards worth 1 points, or 1 worth 2.. cause math)
- If a hero exceeds the Item limit (2 points), they must immediately discard items from play until are back down to 2.
- Items can grant a hero access to an element while they are equipped. The element is in the center of the card and may be basic or Superior. More information on Basic and Superior Element usage below.
- Playing an Item card does not require access to its Element but still counts as playing a card of that Element. If the player didn’t have prior access to the Element, Basic Element access has not been consumed, so they can play another card of that Element in the same turn. If they, however, already had access to the Element in question, Basic access has been consumed.
- Items are not Buffs, so they are unaffected by cards that would affect Buffs.
- Items can have additional effects or abilities. These effects don’t get increased by other card effects unless specifically stated.
Decks must not contain any duplicate Combo Cards
Combo cards are some of the most powerful cards in Lightseekers. They can only be activated during your first action by first paying the Combo Cost which is shuffled into the deck. The cost is made up of the Elements displayed on the Combo card and can be paid for with Action cards or other Combo cards. Combos are available as Attacks, Defends or Buffs. At the end of the turn a player plays a Combo card they draw 1 card from the deck.
Other Card Mechanics
Heroes, Buffs and Items occasionally contain an Ability in their Card Text. Activating an Ability takes up an action in a turn. Abilities on Buffs and Items count as Attacks or Defends and affect surrounding cards accordingly.
Some cards are grouped together into Families and are reactive to other cards that specify the Family in their Card Text. The 10 Families are:
The Wave Number denotes which set the card was released in:
- Uprising (expected Q1 2019)
Cards are drawn from packs and chests at different rates depending on their Rarity which is denoted by the Item Type icon’s colour.
Common – White
Uncommon – Blue
Rare – Gold
Mythic – Red (Heroes only)
When you get started for the first time you will play some practice games vs 6 AI Characters. This is after the tutorial of course. Each practice game is vs decks of each Order(Color): Astral(Yellow), Dread(Purple), Mountain(Red), Nature(Green), Storm(Blue) and Tech(Orange). Defeating each AI character unlocks each starter deck. The deck lists can be found here.
Lightseekers currently has 4 Game Modes: Practice, Casual, Ranked and Campaign.
The Practice and Campaign allows Players to face off vs AI opponents. Campaign AI Decks typically break deck building rules and feature cards on the field at the beginning of the match. The campaign mode is not always easy and could require the player to build a unique deck just to beat on of the stages.
Casual and Ranked put Players into random PvP battles with other players. In Casual games you are matched with players randomly while in Ranked you are matched based with players of your similar rank.
There are many ways for players to obtain cards for use in their Decks in Lightseekers. They can scan their physical collection to add their real life cards to the app. Players can also earn chests, starter decks, and packs in game via play through. Lastly you can also buy packs in game with gold or gems.
Physical Card Scanning
Each physical card has a unique code surrounding the card which can be scanned by the app to add your specific card into the game. Each Physical Pack of set 1 and 3 also contain a “Tribute” Card. Tribute cards are to be scanned by other players and reward the owner and the scanner with points towards a free pack or chest. You can try scanning the cards below for rewards in game or check out these YouTube videos with over 400 card each!
In game contain 5 cards where at least 2 are Uncommon or better. The in game store sell packs corresponding to the Real Life Sets and contain the same cards. You can earn “Mixed” Packs which contain cards from any Set by beating the random hero that spawns occasionally, by obtaining Booster points through scanning Tribute cards or by referring friends and getting them to scan your Tribute card first. The in game store also feature “Daily” and “Monthly” sales or packs with specific contents,eg. Single Order Pack, No Common Pack, Item Pack, Hero Pack etc. You also earn 1 Order specific pack when you level each Order to level 5.
Chests contain 2 or 3 rewards which can include Cards of all Rarities, Cosmetics (ie. Playmats, Avatars and Card Backs), Gems, Campaigns and Crystal Shards. They can be bought from the in-game store with Gems, earned by completing each weekly campaign chapter, through Level up of each Order and as a reward for scanning Tribute Cards.
There are 3 In-Game Currencies: Gold, Gems and Crystal Shards.
Gold is used to buy Packs and Playmats from the store. Gold can be obtained by:
Winning games – 5 gold per win vs a random opponent, ranked or casual, up to a maximum of 100 gold a day,
Daily Mission – Some Daily Missions award players with 60 Gold upon completion,
Weekly Missions – These missions challenge players to play 200 of an Order’s cards. They award 120 Gold and can be re-rolled once a week,
Ranked Rewards – At the end of each ranked season players are rewarded with Gold based on their rank,
Levelling Up Scanned Cards – Scanned cards gain experience at the end of games they are used in. You receive Gold when they level up based on how many scanned copies are in your collection. More Copies = More Gold!
Gems are used to buy Packs, Playmats and Premium Content from the store. Gems can be obtained by:
Daily Missions – Some Daily Missions award players with 20 Gems upon completion,
Weekly Missions – These missions award players with 20 Gems upon completion,
Purchase – Being the Premium Currency, Gems can be purchased with real world currencies using whatever payment methods you platform allows.
Chest Rewards – Gems are found in the chest awarded for defeating the final chapter of a campaign.
Ranked Rewards – At the end of each ranked season players are rewarded with Gems based on their rank.
Crystal Shards are used to craft cards or purchase cosmetics. Cosmetics include Avatars, Playmats and Card Backs.
Shards are obtained by:
Destroying Action and Combo Cards – Typically; Commons yield 10 shards, Uncommons yield 25 shards and Rares yield 100 shards,
Destroying Hero Cards – Typically; Commons yield 15 shards, Uncommons yield 40 shards, Rares yield 150 shards and Mythics yield 500 shards,
Obtaining over Max – In your collection Action cards are limited to 3. Combos, Heroes and Cosmetics are limited to 1. When extra duplicates are opened in packs or chests they are immediately destroyed for shards,
Chest Rewards – Occasionally you will find a shard reward in your chests,
Ranked Rewards – At the end of each ranked season players are rewarded with Shards based on their rank.
Cards are crafted with Crystal Shards.
Crafting Action and Combo cards typically costs a set amount per rarity.Commons cost 100 Shards, Uncommons cost 250 Shards and Rares cost 500 Shards.
Crafting Hero cards costs slightly more; Commons cost 150 Shards, Uncommons cost 375 Shards, Rares cost 750 Shards and Mythics cost 2000 Shards.
Some Cards that are exclusive to Awakening Decks and Toys and Kindred decks cost considerably more:
|Hero(2500)||Orion||Tenebra||Dolo the Mighty||Treanu||Malia||Zuna|
|Combo(2500)||Stellar Fusion||Breach the Veil||Wrath or the Mountain||Regrowth||Tornado||Time Collapse|
|Rare(750)||Sun Hugger||Swamp Creeper||Lava Bouncer||Old Oak||Lightning Bringer||Emergency System|
|Rare(750)||Yikona Tactician||Toxic Frog||Scrying Crystal||Tree Sprout||Swooping Corvid||Warp Toad|
|Weapon(1875)||Tempest Rod||C-Tech Cannon|
|Hero(2500)*||Star Tamer Calek||Deathshifter Zaleen||Cinderbranch||Hiveking Ixxa||Navigator Scuttle||Gatox the Reckless|
*These Heroes are from Set 3 Kindred and are legal post Classic Format.
The Lightseekers Card Database: https://www.lightseekers.cards/cards/card-database/
Decklists can be found and shared on Trade Your Cards: https://tradeyour.cards/lightseekers/deckbuilder
If you notice any mistakes in the guide please comment below so it can be corrected! Thank you for taking the time to read this guide!