#Sightlines
A lane-control card battler. You and your opponent fight over a 3×5 board, one lane at a time, and the player who controls the most power across the lanes wins. Play the CPU to earn cards, build a deck you like, then take it to another player.
#The board
Three lanes across, five columns deep. Your home column is the one nearest you; your opponent's is the far side. You start with one pawn on each of the three tiles in your home column, and everything else is empty.
A tile has an owner and a rank, which is just how many pawns are on it, up to three. Rank is what lets you play cards: a card with rank 2 needs a tile you own with at least two pawns on it. Rank 1 cards can go almost anywhere you control, which is why every deck needs some.
#Your turn
Draw a card, then either play one or pass.
To play, pick a card and a tile you control at the required rank. Two things then happen:
- The card lands and its power counts toward that lane.
- Its pawn pattern spreads. Every card shows a set of squares around itself. Empty tiles in that pattern become yours at rank 1; tiles you already own rank up, to a maximum of 3.
Territory is the real currency here. Power wins lanes, but pawns are what let you play the cards that have the power.
#Taking tiles from your opponent
A pawn square landing on an enemy tile that has no card on it flips that tile to you. The pawns already there stay at the same count: capturing gives you the tile, not a free rank-up. Tiles with a card on them are immune to pawn spread entirely, so the only way through a placed card is to destroy it.
Card abilities do the destroying. They hit the squares highlighted on the card, and a card reduced to zero power is destroyed. The tile it was on goes fully neutral, pawns and all, which means either player can claim it next. That's the opening for the strongest plays in the game: destroy a card, then claim the tile it was holding.
#Winning
The match ends when both players pass in a row. Each lane is scored separately: whoever has more total power in a lane takes that lane's points, and a tied lane scores for nobody. Add up the lanes, highest total wins.
This is why a hopeless lane isn't worth defending. Losing a lane 20 to 3 costs exactly as much as losing it 4 to 3. If you can't win a lane, spend your cards somewhere you can, and let it go.
Three things follow from that:
- Winning narrowly is efficient. Overloading a lane you've already won is wasted power.
- A tie is worth stealing. Levelling a lane you're losing denies your opponent the whole lane, and often costs one card.
- Watch all three. Sightlines is a game about where not to spend a turn.
#Where to go next
- Building a deck — the 15-card rules and what a deck needs.
- Cards and rewards — how you earn coins, and what to spend them on.
- Playing other people — inviting a rival and how ranked play differs.
Your collection, decks and record are tied to your arcade account and follow you between devices.