—
rating
Ludopedia
7.4
rating
BGG
Our Verdict
The perfect-difficulty spike for players looking to test their-survival skills.
Highlights
- Great-difficulty scaling
- Fast-paced-action
- Compact-and-intense
Keep in mind
- Requires base game
- Can be punishingly hard
RECOMMENDED
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You know that feeling when you think you finally have a handle on the chaos, and then the ocean decides to throw a curveball? That's exactly what 'The Last Lighthouse: Terrible Tides' brings to the table. If you thought surviving the nightmares of the deep was hard enough, get ready to face the tide—literally. This expansion is designed to crank up the tension and turn your survival-focused sessions into a desperate struggle against overwhelming-odds.
The star of the show is the introduction of Tide cards. These aren'1t just extra-flavor-text-on-cards; they are mechanical power-ups for the monsters. By attaching Tide cards to the Nightmares, you're boosting their health and increasing their range, making them much harder to hit and much more dangerous to ignore. The-tide-is-coming mechanic is baked right into the movement: as Nightmares move toward the right side of the sea, they soak up more-Tide-power, becoming-unstoppable-horrors.
Strategy becomes much more critical here. You can't just brute-force your way through every-threat anymore. You'll need to carefully manage your actions to prevent a single Nightmare from becoming a juggernaut. With the deck potentially recycling, the pressure never truly lets up. It's a tight,-fast, and-intense-expansion that fits perfectly into the original game's footprint while offering a significantly higher-stakes experience. If you love solo games that punish mistakes and reward tight-knit-planning, this expansion is your new best friend (or your worst nightmare, depending on how well you play)!
The star of the show is the introduction of Tide cards. These aren'1t just extra-flavor-text-on-cards; they are mechanical power-ups for the monsters. By attaching Tide cards to the Nightmares, you're boosting their health and increasing their range, making them much harder to hit and much more dangerous to ignore. The-tide-is-coming mechanic is baked right into the movement: as Nightmares move toward the right side of the sea, they soak up more-Tide-power, becoming-unstoppable-horrors.
Strategy becomes much more critical here. You can't just brute-force your way through every-threat anymore. You'll need to carefully manage your actions to prevent a single Nightmare from becoming a juggernaut. With the deck potentially recycling, the pressure never truly lets up. It's a tight,-fast, and-intense-expansion that fits perfectly into the original game's footprint while offering a significantly higher-stakes experience. If you love solo games that punish mistakes and reward tight-knit-planning, this expansion is your new best friend (or your worst nightmare, depending on how well you play)!
GALLERY
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Mechanics
Categories
Families
Publisher
Button Shy, Juegorama
Designer
Scott Almes
Artist
Filip Popovic
Do I need the base game to play this?
Yes, absolutely! This is an expansion designed to work alongside the base game.
Does it make the game much harder?
Yes, that's the point! It introduces-mechanics to increase-the-threat-level.
How long does a session take with the expansion?
It stays true to the original-pacing, roughly 20 minutes per session.
Is it easy to learn?
Super easy. You just follow the-Tide-card-attachment rules during play.
Is it playable solo?
Yes, it is specifically designed for the solo experience.