Helm’s Light

Welcome to Helm’s Light

Helm’s Light was meant to be a haven, far from The Shade that once decimated our people. It wasn’t long before it’s dark energy started to consume us. The ships that sail these waters are no longer trustworthy, and the light from a lighthouse may be a beacon of safety, or a dire warning. We will need to put our petty difference aside when The Shade returns with it’s fleet of ghost ships and bottomless thirst for souls.

Lead Your Captain to Victory

Each captain has their own unique ability and mission. Who will be the best fit for your playing style… Mist Maiden’s knack for building the most ships? The Raven’s ability to replay cards? Or perhaps Seaquake’s big cannonballs?

Simple Options, Difficult Choices

Turn mechanics are at the heart of the strategy behind Helm’s Light. Each round is comprised of three turns. Players must choose whether to take 1, 2, or 3 actions for each turn. The greedy and shortsighted captains always pick 3 on their first turn; leaving them with few options for their next two turns. Master the turn mechanics to master the seas.

Multiple Gameplay Variants

Helm’s Light isn’t just a one trick pony. Gameplay will always be fresh with all the possible variations; whether growing your fleet by joining forces with another captain or working cooperatively with all players to vanquish the dreaded ghost ships…
Player vs player (2-6 players)
Teams (2v2, 3v3, 2v2v2)
Cooperative (2-6 players)
Solo (just you)
The Shade (3-7 players; Kickstarter reach goal)

Scroll to Top