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PC Gamer
PC Gamer
Callum Bains

The Lamplighters League takes a shot at approachable turn-based tactics that won't bury you in percentage symbols

Three Lamplighters League characters post on ancient footsteps ready to fight

The first time you send femme fatale Ingrid charging through a line of goons in The Lamplighters League, you feel like a superhero. She has a backhand like a pneumatic drill, and can smack just about anything unconscious with a flick of her wrist. Wait for a few gas-masked guards to bunch together, ease her into position, and knock them down in an instant. When the fighting starts proper, the kicks will come flying too. That is, of course, if she's standing upright, and not lying down for a snooze as I often find her.

It's not her fault. On my previous mission to sabotage the enigmatic Banished Court in its evil plan to claim a magical, world-ending tower, I pushed Ingrid to her limit. With one too many bullets flying past her head and sabers swiping in her face, she had a somewhat understandable nervous breakdown. Her reward: A random draw from a magical deck of fatalistic playing cards that alternately helps and hinders your band of pulpy adventurers.

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