Lightraiders How-To Videos

If you don’t know what Lightraiders is, click here to find out more about our Christian rpg-based teen Bible curriculum.

If you’ve already heard of Lightraiders or you ordered your very own boxed set, welcome to our How-to-Play section. These videos help you get started with Lightraiders.

To get a quick idea of what game play during Lightraiders looks like, jump to the Play Examples section.

Adventure Masters, read the change notes below and watch the Tutorial Videos before meeting with your Lightraiders group. There are change notes for the original printing and Update 1. You can determine which printing you have by looking at the top left of the copyright page in the front of the adventure guidebooks. If you have Update 1, it will say “Update 1” in the copyright notice above the Lightraiders shield. This is a living list. If you find a change not listed for your printing, please send us a note through our contact page. Then, during the practice session, watch the Play Examples with your players.

IMPORTANT CHANGE NOTES: Original Printing

Changes for the Rules and Introduction

There are no more pre-filled-in items on the Character Sheet. Also, now every player character starts with a jingling coin pouch.

This change applies to the Character Creation section, p. 6 of the Rulebook:

  • In the italicized text, fourth paragraph: Delete “Notice that some items are already filled in. These are items you all carry.”
  • In Note 4: Delete “in addition to the two already filled in.” But still take note of the suggested items in the sentence that follows.
  • Find the coin pouch section on the back of the Character Sheet. It no longer takes up an item slot. During Character Creation, have each player add 10 petas and 3 halfins to their pouches by marking the appropriate boxes in the “Coins in your pouch” section.

On p. 31, under Time Passage During Timed Events, the timing bullets should read:

  • Sactuary/Safe Haven/Ordinary Ground
    • 1/4 tick per round
  • Perilous Place/Stronghold
    • 1/2 tick per round
    • Progress actions normally prohibited

On p. QRP 1 at the start of the Quick Reference Pages, the starred footnote is a similar color to the background and printed invisibly. The invisible starred text reads:

  • Uplifted: Use the highest value out of the three results for the next roll.
  • Downcast: Use the lowest value out of the three results for the next roll.

Changes for the Initiate’s Quest

  • The Letter from a Guardian (page 2 of the Maps and Discoveries Book) tells the PCs to show the outpost sergeant “this letter” to begin their quest. Instead, on page 2 of the guidebook, the sergeant asks for their letters from the headmaster. The Letter from a Guardian should read, “Show him your letter from the headmaster.” You might wait and see what they do. If they notice the difference and show the letter from the headmaster (found in the handbook), or if they present both letters to the sergeant, award 1 Wp each.
  • We removed the hex spaces from the Dayspring Forest map and used locations and intersections instead. In three cases, that change was not transferred to the printer’s copy.
    • On p. 5, the XX sentence should read, “The PCs are now at the first intersection on the main path east of the outpost.”
    • On p. 6 Onward A, the XX sentence should read, “The party is now on the main path at the second intersection east of the outpost.”
    • On p. 6, Onward B, the XX sentence should read, “The party is now on the main path at the first intersection east of the outpost.”
  • On page 11, the note in the ITEM FOUND box reads “You found a key. What might it unlock?” That note should read “You found a chest, but where is the key?”
  • On page 17, in the Nectarcat Trial, the Read to Players block should read “five rounds” instead of “seven rounds.” (great catch, Isabella)
  • On page 24, in the first column, the last sentence at the very bottom the page should read: Perhaps you should ask for help getting the chest.
  • On page 123, the rescue title should read “The Dockmaster Rescue.”

Changes for the Priest and His Giant Problem

  • On p. 19, bottom of the second column, under Onward, the Westward route should read “Go to B1 The Bridge, p. 24.”
  • On p. 23, top of the second column, under Onward, the Eastward route should read “Go to B1 The Bridge, next page.”

IMPORTANT CHANGE NOTES: Update 1

Most changes listed in Printing One were corrected prior to Printing Two. This is a living list. If you find a change not listed for your printing, please send us a note through our contact page.

Changes for the Rulebook

On p. QRP 1 at the start of the Quick Reference Pages, the starred footnote is a similar color to the background and printed invisibly. The invisible starred text reads:

  • Uplifted: Use the highest value out of the three results for the next roll.
  • Downcast: Use the lowest value out of the three results for the next roll.

Changes for the Initiate’s Quest

  • On page 17, in the Nectarcat Trial, the Read to Players block should read “five rounds” instead of “seven rounds.” (great catch, Isabella)
  • On p. QRP 1 at the start of the Quick Reference Pages, the starred footnote is a similar color to the background and printed invisibly. The starred text reads:

Tutorial Videos

UPDATE: WATCH FIRST!

Watch this update before watching the other How-to-Play videos.

INTRODUCTION

An introduction to the tutorial videos

CHARACTER CREATION

IMPORTANT NOTE. Look for the change card in your boxed set. We’ve repeated it here just in case. There are no more pre-filled-in items on the Character Sheet. Also, now every player character starts with a jingling coin pouch.

This change applies to the Character Creation section, p. 6 of the Rulebook:

  • In the italicized text, fourth paragraph: Delete “Notice that some items are already filled in. These are items you all carry.”
  • In Note 4: Delete “in addition to the two already filled in.” But still take note of the suggested items in the sentence that follows.
  • Find the coin pouch section on the back of the Character Sheet. It no longer takes up an item slot. During Character Creation, have each player add 10 petas and 3 halfins to their pouches by marking the appropriate boxes in the “Coins in your pouch” section.

Create your characters with a quick and easy process. You’ll complete the nine steps and have your Character Sheet filled out in no time. Be sure to reference the change card in your box for an additional step.

TESTING AN ABILITY

Ability tests make up the most frequent and simplest mechanic of the game. Roll three dice and take either the lowest, second highest, or highest value. In most cases, you’ll take the second highest value.

TRIALS, COUNSELING, AND RESTORATION

In a trial, you test one or more abilities in multiple rounds. Each member of the party tests each round. Gather enough successes to pass the trial. Failures cause damage and may lead to a Core Strength infection. Friends offer counsel with an appropriate verse and application to restore the Core Strength. Counseling is a key mechanic that makes Lightraiders an effective teen Bible curriculum.

BATTLE TUTORIAL

In battle, temper your Keledan armor to gain special effects, move tokens around a map, and test abilities like Fight and Command. Vanquish your enemies or convince them to surrender.

Play Examples

SAMPLE TEST


SAMPLE TRIAL ROUNDS


SAMPLE COUNSELING AND RESTORATION

This quick video continues the counseling and restoration process that began during the trial example. Again, counseling and restoration forms a key part of the discipleship process and makes Lightraiders more effective as a teen Bible curriculum.

SAMPLE BATTLE ROUND

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