LASERCHESS

Master the art of reflection. Command the light.

MISSION PROTOCOL

The arena is a 9x9 grid of light and shadow. Your objective is absolute: **Protect your King. Terminate the enemy King.**

**Laser Chess** gives you **2 actions per turn**, and each action is a **Move**, a **Rotate**, or a **Fire**. Captures (stomps) and Hypercube teleports are special kinds of Move — you can make at most one such special move on any given turn.

PIECE ROSTER

KING

The neural core. If hit by a laser, the link is severed and the game is lost. Can move and capture adjacent units.

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LASER

The primary emitter. Discharges a high-energy beam. One fire allowed per laser per turn.

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TRIANGULAR MIRROR

Tactical reflector. At a diagonal orientation it bends incoming beams 90°; at a cardinal orientation it bounces head-on hits 180° back. Beams that strike the back face destroy it.

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DEFLECTOR

Standard reflection unit. Deflectors mirror incoming beams diagonally across the board.

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STRAIGHT MIRROR

Tactical reflection unit. Reflects beams 180° on axis-match or allows them to pass through.

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BLOCK

Reinforced shielding. Reflects head-on hits but is destroyed by side impacts. Can capture other pieces.

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HYPERCUBE

LC Trans-dimensional unit. Teleports any piece it moves onto to a random location on the board. Randomizes the trajectory of any beam that enters it.

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RED WINS
Click to restart