La-Trel

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

La-Trel is an abstract strategy board game designed by Richard Morgan. Nominated for the Spiel des Jahres in 1996, it features chess-like pieces on a grid board where attackers capture by jumping (as in checkers) and defenders protect by blocking. The goal is to defeat all of your opponent’s attacker pieces.

Components

Setup

Each player places their 16 pieces on their side of the board in a chess-like formation:

Turn Structure

Players alternate turns. On your turn, move one of your pieces according to its movement rules. If a capture is available, it must be taken (captures are mandatory, as in checkers).

Actions

Piece Movement

Piece Movement Capture
Defender 1 square in any direction except diagonally Cannot capture
Warrior Any number of squares in any direction (like Chess Queen) Jumps over opponent’s piece
Sabre Any number of squares cardinally (like Chess Rook) Jumps over opponent’s piece
Trident Any number of squares diagonally (like Chess Bishop) Jumps over opponent’s piece

Capturing

Scoring / Victory Conditions

Special Rules & Edge Cases

Player Reference

Pieces per Player:

Piece Count Movement Can Capture?
Defender 8 1 space, non-diagonal No
Warrior 2 Any direction, any distance Yes (jump)
Sabre 4 Cardinal only, any distance Yes (jump)
Trident 2 Diagonal only, any distance Yes (jump)

Win: Capture all 8 of opponent’s attacker pieces (4 Sabres + 2 Tridents + 2 Warriors).