AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
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.
Each player places their 16 pieces on their side of the board in a chess-like formation:
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).
| 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 |
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).