Glossary
Every term CoreSquares uses, in one place.
- Target
- A highlighted square you must light to solve the level. Shown as a star. The level is solved when every target is lit at once.
- Lit
- A square is lit when a piece sits on it or covers it with its attack pattern. Lighting every target wins the level.
- Self-lighting
- The rule that a piece lights its own square, not just the squares it attacks. A piece dropped on a target always lights that target.
- Beam
- The line of light a sliding piece (rook, bishop, queen) sends out. It travels until it hits the board edge, a blocker, or another piece.
- Coverage
- Every square a piece lights: its own square plus its attack squares. Solving a board is about overlapping coverage onto every target.
- Blocker
- An obstacle (Lava) you cannot place on. It stops a beam before it and never lights up. Knights jump over blockers.
- Void cell
- A hole cut out of the board (Forest). Beams stop at its edge and knights cannot land on it.
- Frozen / multi-hit target
- A target (Ice) that needs two different pieces covering it at once. One piece hitting it twice still counts as one.
- Enemy / sentry
- A fixed hostile piece (Storm). Its body blocks your beams and the squares it attacks become no-go zones you cannot place on.
- Portal
- A linked pair of tiles (Cosmos). A beam entering one exits its twin, still traveling the same way. You cannot place on a portal.
- Reflection
- On Beach, diagonal beams bounce off the board edge once, like a bank shot. Straight rook lines do not reflect.
- Flashlight
- On Night, the board is dark and the held piece reveals nearby targets as you move it. You submit to fire the beams.
- Tray / inventory
- The set of pieces you have to place on a level. Solving with pieces left over earns a badge.
- Hint
- A nudge that shows the first move of a winning solution. You place the rest yourself.
- Clean solve
- Solving a level on the first try with no hint. Several badges reward clean and fast solves.