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.