may 2019 | GAMES WORLD OF PUZZLES 47
BY THOMAS L. MCDONALD •&3%6(+%1)6):-);7•
STRATEGY
LASER CHESS
THINKFUN: $40
AGE RANGE: 8+
PLAY TIME: 15–30 MINUTES
PLAYERS: 2
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aser Chess has its origins in an
award-winning game released
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although the design and name have
changed, the core rules have stayed
the same.
There’s a king to capture and pieces
with various abilities, but that’s where
the connections to chess end. Each
player has a stationary laser piece that
shines a single beam of light parallel
to the board. The goal is to illuminate
the opposing king by bouncing a light
across mirrored pieces.
The board is a plastic grid with squares
laid out 8×10, with the long sides facing
each player. Twenty-four pieces slot
into the squares of the grid, 12 to a
side, in red and blue. The laser turrets
are locked into opposing corners and
can only rotate, but the other pieces are
free to move in any direction, including
diagonally.
Each game begins with the board in
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trated in the manual. During a turn a
player may move any piece one space
in any direction, rotate a piece in place,
or turn the laser. At the end of the turn,
the button on top of the laser is pressed.
Any pieces hit on a vulnerable side by
the laser—even your own—are removed
from play.
There are several different kinds of
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rored on one side at a 45-degree angle,
while the two Switches are mirrored on
both sides. If the non-mirrored side of
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from play. Since the Switches have two
mirrors, they can’t be eliminated. Each
player also gets two Defenders, which
have a shield on one side but are vulner-
able on the other three. These are useful
for blocking a beam. Finally, there’s the
king, without mirrors or shield, just sit-
ting there waiting to get shot. The new
design offers sturdy pieces with plastic
backs that light up quite well even after
a beam bounces off 9 or 10 mirrors in
bright light.
It’s not only possible but easy to ac-
cidentally take out your own piece with
a mirror or to leave a king vulnerable be-
cause you failed to anticipate the route
of a beam. Laser Chess isn’t chess, but
it certainly demands a fair amount of
planning, board analysis, and strategy.
Plus you get to play with lasers.Q
GOOD CHOICE FOR FANS OF: CHESS RATINGA
DEDUCTION
CRYPTID
OSPREY PUBLISHING, $35
AGE RANGE: 10+
PLAY TIME: 30–50 MINUTES
PLAYERS: 3–5
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ryptid is a strong
enough game to rise
above its most disap-
pointing feature: a complete
failure to integrate its theme
into its gameplay. This is, alleg-
edly, a game about searching
for “cryptids”: legendary
creatures like Bigfoot or the
Loch Ness Monster. Outside
of the box art, however,
you’ll be hard-pressed to
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but once you start playing it
hardly matters.
In Cryptid, you’re search-
ing the board for the one
space where a monster may
be lurking. Since all the to-
kens are generic shapes (col-
umn, circle, triangle, cube,
and pawn), you could just
as easily be searching for a
Pop-Tart. Still, the setup and
searching mechanisms are
remarkably clever, and the
resulting gameplay offers
plenty of player interaction
akin to deduction games like
Clue and Tobago.
The game is set up using
a deck of cards and a set
of clue books. A card indi-
cates how to lay out six map
boards illustrated with differ-
ent types of terrain divided
into hexes. Standing stones
and abandoned shacks (col-
umns and triangles) are
placed at particular hexes.
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are references to lines in
clue books. Each player has
a secret clue that indicates
where the creature may be,
such as “Within three spaces
of forest” or “Within two
spaces of a standing stone.”
Each player has a pile of
disk and cube tokens. During
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cubes on spaces that can’t
contain the monster accord-
ing to the clue they received,
without revealing the clue it-
self. Each turn proceeds with
players placing the pawn on
a space and asking another
player if the monster can be
there. If the player says yes,
it’s marked with a disk. If the
player says no, that space
is marked with a cube. The
player whose turn it is must
then place a cube on another
space where the creature
can’t be.
Players may also search
during their turn, which in-
volves placing a disk on a
space where the monster
can be, and then asking ev-
eryone in turn if that complies
with their clues. The other
players respond by placing
either disks or cubes. If any
player places a cube, the
search stops and the search-
ing player has to place a cube
on another space.
The setup cards are de-
signed in such a way that only
one space can be the correct
answer. The board can also
be set up using a website
that walks players through
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clues.
This is a tight, well-made,
intriguing game of deduction
with first-rate components.
The only thing that’s missing
is a cryptid. Q
GOOD CHOICE FOR FANS OF: CLUE RATINGA