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🧱 Quoridor

Get your pawn to the other side — and use walls to slow everyone else down. A classic of abstract strategy, for two to four players.

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Move or build

On your turn you do one of two things: move your pawn one square, or place a wall. That is all — and the entire depth of the game comes out of that binary choice.

Walls are limited, and how many depends on the size of the table: 10 with two players, 7 with three and 5 with four (the official board-game numbers). Spending them early leaves you with no tool when somebody is two steps from arriving; hoarding them lets your opponent walk for free.

The rule that keeps the game alive

A wall can never completely close anyone's path. A route to the goal always has to remain, for every player. The game simply will not let you make that move.

That is why walls delay but never trap: the most you can do is force somebody to take a detour — and the detour you created is available to them too.

The two modes

Centre mode changes the nature of walls. In normal, a wall mostly inconveniences one specific opponent; in centre, any wall in the middle inconveniences all four — including you. Building becomes a far more expensive decision, and the match gets faster and more aggressive.

The two ideas that pay most

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