🧱 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.
- Up to 4 players
- Classic
- In your browser, free
- With friends or against bots
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
- Normal — each player has to reach the edge opposite their own. The classic.
- Centre — everyone races for the middle square, marked in gold. Everybody shares one destination.
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
- Count the steps. At any moment, add up how many moves are left for you and for your opponent. Ahead? Move. Behind? Build. That single rule already beats most beginners.
- Jump the opponent. If their pawn is on the square in front of you, you leap over it and land on the next one — a turn saved. And if there is a wall (or another pawn) behind them, the jump becomes diagonal: you go around the side. It is the resource beginners most often miss, and the one that most often ruins the step count of whoever only counted steps.
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