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Quoridor

Quoridor is an abstract strategy game that involves building and navigating a maze of corridors. It is best with two or four players but can also be played with three. Quoridor is produced by Gigamic Games and is a Mensa award winner.

Quoridor is an example of a game with very simple rules yet deep strategy. It's amenable to handicap play by giving one player less walls than the other.

You can also buy a simplified version of the game, Quoridor Kid, that is aimed at children. This has a smaller board and is themed around mice running a maze.

How to Play Quoridor

Quoridor is played on a nine by nine board. Each player has a single of pawn of their own colour that starts in the middle of one side of the board. The winner is the first to move their pawn to any square on the opposite side of the board.

Each player also has a number of walls or fences. These slot into the game board and each covers the sides of two adjacent squares. With 2 players each has 10 walls, with 4 players each has 5.

Each turn a player can either move their piece or place a wall.

Moving consists of moving your pawn one square orthogonally (not diagonally). Pawns may not move through walls. However they may jump over other pawns, thus moving two squares. If the "landing space" is occupied or blocked by a wall then the player chooses another square adjacent to the jumped pawn.

Placing a wall is just that. Walls cannot cross or overlap and must be positioned correctly (no half spaces!).

One other vital rule about placing walls: You must not block your opponent off completely so that they have no possible route to their goal. There must always be at least one way of getting there, however long and tortuous!

Once placed, walls can never be moved - if you have no fences left then your must move your pawn.

Strategy

Playing Quoridor is easy; winning is not. The game is a constant balance between advancing your piece and hampering your opponent. Your supply of walls is limited - play them too early and you will be left without options in the end game, play them too late and your opponent will have built up a massive lead.

Jumping is a huge bonus if you can manage it - two moves for the price of one.

One tactic is to try and leave your opponent with exactly two routes home. Then, when they are a long way down one of them, you block it off - forcing them to backtrack.

Another strategy to consider is blocking your own path! Since your opponent can never cut off all your routes home, if you have only one possible route then you can't be blocked. This can also be used to counter the tactic above.





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