Enjoyed it? Got wrecked? Throw a couple bucks and leave a note. Every suggestion actually read.
💙 Donate @QuoridorCoThe wall-placement strategy game. Move your pawn to the other side of the board — and stop your opponent from doing the same. Simple to learn, deep to master.
Works on desktop and mobile · Tap to place walls on touch screens
Desktop: Drag wall pieces onto the board. | Mobile: Tap a wall piece to select it, then tap the board to place it.
Real-time 1v1 against anyone, anywhere. No account required. Private room codes to challenge friends. A global leaderboard to settle it properly.
Move your pawn from your starting row to any cell on the opposite side of the 9×9 board. First one across wins.
Each turn you do exactly one thing: move your pawn one cell in any direction, or place a wall on the board.
Drag a wall piece from your panel onto the board (desktop), or tap a piece then tap the board (mobile). Walls span 2 cells and block movement through those gaps. Each player gets 10 walls total.
You can never completely seal off your opponent's path. There must always be at least one route to the other side. The game enforces this automatically.
When your pawns are adjacent, you can jump over your opponent. If a wall blocks the straight jump, you may move diagonally instead.
Spend a wall to slow them three moves, or save it for the endgame when they've committed to a path? That tension — between moving and walling — is what the game is about.
Quoridor is a two-player abstract strategy board game designed by Mirko Marchesi and published by Gigamic in 1997. It won the Mensa Select award and Game of the Year in the US, France, Canada, and Belgium. Over one million physical copies have been sold worldwide.
The game descends from Blockade, a 1975 design by Philip Slater — the same mechanic, now refined and free to play in your browser. No download. No account. Just the game.
The strategic depth comes from a single tension: when do you spend a wall to slow your opponent, and when do you just run? That question never gets old.
Don't place walls too early. A wall placed when your opponent is still in the middle of the board redirects them one cell. Wait until they've committed to a route before cutting it off.
Count paths, not squares. The advantage bar shows BFS distance — shortest possible moves to goal. If you're two steps behind, one well-placed wall can flip it.
Save walls for the endgame. Having three walls left when your opponent has none is a massive advantage. They can only run; you can still redirect them.
The center column is powerful. Controlling the middle of the board gives you routing flexibility and restricts your opponent's options dramatically.
This game is free and always will be. If you enjoyed it, got destroyed by the Hard AI, or just want to tell me to add a cannon piece that blows up walls — throw a couple bucks and leave a note on Venmo. Genuinely read every one.
@QuoridorCo · suggestions welcome