Quoridor
Quoridor is a two- or four-player intuitive strategy game designed by Mirko Marchesi and published by Gigamic Games. Quoridor received the Mensa Mind Game award in 1997 and the Game Of The Year in the United States, France, Canada and Belgium.[1] Rules of the gameQuoridor is played on a game board of 81 square spaces (9×9). Each player is represented by a pawn which begins at the center space of one edge of the board (in a two-player game, the pawns begin opposite each other). The objective is to be the first player to move their pawn to any space on the opposite side of the game board from which it begins. The distinguishing characteristic of Quoridor is its twenty walls. Walls are flat two-space-wide pieces which can be placed in the groove that runs between the spaces. Walls block the path of all pawns, which must go around them. The walls are divided equally among the players at the start of the game, and once placed, cannot be moved or removed. On a turn, a player may either move their pawn, or, if possible, place a wall. Pawns can be moved to any space at a right angle (but not diagonally). If adjacent to another pawn, the pawn may jump over that pawn. If that square is not accessible (e.g., off the edge of the board or blocked by a third pawn or a wall), the player may move to either space that is immediately adjacent (left or right) to the first pawn.[2] Multiple pawns may not be jumped. Walls may not be jumped, including when moving laterally due to a pawn or wall being behind a jumped pawn.[3] Walls can be placed directly between two spaces, in any groove not already occupied by a wall. However, a wall may not be placed which cuts off the only remaining path of any pawn to the side of the board it must reach. Though it can be played with three players, doing so is not recommended, because the third player does not have a player on the opposite side and thus has an advantage. HistoryQuoridor is based on an earlier game, namely Blockade (also known as Cul-de-sac), invented by Philip Slater in 1975. Mirko Marchesi, a well-known board game designer, created another version of this game, called Pinko Pallino, which was published in 1995 by Epta games. Pinko Pallino was only for two players and was played on an 11×11 game board with a total of 42 walls and slightly different rules.[4] After initial release, the game aroused interest. By 1997, the five biggest game companies in the world (including Gigamic) American[clarify] bought the copyright of this game and released it to the world. As a result, Quoridor quickly became popular all over the world. Many European educational institutions (e.g., MindLab) have also selected Quoridor as teaching aids and brought them into the classroom. History of notationsSince Gigamic does not provide a notation system, multiple systems have arisen in the history of Quoridor. The ones below appear in chronological order.
NotationBoardEach square is denoted using algebraic notation.
PawnsStarting positionsTwo players:
Four players:
MovesEach pawn move is defined by the new square occupied by the pawn.
WallsEvery wall touches four squares. A wall move is denoted by the closest square to a1, with a horizontal h or vertical v orientation.
FormattingA game or series of moves is generally written in one of two ways.
Moves may be interspersed with commentary (annotations). When the game score resumes with player 2, player 3 or player 4's move, an ellipsis (...) fills the position of player 1's move, for example:
Defined game positionsA Forsyth–Edwards Notation-like record can define a particular game position:
*Four player only. Two player example
Four player example
Game phasesA game can be divided into three phases, namely opening, middle game, and endgame. The first five to seven moves can be considered as the opening phase. A typical midgame consist of around ten moves. The endgame starts when one of the players has less than three pieces. OpeningIn this phase both players make relatively long-term plans. The openings can be divided into two categories, orthodox and unorthodox openings. In orthodox openings the goal is to advance one's pawn to the center. Unorthodox openings are uncommon and use two or more wall moves before one's pawn reaches e4 or e6. Reed opening: This opening consists in placing, during the first two moves of the game, two walls on the third row in front of the opponent with a single gap in the middle ( Shiller opening: Both players advance their pawns three times ( The Stonewall: After both players advance their pawns two times ( Ala opening: Both players advance their pawns three times ( Standard opening: Both players advance their pawns three times (
Gap opening: After both players advance their pawns three times (
The Sidewall: Both players advance their pawns ( Proper counter-play: Second players' move is Quick Box variation: Shatranj Opening: Named after an online player, Shatranj. The game starts with the move
MidgameIn the midgame both players tries to maximize the possible opponents paths (most commonly 2) and close their back. Closing the back prevents the possibility of making a roundabout. Not closing the back mostly results in a loss. EndgameWhen both of the players uses all walls in the hand, the game can be ended (upon agreement) by simply counting the shortest path length for both players. StrategiesBetween games common patterns can be seen. MirroringMirroring can be a powerful strategy if the opponent doesn't know how to respond. WallsThe walls are used to direct the game. Their value increases as the game progresses. The walls become more important in the endgame. If there is a major difference in the number of the walls in hand, generally the player with more walls wins the game. Nonetheless, if the movable area lacks space, this may result in a loss because if none of the moves increases the path length of the opponents' they become useless. Leaving the position (more) complexShiller opening and Gap opening are the perfect example for this strategy. Spatial advantageThe space each player has can give them advantages. Sidestepping: Within the first three moves the first player moves their pawn horizontally left or right, giving the opponent the opportunity to move forward or place the first wall. The goal is to make a corridor to make the opponent go backwards. However, by doing so, the first player loses their spatial advantage and the second player can force the first player go backwards. Therefore, this is considered as a bad move. Derivations of the gameThere are different board sizes of the game: Pocket < Mini < Standard < Deluxe < Giant
Quoridor Kid: In 2004 Gigamic released the Children's version. The number of squares on the board is 7×7 squares, which is one size smaller than the regular version, and the number of walls is 16 (for two players, each player gets eight walls; for four players, four each). Other rules are the same. The board is round and yellow, where classic figures are replaced with a mice. The top is in the shape of a mouse, and a cheese top is placed in the back of the row on the other side, adding the theme of "a mouse is trying to reach the cheese." AwardsIn 1997, the game was awarded the Mensa Select, a prize given to five board games by the American Mensa every year. It was also by Games Magazine named Game of the Year 1998.
The Children's version of the game Quoridor Kid won four awards.
CompetitionsMindsports Olympiad: As part of the Mindsports Olympiad 2020, Quoridor was played.[12] Pentamind World Championship: In 2018, Quoridor was played among 5 games in the Pentamind tournament.[13] MINDLAB: Kids between the ages 9–12 can participate in this yearly tournament. MiscellaneaTime controlIn competition, Quoridor games are played with a time control. If a player's time runs out before the game is completed, the game is automatically lost. Time can be controlled using a chess clock that has two displays, one for each player's remaining time. Analog chess clocks have been largely replaced by digital clocks, which allow for time controls with increments. References
Further reading
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