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Gamehelpquoridor

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Revision as of 09:05, 26 January 2024 by Fosterwerks (talk | contribs) (Clarified and adding missing info for pawn movement rules pertaining to adjacent pawns)
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Freeboard

Starting position
A
B
C
D
E
F
G
H
I
9
9
8
8
7
7
6
6
5
5
4
4
3
3
2
2
1
1
A
B
C
D
E
F
G
H
I

Overview

  • Abstract game played on a 9×9 board.
  • 2 or 4 players.
  • The first player to move their pawn to the opposite side of the board wins.
  • Walls can be placed to restrict pawn moves.

Gameplay

  • Each player has one pawn which starts in the middle of their respective side.
  • 20 walls are distributed equally to all players.
    • i.e. 2 players: 10 each
    • i.e. 4 players: 5 each
  • Players take turns to either:
    • Move their pawn
    • Place a wall

Pawn Movement

  • Adjacent squares in orthogonal directions.
    • i.e. forwards, backwards, or sideways.
  • Not through a wall.
  • Not onto the same square as another pawn.
  • Jump over an orthogonally adjacent pawn:
    • When two pawns face each other on neighboring squares which are not separated by a fence:
      • The player whose turn it is can jump the opponent’s pawn (and place himself behind him), thus advancing an extra square (fig. "Jump Behind").
    • If there is a fence behind the said pawn:
      • The player can place his pawn to the left or the right of the other pawn (fig. "Jump Aside")
    • Note: jumps are never mandatory.
Jump Behind

The white pawn may move backwards, to the left or jump over the black pawn.

A pawn may not move through a wall or onto the same square as another pawn.

Jump Aside

The forward jump is blocked by a wall.

The active white pawn may additionally move to squares orthogonally adjacent to the black pawn.

Wall Placement

  • Each wall is two squares long.
  • Must be placed between squares, aligned with the grid.
  • May not jut out of the board.
  • May not block all paths for each pawn to reach their destination side.
  • Note: if a player places all their walls, they can no longer place walls.

Game end

  • A player wins if their pawn reaches any one of the nine squares on its destination side, opposite to their starting side.
  • A team wins if either pawn reaches its destination side.