[http://heyjude0929. pixnet. net/blog/post/26923277-%5B%E9%81%8A%E6%88%B2%E4%BB%8B%E7%B4%B9%5D%E6%AD%A5%E6%AD%A5%E7%82%BA%E7%87%9Fquoridor]步步為營(zh)
Corridor is a 2-player game, the object of which is to move your pawn to the other side of a 9x9 board before your opponent.
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You can either move your man up, down or sideways or put a fence down. Players can jump over an opponent that he is next to or jump diagonally if he is next to a fence. Players cannot jump over fences. Players can put a fence down to block an opponent, but must allow at least one path to get to his winning side.
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You have only 10 fences. There is a fence counter by your name. Set traps to delay the opponent and create corridors to a winning path. You can concede the game by clicking on the square by your name and clicking "Concede. ..". You must have completed 50% or more of your game.
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is an optional starting "Off the Center Aisle" Variation. Players agree to play this variation. The first player moves sideways and the second player move sideways in the opposite direction. The players keep on moving sideways until they agree to stop.
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Revision as of 13:12, 31 August 2015
Quoridor is an abstract board game for 2 or 4 players. Players move their pawns to reach the opposite side before their opponents; however, the defining quality is that players can place walls on the board that block all pawns, thus forcing pawns to navigate their way around the walls.
Start of the game
The board is 9x9 by size. Each player has one pawn, placed in the middle of their respective side. There are 20 walls, distributed equally to all players (10 each for two or 5 each for four).
In a player's turn, a player must do one of the following:
- move their pawn, or
- place a wall.
Moving a pawn
A player can move a pawn to an adjacent square in the four orthogonal directions (front, back, or sideways). The pawn may not cross past a wall. The pawn may never occupy the same square as an opponent's pawn; if an opponent pawn is adjacent, the player can jump over the opponent's pawn. If there is no wall, no board edge, and no other pawn behind the opponent's pawn, the jump must be straight (the player's pawn moves two squares in that direction). Otherwise, the jump must be diagonal (the player moves to the opponent, then moves sideways). Jumping is never mandatory.
Placing a wall
There are some walls in a player's inventory. Each wall are two squares long. A player may place a wall inside the board, between the squares. The wall may not jut out of the board, and it must be aligned with the grid, so that it blocks two pairs of adjacent squares. A wall blocks all pawns' movements; no pawn can jump over a wall. However, there must always be at least one path for each pawn to reach the opposite side; a wall may not be placed to completely isolate a pawn from their destination side.
Note that walls are limited; if a player uses up all their walls, they can no longer place walls.
End of the game
If a player's pawn reaches any one of the nine squares on its destination side, opposite of the starting side, the player wins.