Intermediate: Notation, Walling, and Two Openings

Quoridor intermd guide

*** Work in progress – check back October 2014 ***

Intermediate Guide

The Intermediate Guide uses simple language. We hope that more of our worldwide readers can understand.


A strong opening is good. A strong finish is better. Study openings. Play many games to the end to practice your endgame.

If you wall first:

Win wall races (img of the winning side and losing side of two opposing walls).

If you wall second:

Don’t get turned around, but otherwise save your walls.

General walling strategies:







Intermediate walling is best summed up by the words of Larry Shiller when he guides you to minimize your own paths to the goal while maximizing your opponent’s paths. This is the most concise and value packed Quoridor knowledge I have yet to encounter. We will visit this idea again in the end of this intermediate guide when we look at the Shiller opening, and then again with more depth in the advanced guide.

First let’s look at how to turn Shiller’s idea into action. Following the Standard Opening let’s have the first player (Blue) place an offensive wall at He3. Now let’s look at how this affects each player’s possible paths to the goal.

(Showing std open with He3 wall and lines for paths.)

A few colorful lines show that this wall creates two paths for each player. This might come as a surprise to some, as the wall is placed behind Blue (afterall we did call it an offensive wall). Shouldn’t this wall work in Blue’s favor and push him towards his goal? Remember, it’s possible Red could block Blue in a way that forced him to move back around the wall. In fact, any free floating wall, of any length (a single wall, two, three connected walls, etc.) that is not connected to an edge will always add one extra possible path to the goal for each player.

Two points to take away from this example.
1. Walls not touching an edge of the board always create an extra path for each player.
2. Not all paths are equal.

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