In my quest to design the perfect abstract game, I sometimes modify existing perfectish games to try to make them perfecter. I just came up with a really cool (according to me) idea regarding how to modify Quoridor, one of the World’s Greatest Abstract Games (TM), to double its awesomeness. The idea is to concoct a cross between Chess and Quoridor, as follows:
The game is for 2 players only and played with a Quoridor set. All 4 pawns provided with the set are needed.
- Each player has two pieces: one King and one Assassin
- The goal of the game is no longer to reach the opponent’s back row, but instead to reach the opponent’s King with your own Assassin.
- As in Quoridor, on each turn you must choose between placing a wall and moving your Assassin one space vertically or horizontally.
- On any turn in which you choose to place a wall, you must also move your King one space vertically or horizontally. You may place a wall and move your King in any order.
- After you have placed all your walls, your King may no longer move.
- You can never place a wall such that there are no paths between your opponent’s Assassin and your own King.
- The “jumping” rules should be the same as for 4-player standard Quoridor.
- Optional: (recommended by expert game designer Bill Taylor: allow an unlimited number of walls per side, rather than just the 10/side that come with the physical game. Leads to deeper, longer games.
I don’t know what the starting positions of King’s and Pawns should be.
I’ve not tested these rules, so there may need to be modified to make a workable game, but I *think* this should work.
I like this because now, instead of trying to reach any of a set of unmoving squares, you’re giving chase. Your target occupies a single space and it’s moving, ducking behind walls, and you’ve got to corner it as quickly as possible. Cat and Mouse and whatnot.