Game Info
Year
1997
Collection
Ratings
Creator Score
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
The abstract strategy game Quoridor is surprisingly deep for its simple rules. The object of the game is to advance your pawn to the opposite edge of the board. On your turn you may either move your pawn or place a wall. You may hinder your opponent with wall placement, but not completely block them off. Meanwhile, they are trying to do the same to you. The first pawn to reach the opposite side wins.
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Rules Teach
Quoridor - How To Play
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 8
This page: 8
Sentiment:
pos 7 ·
mix 0 ·
neu 1 ·
neg 0
Showing 1–8 of 8
Video Eitf53S2t_s
Adam in Wales - Board Game Design Review at 1:00 sentiment: positive
video_pk 102389 · mention_pk 292156
Click to watch at 1:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Elegant idea executed with restraint.
- Deep strategic play without complicated rules.
- Visually striking presentation.
- Clean rule set.
- Satisfying tactile feedback from components.
Cons
- High likelihood of a game ending in a tie.
- The idea of creating squares by pushing stars around a grid is a little less easy to communicate.
Thematic elements
Comparison games
- Quarto
- Pylos
- Squadro
- Awalé
- Abalone
- Crokinole
- Rhino Hero
- Hive
- Okay Play
- Othello
- Blokus
- Connect Four
- Cathedral
- Quantik
- Quirkle
Mechanics (from transcript analysis)
- Line of four — The first player to create a line of four pebbles of their own color wins.
- Pebble stacking and moving — Players place a pebble of their color on top of a stack and move that stack, dropping off pebbles as they go.
- Pushing Pieces — Players use a push mechanism to create connected pieces.
- Square formation — Players must create a square of matching pieces rather than a traditional straight line.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- So, once again, this won't be a typical YouTube review.
- Rather than simply asking whether these games are good, I'll be using a series of product design tools to explore who they're for, where they sit in the market, and why they succeed or fail to entertain.
- Gigamic's modern classics range are designed as beautiful wooden sculptures as much as they are engaging games, and the boxes highlight that.
- So, the onboarding process for both games here is very smooth. There are no complex or unintuitive rules.
- Abstract strategy games are often among the most interactive that exist, especially those which feature a race to achieve an objective and win.
- The DICE model is a product design tool for isolating the elements of a game which are fundamental but unremarkable, the elements which drive a positive player experience, and the elements which drive sales.
- So, both games succeed for the same reason. They take a single, elegant idea and execute it with restraint.
References (from this video)
No references stored for this video.
Video ohztHH5qoBg
Rolling Dice & Taking Names Discussion at 16:08 sentiment: positive
video_pk 94253 · mention_pk 256760
Click to watch at 16:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Clever and abstract gameplay.
- Easy to teach and play.
Cons
none
Thematic elements
Comparison games
- Koala
- Santorini
Mechanics (from transcript analysis)
- abstract strategy — Players move a piece on a grid and place walls to block opponents or create paths.
- Grid Movement — Gameplay involves moving pieces on a grid.
- Wall placement — Players can place wall pieces on the board.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The iconography on this game you got to learn and have the manual right there with you because even though it seems pretty straightforward it took us a while to get a grasp of it.
- It is ingenious how they did that but it's somewhat confusing because I kept had to get my mind wrapped around it.
- However way you plan your tactics will tell you whether you want or lose.
- It's teaching you computer programming is what it's doing.
- It's just a fun little stupid game but it's challenging in that you're having to make sure that your program works and I never feel like you're being penalized when you screw up you just have to figure it out.
References (from this video)
No references stored for this video.
Video XvDCLzspdk0
Get into games Event Coverage at 39:42 sentiment: positive
video_pk 81418 · mention_pk 202075
Click to watch at 39:42 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- kids enjoyed it
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- And then you can challenge each other.
- But it is like I like the fact that the game does that that it's hard.
- And when we played it, I was like, "Oh, I get it now." Cuz it's so hilariously funny.
- Mashy Meeples had said something about um like aircon feels like home cuz you're just with people who want to be there, want to play games.
- It's just a nice experience.
- And I think sometimes, you know, when we're just at home playing games, you're like, "Yeah, I love games." But there's something really special about a convention and being with people and meeting up with people that you don't always
- the buzz and the buzz of people enjoying themselves and having a good time.
- And then we drove to McDonald's. We drove to McDonald's with a view.
- And then this one, this service station happens to have a the adult supertore must be the biggest in the land.
References (from this video)
No references stored for this video.
Video oxzQ4s639_c
Review at 0:14 sentiment: positive
video_pk 66873 · mention_pk 162685
Click to watch at 0:14 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Really like the components, nice quality wood, good looking games.
- Very satisfying to play, superb tactile nature.
- The evolution of the moves is very interesting.
- Interesting back and forth.
- High production value.
- Enjoyable.
- Nice, solid game.
Cons
- Can lose really quickly due to one wrong move.
- May bother players who dislike losing that way in abstract strategy games.
- Abstract games in general are not very popular.
- Abstract gamers will find this fleeting and not a fulfilling meal.
Thematic elements
- stars, constellation
Comparison games
- Goblet
Mechanics (from transcript analysis)
- Area Control — Players take turns trying to create a square with their stars. Either one of these positions would be a winning position for that player.
- Movement — Or you can move one of your stars and slide it through one of these channels to a new position.
- piece placement — On your turn, you can either play a new piece to an empty position.
- pushing — If they slide onto one that's occupied, they can push the piece that's there one space away assuming that the space they're sliding into is empty. You can push one piece, not two pieces. And that can be either player's piece. You can even eventually push a piece off the board if you choose to do so.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I have taken to saying Comet. I think it is because I think Q without a U It's just Comet.
- This is a very satisfying game to play.
- This is the kind of game where you make one wrong move, you've lost.
- The game is very tactical.
- I think it's really nice, solid game
- I will say I think this is a good abstract game. If you would like to dabble in abstract games, I suspect abstract gamers will find this fleeting. Will find this not a fulfilling meal, right?
- I enjoyed it. I was surprised by how much I enjoyed it.
References (from this video)
No references stored for this video.
Video 6ISruhN0Hc0
Watch It Played Rules Teach at 0:31 sentiment: neutral
video_pk 64689 · mention_pk 158182
Click to watch at 0:31 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
- The game uses high quality wooden components.
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
- Diagonal move when facing opponent — If pawns are face-to-face with a wall or with the opponent behind, you may move diagonally to side spaces.
- End condition — A player wins by moving their pawn to any space adjacent to the opponent's baseline.
- Fence placement rules — Fences must align with the squares; you cannot place a fence that would completely block access to an opponent's back line.
- Four-player variant rules — In four-player games, each player has five fences and all four sides of the board are used; each pawn starts in the center space on their side.
- Jump over opponent — If two pawns are face-to-face and there is no intervening wall, you may jump over the opponent to the space on the other side.
- Move pawn to adjacent space — On your turn you may move your pawn to any adjacent horizontal or vertical space (you can even move backwards).
- Place fence — On your turn you can place a fence from behind your baseline between two squares, either vertically or horizontally, on your side of the board.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- on your turn you'll pick one of two options either move your pawn or place a wall you will only have access to the walls on your side of the board so once these run out the only option you'll have for the rest of the game is to move your pawn
- fences block pond movements you'll have to move around them
- the only time you can move diagonally in the game is when you are face to face with another pawn and there is a wall or in this case another pawn behind it
- as soon as that happens they are declared the winner
- this light-colored pawn is just trying to get to any one of these spaces and their opponent has done a pretty good job of making that difficult by creating this line of fences they're now gonna have to travel back here and then down this narrow corridor to get to this space
- the game will continue with turns going back and forth with players either placing fences or moving their pawn
References (from this video)
No references stored for this video.
Video q8N3gfz8I-I
Adam in Wales - Board Game Design Discussion at 1:54 sentiment: positive
video_pk 13785 · mention_pk 89286
Click to watch at 1:54 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- clear, teachable abstract rules
- fast-paced, two-player-ready
Cons
- board can become congested with walls
- some players may want more thematic depth
Thematic elements
- puzzle-like movement and blocking
- grid-based travel/maze scenario with walls
Comparison games
- The Climbers
- Hive
Mechanics (from transcript analysis)
- Movement — move a pawn one step forward or sideways
- Wall placement — place walls to modify the path and create blocking effects
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- "these are games that can largely be taught in a minute or two"
- "they can be learnt practically straight away"
- "short frame of time"
- "not going to be for everybody but there's still a lot to explore"
- "the simplicity of the mechanisms... is fascinating"
References (from this video)
No references stored for this video.
Video DSdsJSLR-Zg
Our Family Plays Games Discussion at 34:14 sentiment: positive
video_pk 4013 · mention_pk 83134
Click to watch at 34:14 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- elegant abstract design
- quick to teach
Cons
- abstract feel may not appeal to everyone
Thematic elements
- pure abstract strategy
- abstract corridor/paths
- minimalist
Comparison games
none
Mechanics (from transcript analysis)
- Abstract tile placement — place corridor tiles to optimize routes and scoring
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- "it's Mad Max on steroids where you just killing up folk in your car"
- "this is the addiction show"
- "Stone Age is my favorite worker placement game"
- "it's a trick taking game"
- "Unmatched Slings and Arrows... Shakespeare going to war"
- "be sure to check out moving out"
References (from this video)
No references stored for this video.
Video fBWDfXE9xsU
Adam in Wales - Board Game Design Top List at 9:33 sentiment: positive
video_pk 988 · mention_pk 96823
Click to watch at 9:33 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- tight, direct play
- easy to teach
Cons
- path-building can become repetitive
Thematic elements
Comparison games
- Camasado
- Pentago
Mechanics (from transcript analysis)
- grid-based path building — aim to reach the opposite edge via continuous path
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- these games have no theme
- it's a toolbox for you as a game designer which of these mechanisms do you want to employ in your own abstract strategy game
- product design is everything
- the single most impactful feature of connect 4 was that little hatch beneath the frame
- abstract strategy games are some of the most interactive games in existence
References (from this video)
No references stored for this video.
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Showing 1–8 of 8