The rules

How to play WallRush

WallRush is a race with one twist. Get your pawn to the far side of the board before your rival does, and on every turn choose: step forward, or drop a wall and send your rival the long way round.

  • Free to play
  • No sign-up
  • 9×9 board
  • 10 walls each
1

The goal: reach the far side

Two pawns start on opposite edges of a 9×9 board. You play the amber (orange) pawn, which starts at the bottom on square e1. Your rival plays teal (blue-green) and starts at the top, on e9.

You are racing for any square in the top row. Your rival is racing for any square in the bottom row. The first pawn to get there wins.

Against the computer you always play amber. With a friend, one of you plays each colour.

The start. Each pawn runs toward the row shaded in its own colour.
2

Move one square

On your turn you can step your pawn one square: up, down, left or right. Never diagonally, and never through a wall.

Glowing dots mark every square you can reach. Pick one, and your turn is over.

Stepping backwards is allowed. Sometimes it is the only way round a wall.

Your turn. Click or tap a glowing square to move your pawn.

3

Jump over your rival

When your rival stands right next to you, with no wall between you, you can’t step onto their square. You jump instead.

If there’s room behind them, you jump straight over and land on the square beyond. That’s two squares in a single move.

Your rival (teal) blocks the way. Find the dot that jumps over them.

4

When a wall stands behind your rival

If a wall (or the edge of the board) is right behind your rival, you can’t jump straight. Instead you may jump to either side of them, landing diagonally.

A wall between your rival and a side square blocks that jump too.

The wall behind your rival stops the straight jump. Try one of the two diagonal dots.

5

Place a wall to slow your rival

Instead of moving, you can place one of your ten walls. A wall is two squares long and sits in the gap between squares. No pawn can step across it, so your rival has to find a way round.

Each extra step your rival has to walk is a turn they spend going nowhere. But placing a wall also costs you a turn, so it only pays off when it adds two or more steps to their route.

  • Walls can be horizontal or vertical.
  • Walls can’t overlap or cross each other.
  • Once a wall is down, it stays down.

Your rival (teal) needs 6 steps to reach the bottom. Pick a glowing bar to place a wall and see how much it slows them.

6

The one rule: never shut a pawn in

You can make a route longer, but you can never close the last one. After every wall, each pawn must still have some way to reach its goal row. If a wall would shut the last way through, the game refuses it and tells you why.

That rule is what keeps WallRush a race. Walls make the road longer. They never make it impossible.

Two reasons a wall is refused. It would shut a pawn in, or it overlaps or crosses a wall that is already down.

Your rival (teal) is boxed into the top-left corner. Try the red wall, then the other one.

7

Win by reaching the far row

The moment your pawn lands on any square of your goal row, you win. The move list marks it with a #: g9# means “moved to g9 and won”.

WallRush has no captures and no draw rule. A game ends when a pawn reaches its goal row.

One step from the top row. The next move wins.

Playing with four

Four people can play on the same board. Everything above still applies, with five changes.

  • Four pawns. Each starts in the middle of one edge and races to the edge opposite, 8 steps away.
  • 5 walls each, not ten.
  • Turns go clockwise: amber, pink, teal, violet. A random player goes first.
  • You can jump only one pawn. If a wall, the edge or a second pawn stops the jump, step to either side of the pawn in front of you instead.
  • No wall may cut off any pawn, not just yours and your rival’s. All four must always keep a way to their goal.

The first pawn to reach its goal wins. There is a second game too: in the race to the centre all four pawns head for the middle square, with 5 walls each.

Play 4-player WallRush

The four-player start. Each edge is shaded for the player racing to it.

The full detail of both races is in the four-player rules. Strategy changes with four: a wall that slows one rival helps the other two. See four-player strategy.

Reading the move list

Every game keeps a move list beside the board, written in a short notation. Here is how to read it.

WrittenWhat it means
e4A normal step to square e4.
Je6A straight jump over your rival, landing on e6.
Xd5A diagonal jump, landing on d5.
H-d4A horizontal wall at the bottom-right corner of d4.
V-d4A vertical wall at the bottom-right corner of d4.
g9#A move onto the goal row. The # means the game is won.

Columns run a to i from left to right, and rows run 1 to 9 from bottom to top. That’s why amber starts on e1 and teal on e9.

H-d4 lies under d4 and e4.
V-d4 stands to the right of d4 and d3.

Here are the first four rounds of a game. Each line is one round: amber’s move, then teal’s.

1. e2 e8   2. e3 e7   3. e4 e6   4. e5 Je4

In round 4, amber steps to e5, right in front of teal, and teal jumps over to Je4.

Five mistakes new players make

  1. Only racing.A rival who places a few good walls can win the race while you only walk. Before each move, check how far each of you still has to go.
  2. Wasting walls.You only get ten, and each one costs you a turn. A wall that adds a single step just swaps your turn for theirs and uses up a wall. Look for walls that add two or more.
  3. Not counting.Count your route and theirs before you decide. The gap between the two numbers tells you who is winning.
  4. Walling yourself in.Walls block both pawns. A wall that lengthens your rival’s route can lengthen yours too.
  5. Forgetting the jump.A pawn in front of you isn’t a wall. You can jump it, and your rival can jump you.

Want to go further? The WallRush strategy guides cover when to wall and when to race.

Now play a game

Questions about the rules

Can pawns move diagonally?

No. A pawn steps up, down, left or right. The only diagonal move is the diagonal jump, which opens up when a wall or the edge of the board stops a straight jump over your rival.

Can I move backwards?

Yes. A pawn can step in all four directions. Backing up is sometimes the quickest way round a wall.

What happens when I run out of walls?

From then on you can only move your pawn. Your rival can keep placing walls until their own ten are gone.

Can a wall be moved or taken away?

No. Once a wall is down, it stays there for the rest of the game, so think before you place it.

Why was my wall refused?

Either it overlaps or crosses a wall that is already down, or it would shut a pawn in. The game tells you which, so you can try another spot.

How do I place a wall?

On a computer, point at the gap between two squares until a wall appears under your pointer, then click. On a phone or tablet, drag a wall from the tray under the board and let go where you want it. You can also tap a piece in the tray to light up every spot it can go, then tap one. With a keyboard, press W, move the wall with the arrow keys, press R to turn it and Enter to place it.

Is WallRush the same as Quoridor?

WallRush is a Quoridor-style game: the same idea of racing pawns and placing walls. Read more on the WallRush and Quoridor page. Quoridor is a trademark of Gigamic, and WallRush isn’t affiliated with Gigamic.

Can I play with a friend?

Yes. Create a room and send your friend the link or the code, or pass one phone back and forth.

Can four people play WallRush?

Yes. Play 4-player WallRush against three computers, find a quick match online, open a private room for up to three friends, or pass one device between four people. Each player has 5 walls, turns go clockwise and you can jump only one pawn. See playing with four and the four-player rules.

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