“Wall Go” (a game prototype similar to Quoridor) is a prison survival game challenge from the recent hit Korean brain-burning reality show “The Devil’s Plan.” It requires players to move their pieces and build walls to create the largest territory. Its strategic nature and spatial division thinking test your every decision!

Want to experience this brain-teasing puzzle together? Search & Match has specially prepared this online mini-game for you to challenge!

Currently updated to single-player and vs. normal computer AI versions. Game content will be updated irregularly!

Game Instructions

Game Objective:

At the end of the game, enclose "pure territories" (i.e., enclosed areas containing only your own pawns) by building walls, and maximize your pawns' movable space within these territories. The player with the highest total movable space score across all pure territories wins.

Game Modes:

  • Two-Player Mode: Player 1 and Player 2 each have 4 pawns.
  • Three-Player Mode: Player 1, Player 2, and Player 3 each have 2 pawns.
  • Four-Player Mode (Four-Sided Siege): Player 1, Player 2, Player 3, and Player 4 each have 2 pawns.

Setup Phase (Placing Pawns):

  • Following the prompts at the top of the game, each player takes turns placing their pawns on empty squares on the board.
  • Two-Player Placement Order: 1(1st pawn)1(1st pawn)2(2nd pawn)2(2nd pawn)3(3rd pawn)3(3rd pawn)4(4th pawn)4(4th pawn).
  • Three-Player Placement Order: 1(1st pawn)1(1st pawn)1(1st pawn)2(2nd pawn)2(2nd pawn)2(2nd pawn).
  • Four-Player Placement Order: 1(1st pawn)1(1st pawn)1(1st pawn)1(1st pawn)2(2nd pawn)2(2nd pawn)2(2nd pawn)2(2nd pawn).

Game Phase (Turns):

  1. Choose Action:
    When it's your turn, you can choose one of the following actions:
    • Move a pawn and build a wall (regular action).
    • (Three-player and Four-player modes only, if not yet used) Use the "Wall Break" skill.
  2. Regular Action: Move a Pawn (0 to 2 steps) and Build a Wall:
    1. Select Your Pawn: Click on one of your pawns to select it.
    2. Move Pawn:
      • After selecting a pawn, valid landing spots for that pawn will be highlighted on the board.
      • You can choose to move 1 step or 2 steps. Each step must be a straight movement (up, down, left, or right), not diagonal, and cannot pass through walls or other pawns.
      • If you only want to move 1 step (even if you could move 2), or if you want to build a wall without moving the pawn (0 steps), you can click the "Build Wall in Place / Here" button, then proceed to the wall-building step.
      • Click on a highlighted target square to move the pawn.
      • You can also click the "Cancel Selection" button to re-select a pawn or decide whether to use the wall break skill.
    3. Build Wall:
      • After you complete your move (or choose not to move and click the "Build Wall in Place / Here" button), the square your pawn is on will be specially highlighted, and its **surrounding wall prompt lines** will appear.
      • Click on one of the **wall prompt lines** to build a wall of your color at that location.
      • In each turn, after moving a pawn (or confirming no movement), you **must** successfully build a wall to end your turn.
      • You cannot build a wall where a wall already exists.
  3. Special Action (Three-player and Four-player modes only): Use "Wall Break" Skill:
    • Each player has **one** opportunity to use the "Wall Break" skill throughout a three-player or four-player game. The player info area will show if your wall break skill is available (🔨 Available / 🚫 Used).
    • When it's your turn, if your wall break skill is available, you can click the "Use Wall Break" button.
    • Then, click on **one of your own pawns**, and any **existing walls** around that pawn will be highlighted.
    • Click on one of the highlighted wall segments to **remove** it.
    • After successfully breaking a wall, **you still need to perform a full regular action of "moving a pawn and building a wall" this turn**. Breaking a wall does not consume your regular action.
    • After breaking a wall, the game will prompt you to select a pawn to move.

Game End:

  • The game ends when all pawns of all players on the board are each in a "pure territory" that is completely enclosed by walls and contains only that player's pawns.
  • Alternatively, the game ends when all players are unable to perform any legal "move pawn and then build wall" operations (and, if applicable, cannot use the wall break skill to change the situation and continue acting).

Scoring:

  • At the end of the game, only "pure regions" that are completely enclosed by walls and **contain only pawns of a single player** are scored.
  • The score for each pure region is equal to the total number of **movable squares** that all of that player's pawns can collectively access within that region. This refers to the sum of all empty squares (including the square the pawn itself occupies) that a pawn of that player can reach from its current position within that region, without passing through walls or other pawns.
  • Enclosed regions with no pawns or containing pawns of multiple different players **do not score** under this scoring rule.

Winning/Losing:

  • The player with the highest total movable space score across all pure territories wins.
  • If total scores are tied, compare the "maximum movable space score of a single pure territory" each player owns; the player with the higher score wins.
  • If still tied, it's a draw.

Tip: During the game, the message area will display projected territories and scores based on the current board state, for reference only. The final result is determined at the end of the game.

Dear Wall Go Players,

We are thrilled to announce the release of Wall Go V15.8 “Four-Sided Siege”! This update not only inherits the exciting core of V14.1 “Three-Color Melee” but also expands and optimizes upon it, bringing you a brand new gaming experience and even smarter opponents.

V15.8 “Four-Sided Siege” Update Highlights:

New Four-Player Versus Mode Debuts!

  • “Four-Sided Siege (PVP – 4 Players)”: Experience the thrill of four players competing simultaneously! Strategic layouts will be more complex, interactions more intense, and every piece of territory could become a fiercely contested battleground.
  • “1 Player vs 3 AIs (Adjustable Difficulty – 4 Players)”: Want to challenge your limits? Try facing three AI opponents of different difficulties alone and see who is the true siege master!

Comprehensive AI Intelligence Upgrade and Refinement:

  • Richer AI Difficulty Selection: In “Versus AI (Adjustable Difficulty – 2 Players)”, “1 Player vs 2 AIs (Adjustable Difficulty – 3 Players)”, and the new “1 Player vs 3 AIs (Adjustable Difficulty – 4 Players)” modes, you can individually select difficulty levels for each AI opponent, including “Easy”, “Normal”, “Hard”, and “Challenger”.
  • Optimized AI Logic and Parameters: We have continuously adjusted and optimized the internal parameters and decision-making logic of various difficulty AIs (especially “Hard”), making their performance more consistent with their difficulty positioning, striving to provide more challenging and engaging matches. Thank you for your valuable feedback, which helps us continuously improve AI intelligence!
  • AI Alliance System (Beta): In specific multiplayer AI modes (e.g., “1 Player vs 2 AIs” and “1 Player vs 3 AIs”), new AI alliance settings options have been added. You can choose to have some AI teams form alliances to cooperate against you, or maintain a free-for-all state, adding more variables to the battle!

Game Interface and Experience Optimization:

  • Interface Adaptation: For the new four-player mode, the game interface, player information bar, score display, and other elements have been adjusted and optimized accordingly to ensure clear and readable information.
  • Feature Enhancement: Core operation functions like the “Cancel Selection” button and “Wall Break” button have been checked and improved to ensure smooth operation.
  • Game Flow: Player rotation, game over judgment, and other mechanisms have been optimized to accommodate more players in battles.

Game Version Number Update:

  • The game version has been officially updated to v15.8, representing a significant step forward in four-player combat and AI intelligence.

We have invested a lot of effort in developing and perfecting this “Four-Sided Siege” update, and we sincerely hope that this new content will bring you more fun and challenges. We also eagerly await your suggestions and feedback on the new version, as this will be our greatest motivation for continuous game improvement!

Thank you for your continued support of Wall Go! Come and experience the charm of Four-Sided Siege!

Have fun playing!

We are thrilled to announce that “Wall Go” has been updated to v14.1 Three-Color Battle! This update brings you brand new game modes and multiple optimizations, hoping to make your wall-building experience even more exciting and diverse.

v14.1 Update Highlights:

New Game Modes, Supporting More Players!

  • Two-Player Versus (2 Players): The classic two-player PVP and various AI difficulty PVE modes. Now you can compete against a friend or AIs of different levels!
    • 2-Player Versus (PVP – 2 Players)
    • Vs AI (Easy – 2 Players)
    • Vs AI (Normal – 2 Players)
    • Vs AI (Hard – 2 Players)
    • Vs AI (Challenger – 2 Players)
  • Three-Player Battle (3 Players): Experience the all-new three-player PVP mode, where strategic布局 will be even more challenging!
    • 3-Player Versus (PVP – 3 Players)
    • 1 Human vs 2 AI (Select Difficulty – 3 Players): Challenge yourself against two AI opponents simultaneously, and freely choose their difficulty combinations!

Three-Player Mode Exclusive: “Wall Break” Skill!

  • In the three-player game mode, each player will have one opportunity to use the “Wall Break” skill, allowing you to destroy walls on the board at critical moments to turn the tide of the game! Please use this powerful ability wisely.

AI Logic Optimization:

  • We have adjusted and optimized the AI’s thinking logic, especially in multiplayer battles and when using new skills, making the AI more challenging.
  • “Hard” and “Challenger” AIs in three-player mode will consider using the “Wall Break” skill under specific conditions.
  • (Optional, if you retain this feature) New “AI Alliance System (Beta)”: In “1 Human vs 2 AI” mode, you can choose to let the two AIs form an alliance to fight against you!

Interface and Experience Improvements:

  • Updated the game mode selection interface, presenting different player counts and game types more clearly.
  • Optimized player information display, including scores and wall break status in three-player mode.
  • Fixed some code issues in previous versions that might have led to game instability, enhancing the overall gaming experience.

We sincerely thank you for your continued support of Wall Go! We have invested a significant amount of time and effort into integrating and testing this update, and we hope these new features bring you even more fun.

Dear Wall Go Players, 👋

Thank you for your continued support and enthusiastic participation! We’re thrilled to announce a significant update for Wall Go: Version V12.1 is here!  Since the initial v10.8, we’ve implemented a series of optimizations and feature enhancements based on your valuable feedback, aiming to bring you a more challenging and enjoyable gaming experience. 🎮✨

This V12.1 update includes the following highlights: 🌟

🧠 Introducing the New ‘Challenger’ AI Difficulty!

Want to challenge a truly intelligent opponent? 🤔 The new ‘Challenger’ AI employs more advanced predictive algorithms, and now the AI will take more time to ‘think’ and strategize. ⏳🤖

  • The ‘Challenger’ AI now dynamically adjusts its thinking depth and strategy based on different game phases (early, mid, late game). 📊⚙️
  • The AI’s board evaluation function has been significantly enhanced, now considering more comprehensively:
    • 🎯 Pawn Expansion Potential: Evaluates empty spaces and wall-building options around pawns, encouraging the AI to occupy positions with more development potential.
    • 🛡️ Blocking and Counter-Blocking: The AI gives higher priority to restricting the ‘open sides’ of opponent pawns (especially your recently moved, active pawns), making its defense and offense more targeted.
    • 💡 Avoids Inefficient Actions: Reduces meaningless moves or wall constructions by the AI in already secured and controlled areas, making each of its steps more strategically valuable.

🔧 Other AI Difficulty Adjustments and Restoration

  • We have restored the core evaluation logic for the ‘Hard’, ‘Normal’, and ‘Easy’ AI difficulties to a previously more stable version (v10.8), ensuring a consistent experience across these levels. 

🛠️ Gameplay Experience Optimizations & Bug Fixes

  • 🎲 Player First Move Selection: You can now freely choose which side (playing Red) starts the game.
  • 🎯 Improved AI Opening Strategy: The AI now places more emphasis on capturing strategic points on the board during initial pawn placement.
  • 📈 Data Logging: The game now includes a data collection feature! After each game, relevant match information (such as version, win/loss, score, number of turns, etc.) will be recorded. This will help us provide more interesting statistics and continuously optimize game balance in the future. 📝
  • 🎨 Game Interface (UI) & User Experience (UX) Optimizations.

Ready to face a tougher challenge? 💪 We believe that after this series of careful refinements, the ‘Challenger’ AI will be a formidable opponent unlike any you’ve faced before! 🤯 Each of its moves is now more deeply considered, and it’s better at anticipating your intentions.

Thank you for being part of Wall Go’s evolution! ❤️ We look forward to hearing your feedback on V12.1. Your suggestions are the driving force behind our continuous improvement! 👍

Happy gaming! 🕹️😊

Hello Wall Go players! Since version v10.1, “Wall Go” has undergone several important updates and optimizations, and we’re excited to announce the official release of v10.8! We are dedicated to providing a more strategic, smoother, and enjoyable gaming experience.

Key Highlights of Updates from v10.1 to v10.8:

  • Smarter Computer AI & Multiple Difficulty Levels:

    • The computer AI has received multiple strategic enhancements, especially for the “Hard” mode. The AI now demonstrates a better understanding of the overall board, handles situations where its pawns are separated more effectively, and makes wiser wall placements in open areas to improve territory quality and restrict opponents.
    • We’ve introduced three AI difficulty levels: “Easy,” “Normal,” and “Hard,” catering to players of different skill levels:
      • Easy AI: Features a more relaxed strategy, primarily focusing on self-development, making it ideal for beginners. Aim for an 80% win rate against this AI!
      • Normal AI: Retains the balanced strategy of earlier versions, offering a moderate challenge.
      • Hard AI: Iteratively improved, this AI possesses stronger strategic awareness and aggression, serving as a true test for experienced players.
    • AI thinking time has been optimized, and the occasional purely random moves by the “Easy AI” in previous test versions have been removed to enhance game fluency and experience.
  • New Game Over “Scorecard” Interface:

    • A more refined scorecard (pop-up) will appear at the end of each game.
    • It clearly displays the win/loss result (PVP or PVE), each player’s total score, and their largest single territory score (scores are now displayed on separate lines, and maximum territory scores are shown correctly, even in tie situations).
    • Includes a miniature snapshot of the final game board, rendering the final pawn and wall layout, as well as each player’s territory colors, for a quick review and easy sharing (Hint: You can manually take a screenshot to share on social media!).
    • Features “Play Again” and “Close” buttons.
    • After closing the scorecard, the detailed breakdown of scores for each territory will remain visible in the game message area (#game-message) at the bottom of the main game interface for players to review.
  • Interface and Flow Optimizations:

    • The game’s main title now includes the version number for easy identification.
    • The CSS for the “Confirm and Start” button has been optimized to be larger, more prominent, and includes a hover effect.
    • “Reset Game” Flow Improved: Clicking the “Reset Game” button will now restart a new game directly within the currently selected game mode and with the current player names (if applicable for PVP), eliminating the need to return to the mode selection screen and re-enter settings.
    • Continued refinement of basic features like game mode selection, custom player names, game information prompts, and wall placement cue UI.
  • Visual and Experience Enhancements:

    • When a player wins (defeating the computer in PVE or winning in PVP), the scorecard title will feature a simple “victory animation” to add a festive touch.
    • Ongoing CSS tweaks aim for a consistent and polished visual presentation under various conditions.

We’ve invested significant time and effort in “training” and adjusting the computer AI, hoping it will become a worthy opponent or practice partner for your journey to mastering Wall Go. Every iteration has been driven by careful observation and strategic adjustments.

Thank you for your continued support! If you have any new discoveries, suggestions, or encounter any issues while playing v10.8, please don’t hesitate to let us know.

➡️ Experience “Search & Match : Wall Go v10.8” now! Challenge the different AI difficulties or battle it out with a friend!

Hi fellow players! Thank you all for your support and love for the web version of “Wall Go.” We are excited to announce that the game has been officially updated from version v8.2 to v10.1! This update brings a more complete gaming experience and some new features. The main updates are as follows:

New Game Mode Selection:

  • You can now choose to play “Player vs. Player (PVP)” with a friend.
  • Or challenge the “Player vs. Environment (PVE)” mode and compete against the Computer AI (Normal Difficulty).

Player Name Customization:

  • Before starting a game, players can enter their desired display names to make matches more personalized. The computer opponent will be named “Computer.”

Smoother Game Flow:

  • Optimized the overall flow from selecting a mode and entering names to starting the game, making operations more intuitive.

Interface and Hint Optimization:

  • Fine-tuned game information prompts, button states, etc., to provide clearer guidance during gameplay.
  • Retained and optimized the “wall placement indicator lines” UI for building walls, facilitating precise operations for players.

Pop-up Window Optimization:

  • Adjusted the style of pop-up windows for game over, settings, etc., for better visual effects.

Accessibility Settings:

  • Added a “Game Settings” option, which currently includes a toggle for “Show Legal Moves (Assist).” You can enable or disable this according to your preference.

We are committed to enhancing the fun and challenge of “Wall Go.” The Computer AI (Normal Difficulty) has been adjusted, and we hope it will bring everyone a more strategic gaming experience.

Admin’s current 10-game record: 6 wins, 4 losses! (Can’t believe I lost to the AI!)

If you encounter any issues during the game or have any suggestions, please feel free to let us know!

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