The playing fieldYou vs. computer
Your destination
Computer’s destination

Select a highlighted square to move your pawn.

A fresh perspective

Find a new path.

Choose your opponent. Terracotta moves first.

A minute to learn

The way to play.

01

Reach the other side.

Each player starts with a pawn and 10 walls. Be first to reach any square on the opposite edge. Terracotta heads up; forest heads down.

02

Move a pawn. Or place a wall.

Each turn, choose one. Move one square up, down, left, or right, without crossing a wall. To build, select Place wall, choose a position, rotate if needed, then confirm.

03

A pawn can be a stepping stone.

If an opponent is beside you with no wall between, you may jump straight over them. Only when the landing is blocked by a wall or the board edge may you jump to either open side of that pawn. Each side is checked separately.

04

Leave a way through.

Walls span two squares. They may touch, but never overlap or cross. Every player must keep a route to their goal, even if that route is long. Placed walls stay put.

Keyboard: M / W chooses an action; arrow keys explore the board; Enter selects a square or wall. Enter again confirms a selected wall. R rotates; Esc cancels a wall preview. U undoes a turn. Path hints show a geometric route and ignore pawns.

The computer uses a deterministic path-and-wall evaluation. Turn on Explain computer moves to inspect its choices, or use Study to try a temporary line without changing your saved game.

Path-and-wall game design: Mirko Marchesi. Independent browser implementation by Travis Pence.

You found your way.