Configure
New game
Pick an opponent, pick a board, start. The presets are the sane options; the custom numbers are where the interesting mistakes live.
Field guide to the dials
- Board size
- An odd number of cells per edge, 5 to 25. Bigger boards reward patience: there is more room to run around a wall, so fences have to be built in chains rather than dropped in front of a nose.
- Wall length
- How many cells one wall piece covers. Two is standard. Longer walls are blunter instruments — they cut the board in half in one move, and they run out of legal anchors near the edges, so the endgame gets strange.
- Walls each
- Your whole stock for the game. Zero walls turns Pallwall into a straight footrace, which is a genuinely different (and very fast) game. A large stock turns it into a construction contest that happens to have two pawns wandering through it.
Whatever you build, the engine still refuses any wall that would seal a player away from their goal row entirely — so no configuration can produce an unwinnable board.
What the presets play like
| Preset | Board | Wall | Walls each | Feels like |
|---|---|---|---|---|
| Blitz | 5×5 | 2 | 4 | 5x5, four walls each. A complete game in a couple of minutes. |
| Duel | 7×7 | 2 | 8 | A tighter 7x7 duel. Fewer squares, so every wall bites harder. |
| Classic | 9×9 | 2 | 10 | The standard 9x9 board: ten two-cell walls each. Start here. |
| Skirmish | 11×11 | 2 | 12 | 11x11 with twelve walls each — room to manoeuvre and to trap. |
| Labyrinth | 13×13 | 3 | 16 | 13x13 with three-cell walls and sixteen of them. Build a maze. |
| Colossus | 15×15 | 2 | 20 | A 15x15 marathon with twenty walls apiece. Long games. |
| Long Wall | 15×15 | 4 | 12 | 15x15 with four-cell walls: each placement seals a whole corridor. |