Let Me Go! strategy: when and where to place your walls
Updated · 2 minute read
In Let Me Go!, walls win games, but only when they're placed late and on your opponent's shortest route. Move early, keep walls in reserve, and place one when it adds more steps to their path than the turn it costs you.
Count the shortest path
Every turn, count how many steps you and your opponent each need to reach your goals, following the shortest route round the walls. Whoever is fewer steps from home, with the move, is winning. Everything else in this guide comes back to that count.
The opening
Move forward for the first few turns. A wall placed early is easy to walk round, because there is still plenty of board to walk on, and it is a wall you won't have later when it matters.
When a wall is worth it
A wall costs you a turn, which is one step you didn't take. So a wall only helps if it adds two or more steps to your opponent's shortest path. A wall that adds one step is a draw at best.
The best walls are placed close to your opponent's goal, where their detours get long and they have little room to go round.
Where to put them
No wall can seal a pawn in completely: there must always be a route to every goal, so a wall that would close the last route can't be placed.
- Directly in front of their pawn, across the route they were about to take.
- Next to a wall that is already there, to turn a short detour into a long one.
- Never where it also blocks your own route: check your own count after every wall you place.
Jumps
Face another pawn with nothing behind it and you can jump straight over it. If a wall, the edge or another pawn is behind it, the jump bends diagonally instead. Walking into your opponent's path can give them a free extra square, so watch the jump before you step.
Four players and teams
With four players, each has five walls instead of ten, so every wall matters twice as much. In 2v2 the board grows to 11 by 11 and each player has seven walls. Spend yours on whichever opponent is closest to home, not the one next to you.
Questions
- How many walls do I get?
- Ten each with two players, five each with four, and seven each in 2v2.
- Can I trap my opponent with walls?
- No. A wall that would leave any pawn without a route to its goal can't be placed.
- Which bot should I start with?
- Rookie or Runner. Grandmaster looks far ahead and keeps walls for the end.

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Written with the help of AI tools from each game's own rules, and checked against the game.