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I bought this game for one reason -- Adam Spielt gave it one star. Silly reason, as there are plenty of games they give one or more stars that I don't care to play. But, it looked interesting and the German I could make out in their catalog suggested a Quoridor-type game with a family bent. This is exactly what Stonewall is, and played by the rules it will not excite any real gamers but with a few modifications it can work.
The board is a grid with starting points in the corners for each of four players. Each turn, players roll a die, move their piece that many spaces, then can place a wall. The walls are made of nice wood and extend either one, two, or three square-lengths. You can place any size wall along any grid edge, as long as you don't fully block in any one area or piece. Each player is trying to get to their opposite corner, and then back home again. So, when placing walls, you must be careful to look at how it will affect your own path as well as how it will detour your opponents.
There are a few "permanent walls" printed on the board, and the corner spaces can be entered and exited in only defined directions. The game suffers from three big flaws: first, the die movement itself is both frustrating and basic. The designers chose to let you take another turn if you roll a four, mostly so they can say "may the fours be with you". This is better than re-rolling on a six, but would be best on a one since they are killer to get.
The second big flaw is that you can place any wall after your turn. The three-space walls are punitive when placed in the right positions, and can create far more damage than three single-spaced walls placed at separate times. The third flaw is the "stomping" rule -- if you end your turn exactly on another player's piece, they get sent home. This solidly puts Stonewall in the family game category (as if the rest didn't), and it is terrible since often you are restricted in your movement due to the walls and thus victim to a random die roll. This can also ensure that the game lasts far too long.
Stonewall could be made into a more strategic game with some minor rule variations. The one I like best is to give each player a one-space wall placement "point" after each roll. They could use this to immediately buy and place a one-space wall, or save it until their next or later turn to buy two and three space walls. This allows the board to develop a little more slowly and makes the cost of each wall placement more proportionate to its impact. It's also better without the stomping rule; a better answer is to not allow movement that ends on another player's piece. This can cause a less desired route to be taken, or at worst freezes a player for one turn, a far more acceptable consequence than being sent home to start over. Another thought is to distribute a fixed number of wall pieces to each player rather than have a common large pool.
You can see the "collector's edition" of Stonewall at www.stonewall.co.nz. My version is the "traveler's edition", which uses a cloth fold-up Ragnar-esque board and comes packaged in a zip-up pouch. Be careful when star-gazing!