![]() ![]() Some board games end undecided the game ended in a draw. When both players do not have an empty field after 50 moves, there will be a draw. Also, when you replace one of your own stones in your own camp after 50 moves, you will automatically lose. To prevent someone to keep his own stones in his own camp, and by that making it impossible for his opponent to place his stones in that camp, your own camp (and your opponents camp) needs to be empty after 50 moves. You can achieve this by creating a line of stones, which you can jump over in every move. The goal of Halma is to get your stones in the corner of your opponent as fast as you can. As shown below, white has moved all his stones in blacks field, and therefore white has won. The board game is finished when one player managed to move all his stones in the opponent's field. And when you did jump and there are other jumps possible, but you want to stop anyway, you can. In contradiction to checkers, the stones to not disappear from the field. To do this, you simply click the next place that you want to go to after each jump. A stone can make more than one jump in one turn this makes it possible to jump over the whole field. In the example below, white is jumping.Ī jump can also be made in each direction horizontaly, vertically or diagonally. A stone can also jump over neighbourly stones (either your own or your opponents), as long as the stone will land on an empty space. The moving can be done in all directions (horizontally, vertically and diagonally). ![]() On each turn, you can move one of your stones (you always move them to an empty space). The name says it all Halma is Greek for 'jump'.Īt the beginning of the board game, each player has 15 stones in his own camp (bottom right on the field). You are even allowed to jump over several stones after each other. It does not matter which stones you jump over, it can either be yours or your opponents. You do not use the same strategy as when you play checkers you just jump over the stones. The goal of each player is to take over the opponent's camp on the other side with your own stones. Play continues clockwise around the table until a player has successfully moved all of their pegs to their destination triangle.Halma (also called Chinese Checkers) on yourturnmyturn, is played with two players on a 10x10 board. Players cannot end their turn with one of their pegs in another player's starting or destination triangle. ![]() Once a peg reaches an open space in a player's destination triangle, it cannot be moved out of that triangle for the remainder of the game, but it can be moved within the triangle. Each player is trying to move their pegs to the triangle directly across from them on the board. Unlike traditional checkers, hopped pieces are not removed from the board in Chinese checkers. If a player does hop a piece, they may continue to hop pieces as long as there is an empty space on the other side to land on, and they may change directions while hopping if they'd like. Players may also hop a peg and land in an open space on the opposite side, regardless of the color of the peg, as long as they’re moving their piece in a straight line. A peg may be moved to any adjacent space as long as it’s open. Each turn consists of a player moving one peg. Then, everyone flips a coin to see who goes first. To play, each player starts by choosing a colored peg and setting their pieces up in the designated triangle that matches their color. Chinese checkers is a fun board game played with 2, 3, 4, or 6 players where players try to move their 10 pieces, called pegs, across the board to occupy all 10 of the destination holes on the opposite side of the board. ![]()
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