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Chinese checkers
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Main page Chinese checkers (US and Canadian spelling) or Chinese chequers (UK spelling)[1] is a strategy board
Chinese Checkers
Contents game of German origin (named "Sternhalma") which can be played by two, three, four, or six people, playing
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individually or with partners.[2] The game is a modern and simplified variation of the game Halma.[3]
Current events
Random article The objective is to be first to race all of one's pieces across the hexagram-shaped board into "home"—the
Donate to Wikipedia corner of the star opposite one's starting corner—using single-step moves or moves that jump over other
Wikipedia store pieces. The remaining players continue the game to establish second-, third-, fourth-, fifth-, and last-place
finishers.[4] The rules are simple, so even young children can play.[5]
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Help Contents [hide]
About Wikipedia
1 History and nomenclature
Community portal
2 Rules
Recent changes
Contact page 2.1 Starting layouts
A typical pitted-wood gameboard using six differently
3 Strategy
colored sets of marbles. Another popular format uses
Tools 4 Variants colored pegs in holes.
What links here 4.1 Fast-paced or Super Chinese Checkers Genre(s) Board game
Related changes
4.2 Capture Abstract strategy game
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4.3 Diamond game Players 2–4, or 6
Special pages
Permanent link 5 References Setup time ~1 minute
Page information 6 External links Playing time 10–30 minutes
Wikidata item
Random chance None
Cite this page
Skill(s) required Strategy, tactics
History and nomenclature [ edit ]
Print/export Synonym(s) Stern-Halma
Despite its name, the game is not a variation of checkers, nor did it Star Halma
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originate in China or any part of Asia (whereas the game 象棋 xiangqi, or Hop Ching Checkers
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Tiao-qi ("Jump chess")
Printable version "Chinese chess", is from China). The game was invented in Germany in
1892 under the name "Stern-Halma" as a variation of the older American
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game Halma.[6] The "Stern" (German for star) refers to the board's star shape (in contrast to the square board used in Halma).
Wikimedia Commons
The name "Chinese Checkers" originated in the United States as a marketing scheme by Bill and Jack Pressman in 1928. The
Languages Boys playing Hop Ching Pressman company's game was originally called "Hop Ching Checkers".[7]
‫اﻟﻌﺮﺑﻳﺔ‬ Checkers, Montreal, 1942
The game was introduced to Chinese-speaking regions mostly by the Japanese.[6]
Deutsch
Español
Français
한국어
Rules [ edit ]

Italiano The aim is to race all one's pieces into the star corner on the opposite side of the board before opponents do the
Português same. The destination corner is called home. Each player has 10 pieces, except in games between two players
Русский
when 15 are used.[8] (On bigger star boards, 15 or 21 pieces are used.[9])
中文
In "hop across", the most popular variation, each player starts with their colored pieces on one of the six points or
15 more
corners of the star and attempts to race them all home into the opposite corner. Players take turns moving a single
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piece, either by moving one step in any direction to an adjacent empty space, or by jumping in one or any number
of available consecutive hops over other single pieces. A player may not combine hopping with a single-step
move – a move consists of one or the other. There is no capturing in Chinese Checkers, so hopped pieces remain
active and in play. Turns proceed clockwise around the board.[4]

In the diagram, Green might move the topmost piece one space diagonally forward as shown. A hop consists of
jumping over a single adjacent piece, either one's own or an opponent's, to the empty space directly beyond it in
the same line of direction. Red might advance the indicated piece by a chain of three hops in a single move. It is
not mandatory to make the most number of hops possible. (In some instances a player may choose to stop the
jumping sequence part way in order to impede the opponent's progress, or to align pieces for planned future A single move can consist of multiple hops;
moves.) each piece hopped must be directly adjacent,
and hops can be in any direction.

Starting layouts [ edit ]

Six players [ edit ]

Can be played "all versus all", or three teams of two. When playing teams, teammates usually sit at opposite corners of the star, with each team member
controlling their own colored set of pieces. The first team to advance both sets to their home destination corners is the winner. The remaining players usually
continue play to determine second- and third-place finishers, etc.

Four players [ edit ]

The four-player game is the same as the game for six players, except that two opposite corners will be unused.

Three players [ edit ]

In a three-player game, all players control either one or two sets of pieces each. If one set is used, pieces race across
the board into empty, opposite corners. If two sets are used, each player controls two differently colored sets of pieces at
opposite corners of the star.

Two players [ edit ]

In a two-player game, each player plays one, two, or three sets of pieces. If one set is played, the pieces usually go into
the opponent's starting corner, and the number of pieces per side is increased to 15 (instead of the usual 10). If two sets
are played, the pieces can either go into the opponent's starting corners, or one of the players' two sets can go into an A three-player game
opposite empty corner. If three sets are played, the pieces usually go into the opponent's starting corners.

Strategy [ edit ]

A basic strategy is to create or find the longest hopping path that leads closest to home, or immediately into it. (Multiple-jump moves are obviously faster to
advance pieces than step-by-step moves.) Since either player can make use of any hopping 'ladder' or 'chain' created, a more advanced strategy involves
hindering an opposing player in addition to helping oneself make jumps across the board. Of equal importance are the players' strategies for emptying and filling
their starting and home corners. Games between top players are rarely decided by more than a couple of moves.

Differing numbers of players result in different starting layouts, in turn imposing different best-game strategies. For example, if a player's home destination corner
starts empty (i.e. is not an opponent's starting corner), the player can freely build a 'ladder' or 'bridge' with their pieces between the two opposite ends. But if a
player's opponent occupies the home corner, the player may need to wait for opponent pieces to clear before filling the home vacancies.

Variants [ edit ]

Fast-paced or Super Chinese Checkers [ edit ]

While the standard rules allow hopping over only a single adjacent occupied position at a time (as in checkers), this version of the game allows pieces to catapult
over multiple adjacent occupied positions in a line when hopping.

In the fast-paced or Super Chinese Checkers variant popular in France,[10] a piece may hop over a non-adjacent piece. A hop consists of jumping over a distant
piece (friendly or enemy) to a symmetrical position on the opposite side, in the same line of direction. (For example, if there are two empty positions between the
jumping piece and the piece being jumped, the jumping piece lands leaving exactly two empty positions immediately beyond the jumped piece.) As in the
standard rules, a jumping move may consist of any number of a chain of hops. (When making a chain of hops, a piece is usually allowed to enter an empty
corner, as long as it hops out again before the move is completed.)

Jumping over two or more pieces in a hop is not allowed. Therefore, in this variant even more than in the standard version, it is sometimes strategically important
to keep one's pieces bunched in order to prevent a long opposing hop.

An alternative variant allows hops over any symmetrical arrangement, including pairs of pieces, pieces separated by empty positions, and so on.

Capture [ edit ]

In the capture variant, all sixty game pieces start out in the hexagonal field in the center of the gameboard. The center position is left unoccupied, so pieces form
a symmetric hexagonal pattern. Color is irrelevant in this variant, so players take turns hopping any game piece over any other eligible game piece(s) on the
board. The hopped-over pieces are captured (retired from the game, as in English draughts) and collected in the capturing player's bin. Only jumping moves are
allowed; the game ends when no further jumps are possible. The player with the most captured pieces is the winner.

The board is tightly packed at the start of the game; as more pieces are captured, the board frees up, often allowing multiple captures to take place in a single
move.

Two or more players can compete in this variant, but if there are more than six players, not everyone will get a fair turn.

This variant resembles the game Leap Frog.[11] The main difference being that in Leap Frog the board is a square board.

Diamond game [ edit ]

Diamond game is a variant of Chinese Checkers played in South Korea and Japan. It uses the same jump rule as
in Chinese Checkers. The aim of the game is to enter all one's pieces into the star corner on the opposite side of
the board, before opponents do the same. Each player has ten or fifteen pieces. Ten-piece diamond uses a
smaller gameboard than Chinese Checkers, with 73 spaces. Fifteen-piece diamond uses the same board as in
Chinese Checkers, with 121 spaces. To play diamond each player selects one color and places their 10 or 15
pieces on a triangle. Two or three players can compete.[12]

References [ edit ]

1. ^ "Chinese chequers" . Cambridge Advanced Learner's Dictionary. Cambridge University Press.


2. ^ According to Hoyle Puzzle & Board Games User Guide, five people cannot play, because one player would lack an
opponent sitting opposite.
3. ^ Schmittberger (1992), pp. 87–88. "Halma · The original inspiration for Chinese Checkers. Halma originated in
Victorian England. [...] Halma is played the same way as Chinese Checkers, except that the board grid is square rather
than hexagonal. This makes the play more complicated because pieces can move in eight directions—that is, along any
horizontal, vertical, or diagonal line—instead of only six." Diamond game board with 73 playing
spaces
4. ^ a b Bell (1983), p. 154.
5. ^ Mohr (1997), p. 75.
6. ^ a b Bernardo Johns, Stephanie; The Ethnic Almanac. Doubleday Publishing (1981). ISBN 0-385-14143-2
7. ^ Rodney P. Carlisle: Encyclopedia of Play in Today’s Society, Band 1, SAGE, 2009, p. 137.
8. ^ Parlett (1999), p. 135.
9. ^ Mohr (1997), p. 76.
10. ^ Schmittberger (1992), p. 8.
11. ^ Leapfrog at BoardGameGeek
12. ^ (in Korean)
naver.com
naver.com
naver.com see 15-piece version

Bibliography

Bell, R. C. (1983). The Boardgame Book. Exeter Books. ISBN 0-671-06030-9.


Mohr, Merilyn Simonds (1997). The New Games Treasury. Houghton Mifflin Company. ISBN 1-57630-058-7.
Parlett, David (1999). The Oxford History of Board Games. Oxford University Press Inc. ISBN 0-19-212998-8.
Schmittberger, R. Wayne (1992). New Rules for Classic Games. John Wiley & Sons Inc. ISBN 978-0471536215.

External links [ edit ]

Chinese Checkers: Overview at LearnPlayWin Wikimedia Commons has


Chinese Checkers history of Halma and Chinese Checkers by Vegard Krog Petersen media related to Chinese
checkers.
Shortest Possible Game study of 10- and 15-marble armies
Shortest Possible Game video of 10-marble army Wikibooks has a book on
the topic of: Chinese
Chinese checkers at Curlie Checkers
Chinese Checkers at BoardGameGeek
Chinese Checkers on a spherical board
Chinese Checkers best opening moves

Categories: Board games introduced in the 1890s Abstract strategy games

This page was last edited on 2 March 2019, at 05:50 (UTC).

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