Halma
The original jumping strategy game
- 2–4 spillere
- 30–60 min
- SværhedsgradMellemsvær

Lobby
Ingen åbne borde lige nu
Åbn et, så kan alle, der kigger forbi, deltage.
Sådan spiller du
- Flyt ét felt i enhver retning
- Spring over tilstødende brikker (kædespring tilladt)
- Kan ikke springe over tomme felter
- Først til at besætte det modsatte hjørne vinder
Spørgsmål
Be the first to move all your pieces from your corner camp to the opposite corner camp.
On a 16x16 board, each player has 19 pieces arranged in a corner camp (a 5x5 triangle pattern). For 2 players, use diagonally opposite corners. For 4 players, each takes a corner.
First player to completely occupy the opposite corner camp wins. All 19 pieces must be positioned in the target area.
Players take turns moving one piece. A piece may step to any adjacent square (including diagonally) that is empty. A piece may jump over an adjacent piece (yours or opponent's) to the empty square beyond.
Create long chains of pieces to enable extended jump sequences. The shortest path is diagonal - focus on diagonal advancement. Keep your pieces connected rather than scattered.
Halma was invented by American surgeon George Howard Monks around 1883-1884, named after the Greek word for 'jump.' It was a popular Victorian parlor game and inspired Chinese Checkers (Stern-Halma) in 1892.