Halma
The original jumping strategy game
- 2–4 pelaajaa
- 30–60 min
- VaikeustasoKeskivaikea

Aula
Ei avoimia pöytiä juuri nyt
Avaa pöytä, niin kuka tahansa selaileva voi liittyä.
Näin pelaat
- Liiku yhden askeleen mihin tahansa suuntaan
- Hyppää viereisten nappuloiden yli (ketjuhypyt sallittu)
- Ei voi hypätä tyhjien ruutujen yli
- Ensimmäinen, joka miehittää vastakkaisen kulman, voittaa
Kysymykset
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.