Halma
The original jumping strategy game
- 2–4 joueurs
- 30–60 min
- DifficultéMoyen

Salon
Aucune table ouverte pour l'instant
Ouvrez-en une et n'importe quel visiteur pourra la rejoindre.
Comment jouer
- Déplacez une pièce d'un espace vers un carré adjacent, ou sautez par-dessus des pièces adjacentes
- Les sauts en chaîne sont autorisés dans une seule direction
- Les pièces ne sont jamais capturées
- Planifiez vos sauts pour créer des échelles pour un mouvement plus rapide
Questions
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.