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Learn Halma: Guide

2–4 players · 30–60 min · Moderate to learn

Overview

Halma is the predecessor to Chinese Checkers, invented in Victorian England around 1880. It's played on a 16x16 checkered board where players race their pieces from one corner to the opposite corner using steps or jumps.

History

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.

Looking for the rules?Setup, turns and how to win at Halma are on the Rules tab.
Read the full rules

Strategy

  • 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.

  • Help your trailing pieces by leaving jump opportunities.

  • Don't leave pieces in opponent's destination camp (blocking is against good sportsmanship and may be illegal).

  • The center gives the most movement options

    Use it as a highway.

Frequently asked questions

Be the first to move all your pieces from your corner camp to the opposite corner camp.

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