1Move a piece one square in any direction, or jump over an adjacent piece.
2Jumps can chain in one turn, but each jump needs a piece to hop over.
3Pieces are never captured, so everyone's pieces are stepping stones.
4Move all your pieces into the opposite corner first to win.
Questions
Be the first to move all your pieces from your corner camp to the opposite corner camp. First player to completely occupy the opposite corner camp wins. All 19 pieces must be positioned in the target area.
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.
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.