할마
The original jumping strategy game
- 2~4명
- 30~60분
- 난이도보통

로비
지금은 열린 테이블이 없습니다
테이블을 열면 둘러보는 누구나 참가할 수 있습니다.
플레이 방법
- 어느 방향으로든 한 칸 이동합니다
- 인접한 말을 뛰어넘습니다 (연속 점프 가능)
- 반대편 코너를 먼저 차지하면 승리합니다
자주 묻는 질문
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.