跳子棋
The original jumping strategy game
- 2–4 人
- 30–60 分钟
- 难度中等

大厅
暂无开放房间
开一个房间,正在浏览的任何人都能加入。
- 可向任意方向移动一格
- 跳过相邻棋子(可连跳)
- 不能跳过空格
- 先占据对角的玩家获胜
常见问题
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.