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如何玩跳角棋

逐步教學

第 1 步,共 8 步

棋盤與設置

Halma is played on a 16x16 grid. Each player starts with 19 pieces arranged in a triangular camp in their corner of the board.

Player 1 starts in the top-left corner. Player 2 starts in the bottom-right corner.

The objective is to be the first player to move all 19 pieces into the opponent's starting camp (the opposite corner).

第 2 步,共 8 步

單步移動

On your turn you move one piece. The simplest move is a step: move one square in any of 8 directions (horizontal, vertical, or diagonal) to an adjacent empty square.

Steps are slow but essential for fine positioning within the goal camp.

A piece in the center of the board can step to any of up to 8 neighboring squares.

第 3 步,共 8 步

跳躍移動

A piece can jump over an adjacent piece (of either color) in any of the 8 directions and land on the empty square directly beyond it.

The jumped piece is NOT captured -- it stays on the board. Jumping is how you cross the board quickly.

In this example, the Player 1 piece can jump over the adjacent piece to land two squares away.

第 4 步,共 8 步

連續跳躍

After a jump, if the piece can jump again from its new position, it may continue jumping in a chain.

Chain jumps can cover large distances in a single turn. There is no limit to the length of a chain. You can jump over both your own pieces and your opponent's.

You may stop a chain at any point -- you are not required to take every available jump.

第 5 步,共 8 步

營地規則

Once a piece enters the opponent's goal camp (the opposite corner), it cannot leave.

This rule prevents defensive blocking: you cannot park a piece in the goal just to block your opponent from filling their own camp.

You should plan your entry carefully, since a piece placed poorly in the goal camp cannot be moved back out.

第 6 步,共 8 步

全部 8 個方向

Unlike Chinese Checkers (which uses hex neighbors), Halma uses a square grid with 8 directional movement:

- 4 orthogonal directions (up, down, left, right)

- 4 diagonal directions

Both steps and jumps work in all 8 directions. This gives pieces great flexibility for maneuvers and chain jumps.

第 7 步,共 8 步

策略提示

Key strategies for winning at Halma:

- Create jump ladders: Arrange your pieces so they can be used as stepping stones for long chain jumps.

- Move as a group: Isolated pieces are slow. Keep your army connected for chain-jump opportunities.

- Use diagonal lanes: Diagonal movement is direct between opposite corners. Exploit diagonals for faster progress.

- Plan goal camp entry: Since pieces cannot leave the goal camp once entered, place them in positions that allow remaining pieces to jump past them.

第 8 步,共 8 步

贏得遊戲

The game ends when one player has moved all 19 pieces into the opponent's starting camp.

If both players complete their camps on the same turn (possible in theory), the game is a draw.

In this position, Player 1 has filled the entire bottom-right camp with their pieces and wins!

準備好玩跳角棋了嗎?