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443:) is a variant of Chinese checkers played in South Korea and Japan. It uses the same jump rule as in Chinese checkers. The aim of the game is to enter all one's pieces into the star corner on the opposite side of the board, before opponents do the same. Each player has ten or fifteen pieces. Ten-piece diamond uses a smaller gameboard than Chinese checkers, with 73 spaces. Fifteen-piece diamond uses the same board as in Chinese checkers, with 121 spaces. To play diamond, each player selects one color and places their 10 or 15 pieces on a triangle. Two or three players can compete.
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533:· The original inspiration for Chinese Checkers. Halma originated in Victorian England. Halma is played the same way as Chinese Checkers, except that the board grid is square rather than hexagonal. This makes the play more complicated because pieces can move in eight directions—that is, along any horizontal, vertical, or diagonal line—instead of only six."
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empty space, or by jumping in one or any number of available consecutive hops over other single pieces. A player may not combine hopping with a single-step move – a move consists of one or the other. There is no capturing in
Chinese checkers, so pieces that are hopped over remain active and in play. Turns proceed clockwise around the board.
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Differing numbers of players result in different starting layouts, in turn imposing different best-game strategies. For example, if a player's home destination corner starts empty (i.e. is not an opponent's starting corner), the player can freely build a 'ladder' or 'bridge' with their pieces between
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In "hop across", the most popular variation, each player starts with their colored pieces on one of the six points or corners of the star and attempts to race them all home into the opposite corner. Players take turns moving a single piece, either by moving one step in any direction to an adjacent
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piece. A hop consists of jumping over a distant piece (friend or enemy) to a symmetrical position on the opposite side, in the same line of direction. (For example, if there are two empty positions between the jumping piece and the piece being jumped, the jumping piece lands, leaving exactly two
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Can be played "all versus all", or three teams of two. When playing teams, teammates usually sit at opposite corners of the star, with each team member controlling their own colored set of pieces. The first team to advance both sets to their home destination corners is the winner. The remaining
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consists of jumping over a single adjacent piece, either one's own or an opponent's, to the empty space directly beyond it in the same line of direction. Red might advance the indicated piece by a chain of seven hops in a single move. It is not mandatory to make the most hops possible. (In some
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field in the center of the gameboard. The center position is left unoccupied, so pieces form a symmetric hexagonal pattern. Color is irrelevant in this variant, so players take turns hopping any game piece over any other eligible game piece(s) on the board. The hopped-over pieces are captured
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A basic strategy is to create or find the longest hopping path that leads closest to home, or immediately into it. (Multiple-jump moves are obviously faster to advance pieces than step-by-step moves.) Since either player can make use of any hopping 'ladder' or 'chain' created, a more advanced
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In a two-player game, each player plays one, two, or three sets of pieces. If one set is played, the pieces usually go into the opponent's starting corner, and the number of pieces per side is increased to 15 (instead of the usual 10). If two sets are played, the pieces can either go into the
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strategy involves hindering an opposing player, in addition to helping oneself make jumps across the board. Of equal importance are the players' strategies for emptying and filling their starting and home corners. Games between top players are rarely decided by more than a couple of moves.
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Two or more players select their coloured marbles and then those marbles are randomly placed in the centre of the board. The object of the game is then for the players to move their marbles out of the chaos to their home corners, creating order; the reverse of half a traditional game.
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empty positions immediately beyond the jumped piece.) As in the standard rules, a jumping move may consist of any number of a chain of hops. (When making a chain of hops, a piece is usually allowed to enter an empty corner, as long as it hops out again before the move is completed.)
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In a three-player game, all players control either one or two sets of pieces each. If one set is used, pieces race across the board into empty, opposite corners. If two sets are used, each player controls two differently colored sets of pieces at opposite corners of the star.
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Jumping over two or more pieces in a hop is not allowed. Therefore, in this variant, even more than in the standard version, it is sometimes strategically important to keep one's pieces bunched in order to prevent a long opposing hop.
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While the standard rules allow hopping over only a single adjacent occupied position at a time (as in checkers), this version of the game allows pieces to catapult over multiple adjacent occupied positions in a line when hopping.
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478:, only the black and the white marbles are used. For more interesting play, at the start of the game, the triangle placement of the opponents' marbles does not have to be 180 degrees in opposition.
406:) and collected in the capturing player's bin. Only jumping moves are allowed; the game ends when no further jumps are possible. The player with the most captured pieces is the winner.
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opponent's starting corners, or one of the players' two sets can go into an opposite empty corner. If three sets are played, the pieces usually go into the opponent's starting corners.
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of German origin that can be played by two, three, four, or six people, playing individually or with partners. The game is a modern and simplified variation of the game
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The board is tightly packed at the start of the game. As more pieces are captured, the board frees up, often allowing multiple captures to take place in a single move.
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the two opposite ends. But if a player's opponent occupies the home corner, the player may need to wait for opponent pieces to clear before filling the home vacancies.
458:) on each side. The king piece is the piece at the apex of each area and can jump over the common pieces, but the common pieces cannot jump over the king piece.
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instances a player may choose to stop the jumping sequence part way in order to impede the opponent's progress, or to align pieces for planned future moves.)
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The aim is to race all one's pieces into the star corner on the opposite side of the board before the opponents do the same. The destination corner is called
271:. Each player has 10 pieces, except in games between two players, when 15 pieces are used. (On bigger star boards, 15 or 21 pieces are used.)
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over other pieces. The remaining players continue the game to establish second-, third-, fourth-, fifth-, and last-place finishers.
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Two or more players can compete in this variant, but if there are more than six players, not everyone will get a fair turn.
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A single move can consist of multiple hops; each piece hopped must be directly adjacent, and hops can be in any direction.
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The name "Chinese checkers" originated in the United States as a marketing scheme by Bill and Jack
Pressman in 1928. The
165:-shaped board into "home"—the corner of the star opposite one's starting corner—using single-step moves or moves that
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The game was invented in
Germany in 1892 under the name "Stern-Halma" as a variation of the older American game
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The four-player game is the same as the game for six players, except that two opposite corners will be unused.
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symmetrical arrangement, including pairs of pieces, pieces separated by empty positions, and so on.
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using six differently colored sets of marbles. Another popular format uses colored pegs in holes.
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game was originally called "Hop Ching checkers". Like all Halma games, there's a similarity to
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In the diagram, Blue might move the topmost piece one space diagonally forward as shown. A
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241:'jump game') in Chinese. In Japan, the game has a variation called "diamond game"
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Rodney P. Carlisle: Encyclopedia of Play in Today's
Society, Band 1, SAGE, 2009, p. 137.
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Five people cannot play, because one player would lack an opponent sitting opposite.
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players usually continue play to determine second- and third-place finishers, etc.
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419:. The main difference being that in Leap Frog, the board is a square board.
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The objective is to be first to race all of one's pieces across the
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history of Halma and
Chinese Checkers by Vegard Krog Petersen
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The Museum of
Abstract Strategy Games - アブストラクトゲーム博物館
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In Yin and Yang, only two players compete and as in
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431:Diamond game board with 73 playing spaces
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381:An alternative variant allows hops over
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508:Cambridge Advanced Learner's Dictionary
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446:Usually, there are one "king piece" (
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353:Fast-paced or Super Chinese Checkers
860:Board games introduced in the 1890s
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529:Schmittberger (1992), pp. 87–88. "
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821:study of 10- and 15-marble armies
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760:The Oxford History of Board Games
783:Schmittberger, R. Wayne (1992).
415:This variant resembles the game
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558:. Doubleday Publishing (1981).
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251:with slightly different rules.
840:Classic Chinese Checkers Board
730:Mohr, Merilyn Simonds (1997).
681:"Chinese Checkers / ダイヤモンドゲーム"
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402:(retired from the game, as in
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791:. John Wiley & Sons Inc.
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510:. Cambridge University Press.
738:. Houghton Mifflin Company.
185:playing Hop Ching checkers,
16:Abstract strategy board game
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787:New Rules for Classic Games
626:Schmittberger (1992), p. 8.
603:"Chinese Checkers Strategy"
554:Bernardo Johns, Stephanie;
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452:) and 14 common pieces (
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177:History and nomenclature
855:Abstract strategy games
827:video of 10-marble army
766:Oxford University Press
583:Parlett (1999), p. 135.
825:Shortest Possible Game
819:Shortest Possible Game
734:The New Games Treasury
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367:Super Chinese Checkers
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53:Abstract strategy game
31:A typical pitted-wood
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221:The game is known as
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668:see 15-piece version
545:Bell (1983), p. 154.
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592:Mohr (1997), p. 76.
317:A three-player game
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713:The Boardgame Book
556:The Ethnic Almanac
504:"Chinese chequers"
482:Order Out Of Chaos
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212:Pressman company's
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125:Hop Ching checkers
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865:German inventions
798:978-0-471-53621-5
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609:. 2024-09-01
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203:(German for
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78:Playing time
709:Bell, R. C.
651:(in Korean)
326:Two players
292:Six players
73:c. 1 minute
849:Categories
702:References
691:2021-06-09
613:2024-09-17
363:fast-paced
152:board game
147:(UK) is a
119:Star halma
70:Setup time
48:Board game
20:Sternhalma
666:naver.com
661:naver.com
656:naver.com
441:ダイヤモンドゲーム
417:Leap Frog
399:hexagonal
246:ダイヤモンドゲーム
108:, tactics
94:Age range
33:gameboard
756:(1999).
711:(1983).
636:Leapfrog
437:Japanese
348:Variants
335:Strategy
216:checkers
187:Montreal
163:hexagram
149:strategy
143:(US) or
113:Synonyms
106:Strategy
476:Othello
395:capture
393:In the
389:Capture
361:In the
229:Chinese
62:Players
795:
772:
742:
719:
562:
474:, and
231::
224:tiàoqí
197:. The
189:, 1942
129:Tiaoqi
102:Skills
86:Chance
65:2–4, 6
41:Genres
768:Inc.
531:Halma
491:Notes
468:chess
255:Rules
200:Stern
195:Halma
156:Halma
793:ISBN
770:ISBN
740:ISBN
717:ISBN
560:ISBN
269:home
238:lit.
205:star
169:jump
89:None
833:at
638:at
383:any
365:or
280:hop
851::
764:.
683:.
605:.
538:^
506:.
472:Go
470:,
455:子駒
449:王駒
439::
235:;
233:跳棋
158:.
97:7+
801:.
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243:(
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Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.