Halma
Step and hop your pawns into the opposite corner.
How to play Halma
Halma was invented in 1883 by George Howard Monks, an American surgeon. Its name is the Greek word for "jump". It is played on a 16×16 board, and it later inspired the star-shaped Chinese Checkers.
Goal
Move all your pawns from your corner camp into the camp in the opposite corner before anyone else does. You play the red pawns in the bottom-left corner.
Setup
- 2 players: each side has 19 pawns in a camp of rows 5, 5, 4, 3 and 2 squares.
- 4 players: each player has 13 pawns in a smaller camp in one corner (rows of 4, 4, 3 and 2).
Turn by turn
- Tap one of your pawns. Every square it can reach lights up.
- Step: move one square in any of the eight directions, straight or diagonal, to an empty square.
- Hop: jump over one neighbouring pawn of any colour, in a straight line, into the empty square right behind it. Nothing is captured.
- Chain hops: keep hopping from square to square as long as you can, changing direction as you like. Dashed rings mark squares that need several hops; hover one to see the route.
- You either step once or hop one or more times — not both in the same turn.
Rules used here
- A pawn that has entered its goal camp may move inside it but cannot leave it again.
- If an opponent's pawns are still sitting in your goal camp, you win as soon as the camp is full and at least one pawn in it is yours.
End of the game
The first player to fill the opposite camp wins. Choose "2 Players" to share one device with friends.
Strategy tips
- Move diagonally. The goal is in the opposite corner, so diagonal steps and hops bring you there twice as fast as straight ones.
- Build hop ladders. Pawns spaced one square apart form a ladder that lets the pawns behind jump far ahead in a single turn.
- Keep the group together. A lone pawn far behind cannot hop over anything and has to walk home one square at a time.
- Fill the deep corner first. Send the first arrivals right into the corner of the goal camp so the rest have space to land.
- Borrow the opponent's pawns. In the middle of the board the other pawns make great stepping stones for long chains.
Halma FAQ
What is the difference between Halma and Chinese Checkers?
They share the same step-and-hop moves. Halma uses a square 16×16 board with 8 move directions, while Chinese Checkers uses a six-pointed star with 6 directions.
Can I hop over my own pawns?
Yes. Any pawn can be jumped over, yours or an opponent's, and no pawn is ever removed.
Can a pawn leave the goal camp again?
No. In this version, once a pawn reaches its goal camp it must stay inside, although it may still move within the camp.
How many people can play?
Two or four. Play the computer, or pick 2 Players mode to pass one device around.