This is two-player Halma on a 16×16 board. Red and Blue each start with nineteen marbles in opposite corner camps and race to fill the other side. On each turn, move one marble by a single step or a chain of hops. Any marble can be jumped, and none are captured. House rules vary, so this page explains exactly which rules the board uses.

What One Turn May Do

A single stepApplies when: An adjacent hole in one of the eight directions is empty

Select one of your marbles, then tap that empty hole. The marble moves one space. Nothing is captured.

A hop chainApplies when: A neighboring hole holds any marble and the hole beyond it is empty

Hop over that marble onto the empty hole. If another hop is available from the landing, you may continue in the same turn.

Winning the raceApplies when: All nineteen of your marbles occupy the opposite camp

The game ends as soon as that camp is full of your color. Empty holes elsewhere do not delay the win.

Play a Turn in This Order

  1. Select one of your marbles
  2. Choose an adjacent empty hole or the end of a legal hop chain
  3. Complete the move; hopped marbles stay on the boardFilling the opposite camp ends the game immediately
  4. If your opposite camp is not yet full, the other color plays

Board and Camps

The 16×16 board has two camps in opposite corners. This two-player game uses those two camps: Red starts in one corner camp and tries to fill Blue's starting camp, while Blue does the reverse. Each side begins with all nineteen marbles in its home camp.

George Howard Monks invented Halma in the United States in the 1880s. Red occupies the north-west corner and Blue the south-east, nineteen pieces each; the first to fill the opposite corner wins. Chinese checkers later took the hopping idea onto a star. This board is the square game.

Both sides begin in their home corners. Red moves first and races to fill the opposite camp.

Steps and Hop Chains

Each hole connects in as many as eight directions. If the next hole is empty, move the selected marble one step into it. The turn ends there; you cannot take a second step.

When an adjacent hole contains any marble and the next hole on the same line is empty, you may hop over that marble. You can jump either color, but the landing must be open. The marble you cross stays in place; hopping does not capture it.

After the first hop, you may continue hopping from the new landing to form a hop chain. Every hop must cross one marble and land in the empty hole immediately beyond it, but the chain may change direction rather than staying on one line.

The dashed gold trail is one turn. You may hop your own marbles or the opponent's, as long as the landing is empty.

Completing a Turn

Select one of your marbles, then choose a legal destination. An adjacent empty hole makes a step; a highlighted hole reached by hopping starts a hop chain. You may stop at any legal landing and do not have to keep hopping until no move remains.

A hop chain cannot return to a hole already visited during the same turn, though that hole may be used again later. The whole chain counts as one move, and the move history saves its complete path.

Winning

As soon as all nineteen of your marbles occupy the nineteen holes in the opposite camp, the game ends, even if holes in the center remain empty. An opposing marble outside that camp does not affect the result. If your opponent still occupies any hole inside your destination camp, however, you have not filled it and have not yet won.

Getting the first marble into camp carries no special value; all nineteen must be there at the same time. The last marbles often decide the finish. If your leading marbles block the entrance or take shallow holes before the deep ones, the pieces behind them may need a long detour.

Red occupies every hole of the far triangle. Empty holes in the center no longer matter.

House Rules

House rules are not identical everywhere. Common variations forbid a marble from leaving its destination camp, require a player to continue hopping once a chain begins, or pair camps differently in multiplayer games. If you use any of these rules over the board, agree on them before play begins.

This board allows marbles to leave the destination camp and lets a hop chain end at any legal landing. You may also choose a step when a hop is available. Blocking an opponent or having no legal move does not create a separate loss; victory requires all nineteen marbles to occupy the opposite camp. Games against AI, same-device games, and online rooms all use the same move rulings.

Common Disputes

No Open Landing

You cannot hop. The adjacent marble may be either color, but the next hole on the same line must be empty.

Two Routes Are Available

Either route is legal, and you may also stop at the current landing. The rules do not require the longest route, and a chain that crosses more marbles has no priority.

You Block Your Own Entrance

You may move it to another legal hole or temporarily take it back out of the destination camp to clear the way. Eighteen pieces in camp are not enough; all nineteen must arrive together.

An Opponent Is in Your Goal Camp

You cannot capture it or move it for your opponent; you must wait for them to move it away. Filling every other hole is not a win. All nineteen destination holes must be occupied by your nineteen marbles at the same time.

Illegal Moves

You cannot step two holes at once, bend a single hop around two marbles, or land on an occupied hole. Every hop must contain the complete pattern of an adjacent hurdle followed by an empty landing on the same line. You cannot move a marble off the board, move an opponent's marble, or remove a marble that was hopped.

This is not American checkers: there are no captures, forced jumps, kings, or 8×8 checkerboard. You can play checkers at checkers.plyyard.com.

Rules by Mode

Games against AI include hints, undo, and move-by-move replay. Same-device games include undo and replay without move suggestions. Online rooms sync both players' moves and allow resignations or draw offers, but not one-sided undo.

These tools change how you play and review the game, not how moves are judged. For help getting out of camp and building hop chains, read the Halma strategy guide.

FAQ

Can I hop over my opponent's marbles?

Yes. Color does not matter for hopping. If a neighbor is occupied and the hole beyond it is empty, the hop is legal. The hopped marble stays where it is.

Must every hop in a chain follow the same line?

Each hop uses one of the eight adjacent directions and lands on the empty hole beyond a marble. The next hop may change direction, as long as it is still a legal hop from the new landing.

Once I start a hop chain, must I continue until no hop remains?

No. This site lets you end your turn at any legal landing in a hop chain. If you and a friend prefer the house rule that requires continued hopping, agree on it before the game; online rooms do not enforce that restriction.

Can a marble leave its destination camp?

Yes. This site does not use the variation that locks a marble into its destination camp. You may leave to clear the entrance or reshape a hop route, though doing so can delay the finish because all nineteen marbles must occupy the camp at once.

Can I win while my opponent still has a marble in their starting camp?

No. Your opponent's starting camp is your destination camp. As long as one of their marbles remains there, your nineteen marbles cannot occupy all nineteen holes. Opposing marbles outside the camp do not affect your win condition.

How is this different from American checkers?

American checkers is played on an 8×8 board and uses forced jumps, captures, and kings. Halma is a race across a 16×16 board with no captures.

Does Red always move first on this site?

Yes. Every mode starts with Red. Against AI you may choose Red or Blue; if you choose Blue, the AI makes the opening move.

Is Halma the same game as Chinese checkers?

George Howard Monks invented Halma in the United States in the 1880s as a race on a 16×16 square. Germany later moved the same hopping idea onto a star as Sternhalma, the ancestor of Chinese checkers. This site plays square Halma, not xiangqi and not English draughts.