Chinese Checkers

Chinese checkers is a race across a six-pointed star of 121 holes. Each player starts with ten marbles in one point and must move all ten into the point directly opposite. A move is either one step into a neighbouring empty hole or a chain of jumps, each over a single marble of any colour into the empty hole beyond it. Nothing is captured, and the first player to fill the opposite point wins.

Your move
  1. You0/10 home
  2. Blue0/10 home
TurnYouHome0/10Moves0Time0:00Game#0

New game sets up the star with you playing Red from the bottom point; the number of players and the computer’s strength are in the ⋯ menu and are remembered. Tap one of your marbles to pick it up and every hole it can reach glows — tap one and the marble goes there, taking the shortest chain of jumps if there is more than one route. With the keyboard, move between holes with the arrow keys, press Enter to pick up and again to place, and Escape to put the marble back.

Your statistics · 2 players · Normal

Played
0
Won
0
Win rate
0%
Streak
0
Best streak
0
Best time
—

Plays its best move, weighing distance, marbles left behind and the length of each chain.

Keyboard

Arrows
Move between holes
Enter / Space
Pick up or place
Escape
Put the marble back
N
New game
F
Full screen
Board
121 holes on a six-pointed star
Marbles
10 per player
Players
2, 3, 4 or 6
Win by
Filling the opposite point

How do you play Chinese checkers?

The board is a six-pointed star: a hexagon of 61 holes in the middle with a triangular point of 10 holes on each of its six sides, 121 holes in all. Each player's ten marbles start filling one point, and the whole game is a race to move all ten into the point directly opposite. You play Red from the bottom point, so your target is the top one, marked with a dashed gold outline.

Players take turns clockwise, one move each, and moving is compulsory. A move is either a single step into one of the up to six holes touching the marble, or a chain of jumps — never a mixture of the two. Nothing is ever captured: a marble you jump over stays exactly where it was, and it may be the rung someone else climbs next turn.

From the starting position you have exactly 14 legal moves: 8 steps out of your front row of four, and 6 single jumps by the three marbles of the second row over the front row. Every one of them is a quiet opening. The game only opens up once marbles meet in the middle, which is where the long chains are.

How do jump chains work in Chinese checkers?

A jump goes over one adjacent marble — yours or anybody else's — into the empty hole directly beyond it, in a straight line. From where it lands the same marble may jump again, in any direction, and again after that, for as long as there is a marble to jump and an empty hole behind it. You can stop the chain at any hole along the way. The one restriction is that a chain may not land on the same hole twice, and that includes the hole the marble started from.

The two kinds of move
MoveWhat it needsHow far it goes
StepAn empty hole touching the marbleOne hole, in any of six directions
JumpA marble next door and an empty hole straight beyond itTwo holes per jump, any number of jumps in one move

On this board you never have to trace the chain yourself. Pick up a marble and every hole it can reach glows — the search finds every chain there is, including ones that double back across the board. Point at a glowing hole and the route is drawn; tap it and the marble hops there jump by jump. When two different chains reach the same hole, the one with fewer jumps is the one played.

What stops a player from blocking your target?

In most games your target point is somebody else's starting point, so a player could spoil your game simply by never moving a marble or two out of it. This board uses a clear anti-blocking rule. A marble has left home once it has finished a move outside its own starting point, and that never un-happens. If holes in your target are still held by marbles of the player who started there and have never left home, you win as soon as every other hole in your target holds one of your own marbles.

The rule cuts both ways, so bring every marble out of your own point early. Leave three behind and your opponent only needs seven of theirs in to win. A marble that leaves home and later wanders back does not count as a blocker, and in a three-player game the rule never comes up at all, because every target there is a point nobody started in.

Where does each player sit?

The standard seatings
PlayersPoints usedWhose point is your target
2Two opposite pointsYour opponent's starting point
3Every other pointAn empty point — nobody starts there
4Two opposite pairsThe starting point of the player facing you
6All six pointsThe starting point of the player facing you

Those are the four table sizes the game is played at. Five does not work: one player would race into an empty point while everyone else raced into a full one. With three players nobody's target is anybody's home, so the race is pure; with four or six every target starts full, and the traffic through the middle of the board is the game.

How does the computer choose its moves?

Every computer player measures a position by how many steps each of its marbles still is from the tip of its target point — a total that bottoms out at 20 when the point is exactly full, and at no other arrangement. It pulls stray marbles toward the holes of its target that are still open, and gives each jump in a chain a small bonus. Easy stops there. Normal and Hard also charge themselves for any marble more than three rows behind the average of its own group, and for marbles parked in a point that is neither their home nor their target.

The three computer levels
LevelLooks atPlays
EasyDistance only, and chains of at most two jumpsAt random among its three best moves, if within 1.5 rows of the best
NormalDistance, stragglers, parked marbles and chain lengthIts best move
HardThe same, plus its own next move — and, with one opponent, that opponent's replyThe move that sets up the best follow-up

Each step up is a real step. In three test matches of 12 two-player games — six seeds, each level taking each side of the board — Hard beat Easy 12–0, Hard beat Normal 12–0 and Normal beat Easy 12–0. When Hard finished its matches against Easy, Easy had on average only 4.5 of its ten marbles home. Ties between equally good moves are settled from the game number, so a game replays move for move from that number.

Is Chinese checkers actually Chinese?

No, and it is not a form of checkers either. It was invented in Germany in 1892 as Stern-Halma — star Halma — a six-pointed version of Halma, the jumping race George Howard Monks devised in the United States in 1883 or 1884 on a 16 × 16 square board. The oriental-sounding English name was coined for the American market in the late 1920s and stuck.

Halma is still the clearer ancestor: the same steps, the same chains of jumps over any piece, the same race into the opposite corner, played with 19 pieces a side between two players or 13 each among four. The star board is what made it a game for up to six.

How do you get better at chinese checkers?

  • Build ladders, then climb themA long chain needs marbles spaced one hole apart along the way. Spend a quiet move putting a marble where it makes a rung, and the next turn a back marble can cross half the board in one move — which is why the computer gives every jump in a chain a bonus.
  • Bring your back marbles with youThe marble left alone at home is the one that loses races: with nothing to jump over it crawls one hole a turn. The Normal and Hard computers charge themselves for any marble more than three rows behind the average of its group, and so should you.
  • Use everybody's marblesA jump works over any colour, so an opponent's marbles in the middle are rungs too. Look for chains through their line before you build your own, and think twice before parking a marble where it hands them one.
  • Fill the far end of your target firstSend your early arrivals right up to the tip of the target point and leave the holes nearest the middle open. Fill the entrance first and the marbles already in have to be shuffled up one step at a time before the last ones can get in.
  • Empty your own point earlyYour starting point is somebody's target. Marbles you never move out count as filled holes for that player under the anti-blocking rule, so a marble left at home is working for your opponent.

Chinese Checkers questions people ask

Can you jump over your own marbles in Chinese checkers?
Yes. A jump can go over any single marble, of any colour, as long as the hole directly beyond it is empty. Your own marbles make the best ladders, because you decide where they stand.
Are jumped marbles removed from the board?
No. Nothing is ever captured in Chinese checkers. A marble you jump over stays where it is, and every marble on the board is still in play until the game ends.
Can you step and then jump in the same move?
No. A move is either one step to a neighbouring hole or a chain of jumps, never a mixture. A chain can be as long as you like, but a single step always ends your turn.
Do you have to keep jumping if you can?
No. You may stop a chain at any hole it reaches. Stopping early is often right, to leave a marble where it will be a rung for your own next chain.
What happens if a player never leaves their starting point?
They cannot block you for ever. Holes in your target still held by their never-moved marbles count as filled for you, so you win once every other hole there holds one of your own marbles.
Can Chinese checkers be played with five players?
Not in the standard game. The seatings are for 2, 3, 4 or 6 players, because with five one player would race into an empty point while everyone else raced into one that starts full.

The rules in six lines

  1. 1Fill your starting pointEach player's ten marbles fill one point of the star. Two players sit opposite, three in alternate points, four in two opposite pairs and six in every point.
  2. 2Take turns clockwiseEach turn you move exactly one of your own marbles. Moving is compulsory, and a player with no legal move at all is skipped.
  3. 3Step to a neighbouring holeA step moves a marble into any empty hole that touches it, in any of the six directions, forwards, sideways or back.
  4. 4Or jump, as far as the chain goesA jump goes over one adjacent marble of any colour into the empty hole straight beyond it. Jump again from there as often as you like, but never land on the same hole twice, and never mix steps with jumps.
  5. 5Capture nothingJumped marbles stay exactly where they are. Every marble stays in play, and any of them can be a rung in anyone's chain.
  6. 6Fill the opposite point to winThe first player whose ten marbles fill the point opposite their own wins. Holes there held by an opponent's marbles that never left home count as filled for you.

The long version, with worked examples and the questions beginners actually ask, is on how to play chinese checkers.

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