What Is Chinese Checkers?

Despite the name, Chinese Checkers is neither Chinese nor a form of checkers. It began in Germany in the 1890s as Stern-Halma, a star-shaped version of the game Halma, and picked up its English name later through American marketing. The idea is a race: move all of your pieces from your home triangle into the triangle opposite, using single steps and chains of jumps. Nothing is ever captured, and nobody is eliminated — the only question is who arrives first.

The appeal is the jump chain. A well-placed line of pieces becomes a highway that carries a piece across half the board in one turn, and because any piece can serve as a hurdle, your opponent's pieces can help you as much as your own.

The Board on This Site

The boxed game uses a six-pointed star for up to six players. This version is for two, so it keeps the central hexagon of 61 holes, five along each side, and the two opposite points of the star: a 10-hole triangle above the hexagon and another below. The other four points are left off because nobody would use them. Each triangle has rows of one, two, three and four holes and, exactly as on the standard star, its wide row of four lies against the hexagon. Your home therefore opens onto the board along a four-hole front edge, and the single tip hole at the back of the target is the deepest hole you have to fill.

The Rules

  • You move first. Your ten light pieces start in the top triangle and must reach the bottom one; the AI's ten dark pieces travel the other way.
  • One piece per turn. Click a piece to select it (it turns orange and its reachable holes light up), then click its destination. Clicking another of your pieces switches the selection.
  • Step to any of the six holes next to the piece, if it is empty.
  • Or jump. Hop over a single adjacent piece of either colour into the empty hole directly beyond. Jumps can be chained in any combination of directions. You click only the final hole, and you may stop at any landing hole along the way.
  • No mixing, no captures. A turn is either one step or a chain of jumps, never both. Jumped pieces stay on the board.
  • Fill the opposite triangle to win. Every hole must be occupied. Under a common house rule, an opponent's piece still sitting in its starting triangle counts as filled, so you win once all the other holes hold your pieces. Nobody can block a win by staying home.

The Moves counter counts both sides' moves together. Choosing a difficulty starts a new game, and there is no undo.

Core Strategy: Hurdles, Ladders and Order

Opening up your home

At the start your ten pieces are packed into a triangle whose front row of four touches five holes of the hexagon. Only that front row can step out, so the opening is about jumps: any piece in the row of three can hop over a front-row piece and land straight in the hexagon, two holes forward. Each such jump also leaves a gap that lets a piece further back hop through on a later turn. A good start is to jump second-row pieces over the front row in turn, keeping the group connected so every move leaves a hurdle for the next. The tip piece at the very back has the longest trip, so free it early.

Ladders through the centre

A ladder is a line of pieces with one empty hole between each. A piece at one end can hop the whole line in a single turn, covering two holes per hurdle, so three spaced pieces give a six-hole jump. Chains can also turn corners, which lets you link two short ladders into one long move. Build them along the route between the entrances, and keep the ladder moving forward like a caterpillar by jumping its rearmost piece to the front. Remember that a ladder works in both directions: the AI is travelling the opposite way down the same corridor and will use any long chain you leave open.

Use the AI's pieces

Any piece is a hurdle. Around the middle of the game the two armies pass through each other in the centre, and a dark piece beside one of your own often offers the longest jump on the board. Before every move, look for a chain that starts by hopping an AI piece.

No stragglers

The last few pieces decide most races. A piece left at the back of your home has no hurdles once the rest have gone and must walk every hole — sixteen single steps from the tip of your home to the tip of the target. Bring the rear pieces forward while the middle of the board is still crowded with things to jump over.

Fill the target from the back

The target triangle fills like a bottle. Every arriving piece comes in across the front row of four, so if your first arrivals stop there they block the holes behind them. Send early pieces deep, to the tip and the row of two, then fill the row of three, and take the front row last. A piece waiting in the front row is useful for a while, because an arriving piece can jump over it straight into the row of three, but move it on before it becomes a plug.

Common Mistakes to Avoid

  • Sending one piece on a solo run. A lone runner has nothing to jump over, and the pieces left behind lose the hurdles they needed too.
  • Keeping a piece at home to block. Under the house rule here, it simply counts as filled for the AI, while you are a piece short in the race.
  • Filling the near end of the target first. It leaves the far holes reachable only by squeezing past your own pieces.
  • Building a ladder only the AI can use. Before you place a hurdle, check which direction the resulting chain runs and who is standing at the start of it.
  • Leaving the back of your home until last. The final pieces out are the slowest pieces in the game.

Playing Against Our AI

The PlayVersusAI Chinese Checkers engine lists every legal move for each of its pieces — single steps and every landing hole of every jump chain — and always takes a winning move when one exists. Otherwise it measures its position as a race distance: how many rows each piece still has to travel to the far tip of its target, how far pieces outside the target are from the nearest empty goal hole, and an extra charge for its rearmost piece so that none is stranded. Because the deepest holes count as the shortest distance, it fills its target from the tip forward.

DifficultyWhat to expect
EasyAdds randomness to every move's score and sometimes plays any forward move, so it wastes turns and misses long chains.
MediumAlways the move that shortens its race distance the most, one move at a time, with ties broken at random.
HardLooks ahead: for its best candidates it predicts your strongest reply and its own follow-up, so it avoids building ladders for you and blocks your lanes when that costs it little.
AI TrainingChecks your five strongest replies to each of its 24 best candidates, not just the single best-looking one, and assumes you will pick the one that hurts it most. No randomness, about a second a move at most. It beat Hard 18-9 in testing.

Frequently Asked Questions

Can I jump over my own pieces?
Yes. Any single adjacent piece, yours or the AI's, can be jumped as long as the hole directly beyond it is empty. Jumped pieces are not removed.
Can a jump chain change direction?
Yes. Each hop in a chain can go in any of the six directions, as long as every hop clears exactly one piece and lands in an empty hole. A chain cannot land on the same hole twice.
Why won't my piece move where I clicked?
The destination is not reachable by a single step or by any chain of jumps from that piece. Only the highlighted holes are legal. Early in the game the back pieces of your home triangle are boxed in until the front row moves.
Is there a way to play against a friend?
Not on this game. Chinese Checkers here is single-player against the AI only.
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