Players take turns moving a single piece, either by moving one step in any direction to an adjacent empty space, or by jumping in one or any number of available consecutive
hops over other single 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).
 The objective is to be first to race all of one’s pieces across the hexagram-shaped board into “home”—the corner of the star opposite one’s starting corner—using single-step
moves or moves that jump over other pieces.
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.
If two sets are played, the pieces can either go into the opponent’s starting corners, or one of the players’ two sets can go into an opposite empty corner.
) 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.
A player may not combine hopping with a single-step move – a move consists of one or the other.
If three sets are played, the pieces usually go into the opponent’s starting corners.
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.
If two sets are used, each player controls two differently colored sets of pieces at opposite corners of the star.
Three players A three-player game In a three-player game, all players control either one or two sets of pieces each.
Rules 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 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.
Color is irrelevant in this variant, so players take turns hopping any game piece over any other eligible game piece(s) on the board.
If one set is used, pieces race across the board into empty, opposite corners.
When playing teams, teammates usually sit at opposite corners of the star, with each team member controlling their own colored set of pieces.
Since either player can make use of any hopping ‘ladder’ or ‘chain’ created, a more advanced strategy involves hindering an opposing player in addition to helping oneself
make jumps across the board.
Two or more players can compete in this variant, but if there are more than six players, not everyone will get a fair turn.
is not an opponent’s starting corner), the player can freely build a ‘ladder’ or ‘bridge’ with their pieces between the two opposite ends.
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
Two players In a two-player game, each player plays one, two, or three sets of pieces.
[‘”Chinese chequers”. Cambridge Advanced Learner’s Dictionary. Cambridge University Press.
2. ^ According to Hoyle Puzzle & Board Games User Guide, five people cannot play, because one player would lack an opponent sitting opposite.
3. ^ Schmittberger
(1992), pp. 87–88. “Halma · 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.”
4. ^ Jump up to:a b Bell (1983), p. 154.
5. ^ Mohr (1997), p. 75.
6. ^ Bernardo Johns, Stephanie; The
Ethnic Almanac. Doubleday Publishing (1981). ISBN 0-385-14143-2
7. ^ Rodney P. Carlisle: Encyclopedia of Play in Today’s Society, Band 1, SAGE, 2009, p. 137.
8. ^ Parlett (1999), p. 135.
9. ^ Mohr (1997), p. 76.
10. ^ Schmittberger (1992),
11. ^ Leapfrog at BoardGameGeek
12. ^ (in Korean)
naver.com see 15-piece version
13. ^ “Chinese Checkers ／ ダイヤモンドゲーム”. The Museum of Abstract Strategy Games – アブストラクトゲーム博物館 (in Japanese).
2. Bell, R. C. (1983). The Boardgame Book. Exeter Books. ISBN 0-671-06030-9.
3. Mohr, Merilyn Simonds (1997). The New Games Treasury. Houghton Mifflin Company. ISBN 1-57630-058-7.
4. Parlett, David (1999). The Oxford History
of Board Games. Oxford University Press Inc. ISBN 0-19-212998-8.
5. Schmittberger, R. Wayne (1992). New Rules for Classic Games. John Wiley & Sons Inc. ISBN 978-0471536215.
Photo credit: https://www.flickr.com/photos/kinbot/8572847041/’]