Chinese Checkers · Rules & strategy
Board and marbles
The board is a six-pointed star with 121 holes: a central hexagon of 61 holes surrounded by six triangular camps of 10. Each player starts with ten marbles in one camp and aims for the camp directly opposite.
- 2 players: two opposite camps
- 3 players: every other camp (all target camps start empty)
- 4 players: two opposite pairs
- 6 players: every camp
The first seat starts and play continues around the board.
A move: step or jump
Each turn you move exactly one marble in one of two ways:
- Step — one hole to any of the six neighbouring empty holes.
- Jump — straight over a single adjacent marble (yours or anyone’s) into the empty hole directly behind it. If you can jump again from where you land, you may keep going, changing direction freely.
Steps and jumps cannot be mixed, and you cannot land in the same hole twice in one move. Jumped marbles stay put — there are no captures. Tap a marble to light up every hole it can reach; tap a hole and the marble follows its jump path.
Camp rule
During a jump chain you may pass through any camp, but you may not end your move in a camp that is neither your home nor your target. This common rule stops players from parking marbles in empty side camps. A marble that has entered its target camp may move around inside it but may not end a move outside it again.
Winning and anti-blocking
You win when every hole of your target camp is filled and at least one of them holds your own marble. Normally that means all ten of your marbles, but if an opponent refuses to leave their home camp (your target), you still win by filling every remaining hole. Squatting at home is never a winning tactic.
End, ranking and time
The game ends as soon as one player fills their target camp. Everyone else is ranked by remaining distance — the total number of steps from their marbles to the tip of their target camp — with ties sharing a place. After 200 moves per player the game stops and is ranked the same way. Online, each move has 30 seconds; when time runs out, the move that makes the most progress is played for you. If you have no legal move at all, you pass.
Build ladders and bridges
Long jump chains win games. Spread marbles one hole apart in a line and the marbles behind can climb that “ladder” six or eight holes at a time. Often the best move is not the one that goes farthest now but the one that sets up a longer chain next turn. Remember that your opponents’ marbles work as rungs too.
Leave no stragglers
Racing your front marbles ahead tends to leave one or two behind in your home camp. A lone marble has nothing to jump over and must crawl step by step — and those extra moves usually decide the game. Keep your marbles moving as a compact group so they keep serving as stepping stones for each other.
Use the centre, block wisely
The axis through the middle of the board is the shortest road with the most jumping chances. Marbles that drift to the edges run into side camps where they cannot stop. In two-player games, dropping a marble into a gap of your opponent’s ladder can cut a big jump, but every blocking move delays your own race — keep the balance.
Endgame and AI levels
Fill the deepest holes of the target camp, near the tip, first; sitting in the entrance holes blocks your own latecomers. Easy AI plays any forward move, Normal picks the single move that gains the most, and Hard reads several of its own moves ahead to build and then climb ladders.
FAQ
Is Chinese checkers really from China?
No. It descends from Stern-Halma, published in Germany in 1892; “Chinese checkers” was an American trade name from the 1920s. In Korea and Japan it is called the Diamond Game, in China tiàoqí.
What if an opponent never leaves my target camp?
You win once every hole of your target camp is filled and at least one is yours, so simply fill the free holes. Blocking by staying at home does not work.
Can I play without an account?
Yes. Games against the AI and pass-and-play on one device need no sign-in. Online games and the ranking need a GameNow account.
How do I play with several friends?
Choose “Invite a friend”, pick 2, 3, 4 or 6 players and share the link. The game starts automatically when the table is full, and the host can start early with any supported player count. Places count towards your rating.
Is there a time limit?
Online, each move has 30 seconds. When it runs out the most forward move is played automatically so the game never stalls, and repeated absence shortens the wait.