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Chinese checkers rules 2 players
Chinese checkers rules 2 players








The mechanic of jumping pieces is reminiscent of draughts (checkers) but differs in that no opposing pieces are ever captured or otherwise withdrawn from the board nor is jumping compulsory.Rules of Halma as printed by Joseph Scholz Verlag, Mainz Comparison to other games Otherwise, play proceeds clockwise around the board. If the current play results in having every square of the opposing camp occupied by one's own pieces, the acting player wins.Once a piece has reached the opposing camp, a play cannot result in that piece leaving the camp.After any jump, one may make further jumps using the same piece, or end the play.The piece that was jumped over is unaffected and remains on the board.Place the piece in the empty square on the opposite side of the jumped piece.An adjacent piece of any color can be jumped if there is an adjacent empty square on the directly opposite side of that piece.One or more jumps over adjacent pieces:.Place the piece in an empty adjacent square.Each player's turn consists of moving a single piece of one's own color in one of the following plays:.Pieces can move in eight possible directions (orthogonally and diagonally).Players randomly determine who will move first.Play sequence Valid (green) and invalid (red) moves of a white pawn in Halma The game starts with each player's camp filled by pieces of their own color.Each player has a set of pieces in a distinct color, of the same number as squares in each camp.Each of the four corners of the board is a camp. For four-player games, each player's camp is a cluster of 13 squares.For two-player games, each player's camp is a cluster of 19 squares.Each player's camp consists of a cluster of adjacent squares in one corner of the board.The board consists of a grid of 16×16 squares.Setup for four players (when played in teams, teammates sit in opposite corners) Simple wooden pawn-style playing pieces, often called "Halma pawns" On each turn, a player either moves a single piece to an adjacent open square, or jumps over one or more pieces in sequence. For four-player games played in teams, the winner is the first team to race both sets of pieces into opposing camps. The game is won by being first to transfer all of one's pieces from one's own camp into the camp in the opposing corner. The game is played by two or four players seated at opposing corners of the board. Piece colors are typically black and white for two-player games, and various colors or other distinction in games for four players. Pieces may be small checkers or counters, or wooden or plastic cones or men resembling small chess pawns. The gameboard is checkered and divided into 16×16 squares. His inspiration was the English game Hoppity which was devised in 1854. Halma (from the Greek word ἅλμα meaning "jump") is a strategy board game invented in 1883 or 1884 by George Howard Monks, an American thoracic surgeon at Harvard Medical School.










Chinese checkers rules 2 players