🔯 Chinese Checkers
🎲 Board · 0 playsChinese Checkers
March your pegs across the star, building the jump chains that cross it in one bound.
About Chinese Checkers
On the six-pointed star, ten pegs must cross to occupy the opposite triangle, moving one step at a time — except that a peg may hop over any adjacent peg into the space beyond, and chain such hops indefinitely in a single turn. Those chains are the entire game. Strong play is a matter of laying stepping-stone ladders that carry your own pegs half the board in one move, while declining to leave hops that ferry the opponent forward; a peg moved one humble step often builds a bridge worth six. The straggler left at the back is the classic defeat, so the rear pegs move early.
How to Play
Tap a peg, then tap a highlighted hole: step to an adjacent space, or jump over any neighbouring peg. Jumps may be chained in one turn, over your own pegs or your opponent\'s, and no peg is ever captured. First to move all ten pegs into the opposite triangle wins.
💡 Tips & Strategy
Move through the middle. The centre of the star is the short road and the high ground; pegs pushed down the flanks travel farther and find fewer jumps. Open with the pegs at the point of your triangle and aim the whole formation at the direct line to the far corner.
Keep your pegs as a caravan, not a queue. A tight cluster of pegs one gap apart generates jump ladders for everything behind it, while a single-file line lets each peg use the road once and closes it. The strongest moves are frequently the quiet single steps that complete a ladder your next three pegs will ride across half the board.
Every ladder you build is open to the opponent from the other end, so audit each move for what it offers them: the step that carries your peg four hops forward but extends their highway five is a bad trade. In the middlegame, a deliberate blocking step that breaks the opponent's longest chain — while your own pegs route around it — is often worth more than any advance.
Mind the classic endgame failure: the last pegs left at home. Bring up the rear early, because a straggler crossing an emptied board has no pegs left to jump and walks the whole way in single steps. And fill your destination triangle from the deep corner outward — a triangle filled from the front leaves the back cell needing a peg to thread through your own finished pieces, at a cost of many tempi the opponent will not refund.