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Board games

Chinese Checkers

Step and chain hops across the star to fill your opposite camp.

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Step and chain hops across the star to fill your opposite camp.

Craft a Chinese Checkers Board and fit it into a Small Game Table. Place matching Game Chairs facing the table, then take a seat.

Materials
  • 1 ×Clay ball
  • 7 ×Any planks
  • 1 ×Magenta wool

Open the fitted board to make your moves. How to play in the side tray gives you the same lessons with illustrations inside the game.

Ten marbles each: Move your ten marbles from their starting triangle into the triangle directly opposite.
Ten marbles each

Move your ten marbles from their starting triangle into the triangle directly opposite.

Reach your goal: Fill your opposite camp first. Your starting corners depend on whether two, three or four people play.
Reach your goal

Fill your opposite camp first. Your starting corners depend on whether two, three or four people play.

One step: Move one marble to an empty neighbouring hole. The board has six directions, not four.
One step

Move one marble to an empty neighbouring hole. The board has six directions, not four.

Jump over a neighbour: Hop over one occupied hole into the empty hole just beyond. The jumped marble stays on the board.
Jump over a neighbour

Hop over one occupied hole into the empty hole just beyond. The jumped marble stays on the board.

Chain hops: One move may join several hops. Turn corners if needed, then choose any reachable empty landing hole.
Chain hops

One move may join several hops. Turn corners if needed, then choose any reachable empty landing hole.

Stay in your goal: Once a marble reaches its destination triangle, it may move inside that triangle but cannot leave it.
Stay in your goal

Once a marble reaches its destination triangle, it may move inside that triangle but cannot leave it.

Every colour can help: You may jump over your own marbles or anyone else's. No jump removes a marble.
Every colour can help

You may jump over your own marbles or anyone else's. No jump removes a marble.

A full goal ends the race: If your goal fills with your marbles and leftover opposing marbles, you still win once one of yours is there.
A full goal ends the race

If your goal fills with your marbles and leftover opposing marbles, you still win once one of yours is there.

A hop can cross an occupied hole of any colour into the empty hole beyond it; the jumped marble stays in place. Further hops can be chained in that turn, but cannot revisit a landing hole. Once a marble enters its goal camp, later steps and hops must keep it inside that camp. The home and opposite goal camps depend on the player count.

Use Rematch after the result to play again. To pause an unfinished match, the table owner can remove and keep its board.

See seats and solo play for multiplayer and Play alone, or item stakes if you want to agree on a pot.