Chinese Checkers game artwork
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Chinese Checkers

Chain leaps across a 121-hole star and race your marbles into the opposite camp.

20 min · Medium

Choose how to play

Choose the computer or take turns with another player on this device.

The game names the first player and each next turn before play begins.

How to play

Goal

Move every one of your pieces into the opposite home triangle before the other players.

Move your marbles across the star
Fill the opposite ten-hole camp with your ten marbles. Select a marble, then an empty destination. Click, tap, or use Tab and Enter. A turn moves one marble, then passes to the next player.
Take one adjacent step
Practice example: Move the lone Player 1 marble one hole to the right. The destination was an adjacent empty hole, so one step completed the turn.
Jump over a neighbor
Practice example: Jump Player 1’s marble over the nearby Player 2 marble to the empty hole beyond it. The occupied middle hole was a stepping stone. The jumped marble stayed on the board.
This version also allows long jumps
You may jump the first marble along a straight line, even with empty holes before it. Land the same distance beyond that marble. Every other hole before and after the hurdle must be clear. This is the long-jump variant, rather than adjacent jumps only.
Use a distant stepping stone
Practice example: Jump from the left marble past the distant middle marble, landing equally far beyond it. Two grid intervals led to the hurdle and two more led to the landing. The intervening holes were clear.
Chain several jumps in one turn
Practice example: Carry the left Player 1 marble over both stepping stones to the empty hole beyond the right marble. The engine found a two-jump path. Both friendly and opposing marbles can be stepping stones, and neither was captured.
A step or a chain
A turn uses one adjacent step or a chain of jumps; you cannot combine a step with jumps. You may stop at any reachable jump landing. The engine traces the route when you choose the destination.
The shipped camp rules
This implementation permits movement through other camps and lets a marble leave its target camp. There is no anti-blocking penalty or repetition draw. Reaching a camp does not remove a marble; all ten target holes must be yours together.
Now try three players
The three-player layout uses alternating star tips. Turns rotate 1 → 2 → 3. Each player still has ten marbles and aims for the opposite camp. This position is one move from Player 1’s finish.
Finish in the three-player layout
Practice example: Move Player 1’s only marble outside the target camp into its remaining empty hole. The target camp contained all ten Player 1 marbles, so the same winning rule applied in the three-player layout.
Now try four players
Four-player games use four side tips, with turns cycling 1 → 2 → 3 → 4. The top and bottom tips begin empty. The movement and ten-hole winning rules remain the same.
Finish in the four-player layout
Practice example: Fill the final hole in Player 1’s target camp. Player 1 completed the opposite side camp. A player wins by finishing their own camp, without a team score.
Race completion decides the winner
There is no points score. The first player with ten marbles in the opposite camp wins. Normal play offers local players or computer opposition; difficulty changes assistance and computer choices, not jump distances.
Controls & accessibility

Some reading · Best on tablet, computer, TV, phone

KeyboardReady to use
MouseReady to use
TouchWhen available
ControllerGamepad ready

Fullscreen: Supported

Accessibility

Features available in this game

Screen readerNot available
High contrastAvailable
Reduced motionAvailable
CaptionsNot needed for game sounds
  • Reviewed for keyboard names, larger text, contrast, motion, and non-audio instructions.
About

Account saving: Cloud unavailable.

Version
0.1.70
Developer
YoolVi Play
Content rating
Everyone