Chinese Checkers
Chinese Checkers is a racing game for 2, 3, 4, or 6 players played on a
six‑pointed star board. Each player starts with ten pegs in a home triangle and
races to move all of them into the triangle directly opposite. The first player
to fill the opposite triangle wins.
Objective
Be the first to move all ten of your pegs from your home triangle into your
target triangle — the triangle on the far side of the star, directly
opposite your home.
The Board
The board is a hexagram (six‑pointed star) with 121 positions: a central
hexagon of 61 holes and six triangular points of 10 holes each. Every position
connects to up to six neighbours (the star uses hex adjacency, not squares).
Each player's home triangle and target triangle are colour‑coded to match their
pegs, so you can always see where you started and where you are heading.
Players and Setup
The board seats 2, 3, 4, or 6 players. Pegs are placed so that every player
races into the triangle opposite their own — which may be empty or may be a
rival's home that empties as they move out:
•
2 players — opposite triangles (top and bottom).
•
3 players — every other triangle, so no two players start adjacent.
•
4 players — two opposite pairs of triangles.
•
6 players — all six triangles are used.
2, 3, 4, and 6 are the standard, symmetric configurations — the six-pointed
star has no clean opposite-triangle assignment for five players, so a 5-player
game is not offered.
Each player begins with 10 pegs filling their home triangle. Players take
turns in order.
Taking a Turn
On your turn you move one peg, in one of two ways:
1.
Step — move a peg one space to any empty adjacent hole. A step ends your
turn.
2.
Jump — jump a peg over a single adjacent peg (yours or an opponent's)
into the empty hole directly beyond it. Jumps do not capture — the
jumped peg stays exactly where it is.
Chain Jumps
After a jump you may jump again with the same peg if another jump is
available, and keep chaining jumps for as long as you like. Chaining is
optional: you may stop after any jump by choosing Stop, which ends your
turn. A single well‑placed chain of jumps can carry a peg clear across the
board.
You may not mix a step and a jump in the same turn, and you may not switch pegs
in the middle of a chain.
Winning
The first player to get all ten of their pegs into their target triangle
wins the race. Because pegs are never captured, the game always produces a
winner — it is purely a race.
Strategy Notes
•
Build ladders of pegs so a single peg can chain long jumps across the star.
•
An opponent's pegs are just as jumpable as your own — use them.
•
Don't leave a peg behind in your home triangle; the last peg to leave is
often the hardest to bring home.