The complete visual guide
How to play Chinese Checkers
Race all ten pieces across the star. A turn is either one small step or a chain of jumps - and the chains are where the game comes alive.
The 60-second version
Four ideas are the whole game
Move every piece into the triangle directly across the board.
Move to any neighboring empty hole.
Hop over one adjacent piece into the empty hole beyond it. Chain more hops if you can.
Jumped pieces stay put. First to fill the opposite triangle wins.
Set up the race
Start opposite your goal
Each player fills one ten-hole point of the star. Your goal is always the point directly opposite your starting triangle.
Move all ten pieces into that goal before anyone else completes theirs. Chinese Checkers is a race, not a capture game: every piece stays on the board and can become a useful bridge.
Two opposite points.
Every other point.
Two opposite pairs.
Every point is filled.
Why no five-player setup? One player would not have a matching opposite starting point.
Take a turn
Step once or keep jumping
Choose one piece. Either move it to one neighboring empty hole, or make one or more jumps. You cannot combine a step and a jump.
- Jump either color. Your own pieces and opponents' pieces can both be bridges.
- Change direction. Re-evaluate from every landing hole and turn as the route allows.
- Stop when you choose. You do not have to take every available jump.
- Capture nothing. Every piece you cross remains exactly where it was.
Win the game
Fill the opposite triangle
The first player to place all ten pieces in their opposite goal wins.
The only awkward edge case is an opponent refusing to leave a hole in your goal. Published editions handle deliberate goal blocking differently, so agree on a house rule before a physical game. JumpStar uses a fixed anti-blocking rule so the game is decided by the race.
Quick answers
Common questions
Can you jump more than once?
Yes. A turn may contain any number of consecutive legal jumps by the same piece. Re-check the board after every landing.
Can you jump backward or sideways?
Yes. Steps and jumps may move in any of the six grid directions, even when a move temporarily travels away from your goal.
Can you jump over two pieces at once?
No under standard rules. Each hop crosses exactly one adjacent occupied hole. A spectacular long move is several individual hops chained together.
Do you remove a piece after jumping it?
No. Chinese Checkers has no captures. Every jumped piece remains exactly where it was.
Can two people play Chinese Checkers?
Yes. Put the two colors in opposite points. This is the cleanest format for learning because every route helps or hinders the same opponent.
Can you stop partway through a chain?
Yes under the standard rules used here. You may end the turn after any completed hop; you do not have to take every available jump.
Reference notes
Why is it called Chinese Checkers?
The game descends from the German game Stern-Halma, documented in 1892. The Chinese Checkers name arrived later through international marketing.
JumpStar highlights every legal destination, so you can learn the rules by playing rather than memorizing them.
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