The Rules of Chinese Checkers
These rules are provided by Masters Traditional Games, an
Internet shop selling quality traditional games, pub games and unusual
games. We publish free game rules in order to promote game playing
around the world. To find out more, visit the website http://www.mastersgames.com/ or
email custserv@mastersgames.com.
You are welcome to print, copy or pass these rules on but only in their
original form including the copyright and the information about Masters Traditional Games.
The
disclaimer on the Masters
Traditional Games website applies.
Masters Traditional Games sells a nice Teak
Chinese Checkers board with marble playing pieces.
Equipment
The Chinese Checkers board is in the shape of a six pointed star.
Each point of the star is a triangle consisting of ten holes (four
holes to each side). The interior of the board is a hexagon with
each side five holes long. Each triangle is a different colour and
there are six sets of ten pegs with corresponding colours.
Preparation
Chinese Checkers can be played by two, three, four or six
players. Obviously, for the six player game, all pegs and triangles
are used. If there are four players, play starts in two pairs of
opposing triangles and a two player game should also be played from
opposing triangles. In a three player game the pegs will start in
three triangles equidistant from each other.
Each player chooses a colour and the 10 pegs of that colour are placed
in the appropriately coloured triangle.
Objective
The aim of the game is to be the first to player to move all ten pegs
across the board and into the triangle opposite.
Play
A toss of a coin decides who starts. Players take turns to move a
single peg of their own colour. In one turn a peg may either be
simply moved into an adjacent hole OR it may make one or more hops over
other pegs. Where a hopping move is made, each hop must be over an
adjacent peg and into a the vacant hole directly beyond it. Each hop
may be over any coloured peg including the player's own and can proceed in
any one of the six directions. After each hop, the player may either
finish or, if possible and desired, continue by hopping over another
peg. Occasionally, a player will be able to move a peg all the way
from the starting triangle across the board and into the opposite triangle
in one turn!
Pegs are never removed from the board. It is permitted to move a
peg into any hole on the board including holes in triangles belonging to
other players, even triangles not presently in use. However, once a peg
has reached the opposite triangle, it may not be moved out of the triangle
- only within the triangle.
Finishing
The first player to occupy all 10 destination holes is the winner.
Debate has always arisen over the situation where a player is prevented
from winning because an opposing player's peg occupies one of the holes in
the destination triangle. Many game rules omit to mention this implying
that it is perfectly legal to block opponents in this dubious fashion.
Masters Games suggests the following additional rule which should be
wide enough to capture all such situations: If a player is prevented from
moving a peg into a hole in the destination triangle because of the
presence of an opposing peg in that hole, then instead of playing in the
usual way, the player is entitled to swap the opposing peg with that of
his own peg.
Alternatively, you can just say that should one or more of the holes in
the target triangle contain a peg belonging to another player, this does
not prevent a player from winning. The game is simply won when all
the available points within the triangle are occupied.
Copyright © 1999 Masters
Games. All rights reserved.