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Halma spielen3/1/2024 ![]() In this variation called Super Halma, a piece may jump over a piece any number of empty spaces away, provided it can land the same number of empty spaces beyond it in a straight line. Halma can be speeded up and subjectively made more interesting by allowing 'long jumps'. This applies for both a single hole move and any part of a hopping move. If a player is prevented from winning because of the presence of an opposing peg in the destination area, the player is entitled to swap the opposing peg with that of his own peg. Masters Games suggests the following additional rule invented by James Masters in 2002 which is wide enough to capture all such situations: The game is simply won when all the available points within the triangle are occupied. A number of anti-spoiling rules have been proposed - one work-around is to 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. Anti-Spoilingĭebate 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. Once a piece has reached the opposite area, it may not be moved out of the area but it may move within the area. It is permitted to move a piece into any square on the board including squares in areas belonging to other players. It does occasionally happen that a player is able to move a piece all the way from the starting corner across the board and into the opposite corner in one turn! After each hop, the player may either finish or, if possible and desired, continue by hopping over another piece. A hop may be over any coloured piece including the player's own and can proceed in any one of the eight directions. Where a hopping move is made, each hop must be over an adjacent piece and into the vacant square directly beyond it. ![]() The piece may either be simply moved into an adjacent square OR it may make one or more hops over other pieces. Players take turns to move a single piece of their own colour. The PlayĪ toss of a coin decides who starts. In this case, the game is won when all the available points within the area are occupied. Should one or more of the squares in the target area contain a piece belonging to another player, this does not prevent a player from winning. The aim of the game is to be the first to player to move all pieces across the board and into opposing corner, within area delineated by the heavy line. When 2 players play, 19 pieces are positioned in the appropriate opposing corners in formation 1 - 2 - 3 - 4 - 5 - 4 when 4 players play, 13 pieces are positioned in each corner in formation 1 - 2 - 3 - 4 - 3. Pieces are usually flat disks like draughtsmen or upright like the classic pawn in chess. Two opposing corners additionally have another heavy line which delineates the 19 corner squares for the initial position of the pieces in the 2 player game. ![]() In each corner, a heavy line delineates 13 squares, which are the starting squares for pieces in the 4 player game. If you don't, your shared opponents - players on the sides - will probably progress faster than both of you.A Halma board consists of 16 x 16 small chequered squares. With 4 or 6 players, it's usually better to cooperate with the player in front of you at the start of the game.If you see them building a ladder, try to block them. Avoid keeping an isolated marble at the back.Try to align marbles to create a "ladder" that enables a large series of hops. With hops you can progress much faster than with single steps.The player with 120 points is the winner and all other players are ranked according to their score. When this happens, the game ends immediately. This scoring method guarantees that the game always ends when a player reaches 120 points - when all their marbles are inside the goal area. It's also possible to score 0 if you move sideways or even to lose points if you move backwards. It's therefore possible to gain several points at once with a well-calculated series of hops. You score one point each time one of your marble moves one step closer to the goal. Simply click the final position you want to reach. ![]() On BGA, after selecting a marble, legal moves are highlighted in white. While hopping, you may temporarily pass through a hole in a side triangle but you're not allowed to stay there.You may change direction between 2 consecutive hops.Jumping over a marble does NOT remove it from the board.A hop is defined as a jump over any adjacent marble - your own or your opponent's - to a free hole beyond it.Move one marble to an adjacent free hole, in any direction - even backward.Your goal is to bring all of them as fast as possible in the opposite triangle, at the top. These marbles are the only ones you're allowed to move. You own 10 marbles that start in the triangle at the bottom of the board.
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