Chinese Checkers Walkthrough

Chinese Checkers: Chain Jumps and Reaching the Opposite Camp

Each side has ten stones, aiming for all to enter the opposing side. A single jump often moves farther than the adjacent step.

First find a springboard, then find a landing point

A piece can move to an adjacent empty hole, but the turn ends after this step. If any piece in the adjacent hole already exists and the hole directly behind it is empty, the piece can jump over that piece. The skipped piece remains in its original position and will not be captured.

When judging a jump, check by "your own piece→ adjacent plank, → the empty hole behind." Just looking at whether the finish line is empty is not enough; there must be exactly one piece in the middle to jump on.

Why can you jump so far?

After jumping to a new hole once, if you can jump from here to the next empty hole with a piece in between, you can continue jumping. You can jump multiple times in the same turn, but only move the piece you selected at the start. Other pieces on the board can be your own or your opponent's springboard.

This site will display all the possible destinations for the current chess piece. After selecting a piece, compare the distance between these endpoints and the opposing faction, click the target endpoint, and the program will automatically follow the entire jump path.

It's not just about how far this move goes

  • The pieces in front may be stepping stones for those behind; Once all are spread out, the pieces behind you will have to move step by step.
  • also uses the opponent's pieces as springboards, but the opponent might move the springboard away on their next move.
  • Once a piece enters the opponent's target faction, it cannot move out in subsequent turns, so before entering camp, check if it blocks a teammate's landing spot.

Pursuing "the farthest move" is not always the best. First, look at the path of the entire team's ten pieces, then choose the finish.

How to calculate winning

The side that first sends all ten of their pieces into the opposing triangle side wins. If one or two pieces reach the finish line first, the game will not end; If it is one side's turn but has no legal move, that side loses. If the match exceeds 200 rounds or appears three times in the same position, it will be considered a draw.