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![]() Board with "camps" marked for two players (blue) and four players (red) | |
Years active | 1883/84 to present |
---|---|
Genres | |
Players | 2 or 4 |
Setup time | ~1 minute |
Playing time | 10 minutes to 1 or more hours |
Chance | None |
Skills | Strategy, tactics |
Halma (from Greek: ἅλμα, romanized: hálma, meaning “leap"[1]) is a strategy board game invented in 1883 or 1884 by George Howard Monks, an American thoracic surgeon at Harvard Medical School. His inspiration was the English game Hoppity which was devised in 1854.[2]
The gameboard is checkered and divided into 16×16 squares. Pieces may be small checkers or counters, or wooden or plastic cones or men resembling small chess pawns.[3] Piece colors are typically black and white for two-player games, and various colors or other distinction in games for four players.
The game is played by two or four players seated at opposing corners of the board. The game is won by being first to transfer all of one's pieces from one's own camp into the camp in the opposing corner. For four-player games played in teams, the winner is the first team to race both sets of pieces into opposing camps. On each turn, a player either moves a single piece to an adjacent open square, or jumps over one or more pieces in sequence.
The board consists of a grid of 16×16 squares. Each player's camp consists of a cluster of adjacent squares in one corner of the board. These camps are delineated on the board.
Each player has a set of pieces in a distinct color, of the same number as squares in each camp. The game starts with each player's camp filled by pieces of their own color.
A game of Halma has three distinct phases. The beginning (before opposing pieces come into contact) is usually a set-piece battle, with players setting up their favoured openings. The middle (when opposing pieces are blocking or jumping each other) is usually characterised by opportunistic play; the player with the most patience to check the whole board for opportunities, including those gained by moving backwards in order to move forwards, will gain an advantage. Players should also set up for the endgame (when opposing pieces have passed one another and must run for home), avoiding stragglers.
As with most board games, early control of the center is a key tactic, as it provides additional mobility. Pieces can form a two-layer blocking wall, deflecting the opponent from the center and forcing them into a longer trajectory; however, if the opponent builds an adjacent wall, then the first player to disband his wall usually suffers a strategic disadvantage.
Paired pieces move faster than single pieces in the endgame. This means that a player with a pair of "leapfrogging" pieces has an advantage over a player with two individual stragglers.
The larger boards have more strategic combinations available than the smaller boards, and the four player game offers more tactical intrigue than the two-player game.
In the 8×8 version of the game, the middle-game involves three main considerations: keep your army together; make jumps as long as possible, particularly diagonally; and avoid stranded pieces. The end-game is akin to a puzzle race with each side trying the minimum number of intricate moves to reach the final position.
There are also 8×8 and 10×10 board variations, either of which is adequate for two players and they have 10 and 15 pieces per player, respectively, and a version for three players each with fifteen pieces arranged as a six-pointed star.
There are various online versions, usually for two-player, turn-based play. Some sites implement a rule variation stating that a player automatically loses if they still have a piece in their start region after a certain number of moves (typically 30 for the 8×8 game, 50 for the 10×10 game). Fast-advancing players occasionally attempt to blockade an opposing piece, but this tactic can backfire if the other player is aware of it. In non-electronic versions, the number of moves is not normally counted.
The mechanic of jumping pieces is reminiscent of draughts (checkers) but differs in that no opposing pieces are ever captured or otherwise withdrawn from the board, nor is jumping compulsory.
Chinese Checkers, a variant of Halma, was originally published in 1892 as Stern-Halma[4] (German for "Star Halma") and later renamed upon marketing to the United States to appear more exotic. The name is misleading, since the game has no historical connection with China, nor is it a checkers game.
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