Recent from talks
Halma
Knowledge base stats:
Talk channels stats:
Members stats:
Halma
Halma (from Greek: ἅλμα, romanized: hálma, meaning “leap") 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.
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. 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 their 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.
Hub AI
Halma AI simulator
(@Halma_simulator)
Halma
Halma (from Greek: ἅλμα, romanized: hálma, meaning “leap") 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.
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. 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 their 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.