Feral Worlds: Tabletop Games · Board Games · Classic rules
Halma
Hop across. Fill the camp.

Setup
- Players: two: you and a bot. You are gold, in the bottom left corner.
- Pieces: nineteen each on the full 16 by 16 board, or ten each on the 8 by 8 Quick board.
- Goal: move every piece into the camp in the opposite corner.
- First move: you move first.
How to play
- 1Step. Move one piece to any empty neighbouring square, in any of the eight directions.
- 2Hop. Jump over an adjacent piece, yours or theirs, onto the empty square just beyond it.
- 3Chain the hops. After a hop you may hop again with the same piece, in any direction, all in one turn.
- 4No captures. Pieces that are hopped over stay exactly where they are.
- 5Fill the camp. Every one of your pieces must be in the far camp to win.
- 6Don’t build them a ladder. A line of your pieces with single gaps is a highway for the other player’s hops too.
Winning
Move every one of your pieces into the far camp. The first player to do it wins.
Scoring
| In a game of Halma | Result |
|---|---|
| Every piece of yours in the far camp | Win |
| A piece left behind | Not yet |
| Turn limit reached | Draw |
Our Classic rules: every piece has to reach the far camp. A player who never leaves their own camp keeps the other from filling it, so a game that runs out of turns is a draw. Some tables make you leave your camp within a set number of turns; that is a house rule.
Key terms
- Camp:
- The corner triangle of squares where a player’s pieces start.
- Step:
- A move of one square to an empty neighbour.
- Hop:
- A jump over an adjacent piece onto the empty square beyond it.
- Chain:
- Several hops in a row by the same piece in one turn.
- Ladder:
- A line of pieces with single gaps, ready for a chain of hops.
- Straggler:
- The piece furthest behind, which can lose the race.