[!new!] according to players' report, to prevent trouble-maker taking other seats, we will take the rules below from
June 9th, 2015
1) each player can make at most 51 steps;
2) The player will be punished 8 score if he places his pieces on other's seats when the game ends.
Please obey the rules and have a good fun on Chinese Checkers.
[!grand!] or you will miss the new features here :
* Optimize the 5 jumper AIs;
* Add Onine Game Hall, you can play it with your friends;
* Add Tips, FootSteps;
* Add Fast Paced Jump to jump over multiple empty grids.
Especially, you can enjoy all above free!
The most popular Chinese Checkers on App Store, over 5 000 000 downloads worldwide! The iPhone version is also available now.
The most intelligent Chinese Checkers on App Store! With 5 different AI levels, support players from 1 to 6!
Chinese checkers is a board game that can be played by two, three, four, or six people, playing individually or with partners. The game is a modern and simplified variation of Halma. The objective is to be first to race one's pieces across the hexagram-shaped game board into "home" – the corner of the star opposite one's starting corner – using single-step moves or moves which jump over other pieces. Others keep playing to establish 2nd, 3rd, 4th, 5th, and last place finishers. The game involves some strategy but is popular even among young children.
A basic strategy is to find the longest hopping path that leads closest to, or immediately into, "home" – the destination star point at the opposite side of the board. (Multiple-jump moves are obviously faster to relocate pieces than step-by-step moves.) Since either player can make use of any hopping 'ladder' or 'chain' created, more advanced strategy involves hindering an opposing player, in addition to helping oneself find jumps across the board. Of equal importance are the players' strategies for emptying and filling their starting and home corners. Games between experts are rarely decided by more than a couple of moves.
Differing numbers of players result in different game layouts. Each layout imposes a different best-game strategy. For example, if a player's "home" or destination corner is empty (not an opponent's starting corner), the player can freely arrange his/her pieces to serve as a 'ladder' or 'bridge' between the two opposite ends. But if a player's opponent occupies the home destination corner, the player might be better advised to play a "waiting game" until all pieces have moved out.