Chinese Checkers · Strategy and opening plans
This guide covers WANGO Chinese Checkers: a 121-hole star board and ten marbles per player. Play with AI partners, on one device or in all-human rooms with 2, 3, 4 or 6 players. Five-player tables are unavailable. Long jumps and target restrictions vary by edition.
Chinese Checkers · 0
2–6 players · Turn based; supports 2, 3, 4 or 6 players
Adjacent hops v1 · Ten marbles each · 2 / 3 / 4 / 6 players
WANGO Chinese Checkers play rules
Opening plans and decisions
This guide covers WANGO Chinese Checkers: a 121-hole star board and ten marbles per player. Play with AI partners, on one device or in all-human rooms with 2, 3, 4 or 6 players. Five-player tables are unavailable. Long jumps and target restrictions vary by edition.
This guide covers WANGO Chinese Checkers: a 121-hole star board and ten marbles per player. Play with AI partners, on one device or in all-human rooms with 2, 3, 4 or 6 players. Five-player tables are unavailable. Long jumps and target restrictions vary by edition.
Start here if you are new
Bring the rear marbles forward
When marbles remain deep in your starting camp
Leave exits for rear marbles and build bridges with the front marbles
Advancing only the leaders can strand the last marbles far from usable bridges
You may pass up a longer move for your leader
If exits are safe, take a chain that clearly reduces the whole team’s distance
Inspect target spaces, not just hop count
When approaching the opposite camp
Fill deeper holes while leaving an entrance for trailing marbles
Reaching the front is not finishing; blocking the entrance can cost extra turns
A sideways or backward move may be necessary
Preview the full route before changing the entrance
Treat shared bridges as temporary
Before relying on an opponent’s marble
Check what you can finish this turn and prepare an alternative bridge
The opponent may move that marble next turn; it is not a permanent road
A bridge marble may have to advance later
If a bridge may disappear, consider taking the legal chain now
Details that are easy to miss
- Advancing only leaders and trapping the rear marbles.
- Treating hops as captures or allowing long jumps over gaps.
- Checking only the endpoint and overlooking an illegal middle hop.
- Previewing a route without confirming it.
Adjacent Jump v1 · 10 marbles per player · supports 2/3/4/6 players; the player count and duration on this page are shown according to this site's trial-play mode.
A decision example
There is a friendly marble in the center with a marble beside it, and an empty hole on its other side; select the friendly marble, and a ring appears on the empty hole. There is another marble immediately adjacent to the landing point, and there is still an empty hole behind it; click the next hole, and the preview route adds a segment. Check the landing point and the revisit restriction, then click confirm move; one marble moves to the endpoint, the jumped marble is retained, and the turn passes to the next player.
May you add the hop in this turn?
A turn is one adjacent step or a chain of hops by one marble. The two cannot be mixed.
How rules shape tradeoffs
Advancing only the leaders can strand the last marbles far from usable bridges
Site hypothetical analysis: removing this constraint would remove the original waiting or resource cost for the same opportunity. This is not an official variant.