Chinese Checkers · Rules and setup

Be first to move all ten of your marbles into the opposite camp. Jumped marbles stay on the board, and other players’ marbles in your target do not count as your arrivals.

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

Winning and ending the game

Be first to move all ten of your marbles into the opposite camp. Jumped marbles stay on the board, and other players’ marbles in your target do not count as your arrivals.

Setup

Chinese Checkers · Basic Table Setup

Center of the table

  1. 121-hole star board: six ten-hole camps and a 61-hole center
  2. A dashed outline marks your target; preview and confirmation are separate

Each player

  1. Ten marbles of one color; account avatars are separate from marble colors
  2. Optional player numbers and reduced motion; sound starts off

Adjacent hops v1 · Ten marbles each · 2 / 3 / 4 / 6 players

Turn sequence

Observe the target camps and the bridges that can be used, and select one marble to move this turn. → You may move to an adjacent empty hole, or jump over one immediately adjacent marble and land in the empty hole immediately beyond it; when making consecutive jumps, you may change direction. → A ring marks the landing spots for the next jump. Previewing a route does not move a marble; you can undo one jump, cancel, or enlarge the selection point, and finally confirm the move. → If the game is not over, play passes to the next player; players with no legal move are automatically skipped, and if all players have no move or the position repeats three times, the game is a draw.

Choose your marble

Inspect the target camp and available bridges, then choose one of your marbles.

Move only one marble per turn.

Step or plan a chain

Step into a neighboring empty hole, or hop over one adjacent marble into the immediately following empty hole. You may turn between hops.

Do not mix a step with hops or revisit a hole in one route.

Review and confirm

Rings mark available next landings. A preview does not move a marble. Retract a hop, cancel or magnify, then confirm the turn.

Only confirmation commits the move and passes the turn.

Pass the turn

Pass to the next player. A blocked player is skipped; all players blocked or a third repeated position draws.

Wait for AI, pass the device, or wait for your friend.

Wait for AI, pass the device, or wait for your friend.

Scoring and settlement

Site strategies discuss tradeoffs in the shown position and do not promise any route always wins.

Ending and victory

Be first to move all ten of your marbles into the opposite camp. Jumped marbles stay on the board, and other players’ marbles in your target do not count as your arrivals.

  • Be first to move all ten of your marbles into the opposite camp. Jumped marbles stay on the board, and other players’ marbles in your target do not count as your arrivals.

Common rules and exceptions

Can I make a long jump over empty holes?

No. Hop over one immediately adjacent marble into the immediately following empty hole. Every segment of a chain must satisfy that rule.

Rule source: Adjacent hops

Does hopping capture an opponent’s marble?

No. Your own marbles and opponents’ marbles can be bridges. Jumped marbles remain where they are.

Rule source: Hop without capture

Can a chain turn, go backward or loop?

Change direction after landing, including backward movement. A route may not revisit any hole, including its start. A one-hole step cannot be followed by a hop.

Rule source: Route validation

May a marble leave the target camp?

Yes. Arrived marbles are not locked, and other camps may be used. All ten of your marbles must occupy your opposite camp together to win.

Rule source: Target camp

How do draws and resignation work?

A third occurrence of the same board and side to move draws automatically. A draw offer requires everyone’s consent. Resignation is available only with two players; multiplayer marbles are not removed or eliminated.

Rule source: Ending a game

Can a friends room include AI players?

Friends rooms currently require all human players and start when full and ready. Local practice supports 1, 2, 3 or 5 AI partners. Local progress is saved on this device.

Rule source: Supported modes

Follow a real sequence

A central friendly marble has an adjacent bridge and an empty hole immediately beyond

Example: a bridge in the center

A central friendly marble has an adjacent bridge and an empty hole immediately beyond

Select the friendly marble; the empty hole gains a ring

A bridge may belong to any player

Turn into the next hop

At that landing, another adjacent marble has an empty hole beyond it

Choose the next hole to extend the preview

Every segment must be legal; empty gaps cannot be invented

Confirm the whole turn

Check the landing and no-revisit restriction, then confirm

One marble moves to the endpoint; bridges stay and the next player acts

Retract a hop or cancel before confirming

Remember for your first game

  1. 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.
  2. Inspect the target camp and available bridges, then choose one of your marbles.
  3. No. Hop over one immediately adjacent marble into the immediately following empty hole. Every segment of a chain must satisfy that rule.

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.

Getting started: questions and answers

Who is Chinese Checkers for?

Advancing only the leaders can strand the last marbles far from usable bridges

What should first-time Chinese Checkers players remember?

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.

Learn the rules · Strategy and opening plans