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
- 121-hole star board: six ten-hole camps and a 61-hole center
- A dashed outline marks your target; preview and confirmation are separate
Each player
- Ten marbles of one color; account avatars are separate from marble colors
- 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.
Does hopping capture an opponent’s marble?
No. Your own marbles and opponents’ marbles can be bridges. Jumped marbles remain where they are.
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.
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.
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.
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.
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
- 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.
- Inspect the target camp and available bridges, then choose one of your marbles.
- 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.