ハルマ
A race across the board: step, or jump chains over any piece, and fill the far corner first.
Invented in Boston in 1883 by George Howard Monks, a surgeon, and named from the Greek for a jump. The play-by-mail sites kept it beside the line games; the family played it on ItsYourTurn.
目的
- Be the first to fill the far corner camp with your pieces. Nothing is captured and no line counts for anything.
- A side that keeps pieces at home to block still loses once every other square of its camp is taken.
盤
- A square board of 16, 10, 8 lines; 16×16 by default.
- Each side's pieces start filling a camp in one corner, black top-left and white bottom-right: nineteen on 16×16, thirteen on 10×10, ten on 8×8. The camps are shaded on the board.
手順
- A turn moves one piece. It may step to any neighbouring empty square, in any of the eight directions.
- Or it may jump: over an adjacent piece of either colour, into the empty square straight beyond it. From there it may jump again, and again, turning corners as it likes, so long as each jump crosses a piece. A move may stop after any jump.
- A piece jumped over is not taken; it stays where it is.
- The game ends the moment a move fills the far camp.
細則
- Either colour may open, or the first stone may be drawn by lot.
- The threat reading, hints and the chance-of-winning bar are switched off: there are no lines here, only distance to cover.
- 16×16 is Halma as published, with nineteen pieces a side; 10×10 and 8×8 are the quick boards, with thirteen and ten. Played in the squares, like Reversi.