Last updated: August 19, 2026
Play Halma, the classic leapfrog strategy game from 1883. Race a friend from one corner to the opposite corner using steps and jumps.
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George Howard Monks, an American thoracic surgeon at Harvard Medical School, invented Halma in 1883 or 1884. He based it on an English game called Hoppity from 1854. Thomas Hill, a mathematician who later became president of Harvard, named the game from the Greek word halma, meaning a leap. Monks filed the patent in December 1887 and it was issued in May 1888. Halma later inspired Chinese Checkers, which uses the same leap mechanic on a star-shaped board. The challenge is moving all your pieces from your corner to the opposite corner using single steps and chain jumps. Click a piece, find a jump, and start your race now.
You select a front red piece and step diagonally toward the center. That one-square move looks modest, but it clears a point for a rear piece and creates a possible jump platform. After Blue replies, you check whether the new blue position extends the route. Your next aim is to move another rear red piece through the space you opened.
A red piece faces an adjacent platform with an empty square beyond. From that landing, a blue piece supports a second jump in a new direction, and another red piece supports a third. You trace all three landings before clicking. The moving piece crosses much of the board, no jumped piece leaves play, and the final square still supports the group behind.
Most red pieces already occupy the top-right camp, but one straggler remains near the center. You avoid filling the nearest open target point with another piece because that would narrow the approach. The straggler uses a prepared chain and lands in the final open point. Every red piece now occupies the opposite camp, so Red wins.
Play Halma online for free on Clasica Games with steps, chain jumps, camp restrictions, and victory checks handled by the browser. Click a red piece to study the current landing options, then trace a full route before committing. The other player supplies new obstacles and platforms every turn. You can restart quickly, test a different opening step, and learn which ladder shapes move the entire group rather than one isolated leader.
| Version | Difficulty | Players | Typical Time |
|---|---|---|---|
| Local 1v1 | Beginner | 2 | 10-30 min |
| Local 1v1 | Intermediate | 2 | 15-40 min |
No, but they are closely related. Halma was invented in 1883 by George Howard Monks on a square board. Chinese Checkers, developed in the 1890s in Germany, adapted the Halma leap mechanic to a six-pointed star board for up to six players.
Yes. In Halma you can jump over any adjacent piece, whether it belongs to you or your opponent. Jumped pieces are not captured and remain on the board.
Yes. After a jump you may continue jumping with the same piece as long as legal jumps exist. A well-built chain can move a piece across the board in one turn.
George Howard Monks, an American thoracic surgeon at Harvard Medical School, invented Halma between 1883 and 1884. Thomas Hill, a mathematician and later Harvard president, gave the game its Greek name.
You win by moving all your pieces from your starting corner camp into the opposite corner camp. The first player to fill the target triangle wins.
Halma rewards preparation, efficient spacing, and attention to the slowest piece. Open your camp, arrange platforms one jump apart, and use both colors when a legal route appears. Then plan the target camp so early arrivals do not obstruct the last one. Start a game above, make a useful first step, and build a chain that helps the rest of your red group follow.
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