Halma

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How to Play

Advance ten teal pieces into the opposite camp with adjacent steps or jumps over occupied neighbors, using pieces as a shared route.

W05 board classic: Halma uses its own legal actions, objective, AI choices, scoring, board drawing, and text state rather than a cosmetic Gomoku rule set.

Game Guide

Overview

Halma is a migration race rather than a capture game. Ten teal pieces begin in the upper-left triangular camp and must occupy every cell of the opposite lower-right camp. A piece may step to any neighboring empty square or jump over any adjacent occupied piece into the empty square beyond. Pieces are never removed, so both colors gradually become a network of stepping stones and obstructions.

Controls

Tap a teal piece, then tap an empty adjacent square or a legal jump landing two cells away. Keyboard and mobile controls cycle complete legal moves and confirm with Space, Enter, or OK. The compact version resolves one jump per action, making each landing a new routing decision. The AI advances from the opposite corner and may provide useful jump anchors even while blocking direct paths.

Scoring and Progress

Forward progress toward the target camp earns points, with jumps often gaining more because they cover two cells. Filling all ten target cells awards the decisive bonus. Best is local. A move backward can still be strategically correct when it creates a longer future route, but it does not receive the same immediate progress score, so strong records balance setup with efficient migration.

Strategy Tips

Do not move only the front piece. A lone leader eventually runs out of anchors, while a diagonal ladder lets several pieces leap through the center. Keep the home-camp rear moving so it does not become stranded after the route shifts. Near the target, enter deep cells first; filling the camp entrance too early can block later pieces from reaching the far corner.

Mobile Play

On phones, select and destination taps are separated, so wait for the first piece selection before choosing a landing. The legal-action cycle is helpful when several jumps overlap visually. Portrait shows both camps at once, while landscape enlarges the middle route. Scan for two-cell landings after every AI move because a new coral piece may create a faster teal jump unexpectedly.

Play Details

Game Snapshot

Difficulty
Do not move only the front piece
Round length
Forward progress toward the target camp earns points, with jumps often gaining more because they cover two cells
Input style
Tap a teal piece, then tap an empty adjacent square or a legal jump landing two cells away
Best fit
On phones, select and destination taps are separated, so wait for the first piece selection before choosing a landing

Common mistakes

Quick FAQ

How do I improve?

Do not move only the front piece.

Does it work on phones?

On phones, select and destination taps are separated, so wait for the first piece selection before choosing a landing.

Why replay it?

Halma: Forward progress toward the target camp earns points, with jumps often gaining more because they cover two cells

More games like this

Halma

Advance ten teal pieces into the opposite camp with adjacent steps or jumps over occupied neighbors, using pieces as a shared route.

How to Play