This is my favorite variant for this game--also it works for Halma.
The rules are exactly the same jumps can be extended as follows: You may jump over one (and only one piece) OF ANY NUMBER OF SPACES so long it is at the midpoint of the jump (i.e. there are equal number of empty space from the take off point to the jumped over piece and the jumped over piece to the landing space.)
Multiple jumps of any length can be made on the same move.
Examples (A is your piece, B is either yours or an opponent's piece.):
/ \ The regular jump is still legal
A B O (Number of empty spaces before & after = 0)
A O B O O
A O O B O O O
These jumps would be illegal:
/ \ Jumped over piece not the mid point
A O O B O O of the jump (2 does not equal 1)
/ \ Jumping over two pieces
A O O B O B O
You may jump into another player's goal area, but you cannot leave a piece there at the end of your turn. If you jump in, you must make another jump to leave.
This variant greatly increase the number of moves and makes for much more interesting game.
- Last edited Sat Feb 11, 2012 4:36 pm (Total Number of Edits: 1)
- Posted Sat Feb 11, 2012 4:35 pm
I saw a set of Chinese Checkers on clearance and thought about purchasing it.
I have the game High Tail It! which uses the jump method mentioned above and I was wondering if that mechanic would make this game better.
I came here to see if it had already been mentioned as a variant and I am glad to see that it has.