Jo Marie Ahletea D. Lamsin Neptunites 2017 - P.E 4 Report: Strategy Board Game Halma Hexagram
Jo Marie Ahletea D. Lamsin Neptunites 2017 - P.E 4 Report: Strategy Board Game Halma Hexagram
Jo Marie Ahletea D. Lamsin Neptunites 2017 - P.E 4 Report: Strategy Board Game Halma Hexagram
Lamsin
Neptunites 2017 - P.E 4 Report
Chinese checkers is a strategy board game which can be played by two,
three, four, or six people, playing individually or with partners. The game is
a modern and simplified variation of the game Halma.
The objective is to be first to race one's pieces across the hexagram-shaped
gameboard into "home"the corner of the star opposite one's starting corner
using single-step moves or moves which jump over other pieces. The
others continue playing to establish 2nd, 3rd, 4th, 5th, and last place
finishers.Like other skill-based games, Chinese checkers involves strategy.
The rules are simple, so even young children can Chinese checkers (US
spelling; UK Chinese chequers) is a strategy board game which can be
played by two, three, four, or six people, playing individually or with
partners. The game is a modern and simplified variation of the game Halma.
The objective is to be first to race one's pieces across the hexagram-shaped
gameboard into "home"the corner of the star opposite one's starting corner
using single-step moves or moves which jump over other pieces. The
others continue playing to establish 2nd, 3rd, 4th, 5th, and last place
finishers.Like other skill-based games, Chinese checkers involves strategy.
The rules are simple, so even young children can play.
How To Play :
The aim is to race all one's pieces into the star corner on the opposite side of
the board before opponents do the same. The destination corner is called
home. Each player has 10 pieces, except in games between two players when
15 are sometimes used. (On bigger star boards, 15 or 21 pieces are used.[7])
In "hop across", the most popular variation, each player starts with their
colored pieces on one of the six points or corners of the star and attempts to
race them all home into the opposite corner. Players take turns moving a
single piece, either by moving one step in any direction to an adjacent empty
space, or by jumping in one or any number of available consecutive hops
over other single pieces. A player may not combine hopping with a singlestep move a move consists of one or the other. There is no capturing in
Chinese checkers, so hopped pieces remain active and in play. Turns proceed
clockwise around the board.[4]
In the diagram, Green might move the topmost piece one space diagonally
forward as shown. A hop consists of jumping over a single adjacent piece,
either one's own or an opponent's, to the empty space directly beyond it in
the same line of direction. Red might advance the indicated piece by a chain
of three hops in a single move. It is not mandatory to make the most number
of hops possible. (In some instances a player may choose to stop the
jumping sequence part way in order to impede the opponent's progress, or to
align pieces for planned future moves.)
Strategy
A basic strategy is to create or find the longest hopping path that leads
closest to home, or immediately into it. (Multiple-jump moves are obviously
faster to advance pieces than step-by-step moves.) Since either player can
make use of any hopping 'ladder' or 'chain' created, a more advanced strategy
involves hindering an opposing player in addition to helping oneself make
jumps across the board. Of equal importance are the players' strategies for
emptying and filling their starting and home corners. Games between top
players are rarely decided by more than a couple of moves.
Differing numbers of players result in different starting layouts, in turn
imposing different best-game strategies. For example, if a player's home
destination corner starts empty (i.e. is not an opponent's starting corner), the
player can freely build a 'ladder' or 'bridge' with their pieces between the two
opposite ends. But if a player's opponent occupies the home corner, the
player may need to wait for opponent pieces to clear before filling the home
vacancies.
Starting layouts
Six players
Can be played "all versus all", or three teams of two. When playing teams,
teammates usually sit at opposite corners of the star, with each team member
controlling their own colored set of pieces. The first team to advance both
sets to their home destination corners is the winner. The remaining players
usually continue play to determine second and third place finishers, etc.
Four players
The four-player game is the same as the game for six players, except that
two opposite corners will be unused.
Three players
In a three-player game, all players control either one or two sets of pieces
each. If one set is used, pieces race across the board into empty, opposite
corners. If two sets are used, each player controls two differently colored
sets of pieces at opposite corners of the star.
Two players
In a two-player game, each player plays one, two, or three sets of pieces. If
one set is played, the pieces usually go into the opponent's starting corner,
and the number of pieces per side is often increased to 15 (instead of the
usual 10). If two sets are played, the pieces can either go into the opponent's
starting corners, or one of the players' two sets can go into an opposite
empty corner. If three sets are played, the pieces usually go into the
opponent's starting corners.