← Return to Games

THE HEIRLOOM SERIES

Chinese Checkers

A little foresight. A beautiful journey.

A seat at the table

Destination rule: marbles stay inside their goal once they enter. Anti-blocking: a full destination wins if it contains at least one of your marbles—even if opponents occupy the rest.

The journey across the star

Move your ten marbles from your numbered starting point into the opposite triangle. Player cards show both numbers.

One step—or a chain of jumps

Step into an adjacent empty hole in any of six directions. Or jump over one neighboring marble into the empty hole immediately beyond it. Jump over any color; no marbles are captured.

Continue jumping with the same marble, changing direction as you wish. You cannot revisit a landing hole, combine steps with jumps, or switch marbles mid-move. You can stop after any jump.

You decide when to commit

Tap a marble and a highlighted destination. The gold trail shows your provisional path. Finish Turn commits it; Cancel Move restores the whole turn. Use Tab to focus holes and Enter or Space to select them; arrow keys move focus across the board. Zoom makes holes larger on small screens.

Destinations and anti-blocking

You may travel through any triangle. Once inside your own destination, a marble may move within it but may not leave. You win when your destination is full and contains at least one of your marbles; any other occupants may be opponents. This prevents opponents from denying a win simply by occupying the goal. The game ends at the first winner. A player with no legal moves is skipped.

Playing together

Local tables support solo play or shared-device humans and computers. Online: create a table, share its invitation, mark human seats ready, then the host starts. The host may change unclaimed seats to computers. Refresh to recover your seat on this browser. A disconnected human keeps their seat and the game waits. After 90 seconds without the host, an active human may take over hosting. Leaving during play closes the table for everyone; confirm before leaving. Inactive rooms expire after 24 hours. Rematches return to the lobby.