![]() To win, you must move all your pieces into the diagonally opposite camp. The board starts with all the squares of each player's camp occupied by a piece of that player's color.Each player has a set of pieces in a distinct color, of the same number as squares in each camp.Each of the four corners of the board is a camp. For four-player games, each player's camp is a cluster of 13 squares.For two-player games, each player's camp is a cluster of 19 squares.Each player's camp consists of a cluster of adjacent squares in one corner of the board.A game may be played by two or four players.Squares are adjacent horizontally, vertically or diagonally.The board consists of a grid of 16x16 squares.Setup for four players (when played in teams, teammates sit in opposite corners) On each turn, a player either moves a single piece to an adjacent open square, or jumps over one or more pieces in sequence. The goal is to transfer all of one's pieces from one's own camp into the camp in the opposing corner. The game is played by two or four players seated at opposing corners of the board. Piece colors are typically black and white for two-player games, and various colors or other distinction in games for four players. Pieces may be small checkers or counters, or wooden or plastic cones or men resembling small chess pawns. The gameboard is checkered and divided into 16x16 squares. His inspiration was the English game Hoppity which was devised in 1854. ![]() Halma (from the Greek word ἅλμα meaning "jump") is a strategy board game invented in 1883 or 1884 by George Howard Monks, an American thoracic surgeon at Harvard Medical School. Board with "camps" marked for two players (blue) and four players (red)
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