Uno 108-card deck, 2–10 players◆ Skip-Bo 162 cards, first to empty the stock pile◆ Cribbage highest possible hand: 29 points◆ Phase 10 10 phases, completed in order◆ Five Crowns five suits, 116 cards, 11 rounds◆ Pinochle 250 trick points on the table each hand◆ Euchre 24-card short deck, lone march scores 4◆ Canasta natural canasta: 500 points◆ Gin Rummy knock at deadwood 10 or less◆ Spades 13 cards each, spades always trump◆ Farkle rolling three 1s scores 1,000 points, the same as many six-of-a-kind rolls◆ Yahtzee a full scorecard has 13 categories split across an upper and lower section◆ Dominoes a standard double-six set has exactly 28 tiles◆ Mexican Train commonly played with a double-12 domino set of 91 tiles◆ Chinese Checkers invented in Germany in 1892, not China — the name was a 1920s US marketing move◆ Solitaire not every deal of Klondike is winnable, even with perfect play◆ Spider Solitaire combines two full decks, 104 cards in play at once◆ FreeCell of the original 32,000 numbered deals, only game #11982 has never been solved◆ Hearts taking every point card lets you "shoot the moon" and flip the scoring on everyone else◆ Go Fish a completed "book" is all four cards of a single rank◆ War has no fixed length — in theory, a game can go on until one player has drawn every card◆ Old Maid can be played with a Joker added or a Queen removed, depending on which house convention a group prefers◆ Bridge a bid of "1" actually means 7 tricks: an automatic 6-trick "book" plus 1 more◆ Sequence combines a 10x10 board with two full decks of cards instead of dice or a single deck◆ Bunco a full party is commonly played across 4 tables at once, with players rotating between them◆ Kings Corner only a King can start a brand new pile in one of the board's 4 corners◆ Exploding Kittens every player starts with a guaranteed Defuse card in hand◆ LCR a player rolls one die for every chip they're still holding, up to a maximum of 3◆ Apples to Apples the judge never knows which player submitted which card◆ Pyramid Solitaire a King can be removed on its own since it's already worth exactly 13

Chinese Checkers rules: how to play and win

Dice & solo division
2–6 Players
10 Marbles
Easy Difficulty*

* Difficulty is our editorial read on how hard the game is to pick up — not an official rating. Player counts and deck sizes come from the game's rulebook.

Quick answer

Chinese Checkers is played by 2, 3, 4, or 6 players on a six-pointed star board. Each player fills a triangular home base with their own marbles, then moves or jumps them toward the triangle directly opposite. The first player to move every one of their marbles into that opposite triangle wins.

Chapter 1

Setup

The board is a six-pointed star, with a triangular home base at each of the 6 points plus a large hexagonal field in the center connecting them all. Depending on how many people are playing, some of those 6 triangles sit empty for the whole game.

PlayersMarbles per playerTriangles used
210 (standard), some sources cite 15 for a longer 1-on-1 variant using opposite triangles2 opposite triangles
3103 triangles spaced evenly around the star
4104 triangles, arranged as two opposite pairs
610All 6 triangles

Each player fills their starting triangle completely with their own color of marbles before play begins. With 2, 3, or 4 players, the unused triangles simply sit empty for the whole game, they're not skipped over or removed from the board, they just never get filled.

The "Chinese" in the name is worth a quick note, since it surprises a lot of first-time players. The game didn't come from China. It started in Germany in 1892 as Stern-Halma, "star Halma," an adaptation of an American board game called Halma that used a plain square board instead of a star. A US toy company renamed it "Chinese Checkers" for the American market in the late 1920s and marketed it as a game from the Orient, even though nothing about its design or rules actually traces back to China.

A Chinese Checkers star board with marbles in two opposite triangles
Chapter 2

Gameplay

Simple moves

On your turn, you can move a single marble to any adjacent empty hole, in any direction the board allows. This is the slowest way to make progress and is mostly used early in the game, when jumps aren't yet available, or late in the game, to nudge a marble into a specific spot in your target triangle.

Jumping

Instead of a simple move, you can jump a marble over any adjacent marble, yours or an opponent's, landing in the empty hole immediately on the other side. Jumping doesn't remove the marble you jumped over, it stays exactly where it was, which trips up a lot of players coming from checkers or draughts where a jump is how you capture a piece. In Chinese Checkers, jumping is purely a way to cover more ground in a single turn, never an attack. This one rule reshapes a lot of the game's strategy: a marble sitting in a useful spot works as a stepping stone for anyone at the table, not just its owner, so experienced players sometimes leave a marble in place on purpose to set up a jump for their own next turn.

Chaining jumps

A single turn can include several jumps in a row, as long as each individual jump follows the normal rule, an adjacent marble with an empty landing spot right behind it. A player who sets up a long chain of marbles to jump over can sometimes move one marble almost all the way across the board in a single turn, which is one of the game's main sources of strategic depth despite its simple movement rules.

Here's what that looks like in practice. Say one of your marbles sits at the edge of the central field, and four other marbles happen to be lined up ahead of it with an empty hole after each one. Your marble jumps the first, lands in the gap behind it, jumps the second from that new spot, lands in the next gap, and keeps going as long as every jump in the chain is legal on its own. That one marble can cross more than half the board in a single turn this way, while all four marbles it jumped over, and every other marble on the board, stay exactly where they started.

A marble jumping over another marble in Chinese Checkers
Chapter 3

Variations and house rules

VariantWhat changes
"First marble home" house variantA shortened game where the winner is whoever gets a single marble into the opposite triangle first, rather than moving every marble across, useful for a much faster round
1-on-1 with more marblesSome sources describe a 2-player variant using 15 marbles per player instead of the standard 10, using two full sets combined on opposite triangles for a longer, more strategic head-to-head game
Frequently asked questions

FAQ

How many marbles does each player get in Chinese Checkers?

The standard game gives each player 10 marbles, regardless of how many people are playing (2, 3, 4, or 6). A separate 2-player variant sometimes uses 15 marbles per player instead, combining two full sets across opposite triangles for a longer game.

Do you capture marbles in Chinese Checkers?

No. Jumping over a marble, whether it's yours or an opponent's, never removes it from the board. Every marble stays in play for the whole game, jumping is purely a way to move farther in a single turn, not a way to attack or eliminate an opponent's pieces.

Can you play Chinese Checkers with 2 players?

Yes. Two players use two opposite triangles on the star board, and the remaining four sit empty. A separate house variant scales this up to 15 marbles per player using two full sets for a longer game, but the standard 10-marble version works fine at 2 players too.

What's the goal of Chinese Checkers?

Move every one of your marbles from your own starting triangle into the triangle directly opposite it, on the far side of the board. Whoever gets all of their marbles there first wins.

Is Chinese Checkers actually from China?

No. It was invented in Germany in 1892 under the name Stern-Halma, itself an adaptation of an American board game called Halma. A US toy company renamed it "Chinese Checkers" in the late 1920s as a marketing move, branding it as a game from the Orient with no real connection to China at all.