Luma Game Guide
Chinese Checkers Rules: A Clear First Game
A tabletop guide to the Winning Moves rules edition, with an original hop example—not an online game.
Quick answer
Set up for 2 / 3 / 4 / 6 players
Give each player 10 pegs in one starting triangle. Assign the directly opposite triangle as that player’s destination. For two players use opposite points; for three use alternating points; for four use two opposing pairs; six fills every point. Refer to the publisher’s setup diagrams when arranging colors.
Move your ten pegs into the triangle directly opposite your start. This guide follows the linked Winning Moves instruction sheet, checked on 8 November 2026. House rules differ, especially for blocking, so agree on the edition before play.
Unlike capture-based checkers, jumping is a way to travel: the peg you cross stays on the board. Bring a physical board and pegs; this page explains decisions rather than providing a playable board.
Choose one step OR a chain of hops
On your turn move one peg. Either step into a neighboring empty hole, or hop over an adjacent peg into the empty hole immediately beyond it on the same straight line. A hop may cross your own or another player’s peg. Do not remove that peg.
- A distant peg with a gap before it is not an adjacent hop anchor.
- The landing hole must be empty; seeing a useful peg beyond an occupied landing does not make the jump legal.
- A step cannot be followed by a hop in the same turn.
Continue a hop chain—or stop
After a legal hop, the same peg may hop again, changing direction when the next adjacent peg and empty landing permit it. Continuing is optional. Steps and hops may go in any direction; advancing toward the goal is a strategic choice, not a forward-only rule.
Worked turn: two hops, zero captures
Use these axial coordinates as labels for a small triangular-lattice example, not as a complete board. Put the moving peg at (0,0), other pegs at (1,0) and (2,1), and leave (2,0) and (2,2) empty. The route is (0,0) → (2,0) → (2,2). The first hop crosses (1,0); the second crosses (2,1). Both crossed pegs remain where they were. You could instead stop at (2,0).
- Before: three pegs are present in this local example.
- After: the moving peg is at (2,2), while the two hop anchors remain; there are still three pegs.
- Counterexample: if (2,0) is occupied, the first hop is illegal. A later empty hole does not rescue it.
Separate the written rules from house rules
The linked two-page sheet does not specify a ban on stopping in another triangle, a rule preventing a peg from leaving its goal, or an exchange remedy for blocking. Do not present those as this publisher’s rules. Agree any extra restrictions before play, or use the instructions supplied with your own set.
Winning, five players and optional variations
The single-set winner is first to bring all 10 pegs into the opposite point. The sheet also offers a five-player teaching variant: a beginner faces the empty point and receives an advantage, so do not describe that setup as balanced competition. Optional two- and three-player multi-set games and a longer-game points variant are described separately in the source.
A practical checklist before moving
Point to the moving peg, its first anchor and its landing. Check each proposed hop independently, then check where the entire turn ends. A long chain is not automatically better if it strands another peg or removes a useful bridge for your next turn.
- Say “step” or “hops” before beginning a demonstration turn.
- Trace the full route without lifting any crossed peg.
- Check each landing and any extra stopping rule your group agreed before play.
- Keep practice discussions separate from your agreed competitive turn rules.
Resolve a disagreement without inventing a rule
First identify the disputed action: an empty landing, the direction of travel, a stopping triangle, or final blocking. Compare that action with the chosen instruction sheet. If your set uses a different rule, record it before the next game rather than quietly switching versions mid-turn.
Frequently Asked Questions
- Do you capture pieces in Chinese Checkers?
- No. Under the rules used here, a crossed peg stays in place. Removing it changes the later hop routes and is not part of the game.
- Can you jump backward?
- Yes. A legal hop can go in any direction. It still needs an adjacent occupied hole and an empty landing directly beyond it, following a straight board line.
- Must you take every available jump?
- No. The sheet permits one or more jumps rather than requiring every available jump. Check any additional house restrictions separately.
- Can five people play this rules edition?
- Yes. The publisher describes a five-player teaching variant that gives the beginner or youngest player the empty opposite point as an advantage. It is distinct from the usual 2 / 3 / 4 / 6-player arrangements.
Compare other rules-based games using the related guides below. This page does not launch a Chinese Checkers game.
Related Guides
Official & Reference Links
Use these external links to verify the game source and creator context; they do not imply a commercial partnership with Luma.
- Winning Moves Chinese Checkers instructions (PDF) →
Two-page publisher rules and setup diagrams, Item 1244, ©2021. Additional blocking and goal restrictions are not specified in this sheet.