2–6 players · 2, 3, 4 or 6 seats

Chinese Checkers

Build a chain of jumps. Reach the opposite camp first.

Ten marbles each on a star board. Choose Classic or Super, invite friends or add computers. The server validates moves and restores your room on reconnect.

Chain jumps and legal destination hintsRooms with friends and computersPublic board, no chips
Players
2, 3, 4 and 6 players
Ways to play
Friend rooms · Play with bots
Clubs
Club rooms supported
Chips & scoring
No chips
Category
Board games
Platforms
Web · Telegram · iOS · Android
Chinese Checkers · Game illustration

Fair play in Chinese Checkers, without exploitation

The board is public and no chips are used. The server validates turns, jump paths and opposite-camp wins. Classic or Super rules are chosen at room creation; the first seat rotates each match.

Fair play without exploitation: funded by memberships, not player losses. No manufactured hands or advantages for sale. Membership never changes the deal, rules, or outcome. No real-money play.

See fairness mechanisms and verification scope →

Learn the basics. Then take a seat.

  1. 01

    Choose the player count and jump rules, then create a room.

  2. 02

    Invite friends or add computers. Select a marble to see legal destinations.

  3. 03

    Move every marble into the opposite camp first to win.

Chinese Checkers · Rules and scoring

These are the rules used by BluffKing. Regional variants can differ; check the game settings before playing.

How results are settled

Move every marble into the opposite camp first to win. No chips are used.

Playing rules

  1. Each player has ten marbles. Step or chain jumps over any color; no captures. Move every marble into the opposite camp first to win. Two players sit opposite; three alternate camps; four use two opposing pairs; six fill all camps.
  2. Step to an adjacent empty hole, or jump over an adjacent marble to the empty hole beyond. Chain jumps with the same marble.
  3. Long jumps are allowed: jump symmetrically over one marble with equal clear spaces on both sides.
  4. Turns last 40 seconds, then the computer moves. Reconnect to the same room. Leaving or disconnecting for 90 seconds resigns; marbles stay as bridges. A match draws after 3,000 moves.
  5. Resigned marbles stay on the board. You also win if your target is full of your own and resigned marbles, with at least one of your own, so departed players cannot block the camp forever.

Before you play