Chinese Checkers
Two to six players, passed around one device. Classic rules, or Super jumps that carry a marble clear across the board.
Two ways to jump
Classic is the game you grew up with: step to a neighbouring hole, or hop over a marble standing right beside you into the space just past it, chaining hops as far as they will go.
Super lets a marble jump another from any distance, provided the gap between them is empty and it lands the same distance beyond. Journeys that take a dozen patient turns in the classic game can fold into two or three long leaps.
Around one table
- Two, three, four and six players all get a fair board, with partnerships at four and six
- The board turns so the player to move has their own corner nearest them
- No move ends your turn on its own — play it, look at it, then confirm
- Tap the marble to put it back one hop at a time
- Set the house rules your family plays by
- Works with no internet at all, and saves itself every turn