Two-Player Chinese Checkers

Red to playGoal0/0

Share a Screen, Set the Rules

If you are sitting together, skip the online room and play on one device. Red goes first, then Blue. Before you start, decide who plays Red in each game and whether completed moves can be undone. Check the turn indicator before handing over the screen, and use the highlighted destinations to settle whether a move is legal.

Quick Start

Lay the device flat between the players and keep it facing the same direction. On a small screen, call out the starting and ending holes before tapping to avoid mistakes.

Teach one step, one hop, and one hop chain that changes direction. Then explain that either color can be jumped, hops do not capture, and all ten marbles must reach goal to win.

During review, check the move history for a back-row marble left at home, a useful jump point moved too soon, or an early arrival blocking the entrance. Undo that turn to try again, and use replay when you need the exact path.

Two people playing Chinese Checkers together on one tablet

Complete the Move

Check the color in the status bar before touching the board. Select a marble to see every destination it can reach by a step or hop chain. You may stop at any highlighted landing; you do not have to take the longest route. Tap the destination, let the game record the entire path as one move, and then pass the device. The board locks when the game ends.

Red moves firstTurn ownershipLegal destinations
Two players alternating who moves first in same-device Chinese Checkers

Check the Jump

A legal hop crosses a neighboring marble and lands in the empty hole directly beyond it. You may hop over either color, change direction during a chain, and travel through the center or an unused point of the star. Most disputes come from trying to jump a marble that is not adjacent or land in an occupied hole. The highlights show every legal destination, not a recommended route.

Legal hopsTurning chainsFinal destinations
A complete Chinese Checkers move record on a shared device

Swap Red After Each Game

Red always moves first, so play scored matches in two-game rounds. One player takes Red in the first game, and the other takes Red in the second. If the score is tied, play another pair instead of a single tiebreaker. Agree on undo rules before game one as well: practice games can allow takebacks, while scored games can make every completed move final. The move history records each start, destination, and hop path for replay.

Two-game roundsUndo rulesMove replay

2players

1shared device

Redalways moves first

2 gamesone round with Red swapped