Once a piece has reached the opposing camp, a play cannot result in that piece leaving that camp.After any jump, one may make further jumps using the same piece, or end the play.The piece which was jumped over is unaffected and remains on the board.Place the piece in the empty square on the opposite side of the jumped piece.An adjacent piece of any colour can be jumped if there is an adjacent empty square on the directly opposite side of that piece.One or more jumps over adjacent pieces:.Place the piece in an empty adjacent square.Each player's turn consists of moving a single piece of one's own colour in one of the following plays:.Pieces can move in eight possible directions (orthogonally and diagonally).Players randomly determine who will take the first turn.(For four-player games played in teams, the winner is the first team to race both sets of pieces into opposing camps.) Play sequence The objective is to be the first player to race all one's pieces into the opposing camp-the camp diagonally opposite one's own. The board starts with all the squares of each player's camp occupied by a piece of that player's colour.Each player has a set of pieces (often called "Halma pawns") in a distinct colour, of the same number as squares in each camp.Each of the four corners of the board is a camp. For four-player games, each player's camp is a cluster of 13 squares.For two-player games, each player's camp is a cluster of 19 squares.Each player's camp consists of a cluster of adjacent squares in one corner of the board.A game may be played by two or four players.
![halma spielen halma spielen](https://fastmediashipsfromusa.com/image/cache/data/new_image_2019/TOYSSB0095GGMI4-600x711.jpg)
Squares are adjacent horizontally, vertically or diagonally.The board consists of a grid of 16×16 squares.Setup for four players (when played in teams, teammates sit in opposite corners)