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Halma An Unsolved Puzzle
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The Normal British Way… “The normal British way, to sit in separate families in separate rooms in separate houses, each person occupied with a book, a paper, or a game of halma…” – George Bernard Shaw, 1898
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History Halma is the Greek word for jump or leap, which is the best description for the game invented by George Howard Monks in 1883 Played on a checkerboard, the game is a thrilling alternative to the game of checkers and frequently mistaken for its relative, Chinese Checkers
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How to Play The players set up an area in the corner of the board called a yard and the objective of the game is to be the first one to take over the opponent's yard by filling it completely with all your pieces. Traditionally played on a 16x16 board, up to 4 players can partake
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How to Play cont. In a simplified version of the game, the board has 8x8 dimensions and each player has 10 pieces. This variant is known as “Grasshopper” and played by 2 people
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Piece Movement A piece can move a step in any direction, like the king in a game of chess. A piece can jump over pieces on the board (both their own and their opponents') in order to move, as long as there is an empty space to land in.
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Piece Movement cont. Unlike with checkers, pieces cannot be "taken" or removed. A jump can continue as a chain for as long as the player desires and as long as there are empty spaces to accommodate the leaps and landings. Steps and jumps can't be tied together in a single move.
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No Solution The game has been around for over a century, but has set strategy of optimal play and isn’t commonly known Instead, Halma has provided an abundance of smaller scale puzzles that might eventually lead to a solution of the full board game
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Strategies One basic strategy to all such games is to establish a diagonal ladder where pieces are set up in a way that there is a space between each counter for every move to be a jump leading from one yard to the yard diagonally across from it. This allows for the majority of your pieces to have an open route out of the starting position. I have found it is wise to leave 2-3 pieces together in the starting position in order for there to always be a piece of your color nearby to jump over.
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Quickest Way to Win? Work with your opponent rather than against them
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References 1. Beasley, John D. "The Analysis of Puzzles." In The Mathematics of Games (Oxford: Oxford University Press, 1990.) 77-83 2. Bell, George I. "The Shortest Game of Chinese Checkers and Related Problems" ''Integers: Electronic Journal of Combinatorial Number Theory 9'' (2009) #G01. Accessed September 14, 2015. http://arxiv.org/pdf/0803.1245.pdfhttp://arxiv.org/pdf/0803.1245.pdf 3. Gardner, Martin 1971. "The Game of Halma" ''Wheels, Life and other Mathematical Amusements'', W H Freeman & Co, 1983, 115-123 4. Gardner, Martin 1968. "Bridge-it and other Games" ''New Mathematical Diversions'' MAA, 1995 210-218 5. Gardner, Martin 1971. "Mathematical Games" Scientific American 225, no.4: 104 Accessed September 14, 2015 http://www.nature.com/scientificamerican/journal/v225/n4/pdf/scientificamerican1071-104.pdf http://www.nature.com/scientificamerican/journal/v225/n4/pdf/scientificamerican1071-104.pdf 6. Schaeffer, Jonathan and Robert Lake "Solving the Game of Checkers." Vol. 29. of Games of No Chance: Combinatorial Games at MSRI, 1994, ed. Richard J. Nowakowski (Cambridge: Cambridge University Press, 1996.) 119-131. 7. Silva, Jorge Nuno. ''Board Games''. n.p.: Salem Press, Inc, 2012. Gale Virtual Reference Library Accessed September 14, 2015 http://go.galegroup.com/ps/i.do?id=GALE%7CCX4003100063&v=2.1&u=gett36723&it=r&p=GVRL &sw=w&asid=7c5fc962506c083878a250b45a4c538c 119-122
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