Halma (from the Greek word meaning "jump") is a board game invented in 1883 or 1884 by an American thoracic surgeon at Harvard Medical School, George Howard Monks. An English game called Hoppity was the inspiration.
Playing equipment consists of a checkered board, divided into 16x16 squares. Pieces are typically black & white for two-player games, and of various colors or other distinction in games of four players.
The game is played by two or four players on opposing corners of the board. The goal of the game is to transfer all of one's pieces from one's own camp into the camp in the opposing corner. Each turn, a player either moves a single piece to an adjacent open square, or jumps over one or more pieces in sequence.
There are also 8x8 and 10x10 board variations, either of which is adequate for two players and they have 10 and 15 pieces per player, respectively. There are various on-line versions on the internet, usually for two-player, turn based play.
There is a rule variation on some sites that states that if a player still has a player in their start region after so and so many moves (typically 30 on the 8x8 game and 50 on the 10x10 game) then they automatically lose, which gives rise to occasional attempts by a fast advancing player to block his opponents piece in the start area - a move which can backfire if the other player is wise to it. This quirk of play is typical to the 10x10 online versions. In non-electronic versions the number of moves is not normally counted.
Halma in comparison with many board games has a beginning game, a middle and an end. One can classify the beginning as the part before the opposing pieces are in contact, the middle is where the opposing pieces are already either blocking or jumping each other and the end game is the point from which the opponents no longer have the ability to effectively block each other, and must run for home. The beginning game is usually a set-piece battle, with players preferring their own favoured openings, the middle game is usually characterised by opportunistic play, and the player with the most patience to check the whole board for opportunities, including those gained by moving backwards in order to move forwards, will gain an advantage. The middle game should also plan for the end game, with players preferring moves that will enable them to put on a "turn of speed" in the end game, players need to seek to avoid "stragglers".
A key tactic as with most board games is early control of the centre, as this gives additional mobility to pieces. A blocking wall can be made with pieces 2 layers deep, and the advantage of this is to deflect the other player from the centre and make them move their pieces over a longer trajectory. However, if the opponent also builds a wall next to this, the first player to move his pieces from his wall will usually be at a strategic disadvantage.
It is important to understand that single pieces move hardly any faster than paired pieces in the end game, and that therefore a player with two individual stragglers is at a disadvantage to a player with a pair of piece juxtaposed to jump over each other to their final positions.
The larger boards have more strategic combinations available than the smaller boards, and the four player game offers more tactical intrigue than the two player game.