Skip to content
Halma Atelier.THE ART OF THE LEAP

A SMALL MOVE. A GRAND CROSSING.

Learn the leap.
Find your flow.

Step, leap, and connect the dots. Race your marbles into the opposite corner — no captures, just clever crossings.

01

The grand crossing

FILL THE OPPOSITE HOME

Every one of your marbles must end up in the house diagonally opposite the one it started in. The first player to fill it has won.

Nothing is captured and nothing is ever taken off the board — this is a race, not a fight.

02

One simple step

On your turn, move one marble. A step puts it on any of the eight squares touching it, as long as that square is empty.

Straight ahead, sideways, or diagonally — every direction is open.

03

Connect your leaps

A leap jumps over any single marble — yours or your opponent’s — onto the empty square directly beyond, in a straight line. You may leap again, and again, as far as the position allows.

One turn, one marble, any number of leaps. You cannot jump two marbles at once, and you cannot land part way.

04

Once home, stay home

A marble that has reached the far house may move within it, but may never leave it again.

Keep making room for the marbles still on their way.
05

Find your pace

The classic table is 16 × 16, with 19 marbles in each house. You can also choose a 12 × 12 or 20 × 20 board; the camps adjust to the size.

12QUICK16CLASSIC20LONG
06

A seat for everyone

  • House — play against the table’s own opponent.
  • Local — two people passing one screen.
  • Online — open a table in the lobby and invite a friend with its six-character code.

On smaller screens, use the board’s 1.5× or 2× buttons, swipe to explore, and tap Fit to see the whole table.

YOUR FIRST MOVE IS WAITING

Let’s make a beautiful crossing.

Take a seat