Human Halma: Cross the Board as a Team
A life-size board game based on Halma: two teams of 4 start in opposite corners of a grid and must move every member into the far corner, stepping one square or chaining jumps over other pieces. It builds shared planning and spatial awareness.
How to play
- Mark three 6x6 grids with 3-ft squares using masking tape or chalk. On each, two teams of 4 (with 5, one waits outside and swaps in) in different pinnies stand in the 2x2 block of squares in opposite corners (3 min to explain).
- Teams take turns moving one member: either one step to an open neighboring square (any of the eight directions) or a jump.
- A jump means moving to the open square directly beyond a neighboring piece, yours or the opponent's; you walk around the person, never over them. Several jumps may be chained in one turn.
- Each team has 15 seconds to decide. The first team to get all its members into the opposite corner block wins; each game takes about 5 minutes.
- Play three games against different opponents (15 min). Before the third, each team spends 1 minute designing a jump ladder it wants to use.
Rules
- Walk around the person you jump, without touching them or going over them.
- No one may camp in their starting block to block the opponent.
- Only one person moves per turn; everyone else stays still on their square.
Variations
Easier
Use a 5x5 board with teams of 3 and single jumps only.
Standard
A 6x6 board with teams of 4 and chained jumps.
Harder
Four teams of 3 in the four corners of an 8x8 board, with 10 seconds per turn.
Adaptations
- Limited mobility: a wheelchair user takes 5-ft squares and, if preferred, decides the team's moves from the side.
- Autism: provide a card showing both kinds of moves and give a heads-up before their turn.
- Fitness level: between turns, the waiting team can do easy locomotor movement around the board.
Learning goals
- Plan a sequence of chained moves as a team.
- Find your way around a grid and choose the shortest path.
- Cooperate with teammates to advance together.
Equipment for a class of 25
- masking tape: 3
- pinnies: 25
Teacher tip
The key is building ladders of teammates to jump far; if nobody figures it out, drop a hint after the first game. This is a calm activity, so schedule it after a more intense part of the lesson.
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