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Board Game · Strategy

Konane

Play Kōnane free online — the traditional Hawaiian ‘checkers’. Jump orthogonally to capture on a board that starts completely full, and leave your opponent with no legal move. Three AI levels or local pass-and-play. No download or sign-up.

Overview

Kōnane is a traditional Hawaiian capturing game, sometimes called Hawaiian checkers. It opens from a position no other board game uses: an 8×8 board completely full of alternating black and white marbles, with nowhere to move.

There is no ordinary movement at all. Every move is a capture. You jump one of your marbles straight over an adjacent enemy marble into the empty space beyond, and the marble you jumped is removed.

So the board only ever empties. It begins as a solid grid and ends as a scattering of marbles with very few legal jumps left — and that is where the game is decided, because the player who cannot jump loses.

Which makes the goal unusual. You are not trying to capture the most. You are trying to still have a move when your opponent has run out.

The opening

Because the board is full, the first two turns are not jumps. Black removes one of their own marbles, then White removes one of theirs. Either player may take any of their own marbles — there is no positional restriction.

That creates the only two empty squares on the board, and every jump for the rest of the game descends from them. Choosing where those holes go is a real decision, not a formality: they determine which region of the board opens first and who gets the early sequences.

How jumping works

A legal move needs four things: one of your marbles, an adjacent enemy marble, an empty square directly beyond it, and a straight line.

Your marble jumps the enemy marble and lands in the empty square. The jumped marble comes off the board, leaving a new hole behind it.

Jumps are horizontal or vertical only — never diagonal. That is the sharpest difference from Checkers, and it changes the geometry completely: only the four squares directly around a marble matter to it, so edges and corners become restrictive quickly as the board thins.

Multiple jumps are optional

If the marble you just moved can jump again, it may continue in the same turn — and it may keep going. But you are never forced to keep jumping. You can stop the sequence whenever you like.

That choice matters more than it first appears. A long chain removes several enemy marbles, but it also strips the board of the very pieces you need as jumping bridges, and it leaves your marble wherever the chain ended — possibly somewhere with no future at all.

Taking one capture and stopping is often stronger than taking four. The question is never "how many can I take?" but "who has a move when this ends?"

Every capture reshapes the board

Each jump removes a marble and creates a hole. Both change what is possible next — for you and for your opponent.

A capture can open a route for you, open one for them, or split the remaining marbles into separate regions with completely different mobility. Late in the game the board is usually several small pockets of activity rather than one, and the winner is whoever holds the last move in the pocket that matters.

Winning

There is no checkmate and no score. The game ends when a player has no legal jump on their turn, and that player loses.

So mobility is the whole currency. Having more marbles is worth nothing if none of them can jump, and a player with three well-placed marbles beats one with eight that are stuck.

Strategy and tips

  • Judge the landing, not the capture. Look at what jumps exist from where your marble ends up.
  • Stop a chain early when it helps. Long sequences burn the enemy marbles you were going to jump later.
  • Guard your mobility. Aim for positions where several marbles have jumps, not one fragile route.
  • Push the play toward their edges. Marbles near an edge or corner have fewer directions and run out of moves first.
  • Count the regions. When the board splits into pockets, work out which one will still have a move at the end.
  • Do not capture out of habit. Every move is a capture, so capturing is not a plan. The plan is having the last one.

The computer opponent

Worth knowing how this one works, because it is not a search engine like Checkers or Lines of Action.

  • Vs AI — Easy plays a random legal jump. Genuinely random, with no evaluation at all.
  • Vs AI — Medium and Hard score each available jump by centrality and the mobility it leaves behind, favouring central landings that keep options open.

So the step from Easy to Medium is a change in kind rather than degree. Easy will hand you a won position; Medium and Hard are actively protecting their own future moves, which is exactly the thing that decides Konane.

Pass & Play

Local Pass & Play hands one device between two people, and it suits this game particularly well: nothing is hidden, so both players see the same position and the whole contest is reading it.

Online multiplayer against a remote opponent is available in the Android and iOS apps. The browser version plays against the computer or a friend beside you.

Controls

  • Tap a marble to select it; legal landing squares are highlighted. Tap one to jump.
  • If another jump is available afterwards you may take it or stop.
  • Choose the AI level or Pass & Play from the menu, and restart at any time.

Kōnane is a game where the board shrinks with every move and the decisions do not get easier. Open it well, capture with restraint, and think past the next jump — the player who holds the final move is the player who wins.

If you liked Kōnane

Lines of Action is the other abstract here where captures can backfire — there, taking the wrong piece can connect your opponent’s army and win the game for them.

Checkers is the familiar comparison: diagonal jumps instead of orthogonal, and captures that are compulsory rather than optional. Five Field Kono and Nine Men’s Morris round out the traditional abstracts.