Chinese checkers is a board game that can be played by two to six people. According to Hoyle® Puzzle & Board Games User Guide, five people can not play, because one player wouldn't have an opponent opposite him or her. It is a variant of Halma; the objective of the game is to place one's pieces in the corner opposite their starting position of a pitted hexagram by single moves or jumps over other pieces.
Despite being called “Chinese Checkers”, the game did not originate in China or any part of Asia, nor is it a variation of checkers. The game was invented in Germany in 1892 under the name “Stern-Halma”, as a variation on the older American game of Halma.
The “Stern” refers to the star-shape of the board . The
name “Chinese checkers” originated in the United States, as a marketing scheme by Bill and Jack Pressman in 1928. The Pressman company's game was originally called "Hop Ching Checkers".
The aim of the game is simply to enter all of one's ten marbles into the opposite "Home base" on the opposite side of the board before any other player in the game finishes entering his/her pieces likewise.
In the "hop across", most popular variation, each player puts his or her own colored marbles on one of the six points or corners of the star and attempts to relocate them all to the opposite corner. Players take turns moving one marble, either by moving it one single adjacent step or moving a chain of one or any other number of available hops or 'jumps', as they are often called. A step consists of moving a marble to an adjacent unoccupied space in any of the six available directions. In the diagram at right, Green might move the topmost marble diagonally one space down and to the left. A hop consists of jumping directly over a single adjacent marble, either one's own or an opponent's, to the unoccupied space directly over and beyond the adjacent marble. In the diagram at right, Red might advance the indicated marble by a chain of three hops in one single move. It is not mandatory to advance the marble by as many hops as is possible in the chain. In some instances a player may choose to stop the move part way through the chain to impede the opponent's progress or to align their marbles for planned future moves.
Essentially, the basic strategy is to find the longest hopping path that leads closest to, or immediately into, the "home" base (star point) on the opposite side of the board instead of moving step by step, as it obviously requires fewer moves to finish when using multiple jumps in one single move. However, since one or more players can make use of whatever hopping 'ladders' an opponent creates, more advanced strategy requires a player hindering opposing players in addition to helping himself or herself find jumps across the board. Of equal importance are the players' strategies for emptying and filling their origin and destination triangles. Games between experts are rarely decided by more than a couple of moves.
In the fast-paced variant, which is played mainly in Mainland China, game pieces may hop over
non-adjacent pieces. A hop consists of jumping over a distant marble to a symmetrical position on the opposite side. For example, if there are two empty spaces between the moving marble and the marble over which it is hopping, it lands on the opposite side with a gap of two empty spaces. As before, a single move may be a chain of hops, as shown in the diagram at left.
Usually, in the fast paced version, a marble is allowed to enter into an empty corner in the middle of a series of hops but must hop out again before the move is over.
Jumping over two marbles in a single hop is not allowed. Therefore, in this variant even more than in the original version, it is sometimes strategically important to keep one's marbles bunched in order to prevent a long opposing hop.
An alternate variant allows hops over any symmetrical arrangement, including pairs of pieces, pieces separated by spaces, etc.
In a five player game, the situation mimics the six player game except that one player moves toward the unoccupied corner. Because this player is in an advantageous position, usually a weaker player would take that position.
The four player game is same as the six player game except two opposite corners are unused.

In a three player game, all players play either one or two sets of marbles each. If one set is used, the game pieces are moved across the field into an empty corner. If two sets are used, each player starts with two color sets at opposite corners.
In a two player game, each player plays one, two or three sets of marbles. If one set is played, the pieces usually go into the opponent's corner. If two sets are played, the pieces can either go into the player's own opposite corners or into the opponent's corner. If three sets are played, the pieces usually go to the opponent's corners.
Each layout takes different game strategy. For example, if a player's pieces go to that player's own corner, the player can arrange his or her own pieces to serve as bridges between the two opposite ends. On the contrary, if a player's opponent occupies that player's target corner, the player might have to play a waiting game until all of the pieces are moved out.